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Minor/Medium/Major

Prefix
01 Willful Gives user +1/+2/+3 to Will saves
02 Robust Gives user +1/+2/+3 to Fort saves
03 Agile Gives user +1/+2/+3 to Reflex saves
04 Resisting Gives user +1/+2/+3 to all saves
05 Sturdy Weapon) Gives user +2/+4/+6 resist Sunder attempts
Armor) Increases base armor value by +1/+2/+3
06 *Strong Weapon) As 'Sturdy' but also gives +3/+6/+9 hp on weapon
Armor) As 'Sturdy' but also gives +2/+4/+6 Hardness on armor
07 *Valiant Weapon) As 'Strong' and gives the same amount of Hardness
Armor) As 'Strong' and gives +5/+10/+20 hp on armor
08 **Glorious Weapon) As 'Valiant' and cannot be broken without magic
Armor) As 'Valiant' and cannot be broken without magic
09 **Awesome Weapon) As 'Glorious', also counts as Heavy shield, gain proficiency
Armor) As 'Glorious', counts as solid object for lines, cones and spreads
10 'Class Name' +1 insight bonus per class level to three random class skills
Major) as above but to ALL class skills
11 Shoddy Weapon) -1 to hit AND confirm critical
Armor) -1 to base armor value
12 XXVulnerable Weapon) As 'Shoddy', -4/-3/-2 against Sunder attempt and weapon hitpoints
Armor) As 'Shoddy', -4/-3/-2 against critical and -3/-2/-1 Hardness
13 Weak -2 to all saves / -2 to a random save / -1 to a random save
14 Quick Gives a +2/+3/+4 to Initiative checks Major) Can refocus as a Move action
15 Glowing Gives light as a Torch/Lantern/Daylight of any color. Can reduce if desired
16 Oracular First time invisibility is within 30', DM rolls perception to notice
Medium) As above, but within 60'. Reroll if invisible person 'rolls a d20'
Major) As above but constant 'See Invisible' within 15' radius
17 Unseen If the user doesnt attack/cast,auto takes 10 on Stealth check at end of round
Medium) As above, but takes 20 on Stealth
Major) As above but also becomes Invisible.
18 Mighty Gives +1 to Str checks/ +1 Strength/+2 Strength
19 Swift Gives +1 to Dex checks/ +1 Dexterity/+2 Dexterity
20 Tough Ignores Con mod in non lethal damage/ +1 Constitution/+2 Constitution
21 Brilliant Gives +1 to Int checks/ +1 Intelligence/+2 Intelligence
22 Vibrant Gives +1 to Wis checks/ +1 Wisdom/+2 Wisdom
23 Charming Gives +1 to Cha checks/ +1 Charisma/+2 Charisma
24 Improved Weapon) Gives +1 to hit and damage rolls to base weapon value
Armor) Gives +1 AC to base armor value
25 Enhanced Weapon) Gives +2 to hit and damage rolls to base weapon value
Armor) Gives +2 AC to base armor value
26 Surpassing Weapon) Gives +3 to hit and damage rolls to base weapon value
Armor) Gives +3 AC to base armor value
27 Deadly Threaten when hit exact AC/ +4 to confirm/ Critical when hit exact AC
28 Merciless As 'Deadly' but also deal an extra -/d6/d8 damage per -/6/5 above AC needed
29 Pearl Grants an extra 1st level spell slot
30 Crystal Grants an extra 1st and 2nd level spell slot
31 Jade Grants an extra 1st, 2nd and 3rd level spell slot
32 Warriors Gives +3 to Str checks/ +2 Strength/+4 Strength
33 Rogues Gives +3 to Dex checks/ +2 Dexterity/+4 Dexterity
34 Champions Ignores non lethal damage below Constitution/ +2 Constitution/+4
Constitution
35 Wizards Gives +3 to Int checks/ +2 Intelligence/+4 Intelligence
36 Acolytes Gives +3 to Wis checks/ +2 Wisdom/+4 Wisdom
37 Kings Gives +3 to Cha checks/ +2 Charisma/+4 Charisma
38 Blinding 2/day per day as Move, all in 20' Ref 15 or be Blinded for 1 round
Medium) Above but 3/per day and for d4 rounds
Major) Above and does not affect user
39 Hidden Stealth is a class skill/ +5 Stealth/ Can Stealth while Running
40 Shadowed Stealth applies to Darkvision/ +20% cover in shadows/ L. Fortitude in shadows
41 Apprentices Grants Spell Resistance Cha mod+ 11/13/15
42 Mages As above and 1/2/3 random schools of magic, resist goes up by +2 against
them
43 Arch Mages As above and if spell resisted failed by 5 or more, it is turned back to caster
44 Quiet Makes no noise on impact, -10/-20/-40 Perception to hear it
45 Silent As above, Can communicate Telepathically to anyone within 5', language
matters
46 Impressive +1/+2/+3 Leadership score, Followers within 60'/120'/240' gain +1/+2/+3
saves
47 Commanders Double all bonuses and ranges from 'Impressive'
