OK, here are some relics I've come up with, and I want everyone's opinions on them. Good bad or indifferent, just tell me what you think! By the way, the first two are from a TV series I adapted to D&D, the third is from the webcomic El Goonish Shive.
The Twelve Talismans: This "relic" is actually twelve different items that each grant different powers. Each one is hexagonal in shape, and fits easily into the palm of an adult male human's hand. Unless stated otherwise, each one must be held in the palm of whichever character is using them and squeezed, which is a free action which does not provoke attacks of opportunity. Each one bares a different drawing on one side, which a successful Knowledge (Religion) or generic Wis check will reveal as the various creatures from the zodiac of a distant land (DM's choice if it's named, included, or otherwise).
Snake: Represents stealth and secrecy. Allows the holder to use Greater Invisibility at will, self only.
Monkey: The Trickster. Allows the bearer to use transform any creature into any other creature, or any object into any other object, as per the appropriate Polymorph spell.
Ox: Represents superhuman strength. As long as the Ox talisman can be considered to occupy one of the character's Magic Item slots, that character gets +2 Str per character level.
Tiger: Spiritual balance. For all purposes related to alignment, anyone who carries this talisman is considered True Neutral. This also renders them immune to any effect to change their alignement, though they may still willingly change it. Paladins, Monks, and characters of other classes that require a particular alignment gain the benefits of this talisman, but do not loose the ability to take levels in their class, nor do any class abilities they posses that are based off alignment change.
Rooster: Master of the skys. Allows it's user to use Levitation at will, except the target does not need to be willing. In the case of an unwilling target, they may make a DC 45 will save to resist the effect.
Horse: Expels alien invaders from the body. Casts a combination of a maxed out Regeneration and maxed out Heal spells.
Dog: "Man's" best friend. As long as the Dog talisman can be considered to occupy one of the Magic Item slots of the user, the one utelizing it does not age, nor will he die of old age. If a person who is middle age or older takes the talisman, his physical ability modifiers revert to adult, while his social modifiers (Int, Wis, Cha) remain the same. The wearer is also immune to subdual damage in all forms, though they still need to make saves against stunning as normal.
Rabbit: Speed. Anyone carrying the Rabbit is considered to be constantly under the effect of a Haste spell. In addition, they may choose to run as normal without needing to make stamina checks for running, or they can choose to move at triple their run rate, making stamina checks as though they were running at their normal rate.
Dragon: It's a dragon. What else needs to be said? Allows the user to create a 30-foot cone of fire, dealing 8d8 damage, with those caught in the cone being allowed a DC 45 Reflex save for half damage. This ability follows all the other rules for a draconic breath weappon.
Rat: Motion to the motionless. When placed or set within an object, it casts Animate Object on that object, caster level 20th, except that the object does not obey the person who placed the talisman within it. This effect cannot be dispelled normally, and can only be removed by removing the talisman from the object.
Sheep: Astral Projection. Allows the user to view any location they desire, no matter the distance. Barriers which can block spirits can prevent this viewing. Using this is dangerous, however, as it leaves the users body open to possessions. Should another spirit come on the body before the spirit returns, they may possess it without the character getting a saving throw. The saving throw is instead made when the spirit returns, who can instantly tell where his or her body is so long as it still possesses the Sheep talisman.
Pig: A secret power. The bearer of this talisman may cast two Burning Ray's from his or her eyes at will, caster level 20th.
(on that last one, HEAT BEAM EYE BLAST! sorry. Had to do it.)
The Idol of Bast:This appears to be a life-size replica of a cat, carved out of obsidian. The cat is represented as sitting down, with one paw held out, the claws on it extended. This idol was created to ensure that the Catfolk, Bast's favorite race, remained on this world regardless of the efforts of the other races to remove them. Anyone who grabs the idol by the extended paw, or who handles it carelessly must make a DC 15 Reflex save. If they fail the save, the claws on the idol deal one damage to the character, overcoming all damage reduction, natural armor and other protections the character may have. Anyone who takes one point of damage from the idol instantly gains +4 bonus to their Dex, a +2 bonus on all Balance, Jump and Tumble checks, and takes a -1 penalty on all swim checks. Then, over the course of the next 3d8 hours, they are physically transformed to resemble the catfolk whom Bast is so proud of. The exact details are up to the DM, however fur and a feline tail and ears are almost universal, and retractable claws are common. They also gain (feline) as a subtype, in addition to any other types, subtypes and templates they may already have. If they are already catfolk or have (feline) as a subtype, they are immune to the effects of this idol. These effects can only be removed via a Remove Curse on a successful caster level check against a curse (the idol counts as caster level 20th), or via a Wish or [/i]Limited Wish[/i] (though Limited Wish requires as much time to transform back as the original transformation took). The effects can also be removed by breaking the statue. Should the statue be broken, colored smoke flows from the remains, filling a 30-foot cube before dispelling. This is counted as Dense Smoke for any tests needed to be made. Anyone who has been affected by an Idol of Bast who is within the range of that smoke is instantly cured, and returned to the state he was in before becoming affected by it, though he retains any class levels he may have taken as a catfolk. There are always 4 Idols in existance, because whenever one is destroyed, Bast instantly creates a new one to take it's place. The only difference between the various Idols is their eyes, which all appear as precious jewels, and the smoke that emerges when an idol is destroyed is identical to the color of the idol's original eyes.
Dewitchery Diamond: This appears to be a large diamond. It was created by a wizards apprentice as an attempt to cure a young lord from lycanthropy which was bestowed upon him by a werewolf who had (coincidentally) killed the apprentice's master. However, it did not function as planned. When used on the young lord, it did cure his lycanthropy, but with unexpected results. Instead of simply curing the lord, it created two exact copies of the lord. One was human by day and night, the other a ravening wolf night and day! The apprentice barely survived, and recorded the results in his journal, which may or may not be located near the diamond.
What his journal doesn't state, because he never found out, is the full effect of this diamond. When used on any creature who is under the effect of a physical transformation, such as lycanthropy, Polymorph, or any other similar effect, it creates two exact copies of that person. One is perfectly normal, and can assume the "cursed" form at will (in the case of lycanthropy, it becomes as though it were natural lycanthropy, whether it was originally or not). The other is permanently under the full effect of the curse, and can spread it to others at will.
The Twelve Talismans: This "relic" is actually twelve different items that each grant different powers. Each one is hexagonal in shape, and fits easily into the palm of an adult male human's hand. Unless stated otherwise, each one must be held in the palm of whichever character is using them and squeezed, which is a free action which does not provoke attacks of opportunity. Each one bares a different drawing on one side, which a successful Knowledge (Religion) or generic Wis check will reveal as the various creatures from the zodiac of a distant land (DM's choice if it's named, included, or otherwise).
Snake: Represents stealth and secrecy. Allows the holder to use Greater Invisibility at will, self only.
Monkey: The Trickster. Allows the bearer to use transform any creature into any other creature, or any object into any other object, as per the appropriate Polymorph spell.
Ox: Represents superhuman strength. As long as the Ox talisman can be considered to occupy one of the character's Magic Item slots, that character gets +2 Str per character level.
Tiger: Spiritual balance. For all purposes related to alignment, anyone who carries this talisman is considered True Neutral. This also renders them immune to any effect to change their alignement, though they may still willingly change it. Paladins, Monks, and characters of other classes that require a particular alignment gain the benefits of this talisman, but do not loose the ability to take levels in their class, nor do any class abilities they posses that are based off alignment change.
Rooster: Master of the skys. Allows it's user to use Levitation at will, except the target does not need to be willing. In the case of an unwilling target, they may make a DC 45 will save to resist the effect.
Horse: Expels alien invaders from the body. Casts a combination of a maxed out Regeneration and maxed out Heal spells.
Dog: "Man's" best friend. As long as the Dog talisman can be considered to occupy one of the Magic Item slots of the user, the one utelizing it does not age, nor will he die of old age. If a person who is middle age or older takes the talisman, his physical ability modifiers revert to adult, while his social modifiers (Int, Wis, Cha) remain the same. The wearer is also immune to subdual damage in all forms, though they still need to make saves against stunning as normal.
