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Ability Menu H (Greater
Summon Monster VI (Sp): Once per day when you issue the command word and gesture with the item, you can use summon monster VI as the spell.
Telekinesis (Sp): Two times per day, when you issue the command word and gesture with the item, you can move or hurl an object, or attack a creature, as the telekinesis spell. The save DC is 17, or 15 + your
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Charisma modifier, whichever is higher. Treat the item as having a Charisma of 14 (or use your Charisma score, if higher) for the purpose of adjudicating this effect.
Teleport (Sp): Two times per day, when you issue the command word and gesture with the item, you can use teleport as the spell.
Wall of Force (Sp): Two times per day, when you issue the command word and gesture with the item, you cause it to conjure an invisible barrier of force, as the wall of force spell.
Wall of Iron (Sp): Once per day, when you issue the command word and gesture with the item, you cause it to conjure a flat, vertical iron wall, as the wall of iron spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher.
Wall of Stone (Sp): Two times per day, when you issue the command word and gesture with the item, 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, whichever is higher. Weapon Enhancement (Su): The effective 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 cannot increase the weapon’s actual enhancement bonus beyond +5. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase.
Effective Enhancement Bonus
Current Increase
+2 or less 3 +3, +4, or +5 2 +6 to +9 1
Wizardry II (Su): While you are holding, wearing, or wielding the item, you can prepare or cast double your normal number of 2nd-level arcane spells per day, as though wearing a ring of wizardry II.
If you continue to enhance a legacy item by performing a greater legacy ritual, you can choose a Menu H ability at the cost of two Menu G slots. You cannot
“trade in” existing Menu G 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 G ability at 17th level, you could assign a Menu H ability at 19th level, gaining no new legacy ability at 18th level. You still pay personal costs for a given level, even if you gain no new legacy abilities. You can choose one ability from any lower menu in place of one from Menu H. Menu H abilities have a caster level of 17th. Armor or Shield Enhancement (Su): The effective enhancement bonus of a suit of armor or a shield increases, as shown in the table below. This ability can be placed only on a suit of armor or a shield, and can be selected multiple times. You cannot increase the armor or shield’s actual enhancement bonus beyond +5. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase.
Effective Enhancement Bonus
Current Increase
+4 or less 5 +5 or more 4 (max +10)
Clenched Fist (Sp): Once per day, when you issue the command word and gesture with the item, you can create a Large magic hand that can attack foes, as the Bigby’s clenched fist spell. Cure Moderate Wounds, Mass (Sp): Three times per day on command, you can use mass cure moderate wounds as the spell. This instead deals damage to undead creatures. The save DC is 19, or 16 + your Charisma modifier, whichever is higher.
Disintegrate (Sp): Once per day, when you issue the command word and gesture with the item, you cause it to emit a thin green ray that destroys one creature utterly, as the disintegrate spell. The save DC is 19, or 16 + your Charisma modifier, whichever is higher.
Displacement (Su): While you are holding, wearing, or wielding the item, you can activate displacement for 1 round as a swift action, as though wearing a major
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cloak of displacement. You can use this ability up to ten times per day.
Energy Resistance, Greater (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 30 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. This ability does not stack with energy resistance from previous menus.
Ethereal Jaunt (Su): Once per day, when you issue the command word and gesture with the item, you can become ethereal. This works like the ethereal jaunt spell. You can remain ethereal for as long as you wish, but once you return to material form, you cannot become ethereal again that day.
Finger of Death (Sp): Once per day, when you issue the command word and gesture with the item, you can kill one living creature, as the finger of death spell. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Heal Self, Swift (Sp): Once per day as a swift action, you can use heal on yourself when holding, wearing, or wielding the item.
Horrid Wilting (Sp): Once per day, when you issue the command word and gesture with the item, you can use horrid wilting as the spell. The save DC is 22, or 18 + your Charisma modifier, whichever is higher.
Iron Body (Sp): Once per day, when you issue the command word and gesture with the item, you gain the benefit of the iron body spell.
Maximize Power (Su): You can manifest up to three psionic powers per day of up to 6th level that are maximized as though using the Maximize Power metapsionic feat (see the Expanded Psionics Handbook 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.
Maximize Spell (Su): You can cast up to three spells per day of up to 6th level that are maximized as though using the Maximize 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. Mind Blank (Su): While you are holding, wearing, or wielding the item, your mind is protected from mental and emotional tampering, as if continually affected by the mind blank spell. Moment of Prescience (Su): Once per day, while you are holding, wearing, or wielding the item, you can gain a +20 insight bonus on a single roll, as the moment of prescience spell. You must declare that you are activating the effect before you make the roll. A legacy item can make its Prismatic Spray (Sp): Two times per owner nearly invulnerable day, when you issue the command word and gesture with the item, you cause it to emit shimmering, multicolored beams of light with a variety of effects, as the prismatic spray spell. The save DC is 20, or 17 + your Charisma modifier, whichever is higher. Spell Storing (Su): You can store up to five levels of spells in the item, as though it were a ring of spell storing. Summon Monster VII (Sp): Two times per day when you issue the command word and gesture with the item, you can use summon monster VII as the spell. Weapon Enhancement (Su): The effective enhancement bonus of a weapon increases, as shown in the table below. This ability can be placed only on a weapon, and can be selected multiple times. You cannot increase the weapon’s actual enhancement bonus beyond +5. Instead of increasing the enhancement bonus, you can choose any combination of enhancement bonuses and special abilities whose total market price is equivalent to the effective bonus increase.