48 Legions Triple all bonuses and ranges from 'Impressive'
49 Winged Allows you to Fly 30'/60/120' each day, doesn't need to be all at once
50 Breaking Once per day, destroys 2/4/6 hardness of touched object
51 Eradicating As above and deals 5/10/20 damage to object after hardness is removed
52 Obliterating As above and once per week, Disintegrate target touched
53 Annihilating As above but once every two days instead
54 Fortunes Each morning, roll a d20. It is stored in item to be used at any time on your
roll
55 Lucky As above, and you may roll an extra d20 1/2/3 times per day and keep best
56 Karmic As above, you may apply any of the abilities to any roll within 30' of you
57 Anarchists +1/+2/+3 to all rolls against Lawful individuals
58 Organized +1/+2/+3 to all rolls against Chaotic individuals
59 Just +1/+2/+3 to all rolls against Evil individuals
60 Corrupt +1/+2/+3 to all rolls against Good individuals
61 Fiery Weapon) For every max damage die, deal half again as Fire damage
Armor) Resist 2 fire damage per die
62 Nova Weapon) Add half of the weapon damage as Fire damage
Armor) Resist 4 fire damage per die
63 Chill Weapon) For every max damage die, deal half again as Cold damage
Armor) Resist 2 cold damage per die
64 Freezing Weapon) Add half of the weapon damage as Cold damage
Armor) Resist 4 cold damage per die
65 Caustic Weapon) For every max damage die, deal half again as Acid damage
Armor) Resist 2 acid damage per die
66 Corrosive Weapon) Add half of the weapon damage as Acid damage
Armor) Resist 4 acid damage per die
67 Sparking Weapon) For every max damage die, deal half again as Electric damage
Armor) Resist 2 electric damage per die
68 Discharging Weapon) Add half of the weapon damage as Electric damage
Armor) Resist 4 electric damage per die
69 Godly As a Standard, Greater Dispel on touched object or in an area effect
70 Frightening Weapon) Struck must Will 15/17/19 or become Frightened
Armor) Those striking within 5'/10/30' must Will 15/16/17 or become
Frightened
71 Mystical Each day, gain 1/2/3 extra spell slots of any level chosen
72 Neutralizing Immune to Poisons with DC 18/23/28 or lower
73 Righteous Can Channel Positive energy as first level/ half HD/ full HD cleric
74 Wicked Can Channel Negative energy as first level/ half HD/ full HD cleric
75 Vigilant Immune to Sleep/Charms/any mind altering effects (not illusions)
76 Telepathic Telepathy with range of 30'/60'/100', Medium up, not language dependent
77 Seeing Low Light Vision and Darkvision 30'/60'/90' (additive to existing Darkvision)
78 Vampiric Weapon) For every max damage die, gain half that amount as Temp
HP
Medium) As above but also heals the same amount
Major) As above but half the weapon damage heals instead
Armor) Against fumbles, they get negative level and you gain 5 Temp HP
Medium) As above but applies when they roll a 1, not just a fumble
Major) As above but applies when they miss you by 5 or more
79 Protective Gain +1/+2/+3 Deflection bonus to AC and saves
Medium) As above, Standard action apply bonus to allies in 10'/20' for a round
Major) Above, also gain Prot from Evil and Lesser Globe of Invulnerability
80 Terrifying Creatures with your HD within 30' make Will save vs Fear
Medium) As above but extends to 60'
Major) As above but your HD
Save: 10+ HD + Charisma Mod, mind affecting, visual based (LOS)
81 Healing Each day, stores 10/20/30 hp which can be used to heal by touch as Move
82 Incorporeal Become incorporeal for 2/4/6 rounds each day as Move, not all at once
83 Serene Gain 5/10/15 Temp HP, healing 1 point each round
84 Celestial Can Smite Evil 1/2/3 times per day
85 Demonic Can Smite Good 1/2/3 times per day
86 Transfiguring Object can Alter Self to any other object of same size
Medium) As above but size can be one greater or lesser
Major) As above but also applies to user, if desired
87 Shattering Gain Improved Sunder with a +0/+1/+2 bonus
Medium) As above also Shatters (as spell) on Critical or Natural 20
Major) As above, except on Critical Threat and once per day as spell
88 Fated +2/+4/+6 vs Curses and the like
Major) Remove Curse once per day
89 Tiring Cannot Run and Initiative is always last
Medium) Can Run
Major) Initiative is always 1, but not always last...
