6 minute read

Ability Menu I (Greater

Effective Enhancement Bonus

Current Increase

Advertisement

+1 or less 5 +2 4 +3, +4, or +5 3 +6, +7, or +8 2 +9 1

Wishes, Two (Su): The item grants you two wishes as the wish spell. You must state the desired effect while holding the item. As long as you have performed the appropriate legacy ritual and meet the level requirement, you gain this benefit, even if a previous owner has made two wishes using the item. A given creature can never gain more than two wishes in this way. If a save is allowed, the save DC is 23, or 19 + your Charisma modifier, whichever is higher.

Wizardry III (Su): While you are holding, wearing, or wielding the item, you can prepare or cast double your normal number of 3rd-level arcane spells per day, as though wearing a ring of wizardry III. ABILITY MENU I (GREATER)

If you continue to enhance a legacy item by performing a greater legacy ritual, you can choose a Menu I ability at the cost of three 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 I ability at 20th level, gaining no new legacy abilities at 18th and 19th 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 I. Menu I abilities have a caster level of 20th.

Constant Companion, Greater (Su): While you are holding, wearing, or wielding the item, you can use a swift action to summon an allied creature. When assigning this ability to the item, choose one of the creatures from the 5th-level list of the Summon Monster or Summon Nature’s Ally table on pages 287 and 288 of the Monster Manual. Only that creature can be summoned using this ability. The allied creature attacks your foes and serves you to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. It remains with you unless dismissed (a standard action) or killed. If the creature is slain, it can be summoned again after 24 hours, fully healed. You can never have more than one greater companion at any one time.

Crushing Hand (Sp): Once per day, when you issue the command word and gesture with the item, you can create a Large magic hand that can crush foes, as the Bigby’s crushing hand spell.

Dominate Monster (Sp): Once per day, when you issue the command word and gesture with the item, you can use dominate monster as the spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher.

Empower Power, Greater (Su): You can manifest up to three psionic powers per day of up to 9th level that are empowered as though using the Empower Power metapsionic feat. 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.

Empower Spell, Greater (Su): You can cast up to three spells per day of up to 9th 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.

Energy Drain (Sp): Once per day, when you issue the command word and gesture with the item, you cause it to emit a black beam of negative energy that bestows 2d4 negative levels on a subject, as the energy drain spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. Heal, Mass (Sp): Three times per day on command, you can use mass heal as the spell. This ability can instead deal damage to undead creatures. The save DC is 23, or 19 + your Charisma modifier, whichever is higher. Imprisonment (Su): Once per day, when you make a successful melee touch attack against a foe, you can imprison that foe beneath the earth, as the imprisonment spell. You must declare that you are activating the effect before you make the attack roll. If the item is a melee weapon, use it to make the touch attack.

Meteor Swarm (Sp): Once per day on command, you can use meteor swarm as the spell. The save DC

Illus. by F. Hooper

A legacy item’s wielder entombs enemies under the earth with a touch

is 23, or 19 + your Charisma modifier, whichever is higher.

Polar Ray (Sp): Two times per day, when you issue the command word and gesture with the item, you cause it to emit a blue-white ray of freezing air and ice, as the polar ray spell.

Power Word Stun (Sp): Two times per day on command, you can use power word stun as the spell.

Quicken Power (Su): You can manifest up to three psionic powers per day of up to 6th level that are quickened as though using the Quicken 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.

Quicken Spell (Su): You can cast up to three spells per day of up to 6th level that are quickened as though using the Quicken Spell metamagic feat. Using this legacy ability does not change the spell slot of the altered spell. A spontaneous spellcaster (such as a sorcerer) does not take a full-round action when using this ability. You cannot use this ability if you cannot already cast spells.

Regeneration (Su): While you are holding, wearing, or wielding the item, you heal 1 point of damage per level every hour rather than every day and regrow lost body parts, as though wearing a ring of regeneration.

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

Time Stop (Sp): Once per day on command, you can use time stop 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.

Effective Enhancement Bonus

Current Increase

+1 or less 6 +2 or +3 5 +4 or +5 4 +6 or +7 3 +8 2 +9 1

Weird (Sp): Once per day on command, you can frighten to death all creatures within 30 feet, as the weird spell. The save DC is 23, or 19 + your Charisma modifier, whichever is higher.

Wishes, Three (Su): The item grants you three wishes as the wish spell. You must state the desired effect while holding the item. As long as you have performed the appropriate legacy ritual and meet the level requirement, you gain this benefit, even if a previous owner has made three wishes using the item. A given creature can never gain more than three wishes in this way. If a save is allowed, the save DC is 23, or 19 + your Charisma modifier, whichever is higher.

Wizardry IV (Su): While you are holding, wearing, or wielding the item, you can prepare or cast double your normal number of 4th-level arcane spells per day, as though wearing a ring of wizardry IV.

This article is from: