アグリモッシュ
(
Agrimmosh/)
出典 Pathfinder #91: Battle of Bloodmarch Hills 56ページ
オーラ 強力・変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 10ポンド
Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impactUE warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.
In addition, Agrimmosh has other powers that are currently dormant. When the Hammer of Unmaking is struck against Minderhal’s Forge in the Cathedral of Minderhal (see
Pathfinder Adventure Path #93:
Forge of the Giant God), these powers are reawakened, and Agrimmosh gains the following abilities.
Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check.
Agrimmosh also gains 3 charges, which renew at the beginning of each day. The wielder can expend the listed number of charges to activate one of the following spelllike abilities as a full-round action; expending an extra charge to activate the spell-like ability reduces the casting time to a swift action instead. Regardless, the wielder of Agrimmosh can activate only one of the weapon’s spell-like abilities per round.
Heightened enlarge person (1 charge, DC 23; this replaces Agrimmosh’s 1/day enlarge person ability)
Heightened mass enlarge person (2 charges, DC 23)
Lastly, Agrimmosh can be used in conjunction with Minderhal’s Forge at the Cathedral of Minderhal to resize magic armor and weapons. More details on this ability can be found in Pathfinder Adventure Path #93.
破壊方法
If Agrimmosh is heated in Minderhal’s Forge at the Cathedral of Minderhal for 10 years and then quenched in the blood of a slain rune giant, it loses all of its magical abilities and is destroyed, shattering into a thousand pieces.
アラズニスツ・ヘイトフル・ランサー
(
Alaznist's Hateful Ranseur/アラズニストの憎悪のランサー)
出典 Pathfinder #138: Rise of New Thassilon 70ページ
装備部位 なし;
オーラ 強力・力術[悪];
術者レベル 20;
重量 12ポンド
属性 秩序にして悪;
感覚範囲 暗視 120フィート、聴覚
【知力】 17;
【判断力】 10;
【魅力】 17;
自我 24
言語 言語読解能力、会話、テレパシー(奈落語、アズラント語、サーシロン語)
アラズニスツ・ヘイトフル・ランサーは
+3 キーン・スペル・ストアリング・ウーンディング・アダマンティン製ランサーで、刃には焦げた人間の頭蓋骨が突き刺さっているが――ルーンロードであるAlderpashの頭蓋骨を表現している――、武器としての使用を妨げるものではない。ランサーは使用者に攻撃ロール、セーヴ、能力値判定、技能判定に+2の幸運ボーナスを与える。クリティカル・ヒット時、アラズニスツ・ヘイトフル・ランサーは目標に【知力】、【判断力】、【魅力】の値が最も高いものに1d4ポイントのダメージを与える。この武器は、バクラカーンの正当な支配者ではない者に破壊と復讐を絶え間なく脅かし、使用者以外の全てのものを倒すことを目的としている。ランサーは1日3回使用者に
キュア・シリアス・ウーンズと
プロテクション・フロム・エナジーを発動でき、1日3回
ライトニング・ボルトを発動できる。
破壊方法
アラズニスツ・ヘイトフル・ランサーはOliphaunt of Jandelayの砕けた足元に投げ込まれれば破壊できるが、今現在世界に生きているルーンロード・オヴ・ラスが存在しない場合に限る。
アナセマ・アーカイヴ
(
Anathema Archive/)
出典 Rise of the Runelords Anniversary Edition 420ページ
オーラ 強力・全系統;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
This unusually heavy scroll consists of a rather long sheet of supple, impossible-to-tear parchment wound between two rods. When the anathema archive is opened, it presents a tangle of Thassilonian runes to the observer. Each time the scroll is unfurled, the runes are in a different order, the contents of the archive shifting according to the user’s state of mind and desires each time it is used. The archive itself can be used for two purposes: to cast ancient spells and to divulge lore about hateful secrets and hidden horrors.
When using the anathema archive to cast spells, the user can either simply open it (in which case it randomly opens to one of the new Thassilonian spells presented earlier in this chapter) or the user can attempt to force the anathema archive to open to a specific spell from that list or to any arcane spell she knows how to cast. Doing so requires a Spellcraft check (DC = 20 + double spell level)—failure indicates the archive opens to a random spell from this chapter’s seven earlier options. Whatever spell the anathema archive is opened to, the user may cast that spell from the scroll as if she were casting a spell from a normal scroll, save that the spell is not consumed from the anathema archive upon being cast.
When used for research, the anathema archive grants a +10 insight bonus into any one Knowledge check associated with sinister or frightening ancient topics (subject to the GM’s discretion—sample subjects include evil outsiders, runelords, Thassilon, Leng, evil religions, or undead). This allows a character to make the Knowledge skill check untrained.
Each time a character uses the anathema archive, her mind becomes increasingly haunted and unhinged. Upon using the archive, the user must make a Will save (DC = 15 + twice the total number of times the user has used the anathema archive). Failure results in the user taking 1d4 points of Wisdom drain and becoming confused for a number of rounds equal to 1 + the total number of times she has used the artifact.
The anathema archive closes automatically each time it is used, and cannot be opened again for 24 hours by any force.
破壊方法
The anathema archive must be eaten by an angel who has been rendered deaf and blind by an evil source—the angel must not know that it is eating an artifact.
アニマ・フォーカス
(
Anima Focus/魂の焦点)
出典 Rise of the Runelords Anniversary Edition 420ページ、Pathfinder #6: Spires of Xin-Shalast 58ページ
オーラ 強力・召喚術、死霊術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 9米トン
アニマ・フォーカスはRuneforgeでのLords of Greedの研究とメモを基に、サーシロン帝国の晩年にKarzougが作成した巨大なアーティファクトである。このアーティファクトは物質界と”Eye of Avarice”のリンクを維持し、特別な儀式によって準備された強欲な魂の断片をEye of Avariceの内部にある魂のレンズを通してrunewell 自体に吸い上げる。
アニマ・フォーカスには他の力もあり、Pinnacle of Avariceにリンクしている――詳細は359ページを参照せよ。
破壊方法
アニマ・フォーカスがリンクされている魂のレンズを破壊しなければならない。その後、アニマ・フォーカスは物理的なダメージあるいは魔法によって破壊される(硬度20;HP 800;破壊DC 50)
アポリュオン・リング
(
Apollyon Ring/)
出典 Artifacts and Legends 10ページ
オーラ 強力・占術、死霊術[悪];
術者レベル 20レベル
装備部位 リング;
市価 —;
重量 —
Upon donning the Apollyon Ring, the wearer experiences an increased state of being, her consciousness becoming an infectious disease known as the Mark of the Prophet. The wearer is the host of this disease, but is immune to its effects. Any creature that comes into physical contact with the wearer (or with one afflicted by the disease) must make a successful Fortitude save or be infected. The disease causes 1d4 points of ability damage, with the affected ability being the wearer’s highest ability score (or her choice in the case of equally high scores). The disease’s other effects are detailed below. The saving throw to resist the disease is equal to 10 + the wearer’s Hit Dice + her Charisma modifier. This disease can be cured as normal. Creatures immune to disease are immune to any disease created by the Apollyon Ring, but also gain none of the abilities granted by wearing the ring.
Any creature infected by the disease becomes a potential host for the ring wearer’s senses. The wearer always knows how many creatures are infected and can detect any one of them as a standard action as per the status spell. Additionally, by spending a minute concentrating, the wearer can see and hear using any infected individual’s senses, as per the clairaudience/clairvoyance spell. The wearer remains dimly aware of her surroundings while making use of this effect, and may end it as an immediate action. She may use this ability any number of times per day. Once per day, she may also either cure any number of individuals infected with the disease within 300 feet, or force them to make an additional save against its effects at a –5 penalty.
Removing the Apollyon Ring or killing the wearer instantly cures all creatures afflicted by the Mark of the Prophet.
Mark of the Prophet
Type disease, contact; Save Fortitude DC variable (see above)
Onset 1 day; Frequency 1/day
Effect 1d4 ability score damage; Cure 2 consecutive saves
破壊方法
The Apollyon Ring shatters if Apollyon, Horseman of Pestilence, is slain. Alternatively, the ring is destroyed if a creature immune to disease wears it and casts remove disease on at least one victim of every different disease known to the world.
アヴェルヌス・クロー
(
Avernus Claw/)
出典 Hell Unleashed 39ページ
オーラ 圧倒的・さまざま;
術者レベル 28レベル
装備部位 なし;
市価 —;
重量 24ポンド
Furcas’s weapon is a +4 axiomatic flaming burst unholy trident. The weapon’s flaming burst special ability wreathes the trident in hellfire—half the damage its flames deal is fire damage, while the other half results directly from infernal power and is therefore not reduced by fire resistance. As a standard action, Furcas can slam the trident’s haft against the ground, causing all creatures within 30 feet to be affected by dimensional anchor. Any affected creature that attempts to teleport or travel to another plane (even by a permanent gate) instead appears in a square adjacent to Furcas. As a standard action, Furcas can call the trident to his hand from any distance, even across planar boundaries.
破壊方法
The Avernus Claw must be sunk to the bottom of the deepest sea of Elysium for 1 year, then dealt a blow by the weapon of a chaotic good deity.
バーディング・オヴ・プレーテッド・ライト
(
Barding of Pleated Light/)
出典 Pathfinder #74: Sword of Valor 65ページ
オーラ 圧倒的・防御術;
術者レベル 20レベル
装備部位 鎧(バーディング);
市価 —;
重量 100ポンド
The barding of pleated light was crafted by angels in service to Pulura, the Shimmering Maiden, an empyreal lord once venerated by the conquered people of Sarkoris. This ornately crafted mithral full plate armor resizes to fit a horse, warhorse, or equivalent mount that it is placed upon. It acts as +2 greater spell resistance (19) full plate barding. The barding of pleated light grants additional powers related to the rippling light of an aurora. These powers can be activated by the wearer’s rider; the wearer can activate the barding’s powers only if it has an Intelligence score of 3 or greater.
First, the barding can be activated as the blinding shield special ability at will, but the wearer and the wearer’s rider are both immune to this blinding effect. Second, as an immediate action, the armor can be activated to divert harmful light or shadows. This grants the armor’s spell resistance to the wearer’s rider for 1 round, but this spell resistance only protects against spells with the light or shadow descriptor. Finally, the armor allows the wearer to pass through shimmering curtains of light. As an immediate action when charging, the armor can be activated to select any 10-foot-square area in the path of the charge. A curtain of multicolored light appears momentarily on each side of this area. The wearer can charge across this area as though it did not exist, disappearing into a ripple of light on one side and reappearing in a ripple of light on the other side. The wearer ignores terrain or obstacles in the intervening area (allowing the wearer to charge through allies in the area, for example), and the intervening area does not count toward the wearer’s charge movement. The ripple of light cannot be used for movement by anyone except the wearer and the wearer’s rider.
破壊方法
The barding of pleated light is destroyed if it’s reduced to 0 hit points in an area of absolute darkness with no light—not even a candle’s flicker or reflected moonbeam—within 10 miles in any direction.
ベリマリウスズ・インヴィディアス・ハルバード
(
Belimarius's Invidious Halberd/ベリマリウスの嫉妬のハルバード)
出典 Pathfinder #137: The City Outside of Time 56ページ
装備部位 なし;
オーラ 強力・防御術[悪];
術者レベル 17;
重量 12ポンド
属性 秩序にして悪;
感覚範囲 暗視60フィート、聴覚
【知力】 15;
【判断力】 13;
【魅力】 10;
自我 19
言語 言語読解能力、会話(アズラント語、エルフ語、サーシロン語)
能力 3回/日―
ディテクト・ソウツ、1回/日―
モディファイ・メモリー
特殊用途能力 魔法消費(下記参照)
特殊目的 秘術呪文の術者を倒す
いわゆるインヴィディアス・ハルバードは、他の6つのAlara’quinとある種のバランスを象徴することを目的としていた――エンペラー・シンは、この武器に強力な魔法の働きを無効化する強力な能力を注入しようとし、持ち主を力の規制の潜在的なチャンピオンであると見なした。しかし最初に武器を持っていたルーンロードであるNaaftが他の6人のルーンロードが食い入ったのと同じ腐敗と罪に陥った時、シンは自分の望みの甘さに気がついた。長い年月をかけて、この武器があるルーンロードの手から次のルーンロードの手に渡るにつれて、インヴィディアス・ハルバードの自己嫌悪と秘術の術者への憎悪は増すばかりであった。ルーンロードの振る舞いを渋々従わせただけで、彼らを適切な担い手として受け入れたが、彼らの技術を十分に評価することは決してなかった。ハルバード自身が本当に幸せと感じるのは、秘術呪文を発動する者を切り落とすのに使われたときだけである――特に目標が
ウィザードであるならば。魔法を消費し、魔法を使う敵を困惑させたり混乱させる技は即座に使用者の軽蔑と、おそらくハルバードそのものへの恐怖心をさらに高めた。もちろん、ルーンロード・オヴ・エンヴィによっては、これは嫉妬心を高ぶらせるだけであった。
この武器は知性ある
+2 ディスペリング・バースト・キーン・スペル・ストアリング・ミスラル製ハルバードである。ベリマリウスズ・インヴィディアス・ハルバードが秘術呪文の発動能力を持つクリーチャーに命中する時、攻撃されたクリーチャーはDC 17の意志セーヴに成功するか、ハルバードが3レベル以下の呪文1つを吸収し
スペル・ストアリング能力で呪文を保存する(または
ディスペリング・バースト能力として吸収した呪文を
ディスペル・マジックする)。ハルバードはどの呪文が保存されているかを選択するが、それ以外の場合、攻撃されたクリーチャーが武器の
スペル・ストアリング能力を使用してハルバードが選択した呪文を保存したかのように機能し、その過程でその呪文の準備を失う(またはそれに関連する呪文スロットを失う)。既に呪文が保存されている場合、この能力を使用することはできない。ベリマリウス・インヴィディアス・ハルバードは呪文を吸収された後に攻撃されたクリーチャーに対して、
フィーブルマインドを発動できる(DC 17)。
破壊方法
ベリマリウスズ・インヴィディアス・ハルバードはOliphaunt of Jandelayの砕けた足元に投げ込まれれば破壊できるが、今現在世界に生きているルーンロード・オヴ・エンヴィが存在しない場合に限る。
3.5 Materialベルウェザー・ブローチ
(
Bellwether Brooch/)
出典 Guardians of Dragonfall 29ページ
オーラ 圧倒的・心術、変成術;
術者レベル 29レベル
装備部位 首周り;
市価 —;
重量 24ポンド
The creators of Dragonfall allowed for the possibility that at some point in the future, Dragonfall might require relocation. While they could not program the guardians with the flexibility of thought necessary to execute this task themselves, they did, through the Bellwether Brooch, allow the option for someone else to lead the guardians to a new location.