90 Detecting Items indicates if Random Creature type is within 10'/20'/30'
91 Magical User can Detect Magic at will
Major) Arcane Sight at will
92 Eternal Requires Artifact level of effort to be destroyed
93 Evading +1/+2/+3 Reflex saves
Medium) As above and Evasion
Major) As above and Improved Evasion
94 Reflecting If you Natural 20 on a saving throw, it is reflected back as Spell Turning
Major Weapon) You may make an attack roll instead of save, Threat will
Reflect
95 Ageless Item and user does not age
Medium) Any penalties for old age are negated
96 Immortal Half the damage you take is non lethal damage
Medium) After 1 hour, remove all non lethal damage
Major) Regenerate 1hp each minute, even if dead. Can fight until
-Constitution
97 Racial Random race favors you, improving initial relations by 1/2/3 steps
98 Speaking User knows 3/6/9 random languages as a Native speaker
99 & Roll Twice, ignoring any result greater than 98
00 Nothing No prefix for the weapon

Suffix
01 of Neutralizing +4 to resist sticky effects, like webbing and the like. Acid Resist 5
Medium) As above but Acid Resist 15
Major) As above but Acid Resist 25, Bane to Oozes, Slimes
02 of Warmth No penalty for walking on snow and ice, Cold Resist 5
Medium) As above but Cold Resist 15
Major) As above but Cold Resist 25, Bane to Fire subtypes
03 of Grounding +2/+3/+4 vs electrical effects. Electric Resist 5
Medium) As above but Electric Resist 15
Major) As above but Electric Resist 25, Considered object for electricity, non conductive
04 of Extinguishing Cannot be caught on fire, touch puts out Tiny fires, Fire Resist 5
Medium) As above but puts out Small fires, Fire Resist 15
Major) As above but touch puts out Medium fires or Small within 30', Fire Resist 25
05 of Frequency +1/+2/+3 vs sound based effects, and language dependent effects, stacks with itself
Medium) As above but Sonic Resist 5
Major) As above but Sonic Resist 15, Message spell at will as supernatural ability
(3/rnd)
06 of the Mist Gaseous Form for 2/4/6 minutes each day. Not all at once (1 minute min)
Medium) As above but can divide duration between willing targets
Major) As above but can decide to be Ethereal instead of Gaseous, Gaseous as
Immediate
07 of the Journey Will know of any spot within 100' is capable for traveling to another Plane. Usually
these locations are fitting to the Plane, volcanoes for Fire, beautiful waterfall for Water, etc.
After found, 8 hours is required to create a portal to that Plane and you gain minimal
protection from that Plane, enough to survive the environment. The Portal is one way
and requires the same 8 hours preparation to open the portal back. The portal remains open
for 10 minutes or until you step through.
Medium) As above but creating the portal takes only 4 hours. You also can extend the
protection you receive to one other target, which lasts until you leave that Plane.
Major) As above but the portal can be created in 10 minutes. You can extend your
protection to as many as 6 other creatures. You can Smite Native 2/day to any native
creature on those planes you travel to that are not your Home Plane. Once per month,
you and only you, are transported to the last portal location you have opened and it
immediately opens.
08 of Mirrored Grace If the last target that you struck in melee or that struck you in melee makes a saving
throw, you make your next save if done in 1 round.
Medium) As above but target can be within 30'
Major) As above but it target Threatens, your attacks for one round Threaten as well
09 of Reflection If you Natural 20 on a saving throw, it is reflected back as Spell Turning
Medium) If you make the save by 6 or more, it is reflected back as Spell Turning
Major Weapon) You may make an attack roll instead of save, Threaten will Spell Turn
10 of Slaying +1 Threat range, +4 to confirm Crit against a Random Creature type
Medium) As above and Bane against that creature type
Major) Each attack that hits deals maximum damage. If the attack is a critical, the
target must make a Fort 10+your HD or be Slain. This is in addition to the max
damage that a critical would do, so even if the save is made, they may die from the
damage. The Slay effect can be protected against from Death Ward. Immune
from Criticals will prevent the extra damage, but not the Slay effect.
