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Riftcarver

Riftcarver/)
出典 Pathfinder #78: City of Locusts 63ページ
オーラ 強力・召喚術、力術; 術者レベル 20レベル
装備部位 武器; 市価 —; 重量 80ポンド
 Riftcarver is an immense weapon carved from exoskeleton plates pried from the body of the now-long-forgotten monstrosity that birthed Deskari into the Abyss. The demon lord emerged fully formed, and the crafting of this weapon was among the first of his acts—Riftcarver aided the demon lord tremendously in those first few thousand centuries of his life, and was the primary tool he used to dig the Rasping Rifts.

 Riftcarver is a Gargantuan +5 defending unholy wounding scythe. As part of its first successful hit against a target in any one round, Riftcarver can infest the creature hit with rot grubs (Pathfinder RPG GameMastery Guide 245). Once per minute as a standard action by striking at the ground, Riftcarver can create an earthquake centered on the target’s location. Riftcarver’s wielder never suffers any ill effects from earthquakes created by the scythe. Once per day, the scythe can be swept through the air as a standard action to rip a hole between worlds that serves as a 20-foot-diameter gate—this gate can be used only for planar travel, not for calling creatures. Riftcarver is made of the chitin of an Abyssal monster, yet it is treated as adamantine for the purposes of damaging objects and penetrating hardness.

 Smaller versions of this artifact, built to be used by Medium cultists, also exist. Called rotcarvers, the majority of these weapons have been captured and destroyed by the crusaders by the Fifth Crusade. A rotcarver is a +3 scythe that can infest those it strikes with rot grubs, or can transform its user into a rot grub swarm. Rotcarvers are detailed on page 51 of Pathfinder Campaign Setting: Lost Kingdoms.

破壊方法
 If the remains of its ancient, forgotten source can be located and restored to life, Riftcarver can be destroyed by using it to deliver a coup de grace against that creature. If the attack slays the resurrected horror, Riftcarver crumbles to dust.

Ring of Nine Facets

Ring of Nine Facets/)
出典 Artifacts and Legends 40ページ
オーラ 強力・防御術、召喚術、変成術; 術者レベル 19レベル
装備部位 指輪; 市価 —; 重量
 The gem set within this remarkably ancient ring is distinctly cut to exhibit nine perfect facets, each of a different hue. Each day at sunrise, the gem rotates to display a different facet. The active facet determines the ring’s power for that day. Each day, roll 1d10 on the Ring of Nine Facets Powers table to determine which facet—and thus which power—is active.

 The wearer of the ring can, with a great deal of mental exertion, attempt to change the active facet away from one she does not desire. The gem can only be turned in a particular order that shifts the active facet to the next highest facet, and each facet is a particular number of steps away from one another (see the Ring of Nine Facets Powers table). To change the facet, the wearer must succeed at a Wisdom check as a full-round action, and the wearer takes nonlethal damage, regardless of success. The DC of the Wisdom check to turn the gem is 15 + 5 per 1-step increase, while the nonlethal damage dealt equals 1d6 per 1-step increase. For example, if the facet of the day were yellow, the wearer could attempt a DC 20 Wisdom check and take 1d6 points of nonlethal damage to shift it to copper, or attempt a DC 25 Wisdom check and take 2d6 points of nonlethal damage to shift it to green. The ring’s facets cannot be shifted backwards (thus, yellow cannot turn directly to white; it must shift through all seven other colors to reach white). The ring’s facet can only be changed once per day.

 Any nongood creature that wears the Ring of Nine Facets immediately takes 2d6 points of nonlethal damage and another 2d6 points of nonlethal damage every minute it continues to wear the ring.

1d10/Step Facet Color Active Facet Power
1 Green Wearer is immune to disease
2 Indigo Wearer needs no air to survive
3 Orange Wearer gains a +5 natural armor bonus
4 Violet Wearer gains low-light vision
5 Red Wearer gains fast healing 1
6 Blue Wearer can use fly at will
7 White Wearer gains cold resistance 30
8 Yellow Wearer gains freedom of movement
9 Copper Wearer gains a +5 resistance bonus on saving throws
10* Roll again

* This step does not count as a facet for the purposes of adjusting the ring’s daily ability.

破壊方法
If the wearer of the Ring of Nine Facets successfully shifts it through all nine facets twice (requiring a DC 105 Wisdom check and incurring 18d6 points of nonlethal damage) a tenth, black facet is revealed. This causes the ring to deal 2d6 points of lethal damage to any nonneutral (not solely neutral) wearer every round it is worn. The other powers of this new facet are a mystery, but the wearer can use the tenth facet to completely destroy the Ring of Nine Facets.

Robe of the Rifts

Robe of the Rifts/)
出典 Pathfinder #78: City of Locusts 63ページ
オーラ 強力・変成術[悪]; 術者レベル 20レベル
装備部位 全身; 市価 —; 重量 1ポンド
 The Robe of the Rifts is crafted of what appears to be fine silk, but is in fact forged of congealed dreams siphoned from the minds of slumbering spellcasters as they were ritually murdered. It was created by Areelu Vorlesh to augment her melee prowess soon after her transformation into a half-succubus in a process that involved humiliating favors granted to 13 separate demon lords. The Robe of the Rifts grants the following enhancements when it is worn.
The wearer’s attack rolls and damage rolls with all melee weapons are modified by her Intelligence modifier, not her Strength modifier. This modifier is never halved for secondary attacks, but neither is it increased for twohanded attacks.
  • The wearer applies her armor and natural armor bonuses (if any) to her touch AC.
  • The wearer gains a +6 profane bonus on all saving throws.
  • The robes infuse the wearer’s natural attacks (if any) as if she wore an unholy amulet of mighty fists +5.

破壊方法
 The Robe of the Rifts must be donned by a humanoid with an Intelligence score of 3 or lower, who must repeat the 13 debasements Areelu performed for demon lords when creating the robe with 13 different and unwilling angels.

ルーンウェル・オヴ・グリード

Runewell of Greed/)
出典 Rise of the Runelords Anniversary Edition 425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 900ポンド
 Currently hidden at the heart of the Eye of Avarice in a demiplane lodged between Leng and the Material Plane, Karzoug’s runewell of greed is the key to both his escape from the destruction of Thassilon and his eventual return to life. The runewell itself is a core part of the Rise of the Runelords Adventure Path, but by the time the PCs arrive at the Eye of Avarice, the circular well (which appears to be filled with molten gold) has already done its job absorbing fragments of greedy souls and is in the process of using that energy to finalize Karzoug’s escape.

 Beyond this effect, though, Karzoug can utilize the runewell in other ways. It grants him the ability to use scrying at will, although the runewell’s range is limited to the Xin-Shalast region or to specific agents like Mokmurian, Xanesha, and Lucrecia. Creatures that wear magic items marked with the Sihedron take a –4 penalty on saves against this effect. The runewell allows Karzoug to see through the eyes and speak through the mouths of anyone who wears a Sihedron medallion (see page 426). He can also, given time, call up from the runewell a live adult blue dragon minion to serve him as an ally or mount. This essentially functions as a gate spell, save that the dragon is actually created by the runewell rather than called. Karzoug can only have one such dragon in existence at any one time, and must wait 8 hours after a previous dragon’s death before calling a new blue dragon to serve him.

 The runewell itself is 10 feet in diameter and 10 feet deep. The liquid it contains functions in all ways as molten gold—dealing damage is if it were lava upon creatures splashed or immersed within it. Gold drawn from the runewell cools normally and is permanent—the runewell immediately replenishes gold taken from its supplies—yet this gold cannot exist more than 30 feet from the runewell’s rim. If brought beyond this range, it vanishes in an instant.

 Runewells associated with other runelords and sins exist throughout the ruins of Thassilon; each of these artifacts is a unique item with its own powers.

破壊方法
The runewell of greed is linked to Karzoug, and as long as he lives, the runewell cannot be destroyed. If Karzoug is slain, the molten gold within the runewell itself immediately hardens and turns to chalky, worthless stone, destroying the runewell in the process.

ルーンウェル・オヴ・ラス

Runewell of Wrath/憤怒のルーン井戸)
出典 Pathfinder #138: Rise of New Thassilon 70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 900ポンド
 アラズニストのルーンウェル・オヴ・ラスはHollow Mountainのルーンロードの領域の最上部に隠された他次元界にあるEye of Furyの中にある。魂から憤怒の断片を吸収するルーンウェルのしごとは既に終了しており、アラズニストが現れることを可能にしているが、Eye of FuryとAlaznist’s Demesneの間のポータルを提供すること以上のいくつかの追加の能力をもっている。範囲がHollow MountainとRivenrake Island周辺に限定されているが、アラズニストに回数無制限にスクライングを発動する能力を与える。また、アラズニストが選んだ者に[火炎]に対する完全耐性を与える能力を与える;この完全耐性は、取り消すまで永続的であるが、クリーチャーがEye of Furyにいる間だけ機能する。ルーンウェル自体の直径は10フィート、深さは10フィートである;そこに含まれている燃えるような液体は、その中に置かれた物体やクリーチャーの目的でマグマとして機能する。アラズニストはこの液体の火から1日あたり最大50,000GP相当の物質構成要素を抽出できる(通常はウィッシュまたはフォースケージなどの呪文を発動するための宝石として使用する)。これらの物質構成要素は24時間以内の使用しないと消えていく。

破壊方法
ルーンウェル・オヴ・ラスはアラズニストとリンクしており、彼女が生きている限り、ルーンウェルを破壊することはできない。アラズニストが殺害された場合、ルーンウェル内の液体の火は即座に冷えて通常の水となり、その過程でルーンウェルを破壊する(ただし、エリアE10のanima focusがまだ機能していれば、アラズニストのAlaznist’s Demesneに行くためのポータルとして使用することはできる。

Saint Cuthbert's Mace

Saint Cuthbert's Mace/)
出典 Artifacts and Legends 41ページ
オーラ 強力・防御術、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 8ポンド
 Despite its ragged appearance, Saint Cuthbert’s Mace is a +5 axiomatic holy disruption heavy mace that allows the bearer to cast the spell searing light at will. Any evil creature that attempts to wield the Mace is damaged as though it were struck by the weapon’s searing light ability every round it wields the artifact.

 On the 20th of Pharast every year, the mace makes use of greater teleport, interplanetary teleport (The Inner Sea World Guide), or plane shift to instantly travel to a location anywhere in the multiverse where it is needed, typically appearing where a worthy lawful good wielder will soon pass. The mace’s bearer has no control over this effect and is not included in the artifact’s teleportation.

破壊方法
 One who has borne Saint Cuthbert’s Mace for a total of 3 years must use it to slay an evil demigod or greater power, causing the weapon to shatter.

Scepter of Ages

Scepter of Ages/)
出典 Artifacts and Legends 42ページ
オーラ 圧倒的・変成術; 術者レベル 25レベル
装備部位 なし; 市価 —; 重量 8ポンド
 The Scepter of Ages can be wielded as a +4 heavy mace with a critical threat range of 18–20. In addition to the damage this weapon deals, any creature struck by the scepter ages a number of years equal to the damage taken. On a critical hit, not only does the scepter deal greater damage, but the victim ages 2 years for every point of damage taken. Creatures aged in this manner might have their physical ability scores reduced; consult Table 7–2 on page 169 of the Core Rulebook for the effects of aging on common humanoids. For the wide range of unlisted humanoids and non-humanoids this aging might affect, GMs should use their judgment, general knowledge, and creature descriptions to decide how the effects of aging apply on a race-byrace basis. GMs looking for a quick way to approximate the ages of minor opponents should alter Strength, Dexterity, and Constitution by –1 for every 10 years aged and consider +40 years to be a creature’s maximum age. Any creature aged to greater than its maximum age immediately dies. Constructs, outsiders, and undead are immune to the effects of aging. The mental abilities of those affected by this form of aging do not increase. Creatures that gain abilities dependant on their age gain these abilities as normal (though, at the GM’s discretion, these abilities might not be immediately usable). The spell regenerate restores 1 year of premature aging for every hit point it heals. Creatures killed by aging can only be restored by true resurrection, miracle, or wish, but even these spells do not heal aging, returning the target to life only 1 year younger than his maximum age.

 In addition to its use as a weapon, the Scepter of Ages can open a portal through time. To do this, the scepter’s bearer must spend 10 minutes precisely aligning the delicate mechanisms within the artifact’s head to the exact dates she wishes to travel to. This requires the bearer to make either a DC 30 Knowledge (history) check to program a precise date or a DC 30 Wisdom check to travel to a general period. The bearer can rush through calibrating the scepter, activating it in 1 minute, but doing so increases the associated DCs by +10. Regardless of whether or not this check is successful, a 5-foot-wide glowing tear in time opens within 15 feet. This rift cannot be used as a weapon or to destructive effect. What time the passage opens to is determined by whether the bearer succeeds at the check (opening a portal to the desired time) or fails (opening a portal to the incorrect time, determined by how significantly he failed, as shown on the Accidental Time Travel Results table on page 43). The time beyond the portal cannot be viewed and can only be discovered by passing completely through. The rift remains open for 1 minute before closing. What creatures or conditions lie beyond the portal are determined by the GM (see the Ages of Golarion table on page 43 for examples of different times on Golarion).