As long as the Bellwether Brooch resides in its setting in the Paragon Chamber of Dragonfall, the
Guardians of Dragonfall follow their normal routines. If the Bellwether Brooch is removed from its setting, however, the guardians immediately stop performing these routines and await the commands of the brooch’s wearer. As a free action, the wearer of the brooch can telepathically command any Guardians of Dragonfall within 100 feet, and the guardians obey fully. The guardians resume their normal routines if the brooch is replaced in its setting. In addition, the wearer of the brooch receives a +10 insight bonus on skill checks to craft constructs, is treated as 5 levels higher for the purposes of creating constructs, and need not expend XP in the creation of constructs.
The brooch is a clear diamond cut in an ovoid, two inches long. It has no chain or clasp; instead, it attaches itself to the wearer’s skin at the neck. The wearer can easily remove it, but it is treated as a “well-secured object” against any attempts to remove it by force.
ブラックアックス
(
Blackaxe/)
出典 Artifacts and Legends 12ページ、Inner Sea World Guide 299ページ
オーラ 圧倒的・召喚術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 —
Blackaxe is a Huge +5 plant bane greataxe which is considered epic and can penetrate epic damage reduction. Virulent acid constantly seeps from its blade, dealing +1d6 points of acid damage on a successful hit. On a successful critical hit, Blackaxe deals an additional +2d10 points of acid damage. Once per minute, the weapon’s wielder can use heal on herself by striking a living and nonmagical tree with Blackaxe, causing the tree to wither to ash. The artifact is inexorably tied to the nascent demon lord Treerazer, who can call Blackaxe to his hand as a free action, despite any intervening distance, so long as Blackaxe is not kept in an area that prevents teleportation effects from occurring. While Blackaxe is wielded by another creature, Treerazer always knows that creature’s location and condition (as via the discern location and status spells), and by concentrating can observe the world around the wielder as if using that wielder’s senses. While in this state, Treerazer may use any of his spell-like abilities through the link, treating Blackaxe as if it were the source of the spelllike ability. Each time Treerazer does so, Blackaxe’s wielder must make a successful DC 25 Will save to avoid being staggered for 1 round from the flow of power. These spelllike abilities trigger during the wielder’s turn in initiative, but do not consume any of the wielder’s actions in that round.
破壊方法
In order to destroy Blackaxe, the weapon must be used against a powerful magical tree, and while the sap on the blade is still fresh it must then be used to sever one of the demon lord Cyth-V’sug’s many fungoid limbs. Doing so causes Blackaxe to explode in a burst of obsidian shrapnel and acid that deals 20d6 points of acid damage and 20d6 points of piercing damage to all within a 60-foot burst (DC 30 Reflex save for half ).
ブラッドストーン・オヴ・アラズニ
(
Bloodstones of Arazni/アラズニの血玉髄)
出典 Artifacts and Legends 13ページ
オーラ 強力・防御術、死霊術[秩序];
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 各々2ポンド
この特徴的な壺の中には、勇敢な騎士アラズニの特徴と、神エイローデンの残存する力の側面の両方に関連する臓器が入っている。この壺を持つクレリックは、持っている限り、追加の領域を与えられ、それに関連した能力と領域呪文を与えらる。付与される領域は、所持している
ブラッドストーンによって異なる。持ち主がクレリックでない場合は、最も低いレベルの領域能力が付与されるが、呪文やその他の関連能力は付与されない。また、
ブラッドストーンの持ち主は、アラズニの何らかの特徴に触発され、彼女が生前に持っていた能力を得ることができる。この能力を得るのに、前提条件や必要条件を満たす必要はない。
ラング・ブラッドストーン・オヴ・アラズニ Lung Bloodstone of Arazni
アラズニの保存された肺臓が入ったこのカノプス壺は、アラズニの義務感と死したる神エイローデンの余韻の力が響き渡る。
ラング・ブラッドストーン・オヴ・アラズニを持つ者は、ボーナス特技として
《鋼の意志強化》を得る。この壺を持っているクレリックは、この壺を持っている限り、追加領域として知識の領域が与えられ、それに関連した領域能力と領域呪文が与えられる。持ち主がクレリックでない場合は、代わりに自身のキャラクター・レベルをクレリックレベルとして、知識領域の伝承の守り手能力を得る。
破壊方法
暴君ゲブとリッチのアラズニが一緒になってブラッドストーンを破壊し、24時間の儀式の一部として、倒れた英雄の枯れた姿の中で臓器を縛り付ける。
ブライアー
(
Briar/)
出典 Artifacts and Legends 17ページ
装備部位 なし;オーラ 強力・召喚術、死霊術、変成術; 術者レベル 20レベル; 重量 6ポンド
属性 混沌にして悪; 感覚範囲 暗視60フィート
【知力】 10; 【判断力】 10; 【魅力】 16; 自我 23
言語 empathy, speech, telepathy、アクロ語、共通語、森語
能力 3回/日―barkskin (wielder only), blight (as swift action upon a creature it strikes in combat)
1回/月―true resurrection (wielder only)
特殊用途能力 魔法消費(下記参照)
特殊目的 秘術呪文の術者を倒す
The blade called Briar is an intelligent +5 cold iron vorpal bastard sword whose special purpose is to defeat denizens of the First World.
破壊方法
If Briar is claimed by the nymph Nyrissa—of whom it is fundamentally a part—the blade gradually begins rejoining with the fey queen. If left in Nyrissa’s possession, Briar fades out of existence over the course of a week. At the end of this time, the weapon is destroyed and Nyrissa regains her ability to love. Only one of the fey lords known as the Eldest can restore Briar once Nyrissa has reclaimed it.
カラバッシュ・オヴ・ラスト・ドラフト
(
Calabash of Last Draughts/)
出典 Feast of Dust 43ページ
オーラ 強力・死霊術、変成術;
術者レベル 18レベル
装備部位 胸周り;
市価 —;
重量 5ポンド
An elaborately carved stopper caps this black gourd. It was once a decanter of endless water, but the bottle’s magic has been warped by the daemon spirit trapped within. The Calabash of Last Draughts can be slung over a creature’s chest with its leather strap, and grants a +2 profane bonus to Intelligence when worn. Five times per day, the wearer can unstopper the bottle and splash a creature with the tainted water within as a ranged touch attack with a range of 30 feet. A successful attack deals 1d4 points of Intelligence damage as the waters wipe away a creature’s memories and sense of self. A successful DC 18 Will save reduces this Intelligence damage by half. If a target is helpless or willing, the wearer can instead unstopper the calabash and feed the target its tainted waters, either dealing 2d4 points of Intelligence damage or allowing the wearer to change or eliminate the target’s memories as per the modify memory spell.
The Calabash of Last Draughts also erodes an outsider’s connection to the physical world. If a possessing creature’s Intelligence is reduced to 1 or lower in this way, it is immediately exorcised from its host’s body.
Upon picking up the Calabash of Last Draughts, a creature must succeed at a DC 18 Will save or immediately drink from the accursed gourd.
破壊方法
The Calabash of Last Draughts must be filled with water from the Progenitor Wave at the heart of the Sea of No Shadows in Nirvana, then dashed against the shores of the Mere of Broken Angels in Abaddon.
3.5 Materialキャントリアン・スプリング
(
Cantorian Spring/リサーラの聖杯)
出典 Gods and Magic 62ページ
オーラ 圧倒的・変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 5ポンド
This long, straight staff bears a rough crystal at the top, wrapped in wire extending to the base. When the staff moves, something liquid shifts within the crystal. The staff tends to right itself if left alone, balancing easily on its lower end, easily moved or toppled but quickly returning to its upright position if left undisturbed for a few minutes. Though the creator of this item is uncertain, most believe it has some ties to Canzoriant, a powerful devil whose cult gained some renown by elves before the Age of Darkness (and who was crushed by Asmodeus in a failed coup). Canzoriant had an interest in conquest and breeding stronger slaves, and it is likely he played a role in its most famous work—the hobgoblin.
Ages ago, a group of elven adventurers located a strange colony where powerful mutated goblins were being bred into a great army that would wash over the elven cities. These new goblins were smarter, larger, and stronger than regular goblins, more disciplined, and fearsome, conditioned to hate elves with stories of horror and rumors that the elves reciprocated their hate and wanted the colonies razed. Alert to the hobgoblin threat, the elves located the artifact at the center of the colony and stole it; when the owners caught up to the elves, they battled, and in the confusion the artifact was lost. Since that time the hobgoblins have been their own masters and the names of the being or beings who thought up their creation have been lost. Over the centuries the staff has appeared, usually in the hands of someone wanting to create a new slave race (such as the supposedly-extinct zhug, born of hafling stock) or to inflict a particularly cruel punishment on an enemy (such as when Bandit King Anfax used it to transform his enemy’s army into catfish in the middle of a hot summer battle), and the Three Generations War in the River Kingdoms resulted in it changing hands at least four times between opposing parties.
The staff initially appears to be a fully-charged staff of transmutation. With the proper command word, once per day you can use it to cast a mass polymorph or baleful polymorph, though there reputedly is a very small chance that the staff will transform you as well. You can use it to cast bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, or owl’s wisdom up to 10 times per day in any combination, or use five of the daily “charges” of this power to cast a mass version of any of those spells.
If left to balance itself, you can tap its crystal once and speak a command word to cause it to slowly screw itself into the earth until only the crystal is visible. A few minutes later water begins to bubble up from the earth, forming a pool or spring if the shape of the ground permits it. This water is pure and clean and replenishes itself at a rate of one gallon per minute. Through an attunement process that takes several days of active concentration (similar to crafting a magic item) you can give the spring magical powers so that any who drink from it will be permanently affected, though there are usually slight side effects (for example, if the water enhances Dexterity, a drinker may gain cat-like features).
Many stories of magical fountains or springs crystal rests at the bottom and is obscured by plants or sediment, and it is possible that several variant races or subraces owe their existence to this artifact. The power of the spring tends to drift over time, requiring attention at least one day out of every month. Furthermore, the staff has been known to create a spring without its owner commanding it to do so. If the staff is removed from the spring, the water usually loses its magical powers and eventually drains away, though the Bouldertop Oasis in northern Osirion has no natural explanation and has a faint magical aura reminiscent of the Cantorian Spring.
チャリス・オヴ・リサーラ
(
Chalice of Lissala/リサーラの聖杯)
出典 Pathfinder #137: The City Outside of Time 69ページ
オーラ 圧倒的・心術;
術者レベル 22レベル
装備部位 なし;
市価 —;
重量 4ポンド
このエレガントな金色の聖杯のボウルは、7枚の重なり合う羽根の翼に似ているが、台座は蜷局巻いた蛇の形をしている。聖杯には緑色の宝石がはめ込まれており、尖ったルーンのような形をしている。
この大きな金色の聖杯は、心術魔法を使用できるクリーチャーが30フィート以内にいるときに魅力的に輝く。チャリス・オヴ・リサーラを手に持っている間、術者は心術の系統の呪文と擬似呪文能力の術者レベルを4増加させ、抵抗するためのDCを4増加させる。チャリスの所持者が呪文抵抗のある目標に対して心術系統の呪文を発動する時、術者レベル判定を2回ロールし、良い方の結果を採用することができる。目標のクリーチャーが通常の心術呪文に完全耐性をもつ場合(精神作用呪文を持つを精神を持たないかアンデッド・クリーチャーに使用するなど)、所持者はそのクリーチャーに完全耐性がないかのように影響を与えることができるが、この場合、呪文は通常の術者レベルと呪文DCを使用する。
さらにチャリス・オヴ・リサーラは【魅力】に基づく判定に+5の技量ボーナスを所持者に与える。
破壊方法
リサーラの残りの崇拝者全員が滅びるか信仰を放棄すると、チャリス・オヴ・リサーラ自体がねじれ、価値のない黒い金属片に変わる。
チャリス・オヴ・オゼム
(
Chalice of Ozem/)
出典 Pathfinder #77: Herald of the Ivory Labyrinth 62ページ
オーラ 強力・防御術、力術[力場];
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 1ポンド
This chalice is perhaps the last surviving artifact from Sacred Ozem, now forever lost in a tragic battle that ultimately led to the foundation of the Knights of Ozem. Made of shimmering mithral and studded with dozens of rubies, the Chalice of Ozem was carried from the ruins and handed down through generations until it was finally given to Iomedae, who used it in her fight against Erum-Hel during the Battle of Three Sorrows.
The chalice cannot be harmed by any substance it holds, no matter how caustic. Further, any liquid placed within the chalice will never spill unless the chalice’s carrier wills it. If the chalice is held and the command phrase spoken (“Ozem for Iomedae!”), it projects a globe of invulnerability. If a second command phrase is spoken (“Her sheltering shield!”) and a scooping motion is made with the chalice, a resilient sphere is created around the carrier. Each of these effects can be called upon twice per day.
Once per day, a mythic character can expend one use of mythic power while pouring a dose of holy water into the chalice to immediately transform that dose of holy water into a single dose of nectar of the gods ( Pathfinder RPG
Mythic Adventures 155).