11 of the Commander Gain Leadership. If already have, double the amount of Followers attained
Medium) As above, Gain a Bonded Mount as Paladin. If already, add three levels to
determine the mounts abilities. +2 to Leadership Score
Major) As above, once per minute all followers within 1000' Fast Heal 2 for 3 rounds,
make the next save within 3 rounds and get +1 to hit and damage for 3 rounds. Any
fallen (but not dead) become stabilized and heal to 0 hp.
12 of Thralls Dominate any number of Humanoids, up to your Cha mod in HD. Effect is permanent
until you release them. Dominated creatures know they were charmed/controlled
Medium) You can now affect creatures other than Humanoids, chosen randomly.
Major) Released creatures do not know they were enthralled, you may also affect a
number of HD equal to your HD+Cha modifier
13 of Enchantment You gain the Bardic ability to Fascinate for as many rounds as your Charisma. Any
Enchantment spell you cast has the DC increased by +1/+2/+3
Medium) As above and you gain Spell Resist 17 against enchantment/charms. If you
roll a natural 20 on a save vs charms, you are immune to that spell/effect for 24 hours.
Major) As above and now have the bardic ability to Suggest. Break Enchantment
1/week
14 of the Glass Jaw When critically hit, Fort 10+damage or be Slain (negative hp = Constitution score)
Medium) Instead, Threats deal max damage, critical damage is rolled normally
Major) Instead, +4 to confirm criticals against you
15 of Breaking Form On a critical hit, you deal 2/3/4 Bleed damage
Medium)As above, on critical, deal damage to any armor warn as if you Sundered it too
Major) As above but you just need to Threaten, still needs to hit though
16 of Health Gain 5/10/15 Temp HP, healing 1 point each round. Stacks with other Temp HP but will
not heal them. Damage comes off the other Temp HP first, then these.
17 of Invulnerability Grants DR 1/3/5 except against magic weapons
18 of Resilience Grants 25/50/75% chance to negate critical and precise damage
19 of Woe Any time damage is rolled against you, for each max die result, reroll it and add to total
20 of Fumbles Missing the target by 5 or more results in a Fumble
Medium) Instead, rolling a natural 1 always results in a Fumble
Major) -4 to Reflex to prevent Fumble
21 of Quicksand Base Move is reduced by 15/10/5 and you suffer a -5/-3/-1 to initiative
22 of the Weak Back Strength is reduced by 4, cannot critical
Medium) Instead, Strength is reduced by 3 and can critical normally
Major) Instead, Carry capacity is calculated as if Strength is 3 lower
23 of Pins and Needles Dexterity is reduced by 4, cannot use Evasion, Uncanny Dodge or the Improved
versions
Medium) Instead, Dexterity is reduced by 3 and can use those abilities normally
Major) Instead, Dexterity skills and Reflex save all suffer a -1
24 of the Hacking Cough Cough constantly, -10 Stealth and -4 against diseases. +15% spell failure
Medium) Instead -5 Stealth and -2 against diseases, +10% spell failure
Major) Instead -2 Stealth, -1 against diseases and +5% spell failure
25 of Dull Wits -4 Intelligence, Knowledge checks require 1 minute, loses Linguistic Languages
Medium) Instead Intelligence -3, gain those languages back
Major) Instead Intelligence skills -2, Knowledge checks take 2 rounds
26 of Foolishness -4 Wisdom, if below 10, earn 10% less xp per -1 Wisdom modifier
Medium) Instead, -3 Wisdom and 5% less xp per -1 Wisdom modifier
Major) Instead Wisdom skills -2, earn 1% less xp
27 of the Mark -4 Charisma, has mark on face/body that indicates class/race/alignment/worst crime,
this mark can be clothed over to be hidden, but makeups, disguises and magic only
hide the mark for 1 minute, then become revealed.
Medium) Instead -3 Charisma and mark can be covered for 10 minutes
Major) Instead -2 Charisma skills and mark can be covered up for an hour.
28 of Wholeness At will by touch, you can Make Whole the item and restore any powers it had
29 of Enhancement Weapon and Armor has an enhancement bonus.