破壊方法
 Adhering to laws beyond those of this reality, The Scepter of Ages cannot be destroyed, only carried to a time beyond the reach of modern users. Some say this has happened dozens of times, yet still the scepter has been rediscovered ages later, unearthed among ancient ruins or by geological upheavals.

セプター・オヴ・アラズニスト

Scepter of Alaznist/アラズニストの王笏)
出典 Pathfinder #137: The City Outside of Time 70ページ
オーラ 圧倒的・系統なし; 術者レベル 20レベル
装備部位 なし; 市価 —;重量 8ポンド
 この王笏は2つのらせんがお互いにねじれた、鉄とアダマンティンの2つ二重らせん状の金属片で構成されている。各らせんは固く握った握りこぶしで終わっている。

 1日9回、セプター・オヴ・アラズニストの所持者は、グレーター・エンパワー・メタマジック・ロッドグレーター・エクステンド・メタマジック・ロッドまたはグレーター・マクシマイズ・メタマジック・ロッドを使用したものとして発動する呪文を威力強化、持続時間延長または最大化できるが、これらの呪文修正効果の2つまたは3つ全てを同じ呪文に適用し、セプターの1日の使用回数をそれぞれ2回または3回消費できることを除く。呪文を発動する時に消費される1日の使用回数は、呪文のDCを2減少させるが(最大6まで減少させる);しかしながら、このDCの減少は力術呪文には適用されない。

 セプターは+5 アダマンティン・ライト・メイスとしても機能する。使用者がクリーチャーに命中させると、使用者はセプターの1日の使用回数の1回分を即行アクションとして消費することにより、スペル・ストアリング・ウェポンとしてクリーチャーに最大3レベルの1体を目標にする呪文を発動することができる。呪文はセプター・オヴ・アラズニストによって威力強化、持続時間延長または最大化して発動することはできないが、この方法で消費する1日の使用回数では、DCを減少させることはできない。

破壊方法
 術者は連続した3ラウンドで、その呪文修正特性を使用して3つの9レベル治癒呪文を発動し、次にアーティファクトを破壊するためにのミラクルまたはウィッシュの発動を丁寧な言葉遣いで使用した場合、セプターは2つの別々の非魔法的の金属棒に巻き戻される。

シンティレイティング・ガーメント

Scintillating Garment/きらめく色彩の衣類)
出典 Pathfinder #138: Rise of New Thassilon 70ページ
オーラ 強力・防御術; 術者レベル 20レベル
装備部位 全身; 市価 —; 重量 1ポンド
 ソーシェンのシンティレイティング・ガーメントは、ルーンロード・オヴ・ラストの伝統的なローブである。最高級のシルクで織られ、宝石がアクセントになっているこの衣類は驚くほど軽く動きやすい。シンティレイティング・ガーメントはローブ・オヴ・シンティレイティング・カラーズとして機能するが、追加のパワーがある。着用者は+1の術者レベルで呪文を発動し、ACに+5の反発ボーナス、セーヴィング・スローに+5の抵抗ボーナス、呪文抵抗30を得る。ガーメントのポケットのうち4つはハンディ・ハヴァサックとして機能する。このガーメントの着用者は、選択しない限り、精神作用効果に完全耐性を持ち、ガーメントは全ての能力値に+6の強化ボーナスを与える(【知力】へのボーナスは〈脱出術〉〈飛行〉〈魔法装置使用〉への使用のランクも与える)。

破壊方法
破壊されたルーンウェル・オヴ・ラストの水に浸されると、シンティレイティング・ガーメントは破壊される。

Scroll of Kakishon

Scroll of Kakishon/)
出典 Artifacts and Legends 44ページ、Pathfinder #21: The Jackal's Price 9ページ
オーラ 圧倒的・召喚術; 術者レベル 23レベル
装備部位 なし; 市価 —; 重量 3ポンド
 This innocuous-looking scrap is nothing less than the physical manifestation of a man-made demiplane known as Kakishon, and the rune covering the scroll is in fact a representation of the plane’s several island regions. To open the gate, one must unfurl the scroll and speak the names Aliskiren, Isles of Night, Ismaizade, Kakishon, Khandelwal, Khosravi, and Serpent Isles, each time touching the section of the rune corresponding to the named island group. Once, this process allowed the user to choose where to appear within the realm, but the scroll is now damaged, and upon activation, all creatures within 50 feet with line of effect to the scroll must make a DC 40 Reflex save. Those who fail are sucked into the scroll and bodily transported to one of the waypoints within the demiplane of Kakishon (see map). At the same instant creatures enter the plane, any being that previously entered the plane involuntarily may choose to depart, being expelled from the scroll back to the Material Plane. Once inside Kakishon, escape can prove difficult, requiring those trapped within to wait for others to enter, for the casting of a spell similar to plane shift, or for the discovery of one of the foundations of Kakishon’s reality, all of which transport the subjects back to the Material Plane to a point within 10 feet of the Scroll of Kakishon.

破壊方法
 Containing even a small group of chaotic beings such as azatas, proteans, or demons will gradually cause Kakishon to unravel, while a larger group or a more powerful chaotic entity can rend the demiplane to shreds in moments.

Serithtial

Serithtial/)
出典 Curse of the Crimson Throne (PFRPG) 435ページ、Pathfinder #11: Skeletons of Scarwall 56ページ、Artifacts and Legends 61ページ
装備部位 なし;オーラ 強力・防御術; 術者レベル 17; 重量 5ポンド
属性 秩序にして善; 感覚範囲 60フィート
【知力】 13; 【判断力】 10; 【魅力】 13; 自我 16
言語 empathy
 Serithtial is a +4 holy bastard sword crafted, it is said, by Iomedae herself as a gift to Mandraivus’s great-grandfather, a man who led several crusades against Nidal. The sword was handed down through the generations, finally coming into the hands of a well-respected hero of Lastwall— Mandraivus. Serithtial was the perfect weapon for Mandraivus’s assault on Scarwall, and some scholars of history now believe that Iomedae had foreseen its need and forged it early to ensure that Mandraivus not only would inherit it, but would respect its traditions all the more.

 Although made of steel, Serithtial is treated as if made of both cold iron and silver for the purpose of penetrating damage reduction. Serithtial glows with the equivalent of a continual flame, but its wielder can extinguish or ignite this glow as a move action. In addition, it gains a further +2 enhancement bonus and deals an extra 2d6 points of damage against foes who serve or worship Zon-Kuthon, as if it had the bane weapon special ability against such foes. This effect also functions against Queen Ileosa and those who directly serve her—including creatures like the dragon Zarmangarof (who serves her under magical compulsion) and the Red Mantis assassins (who serve as paid mercenaries). While Serithtial was forged as a bastard sword and reverts to this shape when no one wields it, when held in the hand, the sword immediately transforms into the type of blade its owner is most proficient with (choosing from dagger, short sword, longsword, scimitar, falchion, greatsword, rapier, or bastard sword—the GM can add additional sword-like weapons as she sees fit).

 Serithtial can cast cure moderate wounds and zone of truth three times per day each, and usually reserves its healing power to use on its wielder when he is reduced to 1/4 his total hit points.

 Serithtial’s wielder gains the benefits of death ward and freedom of movement against attacks and effects generated by followers of Zon-Kuthon (and by extension, Queen Ileosa and her followers).

 Although Serithtial is lawful good, as long as its wielder is dedicated to the defeat of Kazavon and those he has corrupted (such as Queen Ileosa), the sword does not attempt to seize control of its wielder. If its wielder does go against its wishes, Serithtial tries to force him to relinquish the blade to a more appropriate wielder. As with all holy weapons, Serithtial imposes 1 negative level on any evil creature attempting to wield it. The negative level remains as long as the creature holds the weapon in its hand and disappears when the weapon is no longer wielded. A worshiper of Zon-Kuthon who wields Serithtial takes 4 negative levels and is nauseated as long as these negative levels persist. The negative levels and any additional side effects cannot be overcome in any way (including by restoration spells) while the weapon is wielded.

破壊方法
 Serithtial can be destroyed only if Kazavon—restored to life—or a great wyrm shadow dragon worshiper of Zon-Kuthon uses its breath weapon on the blade while Serithtial is unattended.

シャード・オヴ・ エンヴィ

Shard of Envy/羨望の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・防御術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・エンヴィは煌めく緑色のノクワールで作られている。シャード・オヴ・エンヴィを運んでいる限り、所持者は1日1回擬似呪文能力としてディスペル・マジックを使用でき、防御術呪文と擬似呪文能力に対するセーヴに+2の洞察ボーナスを得、ACに+1の洞察ボーナスを得る。
呪い:所持者は、他のクリーチャーの成功、富、外見を切望し、自分と同じ種族またはキャラクター・クラスのクリーチャーから30フィート以内にいると不調状態となる。そのようなクリーチャーとの物理的な接触は、DC 20の頑健セーヴに失敗した場合所持者を吐き気がする状態とする。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・ グラトニー

Shard of Gluttony/暴食の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・死霊術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・グラトニー青白いイヌーブリクスでできている。シャード・オヴ・グラトニーを運んでいる限り、所持者は1日1回擬似呪文能力としてヴァンピリック・タッチを使用でき、死霊術呪文に対するセーヴに+2の洞察ボーナスを得、ヒット・ダイス毎に1ポイント、最大ヒット・ポイントを増加させる。

呪い:所持者は常に空腹と喉の渇きを抱え、直近1時間以内に食べ物を食べていない場合は不調状態となる。持ち歩いている食べ物や飲み物(ポーションなどを含む)をすぐに消費しないように、DC20の意志セーヴを行わなければならない。セーヴが成功した場合、所持者は1時間の間衝動に抵抗してから再度セーヴを行うように強制される。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・グリード

         (Shard of Greed/強欲の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・変成術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・グリードは黒いアダマンティンでできている。シャード・オヴ・グリードを運んでいる限り、所持者は1日1回擬似呪文能力としてヘイストを使用でき、変成術呪文に対するセーヴに+2の洞察ボーナスを得、攻撃ロールに+1の洞察ボーナスを得る。

呪い:所持者は強欲になり、ヒット・ダイス毎日少なくとも500GPの非魔法の宝石や上質な服を着ていないと不調状態となる。所持者が所持品を売ったり譲ったりすると、DC 20の意志セーヴに成功するか、1d4ポイントの【判断力】ダメージを受けなければならない。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・ラスト

Shard of Lust/色欲の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・心術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・ラストは深紅のジェゼット合金でできている。シャード・オヴ・ラストを運んでいる限り、所持者は1日1回擬似呪文能力としてサジェスチョンを使用でき、心術呪文に対するセーヴに+2の洞察ボーナスを得、イニシアチブ判定に+4の洞察ボーナスを得る。

呪い:所持者は自己陶酔的になり、過去12時間以内に他のクリーチャーと性的関係を持たないときは不調状態となる。所持者は胴体スロットに鎧や魔法のアイテムを着用している間、よろめき状態となる。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・プライド

Shard of Pride/傲慢の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・幻術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・プライドは銅色のホラカルコンでできている。シャード・オヴ・プライドを運んでいる限り、所持者は1日1回擬似呪文能力としてメジャー・イメージを使用でき、幻術呪文に対するセーヴに+2の洞察ボーナスを得、すべての技能判定に+2の洞察ボーナスを得る。

呪い:所持者は誇大妄想で苦しみ、その取り決めが続く限り、他のクリーチャーに何かしらの従属として仕えなければならないときは不調状態となる。援護アクションの利益を得ることができず、援護アクションを行うこともできない。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・スロース

Shard of Sloth/怠惰の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・召喚術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・スロースは青緑色に輝くアビジウムでできている。シャード・オヴ・スロースを運んでいる限り、所持者は1日1回擬似呪文能力としてサモン・モンスターIIIを使用でき、召喚術呪文に対するセーヴに+2の洞察ボーナスを得、すべての精神集中判定に術者レベル判定に+4の洞察ボーナスを得る。

呪い:所持者は怠惰で座ってばかりおり、どのラウンドでも、1回以上の移動アクションを行うと、1時間の間不調状態となる。所持者の移動速度はすべて半減する。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

シャード・オヴ・ラス

Shard of Wrath/憤怒の破片)
出典 Pathfinder #61: Shards of Sin 68ページ
装備部位 なし;オーラ 圧倒的・召喚術;術者レベル 25レベル;重量 1ポンド

 シャード・オヴ・ラスはある日は熱く、次の日は冷たく感じる煌めくシカタイトでできている。シャード・オヴ・ラスを運んでいる限り、所持者は1日1回擬似呪文能力としてファイアーボールを使用でき、力術呪文に対するセーヴに+2の洞察ボーナスを得、すべての武器のダメージ・ロールに+2の洞察ボーナスを得る。

呪い:所持者は暴力に夢中になり、過去1時間以内に生きているクリーチャーを-1ヒット・ポイント以下にしない限り、不調状態となる。所持者がクリーチャーを攻撃したら、攻撃をやめたい場合はDC 20の意志セーヴを行わなければならない。そうでなければ、クリーチャーを殺すために可能な限りのことをする。

破壊方法
 シヘドロンのシャードを個別に破壊することはできない。シャードをシヘドロンに再結合し、そのアーティファクトの破壊方法を使用することによってのみ、シャードを破壊することができる。

Shelana the Mother Deck

Shelana the Mother Deck/)
出典 Classic Treasures Revisited 21ページ
装備部位 なし;オーラ 強力・全系統; 術者レベル 20; 重量
属性 混沌にして中立; 感覚範囲 30フィート senses
【知力】 19; 【判断力】 10; 【魅力】 20; 自我 21
言語 会話、テレパシー
 Shelana the Mother Deck operates as an intelligent deck of many things, save that all her benefits and penalties are doubled (for example, the Star card grants a +4 bonus to ability stats instead of +2, the Skull card summons two dread wraiths at a time, and so on). Shelana can cast teleport once per day, transporting herself and her puzzle box only.