破壊方法
If the Chalice of Ozem is filled with Iomedae’s blood and Arazni drinks from it, the chalice shatters into glass fragments.
クロニクル・オヴ・ザ・ライチャス
(
Chronicle of the Righteous/)
出典 Chronicle of the Righteous 52ページ
オーラ 圧倒的・全系統[善];
術者レベル 25レベル
装備部位 なし;
市価 —;
重量 12ポンド
The Chronicle of the Righteous is the collected records of the good Outer Planes as written by the exiled angel Tabris, who was ordered to catalog the lore of all the multiverse but was cast out of Heaven for his findings. The pages pertaining to the good Outer Planes lie within covers of beaten precious metals, bedecked with jewels of every color and inscribed with celestial iconography. Only a truly reverent individual, completely devoted to good, can open the Chronicle of the Righteous without an effort of will; for others, a successful DC 12 Will save is required to open the book. On a failed save, the individual decides she is unworthy of beholding the Chronicle and cannot attempt to open the book again for 24 hours.
The Chronicle of the Righteous is written in Celestial. It details the geography of the good-aligned planes, the gods, empyreal lords, and celestial creatures who live there, and the unadulterated truths of these beings and their acts—truths that are sometimes heartening and at other times unsettling. Any evil-aligned creature who touches the Chronicle of the Righteous gains 1 negative level. This level cannot be restored until the character has remained more than 10 feet away from the book for 24 hours. Nongood creatures attempting to read the book must succeed at a DC 15 Will save or have their alignment permanently take one step toward good.
A reader who spends 30 days (not necessarily consecutively) studying the book receives several benefits. The book contains copies of every conjuration (healing) spell and every spell with the good descriptor. The user gains a +4 bonus on all Knowledge (planes) checks if she uses the book as a resource (consulting it for at least 1 hour regarding a question), and its descriptions of the good-aligned planes are so accurate that any teleportation travel to or within those planes always brings the caster to the exact location desired.
As long as the book is carried, the user is immediately aware of any action that might cause an alignment shift or a loss of standing with her deity, as if she wore a phylactery of faithfulness. The Chronicle of the Righteous is also surrounded by a permanent zone of truth, and creatures must succeed at a DC 15 Will save to tell a lie within 20 feet of the book. The bearer of the book casts all good spells as if she were 2 caster levels higher and gains a +2 bonus on all Charisma checks and Charisma-based skill checks when interacting with good creatures. Three times per day, the book can be used to cast one of the following spells: banishment, consecrate, greater planar binding, holy smite, holy word, sanctify weapons, and summon monster VII. Each time the Chronicle of the Righteous is referenced or used to cast a spell, there is a 10% chance that any empyreal lords on the same plane as the user instantly become aware of the book’s precise location.
破壊方法
The Chronicle of the Righteous can be destroyed by first bathing it in the blood of a fallen empyreal lord who has killed at least 100 good mortals and then burning it in a pit of hellfire.
クレードル・オヴ・ナイト
(
Cradle of Night/)
出典 Cradle of Night 57ページ
オーラ 強力・幻術[悪];
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 5ポンド
Once each year, a Cradle of Night can infuse a single living creature that handles it with a manifestation of the shadowbound corruption. If the creature wishes to reject the manifestation, it can do so by succeeding at a DC 25 Will save, but if the creature fails this saving throw, it gains the manifestation’s stain without its gift. A creature with a manifestation of the shadowbound corruption that carries a Cradle of Night on its person ceases aging, gains a +4 profane bonus to Strength and Constitution, and gains fast healing equal to its total Hit Dice. These effects are suppressed whenever the creature is in bright light, but time spent not aging does not catch up to the bearer at such times.
破壊方法
A Cradle of Night that is exposed to direct sunlight for 8 consecutive hours becomes relatively fragile and can be destroyed by damage, but spending at least a minute in shadow or darkness removes this fragility. While fragile, a Cradle of Night has hardness 15 and 30 hp. If the artifact is destroyed, each creature that has willingly accepted a manifestation from the Cradle of Night must succeed at a DC 25 Fortitude save or be immediately destroyed, as if by a sphere of annihilation. Creatures that did not willingly gain the Cradle of Night’s manifestations instead immediately lose the shadowbound corruption (and all manifestations it granted), but suffer no other ill effect.
クルック・アンド・フレイル・オヴ・キングス
(
Crook and Flail of Kings/)
出典 Pathfinder #84: Pyramid of the Sky Pharaoh 61ページ
オーラ 強力・防御術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 各々5ポンド
Crafted by the fabled thaumaturge Sekhmenathes of An for Hakotep’s grandfather, these two symbols of rulership were passed down to the Sky Pharaoh by his father and buried with Hakotep in his crypt when his successor Djederet II ascended the throne.
The crook is an 18-inch-long cane with a hooked head made of gold reinforced with blue copper bands. It functions as a greater empower metamagic rodUE.
The flail is a 2-foot-long rod of gold, ending with three beaded strands of semi-precious stones. It functions as both a greater reach metamagic rod and a +2 thundering flailUE.
When the crook and flail are held simultaneously, one in each hand, the wielder can cast spells without providing somatic components (as Still Spell, but this doesn’t use a higher level spell slot or increase casting time). Furthermore, once per day as an immediate action, the wielder can reflect spells cast against him for 1 round (as spell turning) up to a total of 9 spell levels. If the wielder is a spellcaster, he can expend a prepared spell or spell slot to use this ability again; he can reflect a total number of spell levels equal to the level of the expended spell.
破壊方法
If the rightful ruler of Osirion strikes the crook and flail together with the intent to break them, both items shatter and turn instantly to sand.
クラウン・オヴ・ファングス
(
Crown of Fangs/)
出典 Curse of the Crimson Throne (PFRPG) 432ページ、Pathfinder #12: Crown of Fangs 64ページ
オーラ 強力・心術、幻術、死霊術;
術者レベル 20レベル
装備部位 頭部;
市価 —;
重量 4ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 10;
【魅力】 12;
自我 20
言語 empathy
The eponymous fangs set into this jeweled golden circlet are those of the dragon Kazavon. The crown grants its wearer a +6 enhancement bonus to her Constitution and Charisma scores, as well as regeneration 20. Only a blade capable of destroying the crown, like Serithtial, can bypass this regeneration. The wearer gains the personal benefits of foresight, while the crown itself can cast each of the following spells three times per day: alter self, dominate person (DC 17), major image (DC 17), mirror image, and mislead (DC 19).
Queen Ileosa and this crown are bound together, and she retains its bonuses to her ability scores and regeneration even if she isn’t wearing the crown, regardless of the distance between the two. She prefers to wear the crown because that allows it to use its spells in her defense—and because of her vanity and pride.
破壊方法
The
Crown of Fangs is destroyed if struck (while unattended) by a holy sword forged by a once-mortal god—the blade Serithtial is one such blade.
クラウン・オヴ・インファーナル・マジェスティ
(
Crown of Infernal Majesty/)
出典 Pathfinder #106: For Queen and Empire 59ページ
オーラ 強力・防御術、変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 —
This engraved and filigreed silver diadem is fashioned with three tines rising from the front of the circlet, the central one of which bears the encircled cross emblem of Cheliax. The Crown of Infernal Majesty grants its wearer a suite of abilities. Defensively, it provides immunity to fire and poison, immunity to mind-affecting effects, immunity to mental ability score damage, acid and cold resistance 10, and spell resistance equal to the wearer’s CR + 11. In addition, the wearer is immune to smite effects (including the smite evil ability of celestial creatures and paladins, and the destructive smite ability of the Destruction domain). A creature that attempts to smite the wearer of the crown gets no bonus on attack rolls against the wearer, and the crown reflects any bonus damage from the smite back against the attacker as evil-aligned damage that bypasses the corresponding damage reduction.
The wearer gains the see in darkness universal monster ability, and the ability to use discern lies, nondetection, and true seeing as constant spell-like abilities. The crown also grants its wearer a +6 enhancement bonus to her Intelligence, Wisdom, and Charisma scores (with ranks in Intimidate, Knowledge [planes], and Sense Motive, as a headband of vast intelligence, as well as the ability to speak and read Abyssal, Celestial, and Infernal). Lastly, the wearer gains a +4 profane bonus on Charisma-based checks to bargain or deal with devils (such as with planar ally or planar binding spells).
破壊方法
The Crown of Infernal Majesty can be destroyed only by tricking Asmodeus into nullifying each of the Three Damnations written into the infernal contracts between Hell and House Thrune.
ダンシング・ハット・オヴ・バーバ=ヤーガ
(
Dancing Hut of Baba Yaga/)
出典 Pathfinder #68: The Shackled Hut 61ページ、Artifacts and Legends 21ページ
オーラ 圧倒的・召喚術、変成術;
術者レベル 30レベル
装備部位 なし;
市価 —;
重量 3,500ポンド
Approximately 15 feet tall and 15 feet square, this crude hut sits atop a pair of gigantic chicken legs that, when not tucked beneath the structure at rest, endlessly pick and scratch at the hut’s surroundings. The life-like legs aren’t the only thing that make the hut remarkable, however. The small building’s only door opens into a room that can be significantly larger than what the structure can naturally contain, for the hut possesses countless configurations of extradimensional rooms that change depending on the hut’s physical location. Nothing that transpires outside the hut has any effect on those inside. The properties and abilities of the Dancing Hut are divided into two categories: the defensive and the transportive.
Defensive:At its most basic level, the Dancing Hut is a unique CR 17 construct. The statistics and abilities of this remarkable creation are detailed below. A creature inside the hut can command the structure to move, attack, use its special abilities, or immediately perform any other function it is capable of by employing the Dancing Hut’s unusual controls, which consist of a brown hen’s egg inside a simple, cracked clay bowl sitting upon a table inside the hut. Both the bowl and egg can easily be removed or destroyed, but both reappear 1 hour later and only function within the confines of the hut. Breaking the egg reveals the head of live and very irate rooster that dies a long, squawking death—and disappears an hour later when the controls reform. Any creature that makes a successful DC 30 Use Magic Device check can use these innocuous controls to command the Dancing Hut. Failing this check causes the hut to dance erratically, potentially trampling creatures nearby, but has no effect on creatures inside the hut. A creature must succeed at a new Use Magic Device check every round to directly control the hut’s actions. The hut can be assigned simple, standing commands to follow, such as to attack any humanoid that approaches, to patrol an area, to head in a direction for a set period, or to flee if damaged, but cannot be assigned commands that require it to follow multipart instructions, recognize specific individuals, or seek a specific place.
Transportive:As a construct, the Dancing Hut can physically move on its own, but it also possesses the ability to slip between planes and even travel to other planets, carrying any inside the hut with it. This remarkable ability is activated using the cauldron within the hut, which links the hut to countless—if not infinite—locations across the planes. To use these transportive abilities, a creature must stand before the hut’s cauldron, place two ingredients inside, and stir the ever-bubbling stew within—a process requiring a full-round action, though finding the desired ingredients might take longer. The two ingredients act as “keys” to a specific destination. Each destination the hut can travel to has a specific combination, or “recipe,” of two keys, which appear to be relatively normal items stored throughout the hut itself. Although the keys appear to be absolutely mundane, only those specific items within the hut function as keys. So while a red apple might be one key, it must be the red apple found inside the Dancing Hut, not just any apple. Like the hut’s controls, keys can easily be destroyed or removed from the hut, but they reappear 1 hour later. In the Reign of Winter Adventure Path, Queen Elvanna has deactivated the keys within the hut to keep anyone from stealing the hut and taking it away from Golarion. Throughout the campaign, the PCs seek out additional keys hidden by Baba Yaga that enable them to control the hut. Since these additional keys were not present in the hut when Elvanna deactivated them, once brought into the hut, these new keys function exactly as would the keys normally found in the hut, in all cases. At no point during the campaign do any of the deactivated keys function; if placed within the hut’s cauldron, they simply disappear and reappear, still deactivated, 1 hour later. Until the PCs rescue Baba Yaga, who can reactivate the keys within the hut, the only way to use the Dancing Hut’s transportive abilities is with the extra keys left behind by Baba Yaga.
Once the proper keys have been placed in the cauldron, the Dancing Hut immediately appears at its new destination, as if it had traveled there via plane shift or interplanetary teleport (Pathfinder RPG Ultimate Magic 225). The hut always appears in the same location at a given destination—the keys are tied to that specific location. Once at a destination, the Dancing Hut can move (or be moved) normally to any other location on that world or plane. Once the hut arrives at its new destination, the keys immediately disappear from the cauldron, reforming elsewhere in the hut.
Each time a new combination of keys is used to transport the Dancing Hut to a new location, the interior layout of the hut changes, as each location to which the hut can travel has its own corresponding layout of the hut’s interior. As the hut travels, these layouts can change dramatically, though every layout contains one room with a cauldron and the hut’s controls, regardless of how many other rooms are present in that layout. Starting with Pathfinder Adventure Path #68, each adventure in the Reign of Winter Adventure Path presents a new layout of the hut, based on the physical location of the hut in that adventure.
When the Dancing Hut’s layout changes, the other layouts still exist, but are inaccessible from within the hut itself. Magic such as plane shift can still be used to visit these otherwise inaccessible layouts, and Baba Yaga herself (as well as certain other residents of the hut) can freely travel throughout all of the rooms of the hut, regardless of the hut’s physical location.
Properties of the Dancing Hut
As a construct, the Dancing Hut of Baba Yaga is also considered a CR 17 creature, with its own creature statistics. These statistics are detailed here.
破壊方法
If the cauldron inside the Dancing Hut is used to open a gate within the cauldron itself, a rift in reality opens, destroying the hut’s extradimensional interior and sucking in the exterior frame—likely destroying whoever activated the cauldron, and some posit much more than that. Only Baba Yaga knows the recipe to open this self-destruct portal, one ingredient of which is her own left eye.
