CHAPTER 4
FOUNDING LEGACIES
Summon Monster VI (Sp): Once per day when ABILITY MENU H (GREATER) you issue the command word and gesture with the If you continue to enhance a legacy item by performing a greater legacy ritual, you can choose a Menu H item, you can use summon monster VI as the spell. ability at the cost of two Menu G slots. You cannot Telekinesis (Sp): Two times per day, when you issue the command word and gesture with the item, “trade in” existing Menu G abilities for an ability from this menu. A skipped slot means that no legacy you can move or hurl an object, or attack a creature, ability is available at that character level. For example, as the telekinesis spell. The save DC is 17, or 15 + your if you assigned a Menu G ability at 17th level, you Charisma modifier, whichever is higher. Treat the could assign a Menu H ability at 19th level, gaining item as having a Charisma of 14 (or use your Charisma score, if higher) for the purpose of adjudicating no new legacy ability at 18th level. You still pay personal costs for a given level, even if you gain no new this effect. Teleport (Sp): Two times per day, when you issue legacy abilities. the command word and gesture with the item, you You can choose one ability from any lower menu can use teleport as the spell. in place of one from Menu H. Wall of Force (Sp): Two times per day, when you Menu H abilities have a caster level of 17th. issue the command word and gesture with the item, Armor or Shield Enhancement (Su): The effective enhancement bonus of a suit of armor or a shield you cause it to conjure an invisible barrier of force, increases, as shown in the table below. This ability as the wall of force spell. can be placed only on a suit of armor or a shield, and Wall of Iron (Sp): Once per day, when you issue the command word and gesture with the item, you can be selected multiple times. You cannot increase the armor or shield’s actual enhancement bonus cause it to conjure a flat, vertical iron wall, as the wall beyond +5. of iron spell. The save DC is 19, or 16 + your Charisma Instead of increasing the enhancement bonus, modifier, whichever is higher. Wall of Stone (Sp): Two times per day, when you you can choose any combination of enhancement issue the command word and gesture with the item, bonuses and special abilities whose total market price is equivalent to the effective bonus increase. you cause it to conjure a wall of rock that merges into adjoining rock surfaces, as the wall of stone spell. The save DC is 17, or 15 + your Charisma modifier, Effective Enhancement Bonus Current Increase whichever is higher. +4 or less 5 Weapon Enhancement (Su): The effective +5 or more 4 (max +10) enhancement bonus of a weapon increases, as shown in the table below. This ability can be placed only on a weapon, and it can be selected multiple times. You Clenched Fist (Sp): Once per day, when you issue the command word and gesture with the item, you cannot increase the weapon’s actual enhancement can create a Large magic hand that can attack foes, as bonus beyond +5. the Bigby’s clenched fist spell. Instead of increasing the enhancement bonus, Cure Moderate Wounds, Mass (Sp): Three times you can choose any combination of enhancement bonuses and special abilities whose total market price per day on command, you can use mass cure moderate wounds as the spell. This instead deals damage to is equivalent to the effective bonus increase. undead creatures. The save DC is 19, or 16 + your Effective Enhancement Bonus Charisma modifier, whichever is higher. Current Increase Disintegrate (Sp): Once per day, when you issue +2 or less 3 the command word and gesture with the item, you +3, +4, or +5 2 cause it to emit a thin green ray that destroys one +6 to +9 1 creature utterly, as the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever Wizardry II (Su): While you are holding, wearing, is higher. or wielding the item, you can prepare or cast double Displacement (Su): While you are holding, wearyour normal number of 2nd-level arcane spells per ing, or wielding the item, you can activate displacement for 1 round as a swift action, as though wearing a major day, as though wearing a ring of wizardry II.
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