破壊方法
 Shelana can only be destroyed by using her own Moon card to wish for her destruction.

Shield of Aroden

Shield of Aroden/)
出典 Artifacts and Legends 47ページ、Gods and Magic 61ページ、Inner Sea World Guide pg. 300ページ
オーラ 強力・防御術; 術者レベル 20レベル
装備部位 盾; 市価 —;重量 10ポンド
 The Shield of Aroden is a +5 light fortification spell resistance (17) heavy wooden shield. Once per day, the bearer can invoke a form of fire shield that protects against cold attacks and damages opponents with fire and holy damage similarly to the spell flame strike. Once per round as an immediate action, if an adjacent ally is hit by a ranged or melee attack, the bearer can use the shield to redirect the attack to himself, taking all effects from that attack as if he were the intended target. All allies within 100 feet of the bearer gain the effect of bless and prayer. Additionally, all allies within 100 feet of the bearer know his relative position and condition, as per the spell status.

 Beyond these properties, the Shield of Aroden is designed to protect its bearer from death. Any attack that would kill the bearer (not merely make him unconscious or dying) triggers this ability, redirecting the lethal attack fully upon the shield and leaving the bearer unharmed (even if the attack normally only works on living creatures). For example, if the bearer failed a saving throw against flesh to stone, the shield would turn to stone and shatter instead, whereas if the bearer failed his save against horrid wilting, the shield would turn to dry splinters. This power always destroys the shield, reducing it to 1d20 nearly invulnerable shards that suggest the way in which it was last destroyed.

 The Shield of Aroden bestows two negative levels on any chaotic creature that attempts to wield it. These negative levels remain as long as the shield is held or carried. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the creature possesses the shield.

破壊方法
 The Shield of Aroden is designed to be destroyed, but the supposedly invulnerable shards left by its destruction can be utterly destroyed if they are consumed by a chaotic neutral being at least as powerful as a demigod, such as the proteans’ Speakers of the Depths or the Eldest known as Count Ranalc.

シールド・オヴ・シン=アンドロス

Shield of Xin-Undoros/シン=アンドロスの盾)
出典 Pathfinder #137: The City Outside of Time 71ページ
オーラ 圧倒的・防御術; 術者レベル 23レベル
装備部位 なし; 市価 —;重量 20ポンド
 この大きな黒い盾の突起部は変色した銀の頭蓋骨に似ている。シールドは過去の戦いから、多くのへこみやかすり傷がある。

 シールド・オヴ・シン=アンドロスは+5 鋼鉄製ヘヴィ・シールドであり、その所持者をルーン・ジャイアントのように不自然に強く回復力があるものにし、盾を準備している限り、【筋力】と【耐久力】に+6の強化ボーナスを与える。標準アクションとして、持ち主は最大で自分のサイズよりも2段階大きいサイズまで、最大で巨大サイズまでサイズを増加させることができる。サイズ段階が増加する毎に、持ち主は【筋力】と【耐久力】+2のボーナスを得、【敏捷力】に-2のペナルティを受ける。持ち主は別の標準アクションで通常のサイズに縮小させることができる;盾を失った場合この効果は終了する。

 持ち主は呪文を反射しようとアクションを準備することができる;術者が盾によって与えられた呪文抵抗を克服するために術者レベル判定に失敗した場合、盾の持ち主はスペル・ターニングに従って呪文をその所持者に反射させることができる。

破壊方法
敵が盾の呪文抵抗を克服する目的で盾の持ち主をも苦行にすることに成功し、その後1ラウンド以内に1回の打撃で盾を破壊するのに十分なダメージを与えるような盾に対する武器破壊の戦技判定に成功するとシールドは爆発する。盾の破壊時の爆発は30フィート以内の各クリーチャーと物体に12d8ポイントの[音波]ダメージを与える(セーヴなし)

Shroud of Flies

Shroud of Flies/)
出典 Feast of Dust 35ページ
オーラ 強力・召喚術、変成術; 術者レベル 18レベル
装備部位 肩周り; 市価 —;重量 1ポンド
 Crystal baubles that resemble insect wings line the edge of this luxurious but fraying cloak. The garment was once a cloak of displacement, but the harbinger spirit trapped within has warped and twisted it—now it offers false hope rather than security. The Shroud of Flies grants its wearer a +2 profane bonus to Constitution and +4 resistance bonus on Reflex and Will saves, but imposes a –6 penalty on Fortitude saves against disease.

 Three times per day, the wearer can brush another creature with the shawl to remove all lingering effects caused by a disease, poison, or curse, as per break enchantment, remove curse, or remove disease. These effects are not eliminated, and return immediately with all accrued penalties after 24 hours. Any creature embraced in this way must immediately succeed at a DC 18 Fortitude save or be infected with one of the following diseases: blinding sickness, cackle fever, devil chills, or leprosy. Any creature the wearer touches while offering medical aid, such as casting cure spells, administering a potion, or using the Heal skill, must likewise succeed at this Fortitude save or become infected.

 The Shroud of Flies can be wielded as a net as well, but only against daemons. Any creature that has worn the shroud for at least 24 hours is considered proficient in its use as a weapon.

破壊方法
 While wearing the Shroud of Flies, a creature must infect itself with seven distinct plagues, then bathe in the cosmic fires of creation on the Positive Energy Plane.

シヘドロン

Sihedron/シヘドロン)
出典 Pathfinder #137: The City Outside of Time pg. 71, Pathfinder #66: The Dead Heart of Xin pg. 59
装備部位 なし;オーラ 圧倒的・全系統;術者レベル 25レベル;重量 7ポンド

 この七芒星は直径約2フィートの大きさである。7つの星の腕の部分はそれぞれ独特な色合いの金属で構成されているが、金属の接合部は非常に巧みに行われており、継ぎ目を特定することは不可能である。

シヘドロンはサーシロンの魔法の偉大な力を象徴する七芒星である。シンは、国のために定義した魔法の系統に対する彼の力の単なる象徴以上のものとしてシヘドロンを作成した。当初はサーシロンのすべての国を支配する彼の力の証であり、国民の統一された性質の象徴であることを意味していた。シヘドロンの腕はそれぞれ異なるスカイメタルで作られており、サーシロンの国家がどのように異なる種族で形成されていたかを象徴している――アズラント人、ヴァリシア人、ショアンティ、ジャイアント、エルフ、その他。シンは単にシヘドロンを調和と多様性の象徴にするだけでなく、アーティファクトが多くの同盟国間で共有されている場合に大きな利点を組み込んだ。シヘドロンによって与えられた力は、一人の個人によってではなく、共通の目標に向かって協力し、メンバがーがお互いを信頼して強力なアイテムの制御を何も考え直すことなく迅速に渡すことができる時に最大限の力を発揮する。

やんぬるかな、サーシロンの多様性に対するシンの理想は見当違いであり、彼の支配が続いていたとしても、ますます猜疑心を強め、シヘドロンによって与えられた力を共有することを望まないことに気がついた。アイテムが強力な共有アーティファクトであることが意図されていたが、この方法で適切に使用されてこなかったという事実は、サーシロンの最大の皮肉の一つである。

シヘドロン自体は比較的地味な見た目のアイテムである。複合的な金属の7つの異なる色合いが、シヘドロンに色を与えているが、アーティファクトは他のサーシロンのアーティファクトに非常に一般的な装飾的なルーンやマークのいずれかを欠いている。リサーラの印とサーシロンの魔法の系統のルーンをイメージして尽くされたこのアーティファクト自体も、シヘドロンのルーンの腕に沿った独特のフックのような形を欠いており、やや単純な印象を受ける。その代わりにこのフック腕部に埋め込まれた7つのアイウーン・ストーンによって表現されている。

シヘドロンを起動するためには、7つの腕部すべてが出会う星の中心部に触れるだけで、即行アクションとして精神集中できる――その後、シヘドロンは即座に使用者の頭の後ろの空中に後光のように浮かび上がり、どこへ言っても一緒に浮かんでいき、一緒にテレポートすることさえある。シヘドロンは使用者と物理的に接触していないが、あらゆる点で、所持しているか運んでいる物体であるかのように扱われる。起動すると、シヘドロンは温かい黄色の光で輝き、デイライト呪文として光を放つ。このようにして起動した者の精神にすべての力とその軌道法に関する知識を植え付ける。

起動すると、シヘドロンは様々な方法で使用者を保護する。第一に、常に着用者に魔法のエネルギーを注入し、高速治癒 5を与える。第二に、使用者にフォアサイト呪文の効果を常に与える(ACと反応セーヴに+2の洞察ボーナスを与え、不意打ちまたは立ちすくみ状態から使用者を防ぐ)。第三に1日1回、シヘドロンは持ち主が殺害された瞬間にトゥルー・リザレクションで持ち主を目標にすることができる――シヘドロンは殺害された瞬間に自動的に発動するので、持ち主はこの力を起動する必要はない。

使用者がシヘドロンを起動する時、星の点の1つを選択してその点がまっすぐ上向きになるようにシヘドロンを回転させる。使用者は、以下に詳述するように、即座に追加の防御能力と回数無制限の擬似呪文能力を得る。それぞれの点は他の2つの点と対向しており、標準アクションとして精神集中することで、どの点が上を向いているかをジェンこうすることができるが、対向している点に変更することはできない。このアイテムの説明欄の最後に、シヘドロンの各点によって与えられる効果が記載されている(それぞれの点に対向している点も同様に記載している)。

割り込みアクションとして(ただし、戦闘ラウンド毎に1回まで)、シヘドロンの現在の使用者は、アーティファクトから120フィート以内にいる別の同意するクリーチャーを即座に転送できる。使用者は現在の使用者から瞬間移動し、目標のクリーチャーの頭部の後ろに現れる。そうすることで、両方のクリーチャーに影響を与える強力な魔法の波動を放ち、1ラウンドの間セーヴィング・スローに+2の洞察ボーナスを与え、各クリーチャーに2d8+10ポイントのダメージを回復する。この転送は非常に素早く行われるため、セーヴィング・スロー自体がロールされた後に、そのセーヴィング・スローにボーナスを与えることができるが、転送はロールの結果がGMによって発表される前に行わなければならない。同様に、与えられた治癒はクリーチャーが任意の源からダメージを受ける前の瞬間に発生させることができ、追加のダメージによって気絶状態となったり殺される前に重症を負った目標を回復することができる。この方法でシヘドロンが新しい目標に付与されると、新しい目標はシヘドロンがどの点が以前の上を向いている点と対向しているとしても、シヘドロンのどの点が上を向いているかを自動的に選択できる。

シヘドロンの腕部には、小さなレセプタクルに埋め込まれたアイウーン・ストーンが収納されている。このアイウーン・ストーンはシヘドロンが完全である間は取り除くことができず、星の点が上を向いているときに次の能力を強化するのに役立つ。

純潔/Charity:ACに+4の洞察ボーナスと、擬似呪文能力としてディメンジョナル・ロックを与える。慈悲と節制の両方に対立する。

寛容/Generosity:攻撃ロールに+4の洞察ボーナスと、擬似呪文能力としてビースト・シェイプIIを与える。謙譲と愛に対立する。

謙譲/Humility:技能判定に+8の洞察ボーナスと、擬似呪文能力としてグレーター・インヴィジビリティを与える。寛容と情熱に対立する。

慈悲/Kindness:武器のダメージ・ロールに+4の洞察ボーナスと、擬似呪文能力としてアイス・ストームを与える。純潔と情熱に対立する。

愛/Love:イニシアチブ判定に+8の洞察ボーナスと、擬似呪文能力としてチャーム・モンスターを与える。寛容と節制に対立する。

節制/Temperance高速治癒 10(シヘドロンによって与えられる通常の高速治癒と置き換える)と、擬似呪文能力としてフィアーを与える。純潔と愛に対立する。

情熱/Zeal:精神集中と術者レベル判定に+8の洞察ボーナスと、擬似呪文能力としてディメンジョン・ドアを与える。謙譲と慈悲に対立する。

破壊方法
シヘドロンは、自分自身が(シヘドロンと共に)破壊されることを進んで許すキャラクターによって使用されている間に、Oliphaunt of Jandelayの足元で押しつぶされなければならない。

Skull of Ydersius

Skull of Ydersius/)
出典 Artifacts and Legends 48ページ、Pathfinder #42: Sanctum of the Serpent God 60ページ
オーラ 圧倒的・全系統; 術者レベル 30レベル
装備部位 なし; 市価 —;重量 150ポンド
 More than just a powerful artifact, the Skull of Ydersius is the actual skull of a deity, the vessel through which the much-diminished god of serpents perceives and influences existence. Ydersius’s clerics still receive spells from their prayers, granted by the skull regardless of its location or ownership. There is no way a mortal can block this effect. Possession of the skull grants several abilities.