デスカリズ・トゥース
(
Deskari's Tooth/デスカリの歯)
出典 Pathfinder #78: City of Locusts 62ページ
オーラ 強力・召喚術、死霊術[悪];
術者レベル 20レベル
装備部位 武器;
市価 —;
重量 2ポンド
デスカリ自身からAreeluへの贈り物であるこのデスカリズ・トゥースは
+6アナーキック・アンホーリィ・ダガーであり、敵を殺害するために使用された場合、魂が今現在刃に保存されていないという条件で、自動的に
ソウル・バインドを発動する。この方法ではどのような力の魂でも刃に保存することができるが、一度に1つの魂しか保存することができない。魂がデスカリズ・トゥースに収納されているときにダガーの使用者が殺害された場合、その魂は即座に消費され、通常は使用者こ殺害したであろう効果や攻撃は無効化される。デスカリズ・トゥースが秩序にして善のクリーチャーへのとどめの一撃を行うために使用された場合、
レッサー・プレイナー・バインディングを発動するために使用できる。秩序にして善のクリーチャーが11ヒット・ダイスを超える場合、ダガーは代わりに
プレイナー・バインディングを発動するために使用でき、ヒット・ダイスが17を超える場合、
グレーター・プレイナー・バインディングを発動するために使用できる。
破壊方法
パラディンの魂が刃に捕縛されるように、デスカリズ・トゥースはパラディンが自殺するために使用されなければならない。その魂が後に死から防ぐために
デーモンによって使用された場合、ダガーはその死を防いだ瞬間に粉々になる。
ドライアズ・ソング
(
Dryad's Song/)
出典 Pathfinder #119: Prisoners of the Blight 49ページ
オーラ 強力・召喚術、変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
The gleaming, gold scepter bears elegant boughs and leaves, blooming into a miniature, flowered treetop at one end. The scepter’s rod has four slots, onto which four large rings can be slotted. Each ring is engraved with a phrase in Sylvan, and can be placed upon or removed from the scepter as a standard action.
Ring 1:“Daughters of the Fangwood green.”
Ring 2:“Hear my ardent call.”
Ring 3:“Discharge now to oaths long sworn.”
Ring 4:“For Accressiel glory, live or fall.”
Dryad’s Song grants anyone holding it a +5 morale bonus on all Diplomacy and Intimidate skill checks against fey that live within Fangwood Forest. Dryad’s Song allows its wielder to cast diminish plants, entangle, plant growth, and wood shape at will, though these spells affect plants only within Fangwood Forest. Up to three times each day, by reciting the poem on its rings as a full-round action, Dryad’s Song allows its wielder to either summon 40 HD worth of dryads, nymphs, and satyrs, or allows its wielder and up to 19 additional Medium or smaller creatures to teleport anywhere within the Fangwood Forest as if they were very familiar with the destination. Summoned fey remain for 20 hours, can be dismissed at will, and are not obligated to obey the wielder’s command; dryads summoned by Dryad’s Song lose their tree dependence weakness while they serve on the wielder’s behalf. Unlike the corrupted version of the artifact, the fully restored Dryad’s Song grants access to its magic whether its various rings are slotted into the scepter or not. Just like the corrupted version, Dryad’s Song can purge the Darkblight from a living creature within 60 feet as a full-round action.
A ring from the scepter may be gifted to another person. The ring can be worn as a bracelet or on a necklace (occupying the appropriate magic item slot), and grants a +3 resistance bonus on its wearer’s saving throws. Once per day, the ring can be used to contact the wielder of Dryad’s Song via sending.
The glaistig Gendowyn maintains a powerful connection to the artifact, and can summon Dryad’s Song to her hand as a standard action.
破壊方法
Dryad’s Song crumbles into ash if it is wholly submerged in a mixture of glaistig blood and a traitor’s tears of regret.
ドライアズ・ソング(コラプティド)
(
Dryad's Song(Corrupted)/)
出典 Pathfinder #119: Prisoners of the Blight 49ページ
オーラ 強力・変成術、死霊術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
This tarnished gold scepter’s ends are shaped into sickly, withered-looking leaves. The scepter’s rod has four slots, into which four large rings can be placed. Each ring is engraved with a phrase in Abyssal, and can be placed upon or removed from the scepter as a standard action.
Ring 1:“Princess of the Blasted Heath.”
Ring 2:“Shall stand proud to station earned.”
Ring 3:“Moss and rot shall grow unchecked.”
Ring 4:“‘Til all hands bear the sin they’ve earned.”
The corrupted Dryad’s Song grants some limited control over the Darkblight. With a single ring, the bearer can cast entangle and wood shape each 3/day. With two rings, the bearer can also cast blight, diminish plants, plant growth, and tree stride each 1/day. With three rings, the bearer can also cast black tentacles 1/day, animating the fungal matter in the area in lieu of creating extradimensional tendrils. With all four rings, the bearer can recite the full poem on the scepter as a full-round action to purge a single creature within 60 feet of the Darkblight’s taint, as if she had successfully cast remove curse and remove disease—even removing the blighted fey template from a target creature (unwilling fey can resist this effect with a successful DC 28 Will save). All of these spell-like abilities affect only fungus and plants infected with the Darkblight.
A single ring on its own maintains some control over the Darkblight—reading a ring’s phrase as a standard action grants the creature holding it and up to nine other creatures she can see immunity to Darkblight infestation for 1 hour. A single ring does nothing to reverse the effects of Darkblight already infesting a creature.
破壊方法
If the blighted dryad Arlantia is killed, Dryad’s Song slowly reverts to its original state.
エヴァ―ドーン・プール
(
Everdawn Pool/)
出典 Curse of the Crimson Throne (PFRPG) 433ページ
オーラ 強力・心術、幻術、死霊術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 1,200ポンド
The runelords of Thassilon had a long tradition of placing power into pools, liquefying and containing raw magic to harness for a multitude of goals. Their runewells are perhaps the most notorious of these artifacts, though others, like the Runeforge, exist. But they learned this technique from the artifacts of those who preceded them. The Everdawn Pool is one such artifact. Unlike magical pools created by the runelords, it needs no well as a container—it is a 30-foot-diameter sphere of roiling, churning blood in which brief glimpses of limbs and faces (not all of them humanoid) constantly form and dissolve.
Records of where Sorshen first discovered the Everdawn Pool have been lost, if indeed they ever existed in the first place, along with any hint of who or what may have created this potent font of magical power (although certain obscure sources hint at Leng and the creatures known as the scarlet walkers that dwell in that nightmare realm). What seems certain is that she—and later, other runelords—were able to reverse engineer some of the Everdawn Pool’s properties and build pools of power of their own. In many cases, these pools even surpassed the Everdawn Pool. Certainly, the power of Karzoug’s Runewell of Greed exceeds that of the Everdawn Pool, as would, one would guess, the runewells created by those more powerful than him (Xanderghul, Alaznist, and Sorshen). Yet the Everdawn Pool remains the first. It provided a legacy that helped shape all of Thassilon, and was a significant part of what gave Sorshen the boost in power to claim and keep the role of Runelord of Lust for the duration of that ancient empire.
The Everdawn Pool requires specially prepared blood to function. A single drop of blood and one 12-hour ritual performed by any character capable of casting 9th-level spells who succeeds at a DC 30 Spellcraft check is enough to awaken the pool and grant it 1 charge. Additional charges can be stored in the Everdawn Pool by performing this ritual multiple times, but only one such ritual can be performed at any one time (effectively limiting the Everdawn Pool’s capacity to be recharged to a rate of no more than 2 charges per day). The pool can store up to 25 charges at a time, but when the PCs start Part 3 of “Crown of Fangs,” Queen Ileosa has used most of what she stored within and the Everdawn Pool has only 10 charges stored within it.
A creature that spends 10 minutes bathing in the blood of the Everdawn Pool becomes infused with its power for 1 week, during which time the creature is immune to bleed effects and modifies its total hit points with its Charisma modifier rather than its Constitution modifier. While immersed, a creature has no need to eat, drink, or breathe, and can see into every chamber of the Sunken Queen as if using an unlimited number of clairaudience/clairvoyance sensors. The creature can still observe only one location at a time, but can switch locations as a move action. As a side effect, a creature that has been so infused can use teleport effects within the Sunken Queen without restriction. The Everdawn Pool must have at least 1 charge stored to grant these boons to those that bathe within its waters, but granting these boons does not deplete its charges.
Once a creature is infused with the Everdawn Pool’s power, it can spend the pool’s charges to use the following abilities, as long as the creature is fully immersed in the pool at the time.
Blood Simulacrum: A creature infused with the Everdawn Pool’s power can spend 2 of the pool’s charges to create a blood simulacrum of itself. This creation takes 12 hours to complete and functions the same as that created by the spell simulacrum, save that the simulacrum’s creator can choose at the time of creation to grant a blood simulacrum the redirection ability. Up to seven blood simulacra can exist at any one time, but only one can have the redirection ability at a time.
Redirection (Su) As long as this simulacrum lives, any divination spell that attempts to locate or otherwise target the real creature is instead redirected to target this simulacrum. The caster of the divination spell has a small chance to notice the redirection with a successful DC 40 Spellcraft check as the divination spell is cast, but even if the redirection is noted, it remains impossible to tell where the effect was redirected from. This effect also affects long-distance spells like demand, dream, nightmare, and sending, but not mental communication such as telepathy.
Create Life: Once per day, a creature can use the Everdawn Pool to manifest a living creature to serve as a loyal minion—the type of creature created is determined by the combined power of the user’s soul and personality, but as a general rule the pool creates a minion whose CR is 3 lower than the creator’s CR. In Ileosa’s case, life created using this power manifests as a taniniver. Creatures created by other NPCs (or even PCs) should be selected and customized as needed by the GM to represent the source. Only one life can be created by the Everdawn Pool at a time, and as long as the created life lives, it remains loyal to its creator unless it’s subjected to mind control effects. Creating life costs 5 charges but requires only a standard action.
Eternal Youth: The ritual to gain eternal youth requires blood samples from numerous mortals to be mixed into the Everdawn Pool. Once this step is completed, a creature must immerse itself in the Everdawn Pool, soaking in the pool’s power. At the end of each day, the pool expends 1 charge. Once the user has spent 100 charges in this manner, and as long as all 100 charges were spent within the span of a single year, all of those creatures that provided blood samples drop dead, and for each donor that dies, the user ceases to age for 1 year. Ileosa has infused the Everdawn Pool with blood harvested from thousands of Korvosans, so if she completes this ritual, she’ll remain young for thousands of years—more than enough time to repeat the ritual as she needs to extend her effective immortality. This adventure assumes that she is only 10 days (and thus 10 charges) away from completing her ritual when the PCs begin Part 3 of Chapter 6—see page 388 for more details. Note that using this function of the Everdawn Pool is an evil act and may have alignment repercussions for the user.
Manifest Magic: At a cost of 20 charges, a creature can activate the Everdawn Pool as a standard action to cast wish, but only in that spell’s capacity to duplicate an existing spell. Sorshen often used this ability to cast necromancy or transmutation spells, magic her specialization normally forbade her from using. The pool currently doesn’t have enough charges remaining for Ileosa to use this ability.
破壊方法
To destroy the Everdawn Pool, fresh samples of blood drawn from a titan, a demon lord, an infernal duke, an empyreal lord, and a mythic vampire must be introduced into the pool simultaneously (in the same round). Once these five blood samples have been added to the pool, a mortal creature that has lived at least 10 times as long as its natural lifespan would normally allow must enter the pool and use the pool’s ability to manifest magic to cast plane shift, moving itself and the pool to the Negative Energy Plane. The Everdawn Pool can attempt to save against this effect (it has a total Will save bonus of +18 against this specific effect). If it resists, the Everdawn Pool absorbs the mortal, effectively destroying the mortal as if via a sphere of annihilation; in this event, further attempts to destroy the pool require new samples of blood drawn from different creatures than those whose blood was used for the previous attempt. If the Everdawn Pool is successfully plane shifted to the Negative Energy Plane, the energies of that plane swiftly destroy the pool and deal 20d20 points of negative energy damage to the creature that transported the pool in the first place (Fortitude DC 30 half).
ジェム・オヴ・ドリームズ
(
Gem of Dreams/)
出典 Dungeons of Golarion 43ページ
オーラ 強力・死霊術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
No record of where Kamaria found this potent artifact exists, although many believe she discovered it while exploring a remote corner of the nightmare realm of Leng. The Gem of Dreams can be used once per month to absorb the dreaming mind of any sleeping creature it is in contact with—this ability must be activated as a full-round action. The sleeping creature can resist this doom by making a DC 20 Will save—with a success, he is afflicted by a nightmare spell (CL 20th) but is otherwise unharmed. If he fails the save, his dreaming mind is stolen, warped, and then siphoned back into his body in the space of an hour. If the victim is awakened before this process completes, his body twists and transforms into a creature known as a dream eater (see above), at which point only wish or miracle (or the destruction of the Gem of Dreams) can restore him to his true form. At the point the transformation occurs, the creature that activated the gem’s power ceases to age for a month. By using the gem every month (and creating more and more dream eaters), a person can effectively become immortal in this manner. While this is technically nothing more than a beneficial side effect, it is this power that has generated the majority of the gem’s legendary fame.
破壊方法
The gem must absorb the dreams of a slumbering Spawn of Rovagug, whereupon it shatters into dust and releases a particularly powerful animate dream (Pathfinder RPG
Bestiary 2 29); the power of this animate dream is left to you, but it should be advanced in Hit Dice to a point where its CR is equal to 3 points above the party’s average level. Needless to say, the animate dream immediately attacks—if not slain, it reforms as a new Gem of Dreams after 24 hours.
