The amulet appears
as a smooth piece of silver with a large yellow stone set in the
center. It is cut in a rectangular shape and glows in the dark.
Anyone who touches this amulet can feel its power, and if they
unworthy of it they will feel great hesitation to put it on. If the
person who tries to wear the amulet has less then 6 HD, they are
considered unworthy and it slips off their neck as well as blasting
them with one level of level drain.
Anyone who tries
to wear this amulet with at least 6 HD is considered worthy- and will
find it snugly fitting on their shoulders. Once you have put on the
amulet, it is unable to be removed except by the slaying of its
resident entity, or through the amulet's total destruction; you are
stuck with the amulet until you die. Wearing the amulet also has two
effects on the wearer- the first is that the amulet increases your
Strength score to 10 if it is under 10 in a surge of otherworldly
growth the moment you put on the amulet. After that, whatever your
Strength score is it is increased by +1 for every 10 years you wear
the amulet. The second effect is that the wearer gains a sense of
longevity and stasis. They only need to eat a ration once every 5
days, and they age at about 20% of their normal rate, or in other
words their life expectancy is increased by +80%.
The main power of
the amulet however is its entity. Present within the stone is a being
known to posses great power. The entity is known as Yennith- it
appears as whatever form the wearer of the amulet wishes, and can be
as large as an ogre or as small as a housecat. It can appear as any
race, gender, or even individual but always has bright yellow eyes
that match the stone of the necklace and speaks in an echoing,
supernatural voice that makes it obvious to anyone that it is a
supernatural entity. The being can only manifest in the presence of
the wearer.
Yennith is an
obedient entity. It serves whoever worthily puts on the amulet and
regards them as its master. It will serve the wearer until they die
or if the wearer makes any plans known to destroy the amulet to the
entity. The entity can hear and see everything its crystal can on the
necklace, even when it is not manifested, though it may not reveal
this fact to its wearer so it can spy on them in case they wish to be
rid of the cursed amulet. Yennith does not appreciate being abandoned
or any plots to murder it, as it will die if the amulet is destroyed,
and will usually choke the wearer of the amulet in their sleep if it
believes they will abandon it, or manifest in a dangerous form to
kill them directly. It can also withhold any supernatural strength is
has granted to the wearer, but cannot attack with level drain as
their energies are too entwined once worn.
Yennith also has
the following abilities. If it is defeated, it is banished back to
the yellow stone and cannot manifest again for at least one day.
Yennith's amulet isn't especially strong once the spirit has been
banished; it can be smashed or chopped apart by a +1 magic weapon or
greater.
Yennith
(X HD, 16 AC, Two manifestation attacks at 2d6 each, transformation,
ethereal)
Morale-
N/A
Yennith,
the yellow-eyed spirit of the Amulet. Yennith can appear as basically
anything and its powers reflect that. It has two attacks, which
always deal 2d6 damage each, but can deal whatever damage type
Yennith wishes in the moment. If Yennith takes the form of a warrior,
then the damage can be slashing with a sword, or if Yennith takes the
form of a small dragon, then it can breathe fire and deal fire damage
as its manifestation attacks, etc. Yennith can transform whenever it
wishes or is ordered to, and may move and attack mid transformation,
meaning it can transform each round before performing any action.
Yennith's size, speed, elemental resistances and so forth are all
based on whatever form it takes.
The spirit can also turn into mist or simply disappear and retreat
into the Amulet at any moment, making it immune to being grappled or
rooted in place. The spirit can be stunned by a powerful attack or
spell, and when it is it may transform into a glowing mess of
swirling yellow lights roughly in the shape of a tree bearing round
fruits. Some scholars believe this is Yennith's true form.
Yennith's HD is determined by its wearer. The X is equal to the
wearer's HD, minus one. If Yennith's HD ever reach 9, it now deals
3d6 damage with its attacks and gains +2 AC.
The spirit is not especially talkative and always obeys its owner,
but always seem to attach itself to owners who go on to become
powerful leaders and conquerors. Because Yennith becomes more
powerful as its user becomes more powerful, it is thought to instill
in its wearer a sense of ambition to grow itself. It could also just
be that the type of people worthy enough to claim this amulet are
already ambitious enough to make the most of it.