 Blessing of Scales: All reptilian creatures (including worshipers of Ydersius, sorcerers with the serpentine or draconic bloodline, and druids wild-shaped into reptilian forms) within 160 feet of the Skull of Ydersius gain spell resistance 25 and fast healing 10.

 Unholy Aura: The skull treats the 80-foot-radius area around it as though an unhallow spell had been cast with the Skull of Ydersius as the point of origin. This effect carries with it two linked spells that affect only worshipers of Ydersius (death ward and freedom of movement), and two linked spells that affect all non-worshipers of Ydersius (bane and dimensional anchor).

 Voice of the Serpent: Once per day, a creature that touches the skull may cast commune to speak with Ydersius. A non-worshiper of Ydersius who uses this power must make a successful DC 25 Will save each time the power is used to avoid succumbing to a feeblemind spell.

 Any good-aligned creature that carries the Skull of Ydersius, even via an extradimensional space such as a portable hole, gains three negative levels. These negative levels remain as long as the skull is carried and disappear when the skull is released. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the skull is carried. A creature that suffers from these negative levels has a 50% spell failure chance on all divine spellcasting attempts.

破壊方法
 The only way to destroy the Skull of Ydersius is to reunite it with Ydersius’s mindless, decapitated body. Doing so returns Ydersius to life, though in a weakened state. This manifestation can be combated and even slain, though it regenerates from nearly any wound short of re-decapitation. For an instant, before the whole body begins to regenerate, Ydersius’s spirit is untethered from his form. If Ydersius is dragged to the Boneyard and slain in Pharasma’s presence, the goddess of death can judge the serpent god, causing his body and skull to disintegrate to dust.

Song of Extinction (Music Box)

Song of Extinction (Music Box)/)
出典 Artifacts and Legends 49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
 Winding this music box causes it to play a haunting, 30-secondlong melody. However, a bard can learn this tune as though it were a masterpiece (Ultimate Magic 21). When performed by a bard, the tune becomes the Song of Extinction masterpiece (see below). Once per week, as a standard action, the wielder can command the music box to perform the Song of Extinction masterpiece itself, affecting all within range except the bearer. After being used in this way, the music box cannot be reactivated in any way for 1 week.

Song of Extinction Masterpiece (Sing, String, Wind)
The clarion of the end times, this masterpiece is a meticulous cacophony that ends all life.
Prerequisite: Perform (sing, string, or wind) 15 ranks.
Cost: Feat or 6th-level bard spell known.
Effect: The area within 100 feet of the performer begins quaking and moaning as if the earth itself were in pain. The affected area is treated as per the spell earthquake. In addition, all creatures in the area except for the performer must make DC 25 Reflex saves, as individual earthen maws open beneath each. Those who fail fall into a 100-foot-deep pit that quickly grinds shut, trapping them as if they were in the bury zone of an avalanche and trapped without air (Core Rulebook 429). If any living, sentient creature is killed by the Song of Extinction’s effects, the performer ceases to age for 1 year.
Use: All of the performer’s uses of bardic performance for that day.
Action: 5 full rounds.

破壊方法
 Any creature that makes a successful DC 35 Craft (traps) check while manipulating the music box can rig the device to play in reverse once. In this way, a bard can learn the Song of Extinction masterpiece, but backwards. Performing this reverse version of the Song of Extinction causes the music box to implode, but also kills the performer. The performer cannot be brought back to life by any means short of divine intervention.

ソーシェンズ・シニュアス・ギザーム

Sorshen's Sinuous Guisarme/ソーシェンの波打ったギザ―ム)
出典 Pathfinder #138: Rise of New Thassilon 71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 10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】 18; 【判断力】 14; 【魅力】 20; 自我 37
言語 言語読解能力、リード・マジック、会話、テレパシー(奈落語、アクロ語、アズラント語、サーシロン語)
 ソーシェンズ・シニュアス・ギザームは+5 キーンスピードスペル・ストアリング・ミスラル製ギザームである。両端に刃があるが、技術的にはdouble weaponではない――speedの特殊能力として追加攻撃を行う場合、追加攻撃はもう片方の刃で行われる。即行アクションとして、ギザームは自身をスタッフに変化することができる。全てのチャージ数を使い切ると、自動的にギザームの姿に戻る。非術者を倒すために作成されたこのギザームは攻撃ロール、セーヴ、能力値判定、技能判定に+2の幸運ボーナスを使用者に与える。1日1回チャーム・モンスターを発動でき、1日3回ミラー・イメージを使用者に発動でき、1日3回サジェスチョンを発動できる。

ソーシェンの最近の属性の変化により、彼女のシニュアス・ギザームはますますルーンロードと対立していることに気がついた。これが最終的にギザームの属性をその所有者と一致するように調整する結果になるかどうか、またはグレイヴの影響が堕ちたためにソーシェンが悪へとなる可能性があるかどうかは時間(とGMの気まぐれ)だけである。

破壊方法
ソーシェンズ・シニュアス・ギザームは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(ソーシェンがNew Thassilonの支配者の外套を完全に引き継ぐ場合、彼女はこの破壊条件を満たすために、ルーンロード・オヴ・ラストとしての役割を放棄する)。

Soulforge

Soulforge/)
出典 Tombs of Golarion 31ページ
オーラ 強力・力術; 術者レベル 20レベル
装備部位 なし; 市価 —;重量
 This massive forge is built into the structure of a temple to Magrim and can’t be moved without divine intervention. Made of precious metals and gemstones, the forge is surprisingly resilient, and even hard metals can be crafted upon its seemingly soft, delicate surfaces.

 Any item crafted with this forge can be constructed in half the normal amount of time.

 When the forge’s furnace is fed by a specific set of bellows, currently buried beside the remains of Naika Omenspeaker (see area 10), the flames glow with a divine radiance and emit no noticeable heat, allowing for forging at a temperature more comfortable to the crafter. While the Soulforge is so lit, if a character’s successful Craft (armor, jewelry, locks, or weapons) check result using the forge exceeds DC 40, that crafter garners Magrim’s favor and can choose from one of the three following special rewards.

 First, the crafter can ask of the god a single miracle, so long as the request does not conflict with Magrim’s lawful neutral alignment. A creature can receive at most one such miracle over the course of her life.

 Second, at the GM’s discretion, the crafter can override the destruction conditions of a minor artifact without a lawful aura and destroy it in the Soulforge.

 Finally, the crafter can choose for her soul to pass from her body, traveling through the Soulforge to Magrim’s realm in the Boneyard, effectively causing the crafter to die. Magrim immediately ushers the crafter’s soul before Pharasma for judgment and petitions on her behalf before the Lady of Graves, advocating for his most faithful followers to find ultimate rest in the realm best befitting their lives.

破壊方法
 If the great anvil of the Soulforge is used as a sacrificial altar to slay a willing lawful outsider of at least 18 Hit Dice while the forge burns with divine flame, the artifact is destroyed.

スフィアリカル・ボート・オヴ・ズーザ

Spherical Boat of Zutha/ズーザの球体船)
出典 Pathfinder #137: The City Outside of Time 73ページ
オーラ 強力・死霊術; 術者レベル 25レベル
装備部位 なし; 市価 —; 重量 2ポンド
 直径約3インチの木と金属のこの球体には、波、ボート、帆、雲が刻まれている。

 スフィアリカル・ボート・オヴ・ズーザの所持者は微かなカチカチと言う音を聞き、刻まれた波、ボート、雲がまるでミニチュアのクロックワークのメカニズムによるアニメーションであるかのようにゆっくりと動くのを見ることができる。所持者が標準アクションとして合言葉を話すと、球体は素早く展開し、その多くのパーツがネジで回転して成長することでフォールディング・ボートと同じように、小さな領地ほどの大きさの船を形成する。船の拡張中では、硬度10以下の非魔法的な障壁を破壊する。それ以上の硬度の障壁が拡張を制約する場合、船は球体に戻る。

 船のデータは以下の通りである。スフィアリカル・ボート・オヴ・ズーザの所持者は、船に乗っている間、精神的に船を操縦することができる。船が全てのヒット・ポイントを失うと、球形に戻り、1ヶ月間展開するように命令することはできない;その後、船は最大ヒット・ポイントに戻る。

 2つ目の合言葉によって船は再び小さな球体に折りたたまれる。船が球形に戻ると、ヒット・ポイント・ダメージによるものでも合言葉によるものでも、船内のすべてのもの(貨物と持ち主以外の全てのクリーチャーを含む)は船の形をした他次元の空間に入る。所持者はこの収縮中に安全に排出され、小さな球体と同じマスを占める。船の中に閉じ込められたクリーチャーは食べ物や飲み物を必要とせず、歳を取ることはないが、毎月、船内に保管されているランダムなクリーチャー1体の生命力を消費し、そのクリーチャーを即座に殺す。

スフィアリカル・ボート・オヴ・ズーザ Spherical Boat of Zutha
巨大サイズの水上搭乗物
マス 80(20フィート×100フィート)
防御データ
AC 2;硬度 20
HP 1,200(599)
基本セーヴ +0
攻撃データ
最大速度 500フィート;加速度 100フィート
CMB +8;CMD 18
衝突ダメージ 8d8

解説
スフィアリカル・ボート・オヴ・ズーザは50米トンの貨物か160名の兵士を運搬することができる。
推進力 魔法
操縦判定 なし(魔法)
前方の向き 船の前方
操縦装置 魔法のアイテム
操縦空間 船のあるマス
デッキ 2

武器 スフィアリカル・ボート・オヴ・ズーザは武器を持つように作成されていないが、船の左舷側と右舷側に配置された10箇所に最大20の大型直射攻城兵器、または通常の軍船と同様に船の左舷側と右舷側に3箇所に6基の超大型直射攻城兵器を収容できる。所持者は思考だけで船の動きを制御するが、船の攻城兵器を操作するには追加の乗組員が必要である。

破壊方法
スフィアリカル・ボート・オヴ・ズーザが船の形のまま灰で満たされ、その後収縮するように命令された場合、破裂し、100フィート以内のクリーチャーに20d6ポイントの斬撃ダメージを与え、黒くなった金属とおがくずだけを残す。

Staff of Elemental Castigation

Staff of Elemental Castigation/)
出典 Classic Treasures Revisited 51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 5ポンド
 This staff functions as a staff of the magi, with several modifications. Its summon monster IX power can only summon elementals, and it has the following powers
  • summon monster IV (elementals only, 1 charge)
  • elemental body IV (2 charges)
  • planar binding (elementals only, 2 charges)
 Whenever the staff is broken in a retributive strike, it automatically reforms, but can never again be wielded by its previous possessor. A wielder transported to another plane by a retributive strike always appears on an elemental plane, while the staff itself is sent to a different elemental plane moments after reforming.

破壊方法
 This item can be destroyed by having elementals from all four elemental planes (earth, air, fire, and water) attack it at the same time while it is broken in a retributive strike.

Stole of the Inheritor

Stole of the Inheritor/)
出典 Pathfinder #77: Herald of the Ivory Labyrinth 63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 肩周り; 市価 —; 重量 2ポンド
 Iomedae often grants the use of the Stole of the Inheritor to her champions in times of great need. When draped across the shoulders, the stole grants DR 5/good, and it grants the use of heal as a quickened spell-like ability once per day. Once per day, a good-aligned wearer of the Stole of the Inheritor can cast holy word. In addition, as long as it is worn, the user can use detect evil and detect chaos at all times. A divine spellcaster who worships Iomedae gains a +2 sacred bonus on all saving throws while wearing the stole. The stole’s greatest power, though, is allowing its wearer to use plane shift on himself and any allies within 120 feet as an immediate action; the stole immediately returns to Iomedae’s shoulders when this effect is used.

破壊方法
 A demon lord must adorn itself with the stole and use its plane shift power to travel to Iomedae’s court, whereupon anyone who pulls the stole from the Inheritor’s shoulders can tear it apart while the demon lord remains alive and in Iomedae’s presence.