01-60: +1, 61-75: +2, 76-85: +3, 86-90: +4, 91-96: +5
97+: Weapon is +1 and you get another Suffix roll
Other items gain a bonus to a random skill, triple the above bonuses
30 of Slaughter Any time you roll damage, for each min or max result, roll that die again and add to it
31 of Devastation Weapons add +1/+2/+3 to Threat range and 1 to crit multiplier
Other items reduce incoming crit multipliers by 1. If you lower it to 1, you cannot be
critically hit by that weapon and you get a +1/+2/+3 to your Threat range.
32 of Fading After 3/2/1 round in shadows without moving, you become Invisible until in light.
33 of Coloration In an environment where coloration matters, your clothes and body change to match.
This grants you a +5/+10/+15 to Stealth checks to avoid being seen. This cannot be
controlled and happens automatically.
34 of Tools Item creates a kit appropriate to any skill you have that needs it. The kit fades after one
round unless being used on the appropriate skill, then it lasts until the check is
complete.
Medium) Instead a Masterwork Kit is created
Major) Once per day can create a standard kit that is permanent.
35 of the Djinn One hour per day, as a Standard you may gate in a specific Djinn. This creature arrives
at the start of your next turn and serves you to the best of its abilities. Each call uses up
20/10/5 minutes of allotted time, even if released sooner. If the Djinn is ever killed, the
item dies with it, never to be magical again. When the item is first found, roll
%. On a 1/3/5% the specific Djinn is noble, much more powerful but also more
willful to its particular situation.
36 of the Efrit One hour per day, as a Standard you may gate in a specific Efrit. This creature arrives
at the start of your next turn and serves you in a twisted fashion. Each call uses
up 20/10/5 minutes of allotted time, even if released sooner. If the Efrit is
ever killed, the item dies with it, never to be magical again. It should be noted that
Efreeti hate being used in this fashion and are very evil. By the powers of the
item they cannot harm the user and any known allies. They will twist and
corrupt any command given and will often attempt to get the time destroyed so that they are
free.
37 of Air Mastery Speak and understand any creature whose home plane is Air.
Feather Fall at will and +10 to all Acrobatic and Fly checks
Air Elementals lose elemental immunities to you
You are hated by Earth type creatures and respected by Air type creatures
Creature from the Air Plane suffer a -2 to hit you, you gain +2 to saves from them.
Creature from the Earth Plane gain a +2 to hit you, you suffer -2 to saves from them.
Medium) As above, also you have a 10' Protection Circle against Air Elementals
You may attempt to Charm Monster on an Air Elemental, but doing so removes the
protection for 1 hour. The charming last for 1 hour and an attempt can be made again.
Electricity Resist: 15, Gust of Wind 2/3 day
Major) As above and any weapon you wield is Bane to Air Elementals
Wind Wall at will, Gain Fly 20, 5 charges a day that can be spent as follows:
1 charge, Shocking Grasp
2 charges, Quickened Shocking Grasp or Lightning Bolt
3 charges, Quickened Lightning Bolt or Call Lighting
4 charges, Quickened Call Lightning or Immune to Electricity for 12 hours
5 charges, Chain Lightning
38 of Earth Mastery Speak and understand any creature whose home plane is Earth.
Magic Stones at will and +4 Stability bonus. You can stand up as a free action
Earth Elementals lose elemental immunities to you
You are hated by Air type creatures and respected by Earth type creatures
Creature from the Earth Plane suffer a -2 to hit you, you gain +2 to saves from them.
Creature from the Air Plane gain a +2 to hit you, you suffer -2 to saves from them.
Medium) As above, also you have a 10' Protection Circle against Earth Elementals
You may attempt to Charm Monster on an Earth Elemental, but doing so removes the
protection for 1 hour. The charming last for 1 hour and an attempt can be made again.
Acid Resist: 15, Stone Shape 2/3 day
Major) As above and any weapon you wield is Bane to Earth Elementals
Hardness equal to Con mod (not electric), 5 charges a day that can be spent as follows:
1 charge, Meld into Stone
2 charges, Stone Spikes
3 charges, Wall of Stone
4 charges, Immune to Acid for 12 hours
5 charges, Earthquake

39 of Fire Mastery Speak and understand any creature whose home plane is Fire.