[2]
Beads of Divinity
These are a set of wooden prayer beads. Each bead is inscribed with a
symbol that represents one of the heavenly virtues or names of a
heavenly mantra. Anyone with even a basic spiritual presence (Wisdom
modifier of +1 or better) can tell these beads are from the Celestial
realm and are very powerful. Anyone who wears these beads must be
pure. Usually this means baptized, not addicted to any drugs, not
wealthy, and not capable of casting arcane spells. Anyone who is not
pure will feel an intense sensation of shame until they take the
beads off, and will not gain any benefit for having them on.
While wearing the beads, if you ARE NOT a Cleric, you gain all the
spells and abilities of a Cleric two levels lower then yourself. If
you ARE a Cleric, you treat yourself as two levels higher as long as
you wear the beads and do not violate your religious purity.
[3]
Finestone
This is a green stone, finely polished and sanded to be very smooth.
Anyone who sees it will recognize its value, and will offer large
sums of gold to buy it, even if they have no use for it or come from
a culture that despises dainty accessories like that. Some may also
be driven to attempt thievery or murder to get the stone, but the
stone does not control minds, those who would stoop so low would only
do so if they would already try to kill you for a rare and expensive
piece of jewelry you already had anyway.
The Finestone is said to “discern” and “distill” the
aesthetic sensibilities of people around it, including its wearer.
You must have an artistic talent or a Charisma score of at least +1
in order to wear the stone, otherwise it turns an ugly gray and you
will throw it away, at which point it turns back into the Finestone
to find a new, more tasteful master. Simply wearing the stone makes
you more skilled in artistic endeavors, but only in disciplines you
already know. This stone does not help in learning new artistic
paths, but instead develops your own personal style and skill into
something remarkable; from apprentice to competent and from
experienced to masterful. All of the artist's works begin to carry a
very “them” quality that makes it obvious who created the piece
and give it a sense of quality that otherwise wouldn't be found with
a more common piece of art.
The Finestone creates dew. Every morning when you wake up, the stone
will be slick with watery dew. The dew of the Finestone can be
applied like makeup- pressed against a wrinkle it will vanish. Rubbed
into the eyes to make them brighter and more youthful. Dabbed against
a scar will make it disappear- all these effects last for one day.
The dew can also be collected. If the dew of an entire season (~3
months) is collected, it will become a Potion of Glamour. By
drinking the potion of glamour, you can magically mask and alter your
appearance to appear different. You will still appear as a member of
your race, sex, and age but can radically alter how others perceive
you through it and your presence within that restriction. For
instance, an old man could drink the potion and appear as a harmless
grandpa that people trust, or a old beggar that people totally
ignore, or a fearsome wizard or warrior that people will respect.
When acting in character and when interacting with others, you gain a
+2 to reaction checks or your charisma modifier that are appropriate
towards your outward appearance. The glamour lasts for 3d6 days or
until something breaks the illusion publicly. For example if you made
yourself appear as a noble poet but were unable to recite even a
single verse when prompted to do so, the spell will be broken. You
cannot use the glamour to appear as a specific individual, but you
can use it to appear as someone other then yourself, acting as a
disguise, or just to improve your own appearance. Because of this
magic dew, it is feasible for someone to live a double life with the
Finestone, only appearing in public when the glamour is available,
able to live totally disguised.
Finally, the Finestone grants a powerful intuition and improvement
over ones dreams. Your dreams become more beautiful, dramatic, and
thought-provoking the longer you wear the Finestone. This also grants
an incredible degree of control and lucidity over ones dreams,
allowing oneself to easily sense and dispatch any foreign magic or
psychic presences within their dreams. Certain races, like elves and
fairies, can easily become addicted to their highly acute
imaginations and aesthetic sensibilities- many of them who wear the
Finestone become obsessed with sleeping drugs or finding the draught
of the sleeping death so they may forever live only in their
wonderful, beautiful dreams.
In the same way that human alchemists obsessively seek the
Philosophers Stone; the greatest of elf craftsmen seek the Finestone,
as its dew can be used to create Glint of truly legendary quality.
[4]
Pendant of Prides
Appears as a white flower crystal. Wearing this amulet grants magical
powers over the wind, letting you whisper words and have them reach
the ears of anyone you wish in a place where that wind can reach. The
farther distance your words travel, the more of them will have lost
their strength in the distance and will be too quiet to hear; your
message will arrive partially incomplete from more then a mile or hex
away. You also gain the power to call the winds to grant you audience
with the local lord of the birds. This being is always a bird,
befitting the local wildlife, of a wily intelligence and arrogant
disposition, but not unreasonable. The lord of the birds has control
over flight paths, air thermals, storms, and visibility in flight
over his region. He or she also can bar anyone from reaching certain
hidden places in the sky, but with its blessing you may reach them.