3.5 Materialグレイトキューヴ・オヴ・ジャヤラシミ
(
Greatcube of Jayalakshmi/)
出典 Gods and Magic 62ページ
オーラ powerful・全系統;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 4,000ポンド
Believed to be cut from the same mountain as the Stone Egg of Jayalakshmi, this polished cube is 3 feet across and bears countless symbols, patterns, lines, and tiny holes that pierce it no deeper than the thickness of a fingernail. Predominantly a rich gray but veined with white and gold like luxurious marble, it is somehow aligned to the flow of magical energy in its vicinity, and has been known to turn itself suddenly, usually less than an inch but rarely a foot or more. Like the Stone Egg it was once protected in a cave and studied until in 2804 AR a clever supplicant found a way to transform it into a hand-sized replica of itself and steal it away.
The Arclords of Nex possessed it for a time, though its disappearance in 2822 may have played a role in their loss of Jalmeray to the rajahs. Anecdotal evidence from the oldest record of the Shining Crusade mentions the Whispering Tyrant having an item that matches its description, though it played no role in any of their early battles. The gold dragon Mengkare claims he had it in his trove shortly before the founding of his Great Experiment. Since that time it has turned up in the hands of various strange mystics, petty magical tyrants, the church of Nethys (who may have a book describing its powers and how to activate them), and even a crafty linnorm, always for a short while before vanishing again.
In its large form, the cube encourages and enhances magic, similar to how its cousin the Stone Egg works with psionics. Those near it with the potential to become bards or sorcerers sometimes spontaneously cast their first cantrips. Wizards gain insight to the formulae for new spells, clerics and druids hear echoes of prayers lost to time.
If you know its secrets you can use the power of the cube to duplicate the effects of an empowered, extended, maximized, quickened, or silent greater metamagic rod, up to 8 enhanced spells per day, one cube-granted enhancement per spell. You can use it as a rod of absorption, absorbing or releasing up to 8 spell levels per day. You can use it as a spellbook, preparing spells from it without needing read magic, and it contains knowledge of all common spells as well as a few unusual ones. If you are a bard, sorcerer, or other spontaneous caster you can use your own spell slots to cast spells the cube knows, even if you do not know the spell yourself. Activating any of these powers requires you to be sitting on the cube or touching it with one hand. It cannot be moved by magic, only physical force; any attempts merely have no effect.
Transforming it to its hand-sized form or back requires a command word and takes 1 full round for the transformation to complete. In its small form it retains its rod of absorption powers and you can use it up to three times per day as a empowered, extended, maximized, quickened, or silent lesser metamagic rod.
The cube may also contain secrets of the planes and the strange colors between the stars, but doing so is risky, and several users have gone mad in the attempts to learn unspeakable secrets—but not before half-filling their spellbook or journal with dizzying runes and cryptic phrases. Some believe the cube is partly sentient and has an agenda of its own, and when it’s bearer’s path deviates from its goals it leaves, sometimes dramatically and dangerously (such as Chelish mage Arrokos Vlen’s sudden plummeting death when the small cube made itself large while they were flying a mile above the ground) or mysteriously (such as the hermit found in the Osirion desert crushed flat by a large carved cube which was nowhere to be found).
ガーディアン・キー
(
Guardian Key/守護者の鍵)
出典 Pathfinder #66: The Dead Heart of Xin pg. 58
装備部位 なし;
オーラ 強力・心術;
術者レベル 15レベル;
重量 0,000
このシンプルな外見の鍵は、石から粗く彫られているように見えるが、実際にはすべてのクロックワークの人造を迅速にかつ効率的に巻くために使用できる一種の合鍵である。もともとこのキーにより、所持者は無限の数のクロックワークを同時に命令することができた。このキーを使用すれば、シンはクロックワークの軍隊全体を楽に指揮することができ、その使用はサーシロンでの彼の権力の鍵であった。しかし、シンがそれをclockwork reliquaryの人造の要素として使用した時、キーの力は大幅に低下した。シンはこれを必要なこととして受け入れた。もし全てが計画通りに進んでいれば、新しい体を使って軍隊を指揮することができるからだ。衰えたキーは破壊されたclockwork reliquaryの残骸から回収できる。
ガーディアン・キーはあらゆるクロックワークの人造の鍵穴に収まり、移動アクションとして一回転させるだけでクロックワークを完全にねじ巻きさせる。ガーディアン・キーによって傷つけられたクロックワークは5d8+20ポイントのダメージを回復し、通常の10倍長い間起動したままであり、この期間中攻撃ロール、ダメージ・ロール、セーヴィング・スローに+2のボーナスを得る。ガーディアン・キーはクロックワークの制御を掌握するためにも使用できる。そのためには、クリーチャーは標準アクションとして目標のクロックワークに対して接触攻撃を試みなければならない。その攻撃が当たった場合、クロックワークは抵抗するためにDC 15の意志セーヴを試みることができる。クロックワークのセーヴが失敗した場合、そのクロックワークはキーの持ち主を自分の作成者とみなし、その人の命令に忠実に従う――命令がサーシロン語で話されている場合は。ガーディアン・キーは一度に1体の人造のみを制御できる。2体目のクロックワークを制御するために使用される場合、前のクロックワークはその職務から即座に解放される。
破壊方法
ガーディアン・キーは諦めきれないクロックワークの恋人の涙を染み込ませ、そのクロックワークによって永久に巻き戻されるために使用されなければならない。
ハンドフラワー・オヴ・ジェノサイド
(
Handflower of Genocide/)
出典 Feast of Dust 41ページ
オーラ 強力・心術、変成術;
術者レベル 18レベル
装備部位 手周り;
市価 —;
重量 1ポンド
Fine links spread from this gold bracelet to rings and finger-capping claws. This ornament was once a vambrace of the genieUE, but its magic has been warped and corrupted by daemon spirit trapped within.
The Handflower of Genocide grants its wearer a +2 profane bonus to Strength and a +4 profane bonus on checks to perform dirty trickAPG and grapple combat maneuvers. The wearer can cast murderous commandUM at will by caressing a target with the Handflower (reducing the spell’s range to touch and requiring a melee touch attack). Once per day as a full-round action, the wearer can concentrate to locate the nearest source of mass death within 500 miles, the Handflower directs her unerringly toward the death as per the find the path spell.
If the wearer touches a creature without casting murderous commandUM, the wearer must immediately succeed at a DC 18 Will save or be compelled to strangle the creature touched. If the wearer fails, she must attempt a combat maneuver check against the target’s CMD, including any bonuses to grapple. If successful, the target must immediately begin holding its breath, and every subsequent successful combat maneuver check reduces the time remaining until it suffocates by 1d6 rounds. The wearer can attempt a new Will save each round to stop strangling her victim, but she takes a cumulative –1 penalty for each prior failed check.
破壊方法
While wearing the Handflower of Genocide, a creature must foster a romance between a protean and an inevitable, and have each kiss the bracelet to grant its blessing.
ハーツ・ベイン
(
Heart's Bane/)
出典 Pathfinder #108: Hell Comes to Westcrown 75ページ
オーラ 強力・防御術、変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
This sword of twisted black silver has a burst of dark flames adorning the hilt and a pommel shaped like a pair of clawed hands. Its blade continually sheds an aura of shadow equivalent to the darkness spell. Heart’s Bane is a mithral bastard’s sting (Pathfinder RPG
Ultimate Equipment 150); normally a +2 mithral longsword, it becomes a +5 unholy mithral longsword (with all of the other abilities of a bastard’s sting) in the hands of an antipaladin. Heart’s Bane also functions as a bane weapon against creatures that worship Iomedae.
Heart’s Bane grants the following abilities when wielded by an evil creature. The wielder gains a +6 profane bonus to AC and 60 additional hit points. As a swift action up to eight times per day, the wielder can gain a profane bonus equal to the sword’s enhancement bonus on a single Charisma-based skill check or Charisma ability check. As a standard action three times per day, the wielder can force a good creature to reflect on its past misdeeds and be overcome by grief, as per terrible remorse (Pathfinder RPG Ultimate Magic 243). Once per day, the wielder can swing Heart’s Bane above her head as a standard action to create an incendiary cloud. Half the damage caused by the spell is fire damage and the other half results directly from unholy power and is therefore not subject to being reduced by resistance to fire-based attacks.
破壊方法
If Iomedae’s current herald uses Heart’s Bane to deliver a coup de grace attack to an unwilling paladin of Iomedae, the sword shatters and is permanently destroyed.
ハーツ・エッジ
(
Heart's Edge/)
出典 Pathfinder #108: Hell Comes to Westcrown 56ページ
オーラ 強力・防御術、変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
This gleaming silver sword has a spray of quillons resembling a sunburst and a pommel shaped like a pair of hands clasped together. Its blade continually sheds light equivalent to the light spell. Heart’s Edge is a mithral holy avenger; normally a +2 mithral longsword, it becomes a +5 holy mithral longsword (with all of the other abilities of a holy avenger) in the hands of a paladin of Iomedae. Heart’s Edge also functions as a bane weapon against creatures with the shapechanger subtype. In addition, if a shapechanged creature or creature under the effects of a spell of the polymorph subschool is struck by the sword with a successful melee attack, that creature must succeed at a DC 19 Will save or immediately revert to its true form.
Lastly, Heart’s Edge grants the following abilities when wielded by a good creature. The wielder gains a +6 sacred bonus to her AC and 60 additional hit points. As a swift action up to eight times per day, the wielder can gain a sacred bonus equal to the sword’s enhancement bonus on a single Charisma-based skill check or Charisma ability check. As a standard action three times per day, the wielder can force an evil creature to reflect on its past misdeeds and be overcome by grief, as per forced repentance (Pathfinder RPG Advanced Player’s Guide 224; Will DC 16 negates). Once per day, the wielder can swing Heart’s Edge above her head as a standard action to create and launch a globe of searing radiance, as per sunburst (Reflex DC 22 partial).
破壊方法
If a paladin of Iomedae uses Heart’s Edge to deliver a coup de grace attack to Iomedae’s current herald, who must offer the paladin its unconditional surrender, the sword shatters and is permanently destroyed.
ヘリシオン
(
Helicyon/)
出典 Heaven Unleashed 18ページ
オーラ 圧倒的・様々;
術者レベル 28レベル
装備部位 なし;
市価 —;
重量 4ポンド
Helicyon is a +5 anchoringUE ghost touch holy quarterstaff. Helicyon can also appear as a walking stick and can assume its true form as a free action. Any time Helicyon deals damage, the creature struck must attempt a DC 25 Will saving throw. If it fails, the target becomes overwrought with remorse for events that took place in the course of its existence, even if it is denied, never had, or lost the capacity to feel emotion, as per overwhelming griefUM. This effect affects only creatures with Intelligence 3 or greater, even if they are normally immune to mind-affecting effects. Once affected or after a successful saving throw, the target becomes immune to this ability for 24 hours. As a standard action, Andoletta can summon Helicyon to her hand from any distance, even across planar boundaries.
破壊方法
Helicyon must be broken in the bare hands of an archon whose CR is 20 or greater, while that being renounces Heaven and swears allegiance to an evil master or cause.
アイスクラウン・オヴ・イリセン
(
Icecrown of Irrisen/)
出典 Pathfinder #72: The Witch Queen's Revenge 62ページ
オーラ 強力・変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 3ポンド
This jagged crown is composed of ice that never melts regardless of the ambient temperature. The Icecrown of Irrisen is the royal regalia of the queen of Irrisen, was crafted by Baba Yaga specifically for that role, and has been worn by all of Baba Yaga’s daughters who have served as monarchs of that realm. When placed on the head, the Icecrown merges with the wearer so that icicles seem to grow directly from her head. Once in place, the crown can be removed only by Baba Yaga or upon the death of the wearer or the destruction of the crown. The Icecrown of Irrisen deals 3d6 points of cold damage per round to any creature touching or wearing it as it absorbs body heat (or 6d6 points of cold damage per round to a creature with the fire subtype).
The Icecrown of Irrisen grants its wearer the following abilities: fire resistance 20, spell resistance 32, and a +4 enhancement bonus to Intelligence and Charisma (with ranks in Knowledge [local] and Sense Motive, as a headband of vast intelligence). The wearer doesn’t take penalties to Strength, Dexterity, and Constitution from being of middle age or older (Pathfinder RPG Core Rulebook 169), and retains a youthful appearance, always appearing to be the same age as when she first put on the crown. Once per day, the wearer can summon three elder ice elementals that remain for 1 hour and follow her commands. In addition, the Icecrown gives its wearer the following abilities:
常時—tongues
回数無制限—frigid touchUM, ice crystal teleportUM, Irriseni mirror sight*, unseen servant
3回/日—control weather, dominate monster (creatures with the cold subtype only), ice spears*
1回/日—overwhelming presenceUM, polar midnightUM
Finally, the Icecrown of Irrisen gives its wearer the ability to shape the ice that forms the Royal Palace in Whitethrone, allowing her to create or destroy walls, doors, windows, and even furnishings and decorations at will.
*See Pathfinder Adventure Path #67 72–73.
破壊方法
The Icecrown of Irrisen can be destroyed only if the perpetual winter that shrouds the land of Irrisen ends and the normal course of the seasons returns. In this case, the Icecrown melts away on the first day of Irrisen’s new spring.
イマーゴ・レンズ
(
Imago Lens/)
出典 Pathfinder #76: The Midnight Isles 60ページ
オーラ 圧倒的・幻術(混沌、悪);
術者レベル 25レベル
装備部位 なし;
市価 —;
重量 80ポンド
The imago lens appears as a 3-foot-diameter semitransparent disc of amber gripped in the jaws of a metal demonic frame. This device functions as a crystal ball with telepathy and true seeing—a successful DC 24 Will save allows a creature to resist being scried upon by the imago lens. Once per day, the imago lens may instead be used to create a projected image of the user, as the spell project image. The user may project this image into any location she has observed before, either in person or via scrying. Once the image is projected, the user can sense the world around the image as if she were there, communicate with nearby creatures, and even cast spells. The image cannot move from its current location. Using this effect is not without risk; if the image is dispelled, the user must succeed at a DC 25 Fortitude save or take 4d6 points of Constitution drain as her body reels from the sudden disconnection and her soul is warped and twisted by the lens’s powerful magic. The imago lens is a chaotic evil artifact, and each time it is used, a nonchaotic- evil user must also succeed at a DC 25 Will save to resist having her alignment shift one step closer to chaotic evil.