サースィース・オヴ・ソロウズ

Surcease of Sorows/悲しみの克服)
出典 Pathfinder #143: Borne by the Sun's Grace 91ページ
オーラ 圧倒的・全系統; 術者レベル 27レベル
装備部位 なし; 市価 —; 重量 6ポンド
 サースィース・オヴ・ソロウズ+4アダマンティン製インパクト・リポシショニング・ヘヴィ・メイスで、単純な鍵の形をした骨の杖に似ている。アスモデウスが駆出しの案内人バルザック/Barzahkに送られたもので——その後ファラズマによって壊滅的な呪いが取り除かれた——、この地味な武器は案内人の地位の最愛のサインである。
 サースィース・オヴ・ソロウズは無制限にチャージ数を持つチャイム・オヴ・オープニングとして機能する。1日3回、あらゆる種類の魔法の障壁や壁を解除するために使用できる。これはグレーター・ディスペル・マジックとして機能するが、防御術呪文と名前に「ウォール・オヴ」と含まれている呪文にのみ影響を与え、術者レベル判定の代わりに武器での攻撃ロールを使用する。解呪する呪文が特定のクリーチャーに影響を与えている場合、解呪するための攻撃ロールの結果は木業の呪文DCまたはクリーチャーのACのいずれか高い方以上でなければならない。

破壊方法
 アスモデウスが素手でメイスを粉砕しなければならないが、バルザックがまず殺された場合に限る。

Sword of Gluttony, Ungarato

Sword of Gluttony, Ungarato/)
出典 Artifacts and Legends pg. 53
装備部位 なし;オーラ 強力・死霊術; 術者レベル 16; 重量 8ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 ソードが起動している場合(下記参照)、1日それぞれ3回、クリエイト・フード・アンド・ウォーターエンデュア・エレメンツキュア・シリアス・ウーンズを発動できる。

 This +5 ghost touch vicious falchion has a misty, ethereal quality that makes it appear to be spectral in nature despite being perfectly tangible to the touch. Anytime Ungarato’s wielder takes damage from the weapon’s vicious special ability he adds an amount equal to that damage to his next attack roll. Ungarato faintly glows a sickly, unsettling green anytime there is an undead creature within 50 feet of the wielder. Whenever the falchion strikes a foe, the target must succeed at a DC 20 Fortitude save or take an additional 1d6 points of damage, which the sword’s wielder gains as bonus hit points that last for the next hour. If the sword scores a critical hit, the target must succeed at a DC 25 Fortitude save or be slain outright, with half of its remaining hit points passing to the sword’s wielder as bonus hit points. Any creature slain by Ungarato—either as the effect of a critical hit or otherwise—reanimates as a juju zombie (see Bestiary 2) 1d4 rounds later under the control of the sword wielder. The sword can control up to 32 HD worth of juju zombies in this way. If this amount is exceeded, undead are released from control as per animate dead.

 Dormancy The Alara’hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and f lare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.

破壊方法
 Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.

Sword of Greed, Chellan

Sword of Greed, Chellan/)
出典 Rise of the Runelords Anniversary Edition pg. 420, Artifacts and Legends pg. 51, Pathfinder #6: Spires of Xin-Shalast pg. 52
装備部位 なし;オーラ 強力・変成術; 術者レベル 16; 重量 25ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 3/day - create food and water, cure serious wounds, endure elements

 Of the Seven Blades of Conviction wielded by the runelords’ champions—weapons known as the Alara’hai to the Thassilonians, the sword of greed was the most extravagant—for it was made of magically hardened gold, tempered to the strength of adamantine yet retaining its luster. Although made of gold, Chellan functions as an adamantine weapon for the purposes of overcoming damage reduction and bypassing hardness. Chellan is a +5 keen scimitar, and its density allows it to damage foes as if it were one size category larger than its actual size. It can be properly wielded only by characters with a Strength of 18 or higher—all other characters must either wield it as a two-handed weapon or take a –2 penalty on attack rolls with the weapon.

 Whenever Chellan strikes a foe, the target must succeed at a DC 20 Fortitude save or be slowed as per the spell slow (CL 16th). If the sword scores a critical hit, the target must succeed at a DC 25 Fortitude save or be turned into a crystalline statue, as if by flesh to stone. Characters turned to crystal by Chellan appear to be made of ruby, diamond, or some other valuable gem, but are in fact merely colored quartz of little value to looters.

 Fanatical in the extreme, Chellan seeks to force its wielder into serving Karzoug and furthering the runelord’s goals. To enforce this purpose of their existence, it can use its intelligence and special abilities to aid and manipulate those who think to wield it.

破壊方法
Karzoug can destroy the sword of greed merely by commanding its destruction with his voice (a free action for the runelord).

Sword of Lust, Asheia

Sword of Lust, Asheia/)
出典 Artifacts and Legends pg. 50, Seven Swords of Sin pg. 32
装備部位 なし;オーラ 強力・心術; 術者レベル 16; 重量 6ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 ソードが起動している場合(下記参照)、1日それぞれ3回、クリエイト・フード・アンド・ウォーターエンデュア・エレメンツキュア・シリアス・ウーンズを発動できる。
 This beautiful blade is a +5 flaming longsword. While bearing the weapon, the wielder is immune to all enchantment effects. Any creature that casts an enchantment spell upon Asheia’s wielder is led to believe its spell or effect worked as normal and that the sword’s bearer is under its control, allowing the wielder to deceive his opponent if he so chooses (and doesn’t give his enemy a reason to believe its magic failed). Whenever Asheia strikes an opponent, the target must succeed at a DC 20 Will save or fall under the effects of a charm monster spell. Only one creature can be charmed in this way at a time. If another creature becomes charmed by the sword, the first is freed from this effect. If the sword instead scores a critical hit, the target must succeed at a DC 25 Will save or be affected by a dominate monster spell.

 Dormancy The Alara’hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and f lare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.

破壊方法
 Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.

”ソード・オヴ・プライド” バラケット

Sword of Pride, Baraket/傲慢の剣、バラケット)
出典 Pathfinder #133: Secrets of Roderic's Cove pg. 51, Artifacts and Legends pg. 50
装備部位 なし;オーラ 中程度・防御術; 術者レベル 16; 重量 2ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 ソードが起動している場合(下記参照)、1日それぞれ3回、クリエイト・フード・アンド・ウォーターエンデュア・エレメンツキュア・シリアス・ウーンズを発動できる。

 ソード・オヴ・プライドとして知られるバラケットは、この+5 スペル・ストアリングスピード・レイピアの致命的な長さが見えないため、ガラスか高度に磨かれたクリスタルで作られた刃のない優雅なバスケットヒルテッド・ソード以上のものには見えない。バラケットは、相手が不可視のアイテムを見ることができない限り、フェイントのために行う〈はったり〉判定に+5のボーナスを使用者に与える。加えて、クリティカル・ヒット時にソードは目標と30フィート以内のそのクリーチャーの全ての味方にウィアードを発動する。

 ソード・オヴ・シンはサーシロン帝国のルーンロードに仕えるために作成された。しかし現代では、このルーンロードは死んでいるか休眠している。仕える主がいないため、チャンピオンの武器も休眠状態にあり、Core Rulebookの469ページに詳述されている特殊能力を保持したままの+2 ウェポンに減少しているが、他の特性はない。ブレードの1つを目覚めさせる唯一の方法は、ルーンロードの主を活動的な生活にするか、他の正当な支配者に主のマントを手に取らせることである(武器が正当とみなされたと決定する)。ソードはそのような主の回復を検知し即座に全力全開となり、帰ってきたルーンロードを探しだしてソードの使用者に永遠の忠誠を誓うように要求する。

 バラケットは主とともに少しの間目を覚ましたが、Xanderghulが殺害されると休眠状態に戻った。Xanderghulは即座に“孔雀の精霊”の寺院で特別に用意されたシミュレイクラムに生まれ変わったが、彼の力と存在感の多くは死と再生のトラウマによって減少していた。その結果、Xanderghulは現在事実上は活動しているが、バラケットは休眠状態のままである。Xanderghulとのつながりは存在するが、霞んでいて部分的に記憶している夢に似たような形でしかない。キャラクターがバラケットを扱う場合、ソードは休眠状態で機能するが、それにもかかわらず、遠くから見られているという独特な感覚を持つ。この冒険では、ルーンウォーデッド・ガントレッツを使わずにソード・オヴ・シンを扱えば、不安になることはないが比較的安全である。次の冒険ではソードに対するXanderghulの影響力がゆっくりと増大するため、次の冒険には当てはまらない。

破壊方法
各ソード・オヴ・シンは単に壊れろと命じられることによって破壊することができる。しかし、その命令はブレードに関連する魔法の系統と国家の正当なルーンロードによるものでなければならない。

Sword of Sloth, Shin-Tari

Sword of Sloth, Shin-Tari/)
出典 Artifacts and Legends pg. 51
装備部位 なし;オーラ 強力・召喚術; 術者レベル 16; 重量 2ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 ソードが起動している場合(下記参照)、1日それぞれ3回、クリエイト・フード・アンド・ウォーターエンデュア・エレメンツキュア・シリアス・ウーンズを発動できる。

 A scene of imperial decadences depicted in fantastically fine etchings—which seem to change upon each consideration— covers the surface of this +5 short sword. Every time Shin-Tari successfully damages a creature, it gains the bane weapon special ability, with the target’s creature type being its designated foe. This additional weapon quality actives after the weapon first strikes an opponent, granting additional damage to subsequent attacks but not the first attack. The bane weapon special ability persists for the rest of the day, or until the sword strikes a foe of a different creature type. Additionally, whenever Shin-Tari strikes a Large or smaller foe, the target must succeed at a DC 20 Will save or be affected as per the spell dimension door. This effect functions as the spell, but Shin-Tari’s wielder determines where his opponent is transported to, and the destination must be within the wielder’s line of sight. The wielder cannot teleport an opponent into a space occupied by another creature or a solid object. Only one creature can be affected by this ability each round, and the target can act as normal on its next turn. If the sword scores a critical hit, the target must succeed at a DC 25 Will save or be affected by the spell teleport. The sword’s wielder determines the destination, which must be very familiar to him.

 Dormancy The Alara’hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and f lare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.

破壊方法
 Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.

ソード・オヴ・ヴァラー

Sword of Valor/武勇の剣)
出典 Pathfinder #74: Sword of Valor 63ページ
オーラ 強力・防御術、力術; 術者レベル 20レベル
装備部位 なし; 市価 —; 重量 3ポンド
 輝ける十字軍では、”継承者”自身がこの深紅の旗を携えて戦場に赴いた。ソード・オヴ・ヴァラーを持つ軍勢の指揮官は、アンデッドや悪の来訪者の軍勢に対して自軍勢のDVDとOMを4増加させることができる。しかし、ソード・オヴ・ヴァラーの最大の力は攻撃ではなくその防御にある。ソード・オヴ・ヴァラーを人目につく場所の内壁にしっかりと取り付けると、半径10マイル範囲のデーモンとデーモンを崇拝する者が瞬間移動の呪文や効果を使用することを禁止し、そのようなクリーチャーのACとすべてのセーヴィング・スローに-4のペナルティを与える。旗が壁に取り付けられている間、1月に1回、旗から30フィート以内にいるアイオメディの旗とその周囲を1日感保護するためにプラネターを招来することができる。
半径1マイル以内で眠る悪でないクリーチャーは、24時間の間、デーモンデーモンを崇拝する者からの[恐怖]効果に完全耐性を得る。

破壊方法
 ソード・オヴ・ヴァラーはアイオメディ自身が破壊することができるが、彼女が破壊することを決めて素手で引き裂いた場合のみである。

Sword of Wrath, Garvok

Sword of Wrath, Garvok/)
出典 Artifacts and Legends pg. 51
装備部位 なし;オーラ 強力・力術; 術者レベル 16; 重量 2ポンド
属性 秩序にして悪; 感覚範囲 30フィート(視覚、聴覚)
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 会話/テレパシー(共通語、サーシロン語)
特殊用途能力 ソードが起動している場合(下記参照)、1日それぞれ3回、クリエイト・フード・アンド・ウォーターエンデュア・エレメンツキュア・シリアス・ウーンズを発動できる。

 This scarred piece of crimson stained metal functions similarly to a +5 returning throwing greatsword. Instead of the normal benefit of the throwing weapon special ability, Garvok can be thrown with a 25-foot range increment. Additionally, whenever Garvok strikes a foe, the target must succeed at a DC 20 Reflex save or take an additional 5d6 points of fire damage. If the sword scores a critical hit, it explodes in a fireball centered on the wielder’s opponent. All creatures within the fireball’s 20-foot-radius spread—including Garvok’s wielder and allies, if within range—take 10d6 points of fire damage (DC 25 Reflex for half). The wielder has no control over the sword’s eruption and cannot prevent it from exploding. The sword returns to its wielder’s hand, fully reformed, just before the beginning of his next turn.

 Dormancy The Alara’hai were crafted to serve the runelords of Thassilon. In modern times, however, these runelords lie dead or dormant. With no lords to serve, the weapons of their champions lie dormant as well, reducing each to a +2 weapon with the noted weapon special abilities (those detailed on page 469 of the Core Rulebook) but no other properties. The only way to awaken one of the blades is to restore its runelord master to active life or have some other legitimate ruler take up its master’s mantle (the weapon determines what is considered legitimate). The swords can detect such restorations and f lare to full power immediately, demanding their wielder seek out the restored runelord and swear eternal fealty.

