Relics

This text is taken from a section of Damalanthas’ Journals titled Relics.


The time of great magics before our own offered wonders to those who could master the arts. Below are descriptions of some of the relics of which I have learned. It has become apparent that the enchanters of the past would bind spirits such as elementals, djinn and efreet into their items to empower them. These masters could obviously control such entities, but mages of today who uncover such items might put themselves in peril. A much desired bonus to these items was that there use was not restricted to mages, for the beings within could activate their items powers, some of them allowing brave warriors or evil warlords to make use of their powers. Much of the credit for this research goes to Hastarr ‘neff Said for his knowledge of the desert lands.

Rods of Elemental Empowerment
The Rods of Elemental Empowerment are inhabited by an appropriate sprit of the element in question, and thus were often named after the elemental within, Rod of Earth, Rod of Air, Rod of Fire or Rod of Water. Powerful enchanters are said to have created rods of the para-elements, but with quite different functions. Each rod affects spells from its element only. As with the wand of energetic missiles, the rods works to enhance the power of spells that the caster casts through it.

Powers: The elemental spell is cast as normal by the caster but targeted through the rod. This drains one charge from the rod and has the following effects:

  • The rod enhances the level of the caster by two for purposes of determining the spell’s power.
  • The rod also adds +1 to any dice rolled or 10% to the spell’s area of effect or number of targets.
  • It induces a –2 penalty to any saves vs. the spell effects.
In addition to its affects on spells, the rod also has the following characteristics:
  • The rod gives its wielder a +2 bonus to save vs. any effects from its element.
  • The rod is affected adversely by opposing elements and confers a -2 save to the wielder vs. the effects of these spells (making the Rod of Water very unpopular leading up to the time of battles).
If the wielder of the staff dies, the spirit within the staff is freed. Often (75% of the time) it will then go rampaging through the wielder’s allies (for 2d4 rounds).
Staff of the Battlefates

This rare device was coveted by many battle mages as it increased their chance of surviving the next battle. The staff’s functions are entirely protective, and it is rumoured that its maker was cowardly wizard who could not afford to lose face before a council of his peers. The staff stands out as having the head of the desert fox adoring the top, and a rabbit’s foot the bottom. Both animals are attributed to bring luck to those who find them.

Powers: The staff has the following powers:

  • It grants its wielder a +2 enchantment bonus to Fortitude saves.
  • Once per day, the staff can cast protection from arrows and protection from elements.
  • The staff’s wielder gains a +4 bonus to Spellcraft checks made as part of a Counterspell check.
  • If the wielder’s hit points ever fall below 10; the staff will randomly teleport him or her away from battle. It is believed that the staff is inhabited by a cowardly air spirit that hides from his angered master, a large air elemental. The spirit activates the teleport to prevent the staff from being destroyed. The destination of the teleport is up to the fates…

Wand of Energetic Missiles
Designed by mages before the Great Battle, this device amplifies a wizard’s ability to cast magic missiles. This device appeared to have been relatively common, though still quite sought after. When using the wand, the wizard casts a magic missile spell as normal, but targets it through the wand. The wand amplifies and energises the spell.

Powers: The caster adds +1 to all damage dice of magic missile attacks targeted through the wand, and is not restricted by the level limit of the spell. A charge is expended with each use of the wand, and a further charge is expended if the wizard exceeds the spell’s missile limit. If found, a wand of energetic missiles usually has 3d10 charges.