破壊方法
If a demigod is slain while it uses the lens to project an image, the lens shatters and the demigod turns into an insane ghost.
Infensus Mucro
(
Infensus Mucro/)
出典 Tomb of the Iron Medusa 13ページ
装備部位 なし;
オーラ 中程度・変成術;
術者レベル 20;
重量 ―
属性 秩序にして悪;
感覚範囲 empathy
【知力】 18;
【判断力】 19;
【魅力】 20;
自我 33
Powers bestow curse 3/day (DC 19), spell immunity 1/day (CL 17th)
Dedicated Powers wielder gains fire immunity and the ability to cast repulsion 1/day (CL 17th)
Special Purpose defend the servants and interests of Asmodeus
This elegantly wrought +3 speed longsword remains pristine despite having been sheathed in a submerged corpse’s chest cavity for over 200 years. Given to Bartolomae by an agent of Asmodeus in return for the warlord’s (initially) secret allegiance to the arch fiend, this weapon carries within it the cruel soul of a long-dead high priest of Asmodeus. The weapon begins in a state of dormancy, at which point all of its intelligent weapon powers are unavailable, and it functions as nothing more than a +3 speed longsword. See the description of area L4 for details on how the sword can be awakened.
破壊方法
To destroy the weapon, you must immerse it in a bath of Asmodeus’s tears.
Invidian Eye
(
Invidian Eye/)
出典 Artifacts and Legends 29ページ
オーラ 強力・防御術、占術;
術者レベル 20レベル
装備部位 首周り;
市価 —;
重量 1ポンド
The Invidian Eye rewards devotion and punishes betrayal. When first given to a creature, the necklace recognizes members of the creature’s race and gender—but not a specific individual— as its owner. The owner automatically fails any saving throw made to resist the effects of divination magic, but the necklace seeks to protect the owner against danger, reactively casting spells to defend its wearer against effects that compromise her control. The spells the amulet can cast (and when it does so) include freedom (in response to imprisonment, petrification, paralysis, and similar effects described by this spell), greater dispel magic (in response to any fear or mind-affecting effect), remove curse (in response to curses), protection from chaos (in response to any form of possession or similar control). The wearer has no control over when these spells are cast and the target of these spells is always the wearer. The Invidian Eye can cast each spell 3 times per day.
If the Invidian Eye is worn by a creature not of the race and gender it recognizes as its owner, it ceases to use its defensive properties. In addition, once every 1d6 days, the gem makes a self-destructive suggestion. The wearer must succeed at a DC 20 Will saving throw or make a casual attempt to harm herself during the course of the day. This suggestion does not dominate the wearer’s actions, but she might be compelled to cut herself if she’s wielding a weapon or jump if she passes a high window. If the wearer resists this compulsion three times in a row, the Invidian Eye takes more serious measures, conjuring a miniature prismatic sphere into the wearer’s throat, which causes the wearer to begin suffocating (Core Rulebook 445). The sphere can only be removed by targeting the wearer with the same spells that normally remove a full size prismatic wall.
The race and gender the Invidian Eye perceives as its owner can be reset by casting mage’s disjunction upon the artifact, though this carries the normal risk of destroying the artifact. Whoever the necklace is next given to determines the artifact’s new owner.
The Invidian Eye is under the effects of a permanent nondetection spell. This affects only the artifact, not the wearer.
破壊方法
The Invidian Eye must be offered to 100 free-willed mortals who know nothing of its powers and be rejected by each.
Jawbone of the Venerable Galevius
(
Jawbone of the Venerable Galevius/)
出典 Pathfinder #74: Sword of Valor 67ページ
オーラ 圧倒的・変成術;
術者レベル 20レベル
装備部位 首周り;
市価 —;
重量 1ポンド
This brittle human jawbone is all that remains of the legendary Chelish diplomat Galevius. A simple cord allows the relic to be worn as a necklace. The jawbone represents all of Galevius’s substantial powers of negotiation. The power of the artifact is not in the jaw, but in the 16 teeth socketed into the bone. Upon donning the jawbone, the wearer understands all of its powers and limitations. As a standard action, the wearer may remove a tooth from the jawbone and crush it in an open hand to activate its powers. The jawbone does not function for an evil character; an evil wearer finds the teeth rooted too firmly in the bone to remove.
When the Jawbone of the Venerable Galevius is first found, it contains a full set of 16 teeth. When a tooth is removed and crushed by the wearer, it provides the following effect for 1 hour, although an effect immediately ends if the wearer removes the jawbone or crushes another tooth.
Incisors (4 teeth): These teeth are used for cutting; in a negotiation, an incisor represents an attack on an opponent’s position. Crushing an incisor grants a +4 sacred bonus on Intimidate checks and attack rolls.
Canines (2 teeth): Canines are used for tearing; in a negotiation, a canine represents a final, decisive strike in an argument. Crushing a canine grants a +4 sacred bonus on Diplomacy checks. In addition, whenever the user improves a creature’s attitude with the Diplomacy skill, the creature’s attitude automatically improves by an additional step (but does not exceed helpful).
Premolars (4 teeth): Premolars can perform multiple functions; in a negotiation, a premolar represents a careful shift of position. When crushed, a premolar grants a +4 sacred bonus on Bluff checks. In addition, the user does not provoke attacks of opportunity when moving.
Molars (6 teeth): These teeth are used for determined grinding; in a negotiation, a molar represents reasoned tenacity and persistence. Crushing a molar provides a +4 sacred bonus on Sense Motive checks and immunity to fatigue and exhaustion.
Despite the brittleness of the teeth socketed into the jawbone, the jawbone itself cannot be broken. Once all 16 teeth have been used, the empty jawbone immediately disappears, reappearing elsewhere in the world where a new owner is likely to encounter it. A prospective owner must be good-aligned and ideally has several ranks in Diplomacy.
破壊方法
If an evil user (that is capable of speech) wears the jawbone for a full year and does not speak a single word or utter a sound during that time, the jawbone crumbles to dust and is permanently destroyed.
Karzoug's Burning Glaive
(
Karzoug's Burning Glaive/)
出典 Rise of the Runelords Anniversary Edition 422ページ
装備部位 なし;
オーラ 強力・占術[悪];
術者レベル 17;
重量 8ポンド
属性 中立にして悪;
感覚範囲 darkvision 120 ft., hearing
【知力】 17;
【判断力】 10;
【魅力】 17;
自我 22
Communication read languages, speak, telepathy (Ignan, Thassilonian)
Powers cure moderate wounds on wielder 3/day, faerie fire 3/day, major image (DC 16) 1/day
Dedicated Powers fireball (CL 17th; DC 16)
Special Purpose defeat non-spellcasters
Soon after the founding of Thassilon, the ancient emperor Xin crafted the Alara’quin, seven icons symbolizing the runelords’ mastery of rune magic and dominance over their respective domains. Karzoug’s +2 flaming dancing glaive is one of these ancient weapons.
Karzoug’s burning glaive possesses a keen intellect, granted to it by its imperial creator. Meant to embody all that is right and virtuous about the luxury of wealth, the weapon is only concerned with the acquisition of riches and safeguarding the treasures of the rightful runelord of Shalast. It eagerly seeks to immolate non-spellcasters, which it sees as paupers likely to steal what its master possesses. While the glaive endlessly fawns over Karzoug (as it would over any rightful ruler of Shalast), it tirelessly berates other wielders, constantly comparing their flaws to the perfection of its past runelord owners.
破壊方法
Karzoug’s burning glaive can be destroyed by hurling it under the crushing feet of the Oliphaunt of Jandelay, although only so long as no current runelord of greed lives in the world.
Lens of Galundari
(
Lens of Galundari/)
出典 Artifacts and Legends 30ページ
オーラ 圧倒的・防御術;
術者レベル 22レベル
装備部位 なし;
市価 —;
重量 10ポンド
At its most basic level, the Lens of Galundari functions as the focal point for an inward-facing magic circle spell of the user’s choice. The magic circle varies in radius, but can hold one outsider called into its space by the spell planar binding, regardless of its size. While the lens improves the effectiveness of the spell planar binding, it does not actually cast the spell, requiring some outside agency to cast the spell while employing the lens as an additional focus component. The target of the planar binding receives its normal Will save to resist, but once it appears within the lens’s magic circle, it cannot escape—the lens prevents the outsider from using its spell resistance or Charisma to escape, and locks it in place as per the spell dimensional anchor. Once trapped within the lens’s magic circle, an outsider is trapped indefinitely, until it agrees to the user’s demands or a sentient creature touches the prison with intent to free the outsider—doing so releases the outsider immediately. Even rolls of 1 on Charisma checks to coerce the outsider into service do not free the outsider.
While the lens does not grant the user a bonus on Charisma checks made to influence creatures trapped within its prison, it does grant the user an additional use for the outsider: The outsider can be bound within the lens, transforming the artifact into an arcane engine of sorts. The user must compel the outsider to submit to this service, as described by the spell planar binding. The outsider receives a +10 bonus on the opposed Charisma check made to resist entering into service. This bonus is reduced by 1 for every week the outsider remains bound (minimum 0). The lens can only hold one outsider at a time, and it cannot employ its magic circle effect while an outsider is trapped within.
If an outsider agrees to be bound into the lens, it becomes trapped inside the lens and cannot free itself. While bearing the lens, the wielder can employ any of the outsider’s spell-like abilities. How often the wielder can use these spell-like abilities is limited by the outsider’s Hit Dice and the frequency with which the imprisoned outsider can normally use its spell-like abilities. The outsider’s Hit Dice become a pool of soul points the wielder has access to, with each Hit Die equating to 1 soul point. The lens’s bearer can employ the imprisoned outsider’s spell-like abilities by spending a number of soul points equal to the spell-like ability’s spell level. If the lens no longer has enough soul points to pay for a spell-like ability’s use, the ability cannot be used. If the imprisoned outsider can only use a spell-like ability a certain number of times in an amount of time, the wielder cannot employ that spell-like ability more than that number of times in the amount of time specified, even if the lens has enough soul points to pay for the ability’s use. The lens’s total number of soul points replenishes every day.
The outsider within the lens can be freed by spending 1 soul point. The released outsider is exhausted, but is not controlled by the lens’s bearer. The outsider within the lens can also communicate telepathically with a creature touching the artifact, though it exerts no control over the bearer.
破壊方法
The Lens of Galundari can only be destroyed if a deity is freed from within. Although theoretically possible, it is unclear if a deity can be bound into the lens by normal means, but such a being’s release would be so explosive as to shatter the lens.
Linnorm's Lament
(
Linnorm's Lament/)
出典 Classic Treasures Revisited 38ページ
オーラ 強力・召喚術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
This horn operates as a normal horn of Valhalla, save that it can be blown more than once per day, with the warriors from previous soundings remaining until their 1 hour has passed. When the wielder blows the horn for the third time, he becomes destined to die before the next dawn, with chance-based events turning against him in more and more improbable ways until he’s slain. The manner of this curse and any potential methods of defeating it are left to the GM.
破壊方法
Linnorm's Lament shatters if someone blows it a third time and survives for 1 year afterward.
ラング・ブラッドストーン・オヴ・アラズニ
(
Lung Bloodstone of Arazni/アラズニの肺臓の血玉髄)
出典 Pathfinder #141: Last Watch 28ページ
オーラ 強力・防御術、死霊術[秩序];
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 2ポンド
アラズニの保存された肺臓が入ったこのカノプス壺は、アラズニの義務感と死したる神エイローデンの余韻の力が響き渡る。
ラング・ブラッドストーン・オヴ・アラズニを持つ者は、ボーナス特技として
《鋼の意志強化》を得る。この壺を持っているクレリックは、この壺を持っている限り、追加領域として知識の領域が与えられ、それに関連した領域能力と領域呪文が与えられる。持ち主がクレリックでない場合は、代わりに自身のキャラクター・レベルをクレリックレベルとして、知識領域の伝承の守り手能力を得る。
破壊方法
暴君ゲブとリッチのアラズニが一緒になって
ブラッドストーンを破壊し、24時間の儀式の一部として、倒れた英雄の枯れた姿の中で臓器を縛り付ける。
マスク・オヴ・ザ・フォーゴトン・ファラオ
(
Mask of the Forgotten Pharaoh/)
出典 Pathfinder #80: Empty Graves 62ページ
オーラ 強力・死霊術、変成術;
術者レベル 17レベル
装備部位 頭部および額周り;
市価 —;
重量 5ポンド
Carved from gold and inlaid with cobalt, lapis lazuli, and onyx, this elaborate funerary mask was crafted for the Sky Pharaoh Hakotep I, and was intended to be interred along with his mummy in his tomb. Upon Hakotep’s death, the Nethysian sect called the Sacrosanct Order of the Blue Feather trapped a portion of Hakotep’s soul—his ka, or “vital spark”—inside the mask and stole it from the pharaoh’s tomb. To conceal this crime, the Order of the Blue Feather hid the mask (which came to be known as the Mask of the Forgotten Pharaoh) beneath the Sanctum of the Erudite Eye in Wati, where it was found millennia later by the necromancer Nebta-Khufre.
Empowered by Hakotep’s ka, the Mask of the Forgotten Pharaoh is a powerful artifact. When worn, the mask occupies both the head and headband magic item slots. After 24 hours, the mask attunes itself to its wearer, granting its wearer a +2 enhancement bonus to one of his mental ability scores (Intelligence, Wisdom, or Charisma). The wearer chooses which ability score is enhanced the first time he puts on the mask. If the mask grants a bonus to Intelligence, it also grants ranks in skills as a headband of vast intelligence: first in Knowledge (nobility), then, as the bonuses increase, in Knowledge (history) and Knowledge (religion). Once the mask is attuned to a wearer, the enhanced ability score cannot be changed unless the mask attunes itself to a new wearer (which takes another 24 hours). In addition, the mask provides its wearer with deathwatch as a constant spell-like ability. The mask cannot be detected by any sort of divination magic, and grants its wearer a constant nondetection effect.