Burning Hands at will and cannot be Dazzled or caught on fire
Fire Elementals lose elemental immunities to you
You are hated by Water type creatures and respected by Fire type creatures
Creature from the Fire Plane suffer a -2 to hit you, you gain +2 to saves from them.
Creature from the Water Plane gain a +2 to hit you, you suffer -2 to saves from them.
Medium) As above, also you have a 10' Protection Circle against Fire Elementals
You may attempt to Charm Monster on a Fire Elemental, but doing so removes the
protection for 1 hour. The charming last for 1 hour and an attempt can be made again.
Fire Resist: 15, Quickened Pyrotechnics 2/3 day
Major) As above and any weapon you wield is Bane to Fire Elementals
Flaming Weapon at will, 5 charges a day that can be spent as follows:
1 charge, Scorching Ray
2 charges, Fireball
3 charges, Quickened Wall of Fire
4 charges, Mass Fire Shield or Immune to Fire for 12 hours
5 charges, Fire Storm
40 of Water Mastery Speak and understand any creature whose home plane is Water.
Can breath underwater, Swim 30 and +10/+20/+30 to swim checks
Water Elementals lose elemental immunities to you
You are hated by Fire type creatures and respected by Water type creatures
Creature from the Water Plane suffer a -2 to hit you, you gain +2 to saves from them.
Creature from the Fire Plane gain a +2 to hit you, you suffer -2 to saves from them.
Medium) As above, also you have a 10' Protection Circle against Water Elementals
You may attempt to Charm Monster on a Water Elemental, but doing so removes the
protection for 1 hour. The charming last for 1 hour and an attempt can be made again.
Cold Resist: 15, Create Water at Will, Obscuring Mist at Will
Major) As above and any weapon you wield is Bane to Water Elementals
Water Walking at will, 5 charges a day that can be spent as follows:
1 charge, Solid Fog
2 charges, Selective Ice Storm
3 charges, Widened, Selective Wall of Ice
4 charges, Freezing Sphere or Immune to Cold ans Sustained for 12 hours
5 charges, Control Weather
41 of Thought Shield +2/+4/+6 to any effect to detect thoughts, alignment or lies
Major) If you make a save on one, you are immune to that one for 24 hours
42 of the Hydra You heal your HD every hour. +1/+2/+3 to attacks of opportunities each round
Medium) As above any slashing damage is non lethal.
You heal non lethal damage each round equal to your HD
Major) As above, if a limb is cut off or destroyed, it can reattach or regrow in 24 hours
Unless you are brought to twice your Constitution in the negs, you do not die
43 of Reckless Health You no longer keep track of your HP, the DM does. Healing spells on you are
Empowered, though you do not know how much you are healed.
44 of the Undying You gain Regeneration 1/2/3. You do not Regenerate from 3/2/1 damage types, as
below.
Bludgeoning, Piercing, Slashing, Fire, Cold, Acid, Electricity, Sonic/Force
45 of the Apprentice Holds 3/4/5 spell slots that can be filled. You may opt to place a Metamagic feat that
you have into the slots. They take 1 slot, plus another per level increase. If you do, any spell
you cast can expend that slot to add the feat without increasing time or levels
of the spell.
46 of the Acolyte Holds 5/6/7 dice worth of Channels that can be filled. You can Channel using any or all
dice, the effects are exactly like the clerics class feature and can be used to
power feats and the like.
47 of the Arch Mage The item holds 3/4/5 spells. You may expend any spell slot to cast one of the spells in
item of the same level. It doesnt matter if its a forbidden school or from another spell
list or class. The spells can be replaced after 48 hours of intense work.
48 of the Hierophant You may expend any spell to Channel with as many dice as the spell level. You
may also expend a Channel to cast or restore a spell slot of a level of the
Channel dice or lower.

49 of Telekinesis Mage Hand at will


Medium) As above and three constant Unseen Servants
Major) As above and Telekinesis at will
50 of Dreams Grants the user a Limited Wish, afterwards the item is destroyed and vanishes
Medium) Instead it grants a full on Wish, item is still destroyed and vanishes
Major) Item contains d4 wishes and the item is non magical, but doesn't vanish
51 of Wave Walking Can cross water as long as started and ended movement on solid surface.
Medium) As above and gain Swim 20' with +10 bonus
Major) Water Walking at will and Swim 40' with +20 bonus
52 of Air Steps At will, creates a 5x5 disc of force under your feet as an immediate action, last one
round
The disc can hold 6,000lbs and is has stats as Wall of Force.
