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Book of Eldritch Might III: The Nexus
possible to intentionally transmit messages with such a potion. The memory remains with the imbiber permanently. Faint divination; caster level 3rd; Brew Potion, creator must be 7th level or higher; Price 150 gp Potion of Penetration: This concoction adds a +1 competence bonus to a caster’s level check to overcome any target’s spell resistance for an hour. The user may have multiple targets. Faint abjuration; caster level 3rd; Brew Potion, Adventure Seed (Levels 17 to 20) creator must be 7th level The player characters learn, perhaps in an ancient book or from talking to a wizened sage, or higher; Price 300 gp that the caves of ice and the Tomb of Frozen Dreams were originally the creation of a powerful gelugon devil, Sarkur, a high-ranking wizard in his own right. Although Sarkur is long dead, his actions in that place, which served as his lair, created the frozen dreams and the rumored portals to other places and planes found in the deepest reaches of the winding icy catacombs.
Rods
Forcehammer: This plain-looking rod can project a blast of force energy three times per What even the Hedrudal do not realize, however, is that there is a deeper tomb—the Tomb day. The blast inflicts 3d6 of Dark Dreams. This place plays host to exclupoints of damage, sively evil thoughts, desires, secrets, and worse. Finding and braving this dire chamber though a successful becomes necessary when the PCs realize that, Reflex save (DC 15) according to their information source, Sarkur left a contingency that is about to come due. allows the target to avoid This legacy shall unleash the dark dreams upon the blast completely. A the world by melting them all at once, threatening the purity—and, in fact, the sanity—of every victim struck also must living being. The characters must overcome the make a Strength check as guardians the devil left behind and stop the dark dreams from melting. though he were opposing a bull rush by a Large opponent with a Strength check of 30. If the force pushes the victim up against a wall or similarly large surface or heavy object, it holds him there as though grappled for 1d6 rounds or until he breaks free of the grapple or uses Escape Artist (DC 30).
Moderate evocation; caster level 6th; Craft Rod, forceblast‡‡; Price 21,600 gp Illusionslayer: Lead completely coats this plain wooden rod. If touched to an illusion, it immediately dispels the illusion. Moderate illusion;caster level 7th; Craft Rod, slay illusion†; Price 85,000 gp Spell Lord: This iron rod is pointed at one end. If a spellcaster grasps it and casts a spell into the rod, the wielder gains spell resistance 30 against spells of lower level than the one just cast for the next 10 minutes. For example, if an 8thlevel cleric casts inflict critical wounds into the rod, she has SR 30 against spells of 3rd level or lower for 10 minutes. The inflict critical wounds spell is lost and has no effect. Only the spell’s actual caster gains the immunity—she cannot cast a spell to activate the rod, then give it to someone else. Also, the rod must remain in hand to function. Moderate abjuration; caster level 9th; Craft Rod, spell resistance; Price 41,000 gp
Wondrous Items Glass of Frozen Dreams: This plate of glass is bound in etched, bluish silver. When held up in front of a frozen dream, it not only identifies it as such (distinguishing it from normal ice) but it also identifies the type of frozen dream, from one that stores standard memories, thoughts, or emotions for one to experience to one that bequeaths special powers like those described on page 71. Faint divination; caster level 1st; Craft Wondrous Item, identify; Price 1,500 gp; Weight — Robe of Force Resistance: This long blue robe is decorated with clear, hardened resin studs, protecting the wearer against 20 points of force damage per round. It also allows the wearer to move freely through a wall of force as if it were not there. Moderate abjuration; caster level 9th; Craft Wondrous Item, overcome force†; Price 100,000 gp; Weight 1 lb.