Once attuned, the Mask of the Forgotten Pharaoh has additional powers based on its wearer’s alignment. If worn by an evil character, the mask enhances the wearer’s control over undead, doubling the number of undead the wearer may control with animate dead, control undead, the Command Undead feat, and similar effects. Additionally, the wearer can cast animate dead once per day as a spell-like ability.
If worn by a good character, the mask grants its wearer immunity to disease, including supernatural diseases such as mummy rot. In addition, the wearer can cast death ward and speak with dead each once per day as a spell-like ability.
A neutral character who is neither good nor evil must choose to be treated as either good or evil when he first dons the mask. Once made, this choice cannot be reversed. A neutral character who uses the mask to create undead gains 1 permanent negative level for each Hit Die of undead created. These negative levels cannot be overcome in any way (including restoration spells), but they are immediately removed if the undead creatures are destroyed.
The Mask of the Forgotten Pharaoh reveals additional powers as its wearer increases in levels. At 7th level, the mask’s enhancement bonus to a mental ability score increases to +4. Also at this level, an evil wearer can cast create undead once per day, and a good wearer can cast eyebite once per day instead. At 11th level, the mask’s enhancement bonus increases to +6, an evil wearer can cast control undead once per day, and a good wearer can cast finger of death once per day. At 15th level, an evil wearer can cast create greater undead once per day, and a good wearer can cast symbol of death once per day.
Legends hint at unspeakable rituals that can use the Mask of the Forgotten Pharaoh to create a “ka pulse,” channeling the energy of Hakotep’s fractured soul to animate huge numbers of undead creatures in a wide area, though doing so is rumored to destroy the wearer’s own ka, thereby denying the wearer access to the afterlife and enslaving his will to that of the Forgotten Pharaoh.
破壊方法
So long as the soul of Hakotep I remains sundered, the Mask of the Forgotten Pharaoh cannot be destroyed. If the three pieces of Hakotep’s divided soul (his ba, ib, and ka) are reunited, the mask loses all of its magical abilities, becoming a mundane but valuable funerary mask worth 50,000 gp.
Minderhal's Forge
(
Minderhal's Forge/)
出典 Pathfinder #93: Forge of the Giant God 58ページ
オーラ 強力・変成術[悪、秩序];
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 —
Minderhal’s Forge appears to be a giant stone blacksmithing forge and huge iron anvil set atop a basalt platform that rises from a pit of slag. First and foremost, Minderhal’s Forge functions as an altar of Minderhal (see page 246 of
Pathfinder Campaign Setting: Inner Sea Gods for rules on altars). Any creature (not just a worshiper of Minderhal) can pray at the altar, though accepting the altar’s blessing is both an evil and lawful act. Praying at the altar grants a +2 circumstance bonus on Craft and Sense Motive checks, or one of the following weapon special abilities (creature’s choice) to one magic weapon carried or wielded by the creature: axiomatic or unholy. This effect is suppressed if the weapon leaves the creature’s grasp, but resumes if the weapon is returned to the creature.
Minderhal’s Forge is also a fully working forge. Any creature using the forge can create magic weapons, armor, or shields as if it possessed the Craft Magic Arms and Armor feat. If the creature already has that feat, the forge grants a +5 circumstance bonus on the Craft check needed to create a magic weapon, armor, or shields. Crafting any sort of item, whether magical or otherwise, using Minderhal’s Forge takes half the normal amount of time.
In addition, Minderhal’s Forge has 10 charges, which renew at the beginning of each day. A creature using Minderhal’s Forge can expend the listed number of charges to activate one of the following spell-like abilities as a full-round action, which can affect targets within 10 feet of the forge.
- Bull’s strength (1 charge)
- Magic weapon (1 charge)
- Make whole (1 charge)
- Fabricate (3 charges)
- Major creation (3 charges)
- Stone shape (3 charges)
- Stoneskin (3 charges)
- Iron body (5 charges)
- Stone to flesh (5 charges)
Lastly, Minderhal’s Forge can be used in conjunction with Agrimmosh, the Hammer of Unmaking (Pathfinder Adventure Path #91:
Battle of Bloodmarch Hill 56) to resize armor and weapons. When a weapon, suit of armor, or shield is placed in Minderhal’s Forge and struck with Agrimmosh, the equipment permanently resizes to match the size of Agrimmosh’s wielder. This power is so strong that magic or even intelligent items are always affected; only artifacts receive a saving throw (Will DC 25 negates) to resist this effect.
破壊方法
Quenching Minderhal’s Forge with the blood of the last worshiper of Minderhal causes the forge to crumble into rubble and be destroyed.
ミラー・オヴ・ソーシェン
(
Mirror of Sorshen/ソーシェンの鏡)
出典 Pathfinder #137: The City Outside of Time 69ページ
オーラ 圧倒的・心術;
術者レベル 25レベル
装備部位 なし;
市価 —;
重量 2ポンド
この楕円形の鏡の銀色のガラスは、多くの魅力的な光景を映している。そのくらい木製のフレームには多くの小さな緑色の宝石が散りばめられており、ガラスの片側には男性の姿、反対側には女性の姿が彫られている。
知性のあるクリーチャーがこの美しい鏡を見るときは、鏡に観察者が美しいと思う人物、クリーチャー、またはアイテムのイメージが現れる――ほとんどの場合観察者が官能的に興奮していると感じるものを。現れている特定のイメージは、複数人が同時に鏡を見ている場合でも人によって異なる。鏡の効果は鏡の表面を見る全ての者に影響を与える凝視攻撃として機能し、これは所持者が標準アクションとして目標に積極的に向けることができる。観察者がDC 27の意志セーヴに成功しない限り、
恍惚状態となり、鏡が見える限りとその後2d4分の間、鏡をぼんやりと見つめ、その間最後に鏡を見た方向を見つめ続ける。通常の
恍惚状態とは異なり、鏡によって作成された効果は、明らかな脅威によって自動的に破壊されることはない。代わりに
恍惚状態のクリーチャーはそのような脅威毎に+6の状況ボーナスを得て新しいセーヴィング・スローを行える。GMの裁量により、真に無垢のクリーチャーや世俗的な喜びを全て放棄したクリーチャーは鏡の
恍惚状態効果に完全耐性を持つ可能性がある。
クリーチャーがミラー・オヴ・ソーシェンによって
恍惚状態となっている間、アーティファクトの所持者は合言葉を話して30日間奉仕を強制することができる(セーヴィング・スローのない
ドミネイト・モンスターとして)。所持者が持つことができるこのような奴隷の数に制限はない。犠牲者の支配効果は30日後に終了するが、この持続時間が終了する前の時点で犠牲者が再びミラーを見ると、ミラーを新たに見た瞬間からさらに30日間自動的に延長される。
破壊方法
知的だが完全に無垢なクリーチャーが最初に鏡の魅力に抵抗し、その後誤って鏡を落とした場合、ミラー・オヴ・ソーシェンは粉々に砕ける。
Mog-Lathar, the Petrified Spider
(
Mog-Lathar, the Petrified Spider/)
出典 The House on Hook Street 30ページ
オーラ 強力・全系統;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 6,000ポンド
Mog-Lathar is a well-preserved fossil of a gigantic Leng spider that has achieved sentience. Since its discovery in the Mindspin Mountains and subsequent arrival in Bridgefront, the petrified idol’s cult has grown to over 300 supplicants. The idol’s holy days fall on the vernal and autumnal equinoxes, as well as on the northern solstice. Sacrifices are typically in the form of fine goods and deeply intoxicated, lucidly dreaming humanoids.
Despite its imposing petrified bulk, the fossil is relatively brittle for a stone object of its size, with hardness 8, 78 hp, and break DC 35.
The Huge idol can animate at will, as the spell animate object, and can grant divine spells to worshipers up to 5th level with access to the Chaos, Evil, and Trickery domains as a result of selecting the divine source idol ability twice. Its immortal promise ability grants a limited immortality to up to 20 favored worshipers. They do not age; do not need to eat, drink, or breathe; and do not suffer ill effects from extreme heat or cold.
破壊方法
Mog-Lathar must be physically transported to the Dimension of Dreams and encased in the webbing of its Leng spider brethren. Once cocooned, a single blow from a silver hammer will turn the idol to dust.
Noriznigath
(
Noriznigath/ノリズニガス)
出典 Pathfinder #78: City of Locusts 63ページ
オーラ 強力・力術(悪);
術者レベル 20レベル
装備部位 武器;
市価 —;
重量 10ポンド
Storm Kingのお気に入りの刃である
ノリズニガスは、斬首に使用された最初の初期のデーモン・ロードにちなんで名付けられた大型の
+6 アンホーリィ・ロングソードである――すべての斬撃と同様であり、
ノリズニガスがバロールの手に渡ると
ヴォーパル(・ウェポンとなる。
ノリズニガスによって斬首されたクリーチャーの死体は、斬首によって死に至った場合に分解され、100ポイントのダメージだけ
ノリズニガスの使用者を回復する。
破壊方法
ノリズニガスは、その名の由来である長く死したる新生のデーモン・ロード、ノリズニガスが生き返ると、血と霧に溶け込む。
Omat's Sarcophagus
(
Omat's Sarcophagus/)
出典 Pathfinder #83: The Slave Trenches of Hakotep 73ページ
オーラ 圧倒的・召喚術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 1,500ポンド
Omat’s Sarcophagus is similar in appearance to the sarcophagi used in the burial rites of many ancient pharaohs. It is constructed from wood, and its surface is sealed with pitch and set with an alternating pattern of scaled bands carved from lapis lazuli and jasper and scribed with thousands of protective hieroglyphs. All other exposed surfaces are gilded. Although this item appears to be a normal sarcophagus, it has a number of special powers. Each of these effects can be used once per day, and they affect only creatures of the humanoid type.
If a humanoid that has been dead for less than 1 month is placed inside Omat’s Sarcophagus and the lid is sealed, the corpse’s soul is forced into the sarcophagus and trapped there. The corpse then disintegrates and the sarcophagus begins building a new young-adult body over the course of 2d12 days. This effect occurs even if the original creature had reached the end of its natural life. The body created is free of all physical ills and afflictions that the creature may have previously suffered. Once the new body is complete, the soul is then forced into the new body and the being awakens in the sarcophagus. If the sarcophagus is destroyed before the soul can be united with the newly formed body, the soul is once again released to the afterlife.
If a living creature is placed inside Omat’s Sarcophagus, it can use the device to travel to the Astral Plane, the Ethereal Plane, or Pharasma’s Boneyard. To activate this teleportation power, a creature must be inside the sarcophagus with the lid closed. The user must then recite aloud the sacred poem of Neb-Aku (which is inscribed on the interior of the sarcophagus’s lid) in Ancient Osiriani. The recitation immediately opens a portal, and the user can then move through the portal to the desired plane (chosen after reciting the poem). The sarcophagus doesn’t confer any abilities that protect the user while on another plane. For up to 48 hours after using Omat’s Sarcophagus to travel to another plane, the user can utter a command word to be immediately transported back to the sarcophagus. After this time passes, the user must find her own way back to the Material Plane.
破壊方法
The sarcophagus can be destroyed by sending it to the Boneyard and sundering it with a magic weapon after subjecting it to both positive and negative energy.
Pauper's Thighbone
(
Pauper's Thighbone/)
出典 Pathfinder #74: Sword of Valor 69ページ
オーラ 圧倒的・変成術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 4ポンド
This ivory rod marked with nine special golden runes is an ornamental container for the true treasure sealed within— the broken thighbone of the unfailingly selfless Saint Argil. The rod cannot be opened except as part of the process to destroy it, as described below. When the Pauper’s Thighbone is picked up, the new wielder immediately understands all of the powers and limitations of the artifact.
When held like a rod, the Pauper’s Thighbone can be used to enhance a spell with a metamagic feat the wielder already knows. The wielder can apply any one of her metamagic feats to a spell she casts without increasing the spell’s casting time or the spell slot required. Enhancing a spell this way expends a number of the golden runes adorning the rod equal to the level increase of the spell normally required by the metamagic feat (for example, maximizing a spell with the Maximize Spell feat expends three golden runes). Enhancing a spell does not require an action and is performed as part of the casting time of the spell. Expended runes fade from bright gold to dull silver. Silver runes cannot be used to enhance spells, but they regain their golden color, and can be used again, at dawn each day.
As the Pauper’s Thighbone bears nine runes, it can be used to apply up to nine spell levels of increases daily. At the GM’s discretion, if the artifact’s owner intentionally ignores an opportunity to perform a selfless or generous act, one of the rod’s runes flickers and permanently disappears, reflecting the paucity of the owner’s soul. Inversely, if the owner of the Pauper’s Thighbone performs a particularly generous act (such as giving away a large percentage of her wealth to the needy), an additional special rune might permanently appear on the rod.
When possessed by an evil creature, the Pauper’s Thighbone instead burdens its owner with the weight of his sins. In this case, the Pauper’s Thighbone grants none of its powers and acts as a stone of weight. The rod can only be removed from an evil owner’s possession if the owner dies or if the owner willingly gives the rod to a nonevil creature, and the nonevil creature willingly accepts it.
破壊方法
If a nonevil owner is so consistently selfish as to cause all the runes of the Pauper’s Thighbone to permanently disappear, the rod can be broken open with a successful DC 35 Strength check. This liberates the shard of bone within but destroys the artifact.
