Book of Eldritch Might III - The Nexus - 3.5e

Page 48

Chapter Four: Vabrin’s Forge

Range: Close (25 feet + 5 feet/two levels) Target: One intelligent item Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes You give an intelligent item one malady of your choosing, as described on page 55.

Charm Item Enchantment (Charm) [Intelligent Item-Affecting] Level: Brd 1, Sor/Wiz 1 Components: V, S Casting Time: Standard action Range: Close (25 feet + 5 feet/two levels) Target: One intelligent item Duration: One hour/level (D) Saving Throw: Will negates Spell Resistance: Yes This charm makes an intelligent item regard you as its trusted friend and ally. If the item is currently under threat or attack by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed item, but it perceives your words and actions in the most favorable way. You can try to give the item orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do (retries not allowed). A charmed item never obeys self-destructive or obviously harmful orders. Any act by you or your apparent allies that threatens the charmed item breaks the spell. Note also that you must speak the item’s language to communicate your commands, or else be good at pantomiming.

Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Subjects do not carry out obviously self-destructive orders. Once you establish control, there is no limit to the range at which you can exercise it, as long as you and the subject are on the same plane. You need not see Adventure Seed (Levels 6 to 10) the subject to control it. A pair of chaotic wizards have captured one of Magic circle against Vabrin’s intelligent items, but they cannot evil or a similar spell convince it to work. Meanwhile, Vabrin asks the PCs to retrieve the item. can prevent you from The wizards attempt to perform a magical ritual exercising control or that will put the item under their power. When using the telepathic link the player characters bust in on their plans, things go askew and each of them must make a while the subject Will save; the first to fail becomes inadvertently remains so warded, but fused with the intelligent item as described in the Fuse With Item feat. The PC must learn to it does not prevent the live with it or find a spellcaster powerful enough establishment of domito cast Mord’s disjunction to get rid of it. nate item or dispel it.

Grant Mobility Transmutation [Intelligent Item-Affecting] Level: Sor/Wiz 3 Components: V, S, M Casting Time: Standard action Range: Touch Target: One intelligent item Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An intelligent item that you designate can move as if it had the Float† item feat (see page 53). It can also make attacks as if it had the Attack† item feat (see page 51). Material Component: A feather

Dominate Item Enchantment (Charm) [Intelligent Item-Affecting] Level: Brd 4, Sor/Wiz 5 Components: V, S Casting Time: Standard action Range: Medium (100 feet + 10 feet/level) Target: One intelligent item Duration: One day/level (D) Saving Throw: Will negates Spell Resistance: Yes You can control the actions of any intelligent item. Through this spell you establish a telepathic link with the subject’s intelligence. If you share a common language, you can generally force the item to perform as you desire, within the limits of its abilities. With no common language, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stay still,” etc. You know what the subject is experiencing but receive no direct sensory input from it.

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Grant Senses Transmutation [Intelligent Item-Affecting] Level: Sor/Wiz 2 Components: V, S Casting Time: Standard action Range: Touch Target: One intelligent item Duration: One minute/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An intelligent item that you designate now can see and hear.

Grant Speech Transmutation [Intelligent Item-Affecting] Level: Sor/Wiz 2 Components: V, S Casting Time: Standard action


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Sohr

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page 78

Sidebar: Why a City in the Storm?

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page 80

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page 79

Frozen Dreams

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page 72

Map: The Vale of Stars

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pages 62-64

The Families of Sanneth

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Sidebar: Adventure Seed (Levels 10 to 13

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pages 65-71

Sidebar: Incorporating These Rules

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pages 50-53

Starlight Wells of the Dao

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page 59

Leatherstrong, Intelligent Belt

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pages 46-47

Sidebar: Adventure Seed (Levels 6 to 10

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pages 48-49

Alternate Use

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page 44

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pages 56-57

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page 38

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pages 10-15

Transport

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page 24

D’Stradi Demons

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The Kallendine

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Babiran the Pixie

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Revensfall, the Gatemaster

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