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Epic Level Handbook

Epic Level Handbook

Epic Level Handbook

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CHAPTER 4:EPIC MAGICITEMSExcept as indicated above, the writing in a libram of silvermagic can’t be distinguished from any other book, libram,tome, or so on until perused. Once read, the book vanishes,never to be seen again, nor can the same character everbenefit from reading a similar tome a second time.Caster <strong>Level</strong>: 19th; Weight: 3 lb.Manual of Puissant Skill at Arms: This treatise containsexpert advice and instruction in the arts of combat.Any barbarian, fighter, monk, paladin, or ranger whospends one week studying the manual gains a +1 inherentbonus to Strength and experience points sufficient toplace him halfway into the next level of experience. (If thereader has levels in more than one of the classes listed, hemust choose one of the classes to be affected.)A character without any levels in one of the classeslisted gains no bonus from the work, but if an arcanespellcaster without levels in one of the classes listedscans even a single word she will lose 2d6×1,000 XP andmust make a Will save (DC 20) or have 1 point of Intelligencepermanently drained.Except as indicated above, the writing in a manual of puissantskill at arms can’t be distinguished from any other book,libram, tome, or so on until perused. Once read, the bookvanishes, never to be seen again, nor can the same characterever benefit from reading a similar tome a second time.Caster <strong>Level</strong>: 19th; Weight: 3 lb.Manual of Stealthy Pilfering:This guide tothievery grants any roguewho spends a weekstudying its lessons a +1inherent bonus to Dexterityand experiencepoints sufficient to placehim halfway into thenext level of experience.A character without anyrogue levels gains no bonusfrom the work, but if a divinespellcaster without rogue levelsscans even a single word she will lose2d6×1,000 XP and must make a Willsave (DC 20) or have 1 point ofWisdom permanently drained.Olidammara’sDiceExcept as indicated above, the writing in a manual ofstealthy pilfering can’t be distinguished from any otherbook, libram, tome, or so on until perused. Once read, thebook vanishes, never to be seen again, nor can the samecharacter ever benefit from reading a similar tome asecond time.Caster <strong>Level</strong>: 19th; Weight: 3 lb.Olidammara’s Dice: This pair of yellowed ivory cubesappears much like any other pair of typical (6-sided) dice,though in place of the “1” spot is Olidammara’s symbol,the mask of comedy and tragedy combined.A character with a pair of Olidammara’s dice whowishes to roll them must announce that he is rolling thedice (accidental rolls have no effect). Rolling the dice is astandard action, and both dice must be rolled simultaneouslyto have any effect.To mimic the roll of Olidammara’s dice, the playershould roll 2d6 and consult the table below.2d6 Effect2 Lose 10,000 XP and dice roll again next round3 Permanently lose 1d4+1 Dex4 Gain 1d4 negative levels (Fortitude DC 20 to remove)5 –1 penalty on all attacks, saves, and checks for 1 hour6 –4 penalty to AC for 10 minutes7 +1 morale bonus on attacks and on saves against fearfor 10 minutes8 Gain effects of blur for 10 minutes9 +1 insight bonus on all attacks, saves, and checks for1 hour10 Gain effects of freedom of movement for 1 hour11 Gain one limited wish (must be used within 1 minute)12 Gain 10,000 XP and may roll again next roundNo character can gain any effect from an additional roll ofthe dice within 24 hours, with two exceptions. If you roll a2, the dice automatically roll themselves at the beginningof your next turn and you must accept the additionalresult. If you roll a 12, you may choose to roll again in thenext round (if more than 1 full round elapses between theroll of 12 and your bonus roll, you lose the bonus roll).There is no method (mundane or magical) to predict orinfluence the result of a roll of Olidammara’s dice. Evenpowerful divination magic can’t predict the outcome of aroll before it is made.Caster <strong>Level</strong>: 20th; Weight: —.MAJOR ARTIFACTSEach of these unique items hasa long history behind it—anirreproducible creation, aninfamous origin, and anynumber of tales of itspassage from antiquityto the presentday. These majorartifacts are immenselypotent items that have thepower to alter your campaign.As described in the DUNGEON MASTER’sGuide, major artifacts can only be destroyedby unique means. The specific methods of destructionof the major artifacts described here aren’t provided sothat the DM can decide them (and so nosy players can’truin the mystery).Like those found in the DUNGEON MASTER’s Guide, themajor artifacts described here are meant as examples.Tailor artifacts to fit your campaign world (including thecustomization of those below as needed), and always besure to make the discovery of a major artifact a campaigndefiningmoment.Axe of the Dwarvish Lords: According to dwarvenlegend, this axe is the last survivor of the Five GreatTools forged by the First King of the Dwarves. Over the152

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