Items found in a Necromancers Laboratory


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Okay, here comes some more ;)

Throne of Skulls
The Throne of Skulls is the best piece of equipment for any necromancer that fears death. The Throne is made of bones, bones from sentient creatures. Many runes of protection are ingraved in the throne, as well as runes depicting skeletons and zombies. When anyone sits in the throne, they instantly loose 4 points of constitution. As long as they remain in the throne, they have 4 less points of constitution. Once they leave, the constitution is regained. This constitution is used to power the abilities of the throne.
Any undead under the command of the person sitting on the throne gain +2 turn resistance. The wielder can also see through any of the undead that are under his command, as long as they are on the same plane as he is. The wielder can choose to transport his essence from his body unto any of the undead that are under his command. Effectively, he becomes the undead. The undead retains its previous hit points, dexterity, constitution and strength, but the Throne users intelligence, wisdom and charisma are transferred with him. He can even cast spells in his new undead form as well as use any of his skills that arent tied to Strength, Dexterity or Constitution. The necromancer will often use this ability if someone is intruding upon his home and he does not wish to put himself at risk. Taking over the body of one of his minions, he can still support his undead guards with spells and abilities without having to risk his own life.
The Throne itself is then placed somewhere remote, so that the casters body can remain safe. The Throne can, at the command of the wielder, be surrounded by a Wall of Force over which a Prismatic Wall is located as well. These two abilities can be activated once each day. The two wall effects are both created in the form of cubes that surround the Throne. Often, the necromancer activates these before moving his essence from his body.
Moving away from the possesed undead is a free action. The necromancer takes no damage if the undead he posseses is slain, he merely has to return to his body. Then, he can always take over another undead minion if his.

Edit: Clarified the item
 
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Ahh, yeah, I read it. Actually an interesting thread. Some of my own Necromancers Laboratories were also Lovecraftian inspired, huge winding corridors with carvings of strange illithid-like people sacrificing babies to the corpse of an undead diety that was chained to the wall... stuff like that. Thats actually were I used the first Necromantic item I ever made, the Chains of Storage. The Cauldron of Bones was something I had to sketch out, because my players found amongst other things in the Necromancers lair, a big foul-smelling, slightly magical Cauldron. Since Identify wasn't enough to know its properties, I figured they wouldn't bring it with them. Unfortunately, they wanted to and hired a big ol´team of dwarven workers to drag it back to town. So... I had to invent what it actually did :)
 

Flask of Dusk
The Flask of Dusk is mainly used by Liches and other undead spellcasters, since it's effects can even hinder the mortal spellcaster that should use it.
The Flask looks like a glass bottle made of black glass. The top of the bottle is normally a silver cork. When the cork is removed, the Flask begins pouring out a black, heavy smoke that will soon cover an area stretching out to 120 ft. around the Flask. This heavy smoke will block normal vision, even darkvision. Any living creature will only be able of seeing 5 ft. through the smoke. Any target attacked by someone unable of seeing through the smoke will have 50% concealment. Undeads are completely immune to the effects of the smoke and can see through it as if though it wasn't there. True Seeing will allow a person to see through the smoke.
The Flask of Dusk can operate indefinitely as long as the cork is off. Should the cork be put back on the bottle, the smoke will clear in 1d4+1 rounds. Gust of Wind and similar spells will clear the smoke in one round.
The Flask of Dusk is normally used to protect the lair of undead spellcasters, giving their own guardians an advantage over eventual intruders.

Prerequisites: Obscuring Mist, Animate Dead
Market Price: 12.000 gp

Variant: Flask of Arcane Dusk
All undead with the smoke are affected as per the Nondetection spell in addition to the other effects of the Flask

Prerequisites: Obscuring Mist, Animate Dead, Nondetection
Market Price: 30.000 gp


Boneberry
Boneberry is actually a living plant, yet it is tied to the energies of the Negative Material Plane. The plant is very rare and is normally only found growing on the graves of very evil persons, like mass-murderers and tyrants. The small, hard, white berries contain concentrated evil energy that can be used by spellcasters. Should anyone use a Boneberry as an additional material component for a damage-causing spell, all of the damage caused by the spell will be Unholy damage instead the normal type of damage caused by that spell. Spells inflicting piercing, blunt or slashing damage cannot be affected though, only spells that cause elemental or force damage.

Market Price: 175 gp.
 

Chu'latal Walker

This huge construct vaguely resembles a iron golem when first discovered. Yet, it quickly becomes evident that its an evil item after closer scrutiny. The head of the Walker resembles an illithids, with eight metallic tentacles protruding from beneath the dome-shaped, hairless head. The body of the Walker is fairly normal, appearing as a muscled human body made of iron. The “skin” of the Walker is pierced by many small, glass tubes that go up and down the machine. These tubes are empty when the Walker is dormant.

The back of the Walker has a intrusion in the shape of a medium-sized humanoid. This intrusion was made to allow a single person to “meld” with the Walker. Any medium-sized humanoid that manages to get up to the intrusion can enter into the Walker. It takes 3 rounds for the person to become imbedded in the machine. Any Good person that enters the machine takes 10d10 points of damage each round during the imbedding process. Any Neutral person takes 5d10 points of damage each of the 3 rounds. Nothing can prevent this damage. Evil creatures take no damage.

Once inside, the Walker closes the entry point so that the wielder is completely encased in the Walker. Yet, the Walker will still not move. It requires “fuel” in order for it to become active. This “fuel” is life energy of a living sentient creature. To start the Walker, the user can choose to sacrifice one temporary level. This will fuel the Walker for 10 rounds. The user can choose to sacrifice more levels. The Walker can have as many as 300 rounds of activity stored in it. Yet, this stored energy is lost once the wielder leaves the Walker. Once there is energy in the Walker, the glass tubes will begin to flow with a thick, yellow-reddish liquid. The more energy the machine has, the faster the liquid will appear to flow.

The Walker can be commanded to walk and attack while the wielder operates it. The Walker has the following statistics.

Speed: 40 ft.
AC: 28 (-2 size, +20 natural)
Hit Points: 480
Attacks: 2 slams, +18 melee
Damage: 3d8+17 each
Damage Reduction 25 / +5
Spell Resistance 35

Any attack that hits its intended target causes the target to loose one temporary level. No saving throw is allowed to negate this effect. When a temporary level is drained, it adds another ten rounds to the number of rounds the machine can be active.

The user of the machine can only be harmed if the machine is destroyed or if someone uses Sonic spells or effects. Any Sonic spell or effect that bypasses the Walkers Spell Resistance damages the wielder just as much as it damages the Walker. Obviously, no spells can target the wielder that requires a Line of Sight, but spells which do not require a Line of Sight, such as some enchantment spells, could affect the wielder. Anyone that targets the Walker with a mind-influencing spell is bound to fail. Only if they know that there is someone inside that is controlling the Machine will they have a chance of casting spells on that person.

The user the Chu'latal Walker can choose to leave it at any one time. It takes three rounds to leave the machine again, during which the user is vulnerable to attacks.

Prerequisites: Somewhat along the lines of Apparatus of Kwalish, though with far more “evil” spells included as well.
Market Price: A zillion gp. at least, perhaps more
 
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