Posts Tagged ‘ magic items ’

Sequeko’s Coextensive Neck

Sequeko was a powerful magic-user from the ancient land of Kush. Famous for her beauty and wisdom, Sequeko ruled Kush for two centuries, sustaining her youth and vitality by means of annual exposure to a strange fire that erupted from a crater in a cavern deep beneath the royal palace. While skilled in all arcane arts, Sequeko’s greatest power resided in her mastery of interdimensionalism. She could open portals to other planes of existence, and she forged alliances with several extradimensional powers. Sequeko crafted several unique magic items, both for her personal use and as gifts and rewards for those who with whom she was well-pleased. Many of these magic items made use of Sequeko’s interdimensionalism.

Sequeko’s Coextensive Neck: This rare and unusual magic item appears to be a series of gold rings that fit snugly around the neck. When worn, they create a protective aura around the wearer’s neck. Hazards related to swallowing dangerous substances, invasive parasites, et cetera, do not affect the wearer, for the source of the harm is shunted into another dimension. Attacks that affect the neck are likewise ineffective.

September 30th, 2013  in RPG No Comments »

Sacred Ember of the Most High Altar

“Then one of the seraphim flew to me, holding an ember that he had taken with tongs from the altar. He touched my mouth with it, and said, ‘See, now that this has touched your lips, your wickedness is removed, your sin purged.'” Isaiah 6:6-7

Sacred Ember of the Most High Altar

Supernal powers gift only the holiest sites with sacred embers, which act as conduits for powerful Lawful magic. Only an appropriately blessed high priest of Lawful alignment may safely handle a sacred ember, and even then it may be touched only with sacred implements. Violating these strictures risks death (save versus death magic or die; suffer 10d10 points of damage even with a successful saving throw).

When pressed to the lips of a Lawful member of the faith which corresponds to the sacred ember‘s origin, the recipient is purged of negative effects, as per neutralize poison, remove curse, and restoration (with no incapacitating effect on the sacred ember‘s user). Purification from a sacred ember has additional effects based on the recipient’s class. The additional effects last for seven days:

* Cleric: When turning undead, the cleric uses the next highest “Clerical Level” column on the “Turning the Undead” table. When casting any cure spell, the cleric adds his level to the number of hit points healed.

* Fighter: When fighting creatures aligned with Chaos, the fighter adds +3 to his weapon damage rolls. Each day, the fighter has extra hit points equal to 1d10 plus his Constitution bonus (minimum +1 extra hit point). Damage is subtracted from these extra hit points first.

* Magic-User: When attacked by creatures aligned with Chaos, the magic-user enjoys a +1 bonus to Armor Class. Saving throws against his spells are made with a -1 penalty.

No one may benefit from the effects of a sacred ember more than once per year.

February 11th, 2013  in RPG No Comments »