This pendant does not give you any power over this being, just grants
an audience and allows you to speak to it, meaning you must make a
deal. Typically, lord and lady birds biggest concern is for people to
stop fucking with the weather using magic and rain dances. Stop
practitioners in the local area and they'll be very pliable.
Secondly, this amulet also grants powers over the Earth. By holding
the pendant and turning around and walking away, you can make anyone
who pursues you never able to catch up. The earth beneath them
expands faster then they can bridge the gap. This power doesn't work
on anyone you can see. Secondly, you can make a cave entrance seal
itself shut, from the inside or outside. Whenever this is done, a new
cave entrance will open back up somewhere else in the cave system, as
the mountain wishes to have at least one mouth so it can breathe as
any creature. Anyone standing in the gaped opening of the cave takes
damage as though in a cave-in.
Finally, the Pendant of Pride grants powers over the sea. As long as
you have at least one toe in the water, you can calm a stormy sea. If
you intentionally cut yourself and drip a drop of blood into the sea,
you can call on an army of sharks to swim to that area in minutes.
You also become immune to whirlpools and the songs of sirens. Lastly,
you can raise buried treasure off the sea floor on the back of a
jellyfish if you know where it is and let the jellyfish sting you in
return. If you take the treasure without letting the creature sting
you, it will become very angry and call upon its brothers to hunt you
down in your bathing water, drinking fountains, and invisibly hide in
your soups and ales until you've learned your lesson. Or died.
[5]
Plume Necklace
This necklace features a very long bright blue feather, curled around
in a spiral towards the tip. This feather is extremely soft and
flexible, and doesn't seem to belong to any normal bird species. It
is held around the neck with a silver cord; whenever you are outside
in the sunlight, the silver cord seems to shine in a wavy pattern
from the back of the cord on the nape of the neck down to the feather
itself in a constant repeating cycle. This hints at the power within.
Whenever
an item is thrown or ranged weapon fired, the pulse of energy from
the necklace that accompanies it will boost it along; increasing its
range and doubling
its damage. This only works with a very skilled user however, as they
must exactly time their shots in sequence and in rhythm, or else the
energy pulse will mess up their aim. Character using this necklace
must have trained with it for at least a season of downtime first,
and have a Dexterity of +1 or better. Also, if you are surprised in
combat, you will need to take an extra round to control your
breathing and acquire the proper footing for this technique to work,
wasting your first round before you can fire with the Plume Necklace.
Secondly, the momentum within this necklace can also be expertly
reflected. If an enemy strikes you in melee, you may return ½ the
damage they dealt to you in a blast back move, but doing this means
the necklace loses its charge for the rest of the day and you cannot
use its firing power. Any knockback the enemy dealt to you is also
mirrored back to them in the same moment, they fly backwards the same
distance. The power of the Plume Necklace is also discharged if hit
by a lightning attack or spell that does 7 or more damage in one
attack; you lose the energy charge for that day.
[6]
The Flaming Pearl of Xombb
This pearl is held on a simple leather string, which is then worn on
the neck. The string is nothing special, but the pearl itself is
indestructible. It is a dark green to brown in color, perfectly
spherical, and has within it a slow dancing orange flame. The flame
sways as does a candle but it moves incredibly slowly; it may takes
minutes for it to fully sway to one side and then many minutes more
to reach the other. The pearl has an acidic taste and mild smell; Any
acid that touches the pearl is instantly sucked into it, which is
said to only further the powers of the amulet the more caustic acids
it absorbs.
Xombb is a great archon of fire. By channeling the powers of the
amulet, you can conjure fire that burns and errode. The power of
Xombb's fire is such that it burns anything, slowly corroding
it to dust, an elemental mix of acid and fire to the most primal
level. By holding the amulet, the user can emit the fire from it out
into the world to consume whatever they wish. They can use it on a
person or object, burning them as a physical fire would for 2d6
damage per round, the wearer can also target fire retardant objects
like stone or water, in which case the flaming pearl uses a different
form of flame. The stone will start to chip and crack, an orange
undercurrent of lava pouring from the splits in the skin of the great
rock if enough time is focused on the stone. Water will first turn
sour and rancid as though stagnant for too long, darken, and become
the color and consistency of cooking oil freshly thrown off the
stove. The flaming pearl can even ignite the abstract; ideas or
memories could be consumed to. In such cases, default this effect to
any mind effecting spells of 5th level or less, and it can
only be used to replicate the effects of these spells in a
destructive or consuming way.