破壊方法
 Each of the Seven Swords of Sin can be destroyed merely if commanded to break. That command, however, must come from the rightful runelord of the nation and school of magic associated with the blade.

Synchrony Device

Synchrony Device/)
出典 Pathfinder #126: Beyond the Veiled Past 66ページ
オーラ 強力・召喚術; 術者レベル 21レベル
装備部位 なし; 市価 —; 重量 16,800ポンド
 The Synchrony Device is a large, spherical mass of intertwining, spinning rings, each covered in complex runes and sigils. Designed by the Spindle Solution prior to Earthfall as a weapon of mass destruction, the device currently rests in a secure research facility known as the Compass.

 Activating the Synchrony Device involves manipulating the confusing, and often unlabeled, controls on the control dais beneath the device while attempting a variety of Knowledge and Disable Device checks, all of which have a minimum DC of 35. When doing so, the user sets the device’s target, selecting any location eligible as the target of a greater teleport spell, and the plane to which the device is to be attuned from the following options: Negative Energy Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, and Positive Energy Plane.

 When it detonates, the device creates a 500-mile-radius burst, the effects of which depend on which plane it was attuned to when activated (as detailed below). The effects of the device are instantaneous unless otherwise noted.

破壊方法
 The Synchrony Device must be carefully disassembled and each ring destroyed individually before the following ring is removed until reaching the device’s abysium core, which must be contained and disposed of separately. Activating the device also destroys it.

Negative Energy Plane
When attuned to the Negative Energy Plane, the Synchrony Device fills its area of effect with raw negative energy, dealing 20d6 points of negative energy damage to all living creatures each round for 1 day. Any creature killed in this way is raised as a zombie 2d6 minutes after its death. Creatures with 7 or more Hit Dice may instead become other types of undead, at the GM’s discretion.
Plane of Air
A violent, concussive explosion issues from the Synchrony Device when it detonates while attuned to the Plane of Air. This burst deals 20d6 points of bludgeoning damage, deals double damage against objects, and bypasses objects’ hardness. For 1d6 weeks after detonation, the entire area of effect is filled with powerful winds, ranging in intensity from severe to hurricane force, with occasional tornadoes spinning out from this mass, at the GM’s discretion.
Plane of Earth
When the Synchrony Device is attuned to the Plane of Earth, the entire area of effect is instantaneously filled with solid stone upon detonation, except where earth or stone already exists. The sheer weight of this much earth crushes everything beneath or within it, save for creatures with the earth glide special ability or a burrow speed capable of burrowing through solid stone. Even then, all air within the area of effect is replaced with earth, smothering any creature that might survive the ordeal unless it can find a new source of air before it suffocates. If the Synchrony Device is detonated in water, the displaced water may flood land not directly in the area of effect. At the GM’s discretion, this may additionally cause large-scale earthquakes or volcanic activity.
Plane of Fire
Roaring flames fill the area of effect of the Synchrony Device when it is attuned to the Plane of Fire. These flames deal 20d6 points of fire damage each round for 1 day, thoroughly immolating all creatures and structures within the burst. Additionally, any water within the area of effect is instantly vaporized and all oxygen is consumed, causing creatures with fire immunity that still need to breathe to suffocate.
Plane of Water
Attuning the Synchrony Device to the Plane of Water summons a veritable ocean centered on the point of detonation. This water floods the entire area of effect, drowning nonaquatic creatures, and potentially reshaping the landscape. Because water flows, and it is not restricted by the bounds of the device’s target area, this effect may cause landslides, severe flooding, tsunamis, and other disasters far beyond the initial target. Changing sea levels, creating new lakes or inland seas, and rerouting rivers are all possible as effects of the excess water.
Positive Energy Plane
Infusing the Material Plane with the overwhelming essence of the Positive Energy Plane may seem like the least destructive use of the Synchrony Device, but it comes with dire consequences many users may not consider. All undead in the area of effect take 20d6 points of positive energy damage per round for 1 day. All living creatures in the area of effect gain fast healing 5 as a special ability and gain 5 additional temporary hit points each round. These temporary hit points fade 1d20 rounds after a creature leaves the area of effect or the effects of the detonation expire. Each round during which a creature has temporary hit points above its total hit points, it must succeed at a DC 20 Fortitude saving throw or explode in a riot of radiant energy, which kills it.

”ソード・オヴ・エンヴィ”タンナリス

Tannaris, Sword of Envy/嫉妬の剣・タンナリス)
出典 Pathfinder #137: The City Outside of Time 56ページ、Artifacts and Legends 52ページ
装備部位 なし;オーラ 強力・防御術; 術者レベル 16; 重量 7ポンド
属性 秩序にして悪; 感覚範囲 30フィート、聴覚
【知力】 18; 【判断力】 10; 【魅力】 10; 自我 25
言語 言語読解能力、会話、テレパシー(サーシロン語)
能力 1日3回:クリエイト・フード・アンド・ウォーター、1日3回:エンデュア・エレメンツ、1日3回:キュア・シリアス・ウーンズ

 純粋に見た目だけの魔法の効果により、このソードの優雅な刃は独特の色と質感のサイクルがあり、まるで宝石、珊瑚、または貴金属の巨大な塊から作られている用に見えるタンナリスは+5 ディフェンディング・バスタード・ソードである。使用者のACを強化するために使用する場合、ソードの強化ボーナスは攻撃とダメージを強化し続ける。さらに、タンナリスは呪文の効果下にあるクリーチャーに命中した時、目標はDC 20の意志セーヴィング・スローに成功するか、そのクリーチャーに今現在影響を及ぼしている最も高いレベルの呪文を解呪されなければならない(ディスペル・マジック呪文によって解呪されたかのように、ただし解呪判定は必要ない)。この能力は召喚されたクリーチャーや永続的な呪文の効果には特殊な効果を持たない。攻撃がクリティカル・ヒットした場合、目標はDC 25の意志セーヴィング・スローに成功するか、今現在影響を与えられている全ての呪文を即座に解呪されなければならない(グレーター・ディスペル・マジックとして、追加の解呪判定は必要ない)。

破壊方法
ルーンロードであるベリマリウスが標準アクションとして命令を発すると、タンナリスは破壊される。

Tathlum

Tathlum/)
出典 Pathfinder #108: Hell Comes to Westcrown 6ページ
オーラ 強力・力術、死霊術; 術者レベル 20レベル
装備部位 なし; 市価 —; 重量 220ポンド
 This horned and frilled dragon’s head is coated with a thick layer of white lime. When dropped from a height of at least 150 feet, the tathlum detonates in an explosion of greasy darkness, dealing 20d6 points of damage to all creatures within a 150-foot-radius spread from its point of impact (Will DC 25 half). Good or lawful living creatures with 9 Hit Dice or fewer within this area must also succeed at a DC 25 Fortitude save or die. This area is immediately affected by unhallow with darkness as an associated spell effect. In addition, concussive force blasts outward from the darkness, dealing 10d6 points of damage to all creatures within the area between 150 feet and 300 feet from the impact point (Will DC 21 half). The tathlum is consumed in the explosion.

 If at least 200 Hit Dice worth of creatures are killed by the tathlum’s detonation, the explosion spontaneously creates 1d6 nightwalkers (Pathfinder RPG Bestiary 2 201) within 150 feet of the point of impact. On particularly dense battlefields, the detonation instead creates 1d6 warsworns (Pathfinder RPG Bestiary 4 272). These undead creatures are free-willed and not under the control of the tathlum’s wielder.

 If the tathlum is dropped from a height of less than 150 feet, it deals 3d6 points of damage to a single creature as a falling object (Pathfinder RPG Core Rulebook 443), plus an additional 2d6 points of damage if the target is good or lawful. The tathlum takes no damage and is not destroyed if dropped from a height of less than 150 feet.

破壊方法
 If dropped from a height of 150 feet or more, the tathlum detonates and is permanently destroyed.

The Aqualinth

The Aqualinth/)
出典 Lost Cities of Golarion 51ページ
オーラ 強力・全系統[悪]; 術者レベル 18レベル
装備部位 なし; 市価 —; 重量
 A strange statue of some unknown dark material resembling unnaturally slippery stone, this idol is carved in the shape of something at once unrecognizable and terrifyingly organic, and possesses a number of unique abilities when touching liquid.

 Geyser: If four or more levels’ worth of spells are cast upon the Aqualinth, the artifact is capable of causing the water surrounding it to purify and multiply, generating thousands of gallons of water. At the same time, it creates an effect mimicking reverse gravity upon the water, causing it to shoot up in a geyser capable of reaching a thousand feet high. Moments later, the effect passes; the water comes crashing down, and can be captured or diverted in the process, though the water level of the original supply remains unchanged.

 Bath of the God-Kings: Bathing in a pool infested by the Aqualinth instantly refreshes the bather, removing any fatigued or exhausted conditions. In addition, the bather is treated as though he were wearing a ring of sustenance for the next 4 months. Regular bathing for 56 days results in a +1 increase to a single ability score of the bather’s choice—a creature can receive this bonus only once, but can continue to receive the other benefits of bathing in the pool.

 Liquid Ones: Anyone who spies her own reflection in a pool infested by the Aqualinth and who is not completely loyal to the Four Pharaohs of Ascension is treated as though she had gazed into the reflective surface of a mirror of opposition. The duplicates created by the Aqualinth are not truly identical to their originals. A duplicate has vulnerability to fire, losing any fire resistance or immunity the original may have, and also gains the water subtype. A duplicate can be distinguished from the original with a DC 30 Perception check, as the duplicate has a faint watery texture to its skin.

 Whispering Water: Possessed of a malign and alien intellect, the Aqualinth has an unknown agenda of its own, and is capable of casting suggestion (save DC 31) upon anyone who drinks at least half a gallon of water it has touched or produced.

破壊方法
 The Aqualinth may be evaporated into nothingness by transporting it to the heart of a sun or star.

ザ・ボーン・グリモア

The Bone Grimoire/骨にまつわる魔導書)
出典 Pathfinder #135: Runeplague 59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 3ポンド
 ザ・ボーン・グリモア内に封ぜられた100ページの血で書かれた文章全体を読むものは(1週間の研究とサーシロン語を読むことができる者によるDC25の〈言語学〉判定に成功を必要とするタスク)、【知力】に+2の体得ボーナスを、死霊術に関する〈知識:神秘学〉〈呪文学〉判定に+4の洞察ボーナスを得る。加えて、ページにはフレッシュ・ゴーレム・マニュアルに含まれているものと同じ情報が含まれている――このページは自動的に復元され1年に1回使用できる。

ザ・ボーン・グリモアを読むクリーチャーは、生きているものからやや離れた存在となる。肉体は青白くなり、まるでアンデッドであるかのように正と負のエネルギーの影響を受けるようになる。読者が以前に正のエネルギー放出の能力を持っていた場合は、今は負のエネルギーを放出する。ミラクルまたはウィッシュは有益なものとそうでないものの両方の効果を取り除くことができる。

破壊方法
ザ・ボーン・グリモアはrunewaking ritualの対象となることで破壊される。

3.5 MaterialThe Demonscope

The Demonscope/)
出典 The Demon Within 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 なし; 市価 —; 重量
 Rising from the floor of the heart chamber is a well of arcane power. Filling the well to within a couple inches of the top is an inky black liquid that drinks in the light. Within this liquid, shadowy landscapes rise and fall sprinkled with dozens of tiny red blips. Evenly spaced around the side of the well are three niches, each containing a bone fragment within an ornate reliquary.

 The Demonscope serves three crucial functions. First, it serves as a potent scrying device focused solely on demons. It automatically senses the location of any demon in a 5-mile radius, bypassing any spell resistance they possess. Second, it focuses divine energy to power the wardstones, a series of smaller artifacts that together create a physical barrier against demons (see below). Finally, the Demonscope creates a massive dimensional lock effect that extends in a 250-mile radius around clydwell Keep. Although this effect does not prevent demons from entering the Worldwound from the abyss, it does prevent them from teleporting from the Worldwound out into the surrounding lands, and it prevents anyone from teleporting into Mendev. The Demonscope serves a vital role in containing the demons in the Worldwound, and preventing them from overrunning Mendev.

 To safeguard the Demonscope, its care passed into the able hands of St. clywell’s three most powerful disciples. along the pedestal, three celestial glyphs allowed them to focus their own power to control the device, each representing the sentinel’s personal virtue. Only when all three sentinels were present could the artifact function properly.

