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Ability Menu D (Lesser
for details). 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.
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Empower Spell, Lesser (Su): You can cast up to three spells per day of up to 3rd level that are empowered as though using the Empower Spell metamagic feat. 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. Fly (Su): Once per day, when you issue the command word and hold the item above your head, you can use fly (self only) as the spell. Halt Undead (Sp): Two times per day, when you issue the command word and gesture with the item, you can use halt undead as the spell. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher. Levitate (Su): At will on command, you can move yourself up or down at your direction, as though affected by the levitate spell.
Resistance (Su): The resistance bonus on saves granted by the item increases by 1, to a maximum of +5. You can select this option multiple times. Its effects stack.
Scorching Ray (Sp): At will, when you issue the command word and gesture with the item, you cause it to shoot two rays of fi re, as the scorching ray spell.
Spider Climb (Su): While holding, wearing, or wielding the item, you can walk on walls and ceilings, as if affected by the spider climb spell. Suggestion (Sp): Two times per day, when you issue the command word and follow it with a specifi c suggestion, you can use suggestion as the spell. The save
DC is 14, or 13 + your Charisma modifi er, whichever is higher. Water Breathing (Su): While holding, wearing, or wielding the item, you can breathe water freely, as if continually affected by the water breathing spell. ABILITY MENU D (LESSER) If you continue to enhance a legacy item by performing a lesser legacy ritual, assign lesser abilities to the item from the following menu. You choose one ability at 11th level, and one for each additional character level up to 16th level. Alternatively, you can “lose” Menu D choices to select abilities from Menus E and F, as described under those menus. You can choose one ability from any lower menu in place of one from Menu D. Menu D abilities have a caster level of 10th. Burning Hands (Sp): At will, when you issue the command word and gesture with the item, you cause it to spray a fan of fl ame, as the burning hands spell. The save DC is 11, or 11 + your Charisma modifi er, whichever is higher. Continual Wind (Su): While you are holding, The power of a legacy item lends its wielder wings wearing, or wielding the item, light gusts of wind constantly stream from you, billowing your cloak or hair. At will on command, you can focus the wind to blow away or knock down smaller creatures, as the gust of wind spell. The save DC is 13, or 12 + your Charisma modifi er, whichever is higher. Cunning (Su): While you are holding, wearing, or wielding the item, you are never fl at-footed. Cure Serious Wounds (Sp): Three times per day, you can use cure serious wounds as the spell by touching the item to the creature to be healed (including yourself) and speaking a command word. This ability can instead deal damage to undead creatures. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher. Darkness, Other (Sp): At will, when you issue the command word and touch an object with the
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item, you cause the touched object to shed darkness as the spell.
Darkvision (Su): While you are holding, wearing, or wielding the item, you have darkvision with a range of 60 feet.
Daylight (Sp): At will on command, you can cause the item to shed daylight as the spell.
Detect Secret Doors (Su): While you are holding, wearing, or wielding the item, you can detect secret doors, compartments, caches, and so forth, as if using the detect secret doors spell. As with the spell, you must concentrate for a number of rounds to gain more detailed information.
Dimensional Anchor (Sp): Once per day, when you issue the command word and gesture with the item, you can use dimensional anchor as the spell. Dismissal (Sp): Once per day, when you issue the command word and gesture with the item, you can force a creature to return to its native plane, as the dismissal spell. The base save DC is 16, or 14 + your Charisma modifi er, whichever is higher. Add your character level to this number and subtract the target creature’s HD to determine the fi nal save DC.
Glitterdust (Sp): At will, when you issue the command word and gesture with the item, you cause it to create glitterdust as the spell. The save DC is 13, or 12 + your Charisma modifi er, whichever is higher. Glyph of Warding (Su): Once per day, when you issue the command word and scribe a symbol with the item on an object or in an area, you can create a symbol that harms those who pass the warded object or area, as the glyph of warding spell. The save DC is 14, or 13 + your Charisma modifi er, whichever is higher.
Haste (Su): Your legacy item speeds up your perception of time. While you are holding, wearing, or wielding the item, you can activate haste for 1 round as a swift action, as though wearing boots of speed. You can use this ability up to fi ve times per day.
Intelligent Legacy, Major (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 120 feet using darkvision, and it has blindsense with a range of 120 feet. It gains Intelligence, Wisdom, and Charisma scores: Two of these are 18, 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.
A legacy item can even ward the surrounding area
Knock (Su): At will on command, you can open locked or magically sealed doors, as with the knock spell. Magic Missile (Sp): Three times per day, when you issue the command word and gesture with the item, you cause it to launch fi ve missiles of force, as the magic missile spell.
Metamagic (Su): You can apply the effect of one metamagic feat to up to three spells per day that you cast of up to 6th 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 specifi c feat when assigning this ability to the item. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spell caster (such as a sorcerer) must still take a fullround 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.
Metapsionic (Su): You can apply the effect of one metapsionic feat to up to three psionic powers per day that you manifest of up to 6th 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 specifi c feat when assigning this ability to the item. Using this legacy ability does not change the power point cost of the altered power.