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Ability Menu B (Least

Magic Missile (Sp): Three times per day, when you issue the command word and gesture with the item, you cause it to launch three missiles of force, as the magic missile spell. Magical Cipher (Su): You can use detect magic, read magic, or arcane mark at will as the spells, using a different command word for each effect.

Metamagic, Lesser (Su): You can apply the effect of one metamagic feat to up to three spells per day that you cast of up to 3rd level. This can be any metamagic feat that normally adjusts a spell’s slot by one level (such as Enlarge Spell, Extend Spell, or Silent Spell); choose the specific feat when assigning this ability to the item. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) must still take a full-round action when using this ability, just as if using a metamagic feat he possessed. You cannot use this ability if you cannot already cast spells.

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Metapsionic, Lesser (Su): You can apply the effect of one metapsionic feat to up to three psionic powers per day that you manifest of up to 3rd level. This can be any one of Delay Power, Enlarge Power, Extend Power, or Split Psionic Ray (see Chapter 3: Skills and Feats in the Expanded Psionics Handbook). Choose the specific feat when assigning this ability to the item. Using this legacy ability does not change the power point cost of the altered power. You cannot use this ability if you cannot already manifest psionic powers.

Mirror Image (Sp): Once per day on command, you can use mirror image as the spell.

Mount (Su): When you throw the item to the ground while speaking the command word, it transforms into a normal, living light horse or pony (your choice) to serve you as a mount for as long as you choose. The mount is equipped with a bit, bridle, and riding saddle. When you dismount and take hold of the reins, you can speak the command word again to cause the mount to revert to its original form. While your legacy item is serving as a mount, you cannot use any of its other abilities. If the mount is slain, the item reverts to its original form and cannot be used as a mount again for 24 hours. Protection from Arrows (Sp): Once per day on command, you can use protection from arrows as the spell. Resist Energy (Sp): Once per day on command, you can use resist energy as the spell.

Resistance (Su): The item grants you a +1 resistance bonus on all saving throws. You can select this option multiple times, each time increasing the resistance bonus by +1, to a maximum resistance bonus of +2.

See Invisibility (Sp): Once per day on command, you can use see invisibility as the spell.

Skill Enhancement +5 (Su): The item grants you a +5 competence bonus on one skill check. Choose the specific skill when assigning this ability to the item.

You can select this option multiple times. Each time you do so, it applies to a different skill.

Speed Enhancement +5 (Su): The item increases the speed of one of your modes of movement by 5 feet. Choose the specific movement mode when assigning this ability to the item. You can’t add this bonus to a form of movement you don’t already have (for example, if you don’t have a fly speed, this ability can’t give you one). Treat this adjustment as an enhancement bonus.

Summon Monster II (Sp): Once per day when you issue the command word and gesture with the item, you can use summon monster II as the spell.

Telekinetic (Su): You can use mage hand, mending, and open/close at will as the spells, using a different command word for each effect.

Unceasing Servant (Su): You enjoy the continual benefit of an unseen servant, as the spell. If dissipated by 6 or more points of damage from an area attack, or if it ceases to exist by moving more than 35 feet away from you, the servant re-forms 1 round later in any square adjacent to you.

Weapon Enhancement: Your weapon gains an enhancement bonus of +1. This ability can be placed only on a weapon. ABILITY MENU B (LEAST)

When you found a legacy item and perform a least legacy ritual, you can choose a Menu B ability at the cost of two Menu A slots. You cannot “trade in” existing Menu A abilities for an ability from this menu. A skipped slot means that no legacy ability is available at that character level. For example, if you assigned a Menu A ability at 5th level, you could assign a Menu B ability at 7th level, gaining no new legacy ability at 6th level. You still pay personal costs for a given level, even if you gain no new legacy abilities. You can choose one ability from Menu A in place of one from Menu B. Menu B abilities have a caster level of 7th.

Ability Enhancement +2 (Su): The item grants a +2 enhancement bonus to one ability score. Choose the specific ability score when assigning this ability to the item—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You can select this option multiple times. Each time you do so, it applies to a different ability score. Armor or Shield Enhancement (Su): The effective enhancement bonus of a suit of armor or a shield increases by 1, to a maximum of +3. You can instead choose any special ability whose market price is equivalent to a +1 bonus, such as light fortification. This ability can be placed only on a suit of armor or a shield. Charm Person (Sp): Five times per day as a swift action, you can use charm person as the spell. You trigger the effect by willing it while speaking with an intended target. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Cure Moderate Wounds (Sp): Three times per day, you can use cure moderate wounds as the spell by touching the item to the creature to be healed (including yourself) and speaking a command word. This ability instead can deal damage to undead creatures. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Cure Moderate Wounds, Self (Sp): Once per day as a swift action, you can use cure moderate wounds as the spell on yourself when holding, wearing, or wielding the item.

Daylight (Sp): Once per day on command, you can cause the item to shed daylight as the spell.

Deflection (Su): The deflection bonus to AC granted by the item increases by 1, to a maximum of +2. This ability can never be placed on a suit of armor or a shield. You can select this option multiple times. Its effects stack.

Energy Resistance, Least (Su): The item protects you against damage from one type of energy—acid, cold, electricity, fire, or sonic. Each time you would normally take such damage, subtract 5 points from the damage dealt. Choose the specific type of energy when assigning this ability to the item. You can select

this option multiple times. Each time you do so, it applies to a different type of energy. Fireball (Sp): Once per day on command, you can use fireball as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Flaming Sphere (Sp): Three times per day on command, you can use flaming sphere as the spell. The save DC is 13, or 12 + your Charisma modifier, whichever is higher. Hold Person (Sp): Once per day on command, you can use hold person as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Intelligent Legacy (Su): The item gains sentience (see Intelligent Items on page 268 of the Dungeon Master’s Guide). It can communicate with you telepathically and speaks Common, plus one additional language per point of Intelligence bonus. The item can hear and see out to 60 feet using darkvision. It gains Intelligence, Wisdom, and Charisma scores: Two of these are 16, typically Intelligence and Charisma, and the third is 10. The legacy item’s Ego score is calculated as described under Intelligent Legacy, Minor, in Menu A. Lightning Bolt (Sp): Once per A legacy item’s wielder is capable of great feats of defense day on command, you can use lightning bolt as the spell. The save DC is 14, or 13 + your Charisma modifier, whichever is higher. Locate Object (Sp): Three times per day on command, you can use locate object as the spell. Obscuring Mist (Sp): While you are holding, wearing, or wielding the item, you can enshroud yourself in misty vapor on command as the obscuring mist spell. You can dissipate the mist as a swift action. The mist dissipates if you move 5 feet or more. Resistance (Su): The resistance bonus on saves granted by the item increases by 1, to a maximum of +3. You can select this option multiple times. Its effects stack. Restoration, Lesser (Sp): Three times per day, you can use lesser restoration by touching the item to the afflicted creature (including yourself) and speaking a command word.

Illus. by M. Phillippi

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