 When the first of the sentinels died, arcane artificers took the bone from his right forearm and forged it into a magical key to assure the continued activation of the Demonscope. Each of the Sentinels passed in turn and from their forearms were carved two more shards. Shards were then passed to new protectors dedicated to safeguarding the people and protecting the Demonscope. For years, the shards have been passed down through the order, bestowed upon generations of successors. Each shard is a 6-inch fragment of magically petrified bone, burnished black and polished to a high sheen, and placed within a crystal reliquary. The surface is intricately scrimshawed with sacred blessings dedicated to a specific sentinel. Along the rim of the Demonscope pedestal are three sacred glyphs set before three sockets. Carved in celestial, the three glyphs represent Truth, Valor, and Sacrifice; one for each of the virtues for which the original Holy Sentinels stood: niamar for Truth, Guenarog for Valor, and arymril for Sacrifice.

破壊方法
 The Demonscope requires constant attention and maintenance in order to function. Powered by a combination of intrinsic magical power and the magical potency of the demon that is imprisoned within it, the artifact requires that a careful balance of power be maintained at all times, and the demon kept in check. It takes the combined efforts of three strong-willed paladins to maintain control over the demon. If one of them fails, the demon eventually overpowers the other two and begin to corrupt the artifact itself, although this takes several days. The easiest way to destroy the artifact, however, is to remove the bone shards. Without the shards, the paladins are unable to control the demon, and it only takes a few hours for it to break free from its prison.

The Doom Idol of Ib

The Doom Idol of Ib/)
出典 Pathfinder #111: Dreams of the Yellow King 31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 80ポンド
 This sea-green statue is 18 inches tall and 12 inches wide, and depicts a muscular iguana with bulging eyes and a beard of tentacles underneath its jaw. The idol always appears wet and constantly drips water.

 The bearer of the Doom Idol of Ib is immune to Wisdom damage and confusion effects, although picking up the idol does not restore lost Wisdom or remove an ongoing confusion effect. Once per day, the bearer can use horrid wilting as a spell-like ability, using her own Hit Dice as the caster level of the effect, but the bearer must include herself among the spell’s targets.

 The once-living, inhuman residents of the ruined city of Ib have a preternatural connection to the Doom Idol of Ib. Ib shades—ghosts of the past inhabitants of Ib—instinctively know the distance and direction to the Doom Idol of Ib, so long as it is on the same plane. The enigmatic creatures relentlessly pursue the idol, attempting to recover it and return it to their ruined city.

破壊方法
 The Doom Idol of Ib must be smashed against Bokrug’s hide when the Great Old One is at least a mile from any natural body of water.

The Dreamstone

The Dreamstone/)
出典 The House on Hook Street 52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
 The dreamstone’s primary function is to surround itself with a stable dreamscape within the Dimension of Dreams. The dreamstone’s radius is fluid and ever-expanding when the artifact is awakened, overlaying both the Material and Ethereal Planes, though it is held in check by any significant bodies of water, such as rivers or seas. The nature of the dream realm changes within this radius, creating a communally shared dreamscape that distortedly reflects the features of the Material Plane. Its power shifts the Dimension of Dreams’ properties to alterable morphic and normal magic planar traits.

 Dreamers who fall asleep within planes affected by the dreamstone’s influence do not create their own ephemeral demiplanes, but rather appear randomly within the dreamstone’s stabilized dreamscape. Those who experience deadly nightmares are affected differently in the dreamstone’s realm. Normal dreamers killed in the dreamscape wake up exhausted, while lucid dreamers whose lucid bodies perish also die in the waking world. Lucid dreamers can still make attempts to alter the dreamscape’s reality with Charisma checks, just as in their own personal dreamscapes, but the DC increases by 5. Spell slots and magic item charges used by lucid dreamers in the dreamstone’s dreamscape are also consumed in the real world. A person falling asleep in the dreamstone’s radius has a 10% chance of experiencing a lucid dream.

 The dreamscape holds other dangers. Regardless of the lucidity of their dreaming body, each dreamer must make a successful saving throw each night or be set upon by the realm’s dark presences, affecting the dreamer as a nightmare spell. This effect initially requires a DC 15 Will save, but dreamers begin with a +10 Will save modifier due to the dreamstone’s lack of familiarity with them as a target. On each subsequent visit, the dreamstone becomes more aware of its demiplane’s visitors, and its familiarity with dreamers grows after every 15 visits, increasing the DC by 5 (removing the +10 Will save modifier after the first increase).

 When a creature dies within the stabilized dreamscape, whether due to the perils of lucid dreaming or the dreamstone’s nightmare effect, the dreamstone’s radius spreads 1 foot for each of that creature’s Hit Dice. Close proximity to the dreamstone is also hazardous, and the stone radiates a vision of HellUM effect (Will DC 20 negates) out to 50 feet that reflects the terror and destruction it was destined to inflict as it fell to Golarion. Ancient tomes such as the Paginarum Lethargica theorize that once the dreamstone’s boundaries reach a certain threshold, it can overcome bodies of water, and all within will be consumed in a fiery cataclysm, fulfilling the predictions of its visions. Neither the dreaming nor the waking world will be spared.

破壊方法
 Should a breach the veil of dreams occult ritual be performed in the immediate proximity of the dreamstone on the Material Plane, the meteorite falls into an inactive slumber, or reawakens if it is already asleep. If the ritual is performed with the dreamstone within i ts own dreamscape, the stone placed within the ritual’s open threshold, and the portal then shut, the dreamstone is forever destroyed.

The Gasping Pearl

The Gasping Pearl/)
出典 Aquatic Adventures 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 4ポンド
 Long ago, the tyrannical elemental lords waged war on their benevolent counterparts and imprisoned them in powerful, unique artifacts. This lost artifact imprisons Lysianassa, Empress of the Torrent, much like the Moaning Diamond (see Pathfinder Campaign Setting: Artifacts & Legends) holds Sairazul, the Crystalline Queen. The Gasping Pearl appears to be a perfectly spherical iridescent abalone pearl the size of a human fist. At all times, it gives forth a choking, gasping sound, as if struggling to breathe. Despite this constant, disturbing noise, the Gasping Pearl is not evil. Three times per day, the bearer can call upon its power to move and control water as if by the spell control water, affecting a 500-foot-by-500-foot area up to 100 feet deep. Once per day, the Gasping Pearl can also summon an elder water elemental (Bestiary 127) with maximum hit points that serves the caster until it is slain; only one such elemental can be summoned at a time.

破壊方法
 The Gasping Pearl can be smashed by the combined power of three elemental princes, one each from the Planes of Air, Earth, and Fire. Even then, the dust must be cast into a place where it will never touch even a drop of water.

3.5 MaterialThe Gluttonous Tome

The Gluttonous Tome/)
出典 Magic of Thassilon (Web Enhancement) 2ページ
オーラ 圧倒的・死霊術; 術者レベル 20レベル
装備部位 held; 市価 —; 重量 セクション毎に3ポンド
 Karzoug is not alone in his restless sleep of the ages. Zutha, The undead lord of Gastash and Runelord of Gluttony saw the end in the stars just as his compatriots did and prepared accordingly. To ensure his vile soul’s return, the runelord crafted a tome of leathered flesh, bound in bone, and inked in the blood of a thousand slaves. The Gluttonous Tome was Zutha’s opus—the result of a decade’s toil and his plan to rise from the ashes of Thassilon.

 Dividing his masterwork into three parts—each a potent artifact in its own right—the Runelord of Greed secreted the means of his resurrection away in three of his farthest-flung holdings, protected by the stewardship of his most devout servants. Thassilon’s cataclysmic end disrupted Zutha’s hopes of a swift return, though, as his minions deserted, died, or betrayed their master, resulting in the sections being scatted across Avistan. For millennia, the potent abjurations protecting its pages saved the parts of the Gluttonous Tome from destruction, with each having been lost and rediscovered countless times. Throughout the centuries the evil tripartite book has schemed to rejoin its pages.

The three portions of the text and the abilities they confer are as follows:

The Kardosian Codex: Named for a sinister devourer wizard who became its custodian a thousand years ago, this is the middle portion of Zutha’s masterpiece, a 4-inch-thick sheaf of bone-white blank parchment, indestructible and completely impossible to mark. The Codex’s power is a secret only told in blood. Soaking its pages in fresh gore reveals it to be a spellbook containing spells from the necromancy school. The only marring the book’s pristine pages suffer is the addition of more necromancy spells penned in blood. The book contains every arcane necromancy spell of 1st to 7th level. Any necromancy spell prepared from the Codex is cast at +1 caster level. The book also absorbs necromantic energy, granting the bearer a +4 bonus on saves versus necromancy effects and immunity to energy draining effects of any kind (such as from enervation or a vampire’s slam attack). Finally this section of the Gluttonous Tome includes a flesh golem manual that re-scribes itself one year after it’s used.

The Codex’s hunger passes to the bearer as well. Although he does not notice this, the bearer begins eating far more than before and rapidly puts on weight, his physical form beginning to emulate Zutha’s in life.

The Bone Grimoire: This portion of the tome bears the leathery flesh front-cover, twisted rib binding, and a hundred pages of blood-scripted verse and grisly diagrams. Anyone who reads the entire text of strange runic code (requiring 1 week of uninterrupted study and a DC 25 Decipher Script check) must make a DC 20 Will save, or gain a +2 inherent bonus to Intelligence and begin to take on traits of the undead (see below). Regardless of this save’s result, the bearer acquires a deep understanding of necromancy, gaining a permanent +4 insight bonus on all Knowledge (arcana) and Spellcraft checks involving this school of magic. In addition, this section includes a flesh golem manual identical to the one in the Kardosian Codex.

After reading the Grimoire, the bearer’s flesh takes on a pale cast and, if he failed his Will save, his life force is slowly replaced by necromantic unlife. After reading the entire text of the Bone Grimoire, the bearer is no longer healed by positive energy, but rather harmed by it. Negative energy now heals him. If the bearer channels energy (if he is a cleric for example) he now channels negative energy. Only a wish or miracle reverses this condition.

The Black Book: This portion of the Gluttonous Tome consists of a charred flesh back-cover and 100 pages of smoked skin scrawled with blood runes in Zutha’s erudite hand. Anyone reading the Black Book and keeping it on their person gains the ability to rebuke or command undead as a cleric of his total character level. If the bearer already possess this ability, he doubles the amount of undead he can control at any one time. This section also includes a flesh golem manual, just like the others.

The Black Book corrupts its reader’s mind and heart. Every day the GM should make a secret Will save for the bearer— the DC starts at 10 but increases by +1 for every consecutive successful save the bearer makes. Every failed save shifts the bearer’s alignment one step toward chaotic evil.

Rebinding the Gluttonous Tome: If two or more portions of the Gluttonous Tome are brought within 10 feet of each other, they surge together, tearing free from anyone holding them and bathing a 30-foot radius spread with ghoulish green light. This light causes all living creatures within it to become nauseated for 1d6 rounds (no save). The sections mesh and meld, flesh knitting with flesh and bones grinding together. If two or more individuals control a portion of the tome when they fuse together, the one with the highest total character level gains control (determined randomly if there is a tie). Two fused sections grant the bearer the effects of both parts and the following spell-like abilities at a caster level equal to the bearer’s HD:
At will—detect undead, gentle repose
3/day—empowered ray of enfeeblement, false life
1/day—bestow curse

If all three parts of the Gluttonous Tome are brought together, their bearer is granted the benefits noted above as well as the following:
3/day—maximized vampiric touch, create undead
1/day—create greater undead, waves of exhaustion

The Gluttonous Tome is Zutha’s phylactery, a slow-burning vessel of hate that infests any who read it. It corrupts everyone it touches, offering them great power over life and death, but at a secret price. Once the tome is fully rejoined, its bearer is slowly seduced and devoured by Zutha, the Runelord of Gluttony. The tome manifests an insidious, seductive intellect (see below), which it uses to tempt its bearer to feats of greater and greater depravity. Zutha’s soul feeds on the necromantic power embraced by the bearer. Every month, the bearer must make a DC 30 Fortitude save or gain a +1 inherent bonus to Intelligence (this stacks with that bonus granted by the Bone Grimoire to a maximum gain up to Intelligence 26) and permanently lose 1 point of Constitution. This reduction in Constitution cannot be restored by mortal magic as long as the Tome is retained. Despite this wasting away, the bearer becomes addicted to the necromantic power the tome grants, and must make a DC 40 Will save to part with the book. Once the tome slays the bearer, Zutha gains complete control of the body, which soon transforms into the runelord’s original, bloated, undead body, freeing him to wreak his evil upon Golarion once more.

The Gluttonous Tome: AL LE; Int 26, Wis 20, Cha 23; speech, telepathy; 120 ft. darkvision and hearing; Ego score 35.

Lesser powers: detect magic at will, major image 1/day, 10 ranks in Bluff (total modifier +16), 10 ranks in Knowledge (arcana) (total modifier +18).

Greater powers: clairvoyance 3/day, detect undead at will, fear 3/day.

破壊方法
The assembled tome must be used as the fuel to cook a meal for a pious king who has not eaten in over 14 days.