Medium) Disc will last three rounds and any jump off them acts as if had running start.
Major) Can choose to Air Walk instead of using the disc.
53 of Sudden Arrival s Move to any location within 30' with line of effect, as a Move action. This
movement is not teleportation but fast movement but will not set off traps or
provoke attacks.
Medium) Teleport 2/3 day as a Move to any location in sight with no chance of failing.
Major) As above, can use them as an immediate action once per day. If you move
behind someone you were facing, you effectively flank them, getting all the bonuses
for one attack or action.
54 of the Master This item can be used as a weapon if not with no penalty. You also are considered to
have Throw Anything,Weapon Focus and Weapon Finesse for this item. Item will return to
your hand at end of your turn.
Medium) As above and Weapon Specialize, Dazzling Display, Power Attack, Cleave
and Great Cleave. Thrown weapons return right away, allowing multiple attacks
happen
Major) As above and Greater Weapon Focus and Specialization, Gory Finish, Shot on
the Run, Spring Attack, Whirlwind Attack and Improved Critical.
55 of Silence 1/2/3 day, all spell requiring verbal components gain 25/50/75% spell failure. The
range is 20/30/60' and is centered on item. The effect lasts for 1/2/3 minutes but can
be ended with at will.
56 of Eruptions 1/2/3 day can cause a 5x5 area of ground to quake. Ref save or fall prone. Then at the
beginning of your next turn a pillar of fire 5'/10'/15' high fills that space. The pillar
lasts for 1/2/3 rounds and deals 2d6 fire damage each round. Anyone in the pillar is
Dazzled and that space stays difficult terrain.
57 of Geysers 1/2/3 day can cause a 5x5 area of ground to sink. Ref save or sink 5' in hole. Then at
the beginning of your next turn it bursts with freezing water 10'/15'/20' high fills
that space. The geyser lasts for 1/2/3 rounds and deals d6 cold damage each
round. Unless the target is holding his breath, they begin to drown.
58 of Strokes 1/2/3 day can cause a 5x5 area of ground to glow. Then at the beginning of your next
turn a bolt of lightning 15'/20'/25' high strikes that space. The bolts hit for 3/4/5 rounds
and deals 1d8 electric damage and half that as sonic each round.
59 of Plumes 1/2/3 day can cause a 5x5 area of ground to stink. Fort save or be Nauseated. Then at
the beginning of your next turn a cloud of acid fills that space. The pillar lasts for 1/2/3
rounds and deals 2d6 acid damage each round. Anyone in the cloud is Nauseated.
60 of Smiting Contains 1/2/3 charges. Each charge emits Holy damage that does 20 damage to a
single target withing 30'/45'/60', no save and no damage to good aligned creatures.
Expend any number of charges as a Standard action and recharges every morning.
61 of Blasphemy Contains 1/2/3 charges. Each charge emits Unholy damage that does 20 damage to a
single target withing 30'/45'/60', no save and no damage to evil aligned creatures.
Expend any number of charges as a Standard action and recharges every midnight.
62 of Mirages Every hour/10 minutes/1 minute, create an image as Mirror Image, up to 4 images.
Medium) As above but can also Blur once per minute
Major) As above and can leave Mirror Images in one location, they act 'normal' but you
turn Invisible and can leave area. When you become visible because of
attacking, your images shatter otherwise they leave that spot and appear with you.
63 of Tactics Cannot be Flanked, gain Uncanny Dodge
Medium) As above and +3 bonus on Flanking for you and other Flanker
Major) If missed by 5 or more, Attack of Opportunity
64 of the Pawn When you drop in combat, you auto stabilize. For 2/4/6 rounds a day, Morale bonuses
stack on you from any source.
Medium) When you are targeted by an ally spell, you can redirect it anywhere in range.
Major) When an ally is targeted by an enemy spell, you can redirect it to you even if
normally you could not be targeted due to range, line of sight or the like.
Range for these abilities are 60' and you must see the ally in question.
65 of the Rook You count as an object for spell areas. This impedes lines, cones and spreads. If you
have any stability bonus, this applies to charges, overruns and the like
Medium) You gain a +4 Stability bonus and your weight is eight times more for
purposes of enemies attempting to move you against your will.
Major) As a Move, you can weigh up to twenty times your own weight without penalty
to yourself. This can last for a number of rounds each day equal to your Con mod
Double all damage done from strength, Quadruple if wielding Adamantite.