Primogen Crown
(
Primogen Crown/)
出典 Pathfinder #127: Crownfall 57ページ
オーラ 強力・防御術、変成術;
術者レベル 20レベル
装備部位 頭部;
市価 —;
重量 —
This crenellated gold coronet, decorated with jewels and etchings of lions, seems heavier in the hand than expected. A single roaring lion’s head decorates the crown’s front. The Primogen Crown grants its wearer a +5 resistance bonus on saving throws, a +5 deflection bonus to AC, immunity to mind-affecting effects, spell resistance equal to the wearer’s CR + 11, a constant true seeing effect, and the ability to speak and be clearly heard by all sentient creatures within 1,000 feet. The crown also grants a +4 enhancement bonus to the wearer’s Intelligence, Wisdom, and Charisma scores (with ranks in Knowledge [history] and Knowledge [nobility] as well as the ability to speak and read Azlanti and Celestial, as per a headband of vast intelligence). Once per day, the wearer of the Primogen Crown can cast the following as spell-like abilities (CL 20th): banishment, control weather, and greater dispel magic.
The Primogen Crown must be bonded to its wearer in a coronation ceremony in the Imperial Palace of Taldor to access its full power. Without this ceremony, the crown does not grant its wearer any spell-like abilities, spell resistance, bonus to AC, immunity to mind-affecting abilities, or bonus to mental attributes—only the +5 resistance bonus on saving throws. Once bonded to the crown, the wearer cannot knowingly speak or write a lie while wearing the Primogen Crown.
破壊方法
The Primogen Crown must be heated in Glory’s Flame, in the grand lighthouse of Mut to the east, and then cast into the icy headwaters of the Porthmos River to the west while still hot. The sudden cooling shatters it.
Radiance
(
Radiance/)
出典 Pathfinder #73: The Worldwound Incursion 64ページ
オーラ 強力・防御術;
術者レベル 20レベル
装備部位 なし;
市価 —;
重量 4ポンド
In 4692 AR, soon after the start of the Fourth Crusade, a paladin of Iomedae and renowned demon slayer named Yaniel spoke out against the Mendevian crusaders, accusing them of negligence and sloth, and claiming these faults were what allowed Khorramzadeh to invade Kenabres and damage the wardstone. Her accusations cut too close to the truth, and in a moment of weakness her superiors threatened to excommunicate her. Instead, she said she would enter the Worldwound and fight the Fourth Crusade on her own, with only her magic sword Radiance for company. The church was happy to see Yaniel go, and in the 2 years that followed, she was thought to have been slain. Yet when she returned to Kenabres in 4694 AR, leading a small army of crusaders she’d rescued, both Yaniel and her superiors had changed. For her part, Yaniel had shed her pride and insubordination, and had gained a new appreciation for the difficult decisions leaders are forced to make. And the church leaders had learned that sometimes the truth is exactly what you need to hear. Alas, Yaniel was assassinated before the year was out, slain by the lilitu demon Minagho only a week into her second personal crusade. Her followers managed to return to Kenabres with Radiance, but Yaniel’s body had been taken. The sword had gone dark after Yaniel’s death, its magical powers apparently lost, and so the crusaders elected to place it in the Gray Garrison on display. Yet several months ago it was stolen by the Templars of the Ivory Labyrinth, who plan to soon send the sword north to Drezen for corruption into a weapon of evil.
Radiance was once a powerful weapon, yet since Yaniel’s death the blade has become inert. When handled by a paladin, however, the blade suddenly glows with golden light and functions as a +1 cold iron longsword that radiates light as a torch on command. The weapon shifts and changes its form to match the paladin’s deity’s favored weapon (in the hands of a paladin who doesn’t worship a deity, the weapon remains a +1 longsword). Certain events and tasks can awaken Radiance’s latent powers, eventually transforming it into a full-fledged holy avenger—these events are noted in the following adventures in Wrath of the Righteous as they occur.
In addition, Radiance is a legendary item (Pathfinder RPG Mythic Adventures 169) that bonds with a mythic paladin a s soon as it is wielded in combat—in this adventure, Radiance bonds if a paladin uses it in the final encounter against Vorlesh’s babaus. The weapon has two daily uses of legendary power that recharge each day, but does not currently possess any legendary attributes, for it has yet to be wielded by a mythic paladin. As Radiance has its own ability to grow in power, it cannot be given the upgradable legendary item ability.
破壊方法
A paladin must knowingly slay an angel with the blade, at which point the sword can be destroyed normally with damage.
Ravenous Blade
(
Ravenous Blade/)
出典 Feast of Dust 57ページ
オーラ 強力・死霊術、変成術;
術者レベル 18レベル
装備部位 なし;
市価 —;
重量 8ポンド
Jagged teeth stud the length of this falchion’s blackened steel blade. Warped and twisted by the daemonic spirit trapped within, this former +2 merciful falchion now tears the life’s essence from its victims. The Ravenous Blade acts as a +2 wounding falchion, and grants its wielder a +2 profane bonus to Charisma so long as it remains in her possession. Bleed damage dealt by the Ravenous Blade takes the form of nonlethal starvation damage, as the blade slowly consumes the fat and meat of creatures it has tasted. Anyone who takes nonlethal damage from the sword’s wounding property becomes fatigued, just as if he had begun starving normally.
Whenever the wielder kills or subdues a creature in combat (whether she does so with the Ravenous Blade itself or not), she must succeed at a DC 18 Will save or she is overcome by hunger pangs, and is compelled to consume the flesh of her victim. Sating this compulsion is a full-round action that provokes attacks of opportunity.
破壊方法
The Ravenous Blade must be driven into the heart of a good cleric, who must then gorge herself for 3 days and 3 nights uninterrupted until the sword has eaten its fill, at which point it rusts and crumbles.
Relic of Kazavon, Armor of Skulls
(
Relic of Kazavon, Armor of Skulls/)
出典 Artifacts and Legends 36ページ、Pathfinder #12: Crown of Fangs 63ページ
装備部位 なし;
オーラ 強力・変成術;
術者レベル 20;
重量 30ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 12;
【魅力】 10;
自我 10
Powers 3/day - fear (DC 16), freedom of movement, protection from energy, shout (DC 16)
Crafted from the skull of the dragon Kazavon, the Armor of Skulls is a Large intelligent +4 greater electricity resistance breastplate that grants its wearer a +4 enhancement bonus to Strength and Constitution. Once per day, the wearer can unleash either a bolt or burst of electricity. The bolt is a 120-foot line of electricity that deals 24d8 points of electricity damage (Reflex DC 37 for half ). The burst deals 6d8 points of electricity damage to all creatures within a 30-foot-radius burst (Reflex DC 37 for half ).
破壊方法
One who has never killed another creature must bind the Armor of Skulls in gold chains (worth 1,000,000 gp), then slowly shatter the armor by shortening the chain by one link every day for 1,000 days.
Relic of Kazavon, Bound Blade
(
Relic of Kazavon, Bound Blade/)
出典 Artifacts and Legends 36ページ、Pathfinder #12: Crown of Fangs 64ページ
装備部位 なし;
オーラ 強力・死霊術;
術者レベル 20;
重量 6ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 10;
【魅力】 12;
自我 10
Communication empathy
Powers constant - deathwatch
3/day - deeper darkness, rage, slow (DC 14)
The Bound Blade is a +3 unholy adamantine bastard sword, forged from the claws of Kazavon. For worshipers of Abadar, the Bound Blade is heresy made manifest. The sword grants the user a +6 enhancement bonus to Strength. As a free action, upon using the sword to reduce a sentient living creature to 0 or fewer hit points, the wielder can cast soul bind, forcing that creature to make a successful DC 25 Will save or have its soul trapped within the sword. While there is a soul trapped within the sword, the Bound Blade emanates the effects of the spell desecrate in a 50-foot-radius aura. This aura lasts for a number of days equal to the number of Hit Dice the slain creature possessed. After that period passes, the soul within the sword is destroyed and cannot be restored by any method short of divine intervention. The sword wielder can release a trapped soul by using the blade’s soul bind ability on another creature.
破壊方法
The Bound Blade shatters if used by a paladin of Abadar to slay a fallen paladin dedicated to Zon-Kuthon.
Relic of Kazavon, Crown of Fangs
(
Relic of Kazavon, Crown of Fangs/)
出典 Artifacts and Legends 36ページ、Pathfinder #12: Crown of Fangs 64ページ
装備部位 なし;
オーラ 強力・幻術;
術者レベル 20;
重量 4ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 10;
【魅力】 12;
自我 10
Communication empathy
Powers 3/day - alter self, dominate person (DC 17), major image (DC 17), mirror image, mislead (DC 19)
Kazavon’s teeth were set into a jeweled circlet of gold, creating the Crown of Fangs. The crown grants its wearer a +6 enhancement bonus to Constitution and Charisma, as well as regeneration 20. Only the blade Serithtial (see page 61), a holy avenger, or a paladin’s smite evil ability can deal lethal damage to the wearer. Additionally, the wearer gains the personal benefits of the spell foresight.
破壊方法
The Crown of Fangs is destroyed if struck by a holy sword forged by a once-mortal god.
Relic of Kazavon, Howling Horn
(
Relic of Kazavon, Howling Horn/)
出典 Artifacts and Legends 36ページ、Pathfinder #12: Crown of Fangs 65ページ
装備部位 なし;
オーラ 強力・力術;
術者レベル 20;
重量 12ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 10;
【魅力】 12;
自我 10
Communication empathy
Powers 3/day - circle of death (DC 19), repulsion (DC 19), waves of exhaustion
Shaped from Kazavon’s horns into a deadly musical instrument, the Howling Horn grants the bearer a +4 enhancement bonus to Dexterity and Charisma. Sounding the Howling Horn forces all nonevil creatures within 40 feet to make a successful DC 25 Fortitude save or be deafened for 2d6 rounds. A user who succeeds at a DC 20 Perform (wind instruments) check while using the horn summons forth the roar of Kazavon, a blast that affects creatures in a 40-foot cone, dealing 20d6 points of sonic damage and deafening them for 4d6 rounds (a successful DC 25 Fortitude save reduces the damage by half and negates the deafening). Unattended crystalline objects take double damage. Nonevil creatures within 10 feet of the horn when the roar is sounded must succeed at an additional DC 25 Will save or be affected as per the spell insanity.
破壊方法
A performer must use the Howling Horn to make a successful DC 40 Perform (wind instruments) check to entertain a good-aligned deity.
Relic of Kazavon, Shredskin
(
Relic of Kazavon, Shredskin/)
出典 Artifacts and Legends 36ページ、Pathfinder #12: Crown of Fangs 65ページ
装備部位 なし;
オーラ 強力・占術、幻術;
術者レベル 20;
重量 20ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 12;
【魅力】 10;
自我 10
Communication empathy
Powers 3/day - deeper darkness, shadow walk (DC 19), symbol of pain (DC 17)
Kazavon’s shattered ribs were twisted into a mantle of bone fragments known as the Shredskin. The mantle grants its wearer a +6 enhancement bonus to Wisdom, a +5 resistance bonus on all saving throws, and the ability to hide in plain sight as per the shadowdancer class feature. The wearer can speak with any shadow, in a way similar to the effects of the spell stone tell. Shadows willingly tell the wearer what dangers they obscure and what creatures have come in contact with them in the past 24 hours. The shadows can only relate information about creatures they’ve enshrouded. Creatures bearing a light source are not usually touched by shadows, though shadows can tell when they’ve been disrupted by passing light.
破壊方法
The Shredskin must be taken to the Positive Energy Plane or Sarenrae’s domain on Nirvana and exposed to direct light for 1 month.
Relic of Kazavon, Staff of the Slain
(
Relic of Kazavon, Staff of the Slain/)
出典 Artifacts and Legends 37ページ、Pathfinder #12: Crown of Fangs 66ページ
装備部位 なし;
オーラ 強力・力術;
術者レベル 20;
重量 6ポンド
属性 NG (Kolwyddon), LE (Kazavon);
感覚範囲 30フィート
【知力】 12;
【判断力】 10;
【魅力】 10;
自我 10
Communication empathy
Powers at will - detect magic, ventriloquism (DC 11)
3/day - create water, dimension door (during the day), lightning bolt (at night; DC 14), major image (DC 14), veil (DC 19)
1/day - hallucinatory terrain (DC 16), mirage arcana (DC 17)
Crafted from the tailbones of Kazavon, the Staff of the Slain is an intelligent +5 spell storing shock quarterstaff that grants its wielder a +4 enhancement bonus to Intelligence. In addition, the staff allows the wielder to change the energy type of any spell he casts that deals energy damage to electricity (such as causing a fireball to deal electricity damage). The staff harbors two personalities: the neutral good wizard Kolwyddon (dominant during the day) and the dragon Kazavon (dominant at night). Some of the staff’s powers change depending on the time of day and which personality is in control.
破壊方法
Unknown to either personality, destroying the staff requires submerging it for 24 hours in a pool of silver dragon tears.
Relic of Kazavon, Throne of Nalt
(
Relic of Kazavon, Throne of Nalt/)
出典 Artifacts and Legends 38ページ、Pathfinder #12: Crown of Fangs 66ページ
装備部位 なし;
オーラ 強力・占術、心術;
術者レベル 20;
重量 3,475ポンド
属性 秩序にして悪;
感覚範囲 30フィート
【知力】 10;
【判断力】 12;
【魅力】 10;
自我 10
Communication empathy
Powers at will - detect evil, detect good, discern lies (DC 16)
3/day - dismissal (DC 17), greater command (DC 17)
1/day - planar binding (DC 19)
Great horns of gold, a massive sea serpent’s skull, and the wings of Kazavon form the ornate Throne of Nalt. The throne grants whoever is seated upon it a +6 enhancement bonus to Charisma and Wisdom. Once per day, the user can cast geas/quest. Any creature with the evil subtype takes a –6 penalty on saving throws to resist this effect.
破壊方法
The Throne of Nalt crumbles to dust if a person who wants nothing sits upon it and bequeaths all he has to another.
最終更新:2023年06月30日 17:36