Rabbit: Speed. Anyone carrying the Rabbit is considered to be constantly under the effect of a Haste spell. In addition, they may choose to run as normal without needing to make stamina checks for running, or they can choose to move at triple their run rate, making stamina checks as though they were running at their normal rate.
Dragon: It's a dragon. What else needs to be said? Allows the user to create a 30-foot cone of fire, dealing 8d8 damage, with those caught in the cone being allowed a DC 45 Reflex save for half damage. This ability follows all the other rules for a draconic breath weappon.
Rat: Motion to the motionless. When placed or set within an object, it casts Animate Object on that object, caster level 20th, except that the object does not obey the person who placed the talisman within it. This effect cannot be dispelled normally, and can only be removed by removing the talisman from the object.
Sheep: Astral Projection. Allows the user to view any location they desire, no matter the distance. Barriers which can block spirits can prevent this viewing. Using this is dangerous, however, as it leaves the users body open to possessions. Should another spirit come on the body before the spirit returns, they may possess it without the character getting a saving throw. The saving throw is instead made when the spirit returns, who can instantly tell where his or her body is so long as it still possesses the Sheep talisman.
Pig: A secret power. The bearer of this talisman may cast two Burning Ray's from his or her eyes at will, caster level 20th.
(on that last one, HEAT BEAM EYE BLAST! sorry. Had to do it.)
The Idol of Bast:This appears to be a life-size replica of a cat, carved out of obsidian. The cat is represented as sitting down, with one paw held out, the claws on it extended. This idol was created to ensure that the Catfolk, Bast's favorite race, remained on this world regardless of the efforts of the other races to remove them. Anyone who grabs the idol by the extended paw, or who handles it carelessly must make a DC 15 Reflex save. If they fail the save, the claws on the idol deal one damage to the character, overcoming all damage reduction, natural armor and other protections the character may have. Anyone who takes one point of damage from the idol instantly gains +4 bonus to their Dex, a +2 bonus on all Balance, Jump and Tumble checks, and takes a -1 penalty on all swim checks. Then, over the course of the next 3d8 hours, they are physically transformed to resemble the catfolk whom Bast is so proud of. The exact details are up to the DM, however fur and a feline tail and ears are almost universal, and retractable claws are common. They also gain (feline) as a subtype, in addition to any other types, subtypes and templates they may already have. If they are already catfolk or have (feline) as a subtype, they are immune to the effects of this idol. These effects can only be removed via a Remove Curse on a successful caster level check against a curse (the idol counts as caster level 20th), or via a Wish or [/i]Limited Wish[/i] (though Limited Wish requires as much time to transform back as the original transformation took). The effects can also be removed by breaking the statue. Should the statue be broken, colored smoke flows from the remains, filling a 30-foot cube before dispelling. This is counted as Dense Smoke for any tests needed to be made. Anyone who has been affected by an Idol of Bast who is within the range of that smoke is instantly cured, and returned to the state he was in before becoming affected by it, though he retains any class levels he may have taken as a catfolk. There are always 4 Idols in existance, because whenever one is destroyed, Bast instantly creates a new one to take it's place. The only difference between the various Idols is their eyes, which all appear as precious jewels, and the smoke that emerges when an idol is destroyed is identical to the color of the idol's original eyes.
Dewitchery Diamond: This appears to be a large diamond. It was created by a wizards apprentice as an attempt to cure a young lord from lycanthropy which was bestowed upon him by a werewolf who had (coincidentally) killed the apprentice's master. However, it did not function as planned. When used on the young lord, it did cure his lycanthropy, but with unexpected results. Instead of simply curing the lord, it created two exact copies of the lord. One was human by day and night, the other a ravening wolf night and day! The apprentice barely survived, and recorded the results in his journal, which may or may not be located near the diamond.
What his journal doesn't state, because he never found out, is the full effect of this diamond. When used on any creature who is under the effect of a physical transformation, such as lycanthropy, Polymorph, or any other similar effect, it creates two exact copies of that person. One is perfectly normal, and can assume the "cursed" form at will (in the case of lycanthropy, it becomes as though it were natural lycanthropy, whether it was originally or not). The other is permanently under the full effect of the curse, and can spread it to others at will.
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