Note: Running and jumping while weighing a few tons could hurt someone.
66 of the Bishop Alignment spells cast nearby have the caster level reduced by 1/2/3 if on an alignment
other than yours.
Medium) This now applies per axis, Chaotic and Lawful, Good and Evil, Stacking
Medium) Any aligned spell that matches you gains a caster level for each match. This
doesnt have to be alignment based, it could apply to energy types as well, for example.
67 of the Knight After making a charge attack, you can charge to the left or right of the first target, up to
half the distance of your first charge. If no targets are nearby, do not charge.
The second charge is gives another -2 to AC (total of -4).
Medium) The second charge is a Line effect, one roll to hit hits everyone in the second
path with that AC or lower, rolling damage once and apply it to all struck.
Major) As a free action, you may 'teleport' back to the location of your original charge.
This can be done once per day and recharges if you kill a creature of your HD or more.
68 of the King When rolling for treasure, roll twice and pick the better result. Once per day, count all
copper pieces found as silver pieces.
Medium)As above and the most expensive gem you find is worth double, 1/day.
Major) As above and once per day, you may convert any amount of wealth you have to
obtain any object with a market cost. If the object is in possession of someone else and
they are 'unlikely' to sell, the effect fails if they make a Will save. They also know that
someone tried to obtain their precious...
69 of the Queen As a Full round action, you and an ally within 15'/30'/60' trade places, as teleport.
Medium) As above but may switch places with an enemy that fails a Reflex save.
Major) As above but can change any two targets within range, enemies get a save.
70 of Parrying Weapon) Can make an attack of opportunity against an incoming melee attack. If you
beat the attack roll, you parry it with your weapon.
Medium Weapon) If you critical, you get a free attack at the attacker (part of parry)
Major Weapon) If you beat the attack roll by 5 or more, free attack at attacker
Others) Gain +1/+2/+3 bonus to AC when going partial defense and fighting defense
and +2/+4/+6 when going full defense.
71 of Vital Strikes Can sneak attack dealing 1/2/3d6 damage. This stacks with existing sneak attack or
death attack dice.
Major) As above and deal more damage than targets Constitution, they are stunned for
1 round (no save). If you deal double that, target dies unless makes a Fort save.
72 of Macabre Waltz Can animate skeletons and zombies at will. You can control a number of HD of
undead equal to one/two/three times your HD.
Major) Undead within 60' of you gain Channel Resistance equal to your Cha mod
73 of Storms Call Lightning 1/2/3 times a day.
74 of the Soul Crusher Touched target gains a negative level as long as it is within 10'/20'/30' of you. You Fast
Heal 1 for each negative level bestowed this way.
75 of the Inner Eye Can Detect Thoughts 1/2/3 times each day.
Major) As above and the Will save is not noticed if failed.
76 of the Ageless Touch causes organic materials to only age one day for each year that passes.
Medium) As above and metals no longer corrode naturally
Major) As above and chemicals and poisons no longer age as well
77 of Luck +1 to all die rolls, stacks with everything
78 of Absorption Absorbs 50 spell levels from spells levels 3 or lower. After the 50 levels are absorbed, it
loses this ability but still retains any other properties. Cantrips count as half a
level.
Major) Instead when it absorbs the 50 spell levels, roll a random Minor Suffix. That
replaces this ability.
79 of the Void Absorbs 50 spell levels from spells levels 4 th through 6th. After the 50 levels are
absorbed, it loses this ability but still retains any other properties.
Major) Instead when it absorbs the 50 spell levels, roll a random Minor Suffix. That
replaces this ability.
80 of Understanding Can understand any written and spoken language.
Medium) Can speak the same way.
Major) Speak and understand as a native speaker.
81 of Life As a Standard, all allies within 15'/30'/45' are stabilized and healed 1/2/3 hit points.
Medium) As above and can Breath of Life 1/2 times per day.
Major) As above and can Resurrect once per week.
82 of Arrow Attraction -15/-10/-5 AC against all ranged attacks.
83 of Malign Intent User is Cursed (choose random curse from Bestow Curse)
84 of Tunnel Dwelling Gain 60' Darkvision and Knowledge (Dungeoneering) becomes a class skill. The
Darkvision does not stack with existing Darkvision.
Medium) As above and Spider Climb at will, Web at will
Major) As above and Darkvision stacks, become immune to poison and paralysis.
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