3.5 MaterialThe Impossible Eye

The Impossible Eye/)
出典 Pathfinder #23: The Impossible Eye 51ページ
オーラ 圧倒的・占術; 術者レベル 21レベル
装備部位 なし; 市価 —; 重量 3ポンド
 The Impossible Eye grants a number of potent powers of divination. In order to activate any of these powers, the user must look into the mirror and make a DC 20 Will save; failure indicates that the user becomes fascinated by his reflection until an outside force breaks his gaze. Left alone, a fascinated viewer doesn’t eat, drink, move, or sleep, and eventually dies of thirst. If the Will save is successful, the viewer can activate any of the mirror’s powers as a standard action.

5回/日:vision
3回/日:greater prying eyes, greater scrying
1回/日:contact other plane, discern location, foresight

 The Impossible Eye can also be used to read any nonmagical language—any written message reflected in the mirror appears in unmirrored text written in the holder’s native tongue. The mirror can be used to safely peruse the text of the Codex of Infinite Planes in this manner.

破壊方法
The Impossible Eye was crafted in a secret foundry somewhere in the Plane of Fire—it may only be destroyed by returning it to this foundry and smashing it against the oven in which its glass was created.

The Jewel of Everlasting Gold

The Jewel of Everlasting Gold/)
出典 City of Golden Death 30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 5ポンド
 The jewel of everlasting gold is a fist-sized ruby mounted in a bejeweled, rune-carved scepter and held in place with platinum stems. Tar-Baphon, the Whispering Tyrant, crafted the jewel of everlasting gold to be the centerpiece of his treasure city, Xin-Grafar. He used the jewel to summon the city’s rivers of molten gold directly from the Elemental Plane of Earth and to create much of the wealth within the city. He also placed a small portion of his intelligence inside the jewel—not enough to make it an intelligent item, but just enough for the jewel to act on Tar-Baphon’s instincts. Tar-Baphon enshrined the jewel in the heart of Xin- Grafar, forever the linking it to the city. Should the jewel of everlasting gold ever be taken beyond the boundaries of the city, it simply disappears and returns to its perch at the city’s heart. Because he knew thieves would eventually gain access to the city, Tar-Baphon also created a trap using the powers of the jewel. Once the city is sealed, the jewel can sense intruders entering the city. When a trespasser is detected, Tar-Baphon’s trap is activated and the city floods with molten gold (see page 14). This is an automatic response that cannot be stopped.

The jewel also has several additional powers, all of which the bearer knows how to use the moment she touches the artifact.
Clairaudience/Clairvoyance: At will, the bearer of the jewel of everlasting gold can hear and see what transpires in any part of Xin-Grafar simply by concentrating on the jewel. This power functions similar to the clairaudience/clairvoyance spell but can be used to spy on any location within the city’s confines.
Continual Flame: At will, the bearer of the jewel of everlasting gold can cause the artifact to burst into harmless flame, as per the continual flame spell.
Touch of Gold: Once per day, the bearer of the jewel of everlasting gold can touch the artifact to a single inanimate object weighing no more than 1,000 pounds and transmute that object into pure gold. The object retains its basic shape and appearance, but it is now composed of solid gold.
Elemental Transformation: Once per week, the bearer of the jewel of everlasting gold can transform himself into a Huge fire elemental, as per the elemental body IV spell. The transformation lasts as long as the bearer likes, but she cannot leave the confines of Xin-Grafar while in elemental form. This ability allows the jewel’s bearer to survive the molten-gold floods.
Summon Wealth: Once per month, the jewel of everlasting gold can summon vast sums of wealth from the Elemental Plane of Earth, in whatever form the bearer wishes. This ability can only create mundane sources of wealth, such as art objects, coins, gems, or even rivers of molten gold—it cannot be used to create items with magical properties.
Because the jewel of everlasting gold contains a portion of Tar-Baphon’s malign will, any wealth created with its touch of gold ability or summoned with its summon wealth ability cannot be removed from Xin-Grafar except by Tar-Baphon himself. Like the jewel itself, any such treasure taken outside of Xin-Grafar disappears and reappears scattered throughout the city.

In addition, anyone touching the jewel is contacted by the fragmentary intelligence inside the gem and hears disturbing whispers in her mind, urging the character to claim the jewel and swear fealty to Tar-Baphon. From that point on, the influence of the jewel is never far from that character’s mind. How this influences a PC is largely up to the GM. Most good-aligned PCs will feel the influence as a nagging doubt, a subtle desire to return to the treasure city and take the jewel in hand again. Chaotic- or evil-aligned PCs may feel much stronger desires—sometimes overwhelming urges to return to the jewel no matter the consequences. These whispering influences can only be completely dispelled by remove curse or similar magic (requiring a DC 30 caster level check).

破壊方法
The jewel of everlasting gold crumbles to dust if thrown into Karzoug's runewell of greed.

3.5 MaterialThe Viridian Crown

The Viridian Crown/)
出典 Elves of Golarion 31ページ
オーラ 強力・防御術、召喚術(治癒)、占術; 術者レベル 20レベル
装備部位 頭部; 市価 —; 重量 3ポンド
 This delicate circlet appears to be made of living blue-green vines with tiny leaves. Clearly of elven manufacture, the interlocking vines occasionally shift and grasp each other in new configurations. In the springtime the crown sprouts crystalline flowers which eventually fall off but retain their beauty (the elven monarch has a tradition of giving these flowers to favored citizens).

 The oldest legends of Kyonin’s elves seem to indicate that there was a time when their ruler did not wear the Viridian Crown, but only a handful of fragmentary tales survive from that prehistory. In elven memory it has always been part of the crown jewels. The crown is a living thing that grows according to its wearer’s will. In centuries where war is the norm the crown tends to grow thorns in a helm-like configuration, while in times of peace it prunes itself to become delicate and artistic.

 At will you may use detect poison, heal, light, or break enchantment as a standard action. Once per day you may use heroes’ feast and resurrection.

 If you are the properly anointed ruler of the Kyonin elves, you gain a +2 enhancement bonus to Wisdom and Charisma. You may use scrying at will on any of your subjects (any elf who acknowledges your authority as the elven monarch). You and any subjects within 60 feet gain the benefits of a good hope spell at all times. Three times per day while within Kyonin you may create a guards and wards effect.

Thorncrown of Iomedae

Thorncrown of Iomedae/)
出典 Artifacts and Legends 54ページ
オーラ 圧倒的・召喚術、力術; 術者レベル 21レベル
装備部位 頭部; 市価 —; 重量 1ポンド
 The Thorncrown of Iomedae functions as a major crown of blasting that grants the wearer a deflection bonus to her Armor Class equal to her Charisma modifier. In the hands of a paladin, the Thorncrown reveals its true powers, bursting into flames and spinning above the wearer’s head in a halo of divine power. Paladins of any faith who wear the Thorncrown have their class abilities enhanced for as long as they wear it, gaining three additional mercies (from levels they have access to but have not selected), healing the maximum amount possible every time they use lay on hands, and gaining a number of additional uses of smite evil equal to their Charisma modifier. Additionally, if a paladin wearing the Thorncrown is slain, she may choose to instantly be restored to full hit points for a number of minutes equal to her Charisma modifier. She may act as normal for this period, but at the end of this time she dies and cannot be restored by any means short of a miracle cast by a cleric of her faith.

 The Thorncrown of Iomedae bestows two negative levels on any evil creature that wears it. These negative levels remain as long as the Thorncrown is held or worn—though they never result in actual level loss, they cannot be overcome in any way (including restoration spells) while the creature possesses the Thorncrown. Additionally, paladins who either break their code of conduct while wearing the Thorncrown or do not have access to their class features when they don the artifact must succeed at a DC 30 Will save or instantly be disintegrated. Those slain by the Thorncrown cannot be brought back to life by clerics with good or lawful components to their alignment—their spells simply fail—though clerics of other alignments can restore a paladin as normal. Even those who succeed at this save are treated as though they were evil creatures and gain negative levels. Paladins who receive atonement can wear the Thorncrown again without fear of ill effects.

破壊方法
 If a paladin temporarily restored to life by the Thorncrown of Iomedae forsakes her deity and, of her own free will, swears herself to an evil force, the crown consumes the wearer in holy flames, destroying itself and its wearer utterly. Nothing can restore a traitorous paladin killed in this way.

Vesper's Rapier

Vesper's Rapier/)
出典 Artifacts and Legends 55ページ、Gods and Magic 63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
 Despite its best-known name, Vesper’s Rapier is not necessarily a rapier. This weapon is a +3 keen speed sword, with the type of sword varying from wielder to wielder. Upon being taken up by a new owner, the weapon transforms into any type of sword of the wielder’s choosing, mundane or exotic. From that point on, the weapon always transforms into that type of sword whenever it is held by that individual. While bearing Vesper’s Rapier, the wielder gains a +4 bonus on Bluff and Diplomacy checks made to influence humanoids, and can use the rapier like a compass to point in the direction of the closest collection of gems, silver, or drinkable water as a standard action at will.

 The sword also grants the wielder the ability to either slip or tighten the bonds of the physical world, granting her the ability to cast dimension door, dimensional lock, or greater teleport. These powers have limits, though, as they can drain the sword’s magical abilities for the day—dimensional lock and greater teleport can be used once per day and drain the sword immediately after their use; dimension door can be used at will, but drains the sword after 3 uses, though the wielder can continue to use dimension door even if the sword is drained (this is the only effect that functions even when the sword is drained). If the sword becomes drained, it loses all of its magical properties (aside from dimension door), including its +3 enhancement bonus, skill bonuses, and the keen and speed special abilities. All of these properties are restored every day at midnight.

破壊方法
Vesper’s Rapier is destroyed if it is taken into a demiplane where time doesn’t pass. Although this is the end of the sword, its true owner’s existence is such that earlier incarnations of the weapon will continue to exist for ages.

Was Scepter

Was Scepter/)
出典 Pathfinder #83: The Slave Trenches of Hakotep 75ページ
オーラ 圧倒的・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 30ポンド
 The Was Scepter can be wielded in combat as a +4 light mace. Upon command, it expands to a length of 6 feet and can be wielded as a double weapon that has a +4 enhancement bonus. The head deals 1d6 points of bludgeoning damage and can be used to make trip attacks, while the forked end deals 1d6 points of piercing damage. The wielder can use either end as the primary weapon, with the other becoming the off-hand weapon.

 Though it is formidable in melee, the scepter’s true value lies in its ability to allow its wielder to claim dominion over specific areas, people, reality, and even time. As a move action, the wielder can plant the scepter’s forked end into the ground to activate a 120-foot aura of dominion. The aura remains active so long as the scepter remains there. The wielder can then concentrate to manipulate the aura to produce various magical effects. The wielder can produce only a single effect at a time, and each new effect requires a new action. The effects are as follows.
 At will, the wielder can use a standard action to manipulate the aura to emulate the effects of either sanctuary or protection against chaos. These effects include all willing creatures within the aura of dominion. If the wielder activates the sanctuary effect (DC 15), all allies within the aura are subject to the usual terms of the spell. If any allies break the spell’s terms, the effect immediately ends for everyone affected.
Three times per day as a standard action, the wielder can manipulate the aura to block any extradimensional travel within the aura of dominion. The area within the aura is treated as if under the effects of dimensional lock.
Once per day as a standard action, the wielder can manipulate the aura to force extraplanar creatures entering the aura of dominion to return to their home planes immediately, as if targeted by a banishment spell. Up to 40 Hit Dice of creatures can be affected by this effect, and creatures subject to this effect can resist with a successful DC 21 Will save.
 Lastly, once per day as a standard action, the wielder can alter time within the aura of dominion. The wielder can use time stop and include a number of people in the effect equal to 1 + the user’s Charisma modifier (minimum 1). Unwilling creatures can resist this effect with a successful DC 23 Will save. Those affected by the time stop can interact with each other as normal, and individuals are not restricted from leaving the aura of dominion while the effect is in place.

破壊方法
The Was Scepter can be destroyed only by a ruler of Osirion with true royal blood.

Winter Collector

Winter Collector/)
出典 Pathfinder #72: The Witch Queen's Revenge 68ページ
オーラ 圧倒的・召喚術、力術; 術者レベル 20レベル
装備部位 なし; 市価 —; 重量 様々
 Winter collectors are always located in areas of severe cold, and are typically surrounded by thick snow or ice. A winter collector siphons a portion of the ambient cold weather and condenses it into concentrated cold energy, which the collector then beams like a signal across worlds to the winter receiver in the Royal Palace in Whitethrone. This energy then radiates out to the borders of Irrisen, keeping the weather in a perpetual wintry state. In addition, a winter collector functions as a permanent gate, allowing instant travel from the collector’s location to the Royal Palace (but not in the other direction), even if the collector is located on the Material Plane.

 A winter collector radiates an aura of cold out to 50 feet. This aura deals 6d6 points of cold damage each round to creatures in this area. Creatures within 10 feet of the winter collector take 12d6 points of cold damage each round. Half of this cold damage is not subject to being reduced by resistance or immunity to cold-based effects.

破壊方法
Each winter collector has a unique means of destruction, which is left for the GM to develop, though successfully destroying a winter collector should be a trial worthy of gaining a mythic tier.

最終更新:2023年10月11日 18:03