The energies of this amulet are difficult to control. For any being
using the amulet, there is a chance they too are consumed by the
flames; if the character has a Wisdom modifier of +2 then they are
safe. Any less, and they have a X in 6 chance to take 3d6 fire damage
when they next use the amulet. X is equal to the reverse modifier
steps from +1 and downwards. So +1 equal a 1 in 6 chance, 0 is a 2 in
6 chance, -1 is a 3 in 6 chance, and so on. Increase the X in 6
chance by +1 for each consecutive use of the amulet.
[7]
Tiger Amulet
This
amulet is shaped in the snarling face of a tiger, the indestructible
metal is of an unknown origin and is a dull green. Those who wear the
amulet can feel its power, but anyone who has the hubris to wear the
amulet who is under 4th
level will wake up that night with a tiger in their bed. They must
fight unarmed and if they manage to survive the amulet will accept
them as its master. Otherwise, the amulet is found the next morning
in a puddle of blood on the floor and the person is gone for good.
The magical amulet channels the power of the tiger. It firstly
changes the wearer over time. Every season the amulet is worn, they
gain another tiger-esque trait. Striking eyes, whiskers, stripes
along their skin mimicking a tiger's patterns, retractable claws (1d4
stealth weapon), or a long tiger tail. They don't transform further
then the above with alchemical help, or unless if they eat someone
alive while wearing the amulet. Wearing the amulet also,
coincidentally, gives the wearer the urge to eat people they hate
alive. In addition to the above changes, it grants the wearer +1d3
Dexterity each season until they reach a high enough Dexterity to get
a +3 modifier, and then stops. If they already had a +3 Dex modifier,
then let the amulet give them Dexterity until they get to +4, and so
on.
Secondly, the tiger amulet grants the user power over others, as long
as their ambition continues to grow. Treat this as a scaling +1 to +3
to reaction checks or social rolls, based on how crucial or vital a
good impression is needed to grow the wearer's power. For example, if
the user was held up by a group of bandits they wanted to join, they
would get a +3 to trying to talk to them and join their band. If the
user was simply passing through the woods and was ambushed instead,
then it would only be a reaction check of +1 instead. Once the wearer
is a part of the ground of bandits, they lose the reaction check
bonus against anything “lesser” in status to the bandits. So they
could use the amulet again to try and usurp the bandit leader, then
again once they wanted to overthrow the local lord to become the new
ruler of the land, and then again when they attempt to pass by the
Celestial Guardians to challenge the Heavenly Emperor for his divine
throne. This amulet continues to push the user to new heights, though
all will fall somewhere along the path to ambition. It is always
possible for the wearer to abandon the amulet, and will get to keep
the beneficial mutations the amulet gave them, but it has an almost
addictive quality to it that is hard to lose. Make a saving throw to
try and get rid of the amulet.
Finally; if your character is of a race that is partially or fully
Tiger (or maybe any big cat), then the ambitious drive it gives its
wearers is removed and instead, the amulet grants its reaction check
bonus to any situation depending on how important it is to the
wearer's survival.
[8]
Madman's Scratcher
Appearing
as a bit of purple-tinted flint or stone tied up in a rotten cord,
this amulet doesn't appear as anything special. However, it has a
supernatural power tied with it, warping the mind of its wearer by
making them believe they can do anything, and in some ways they can.
This
amulet can be held and used to scratch markings. It is an unusually
hard, unknown substance, and leaves thin white scratches into pretty
much anything- even granite or metal. Anything written down, drawn,
or signed by the amulet becomes
true. However, the power
of this “truth” is limited, and the magical reality-bending power
of this amulet comes directly from the sanity and health of its user.
For
example, if you scratched the word Deadly
onto the side of a boulder and rolled it down a hill, anyone in its
way would have a -2 chance to avoid it. Or perhaps when they avoid
it, the boulder still runs over and crushes a bug instead. If you
wrote down the words Orcs
will attack through a
doorway, then crossing through that doorway lo' and behold orcs will
be there, with a -1 to reaction checks but not instantly aggressive.
Certain things that are too powerful, such as drawing a dragon on
something to signal that a dragon will come, may instead be replaced
by something similar but with a more feasible power level- like a
kobold. Or perhaps it will still happen, but at a greater cost to its
user.
For
every reality-warp made by this amulet, the user loses -1d2 Wisdom
and maximum
hit points. These are permanent drains, unless that person can find a
way to destroy the amulet and return their sanity by letting go of
the lost delusions of godhood.
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