Frozen Hellwater (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Trapped for centuries inside a glacier, the powerful water genie Zannaber plotted his revenge on the world until vile powers colluded to free him in the form of a chilling creature of dark ice. Rampaging across the world, he was eventually stopped by knights of a god of burning vengeance, whereupon his body was cut into a hundred pieces, melted down, stored in jars and scattered across the world to prevent him from returning.

One jar of this Frozen Hellwater can be used as a powerful grenade-like weapon, similar to alchemist’s fire or holy water. When a full jar of water touches a creature, it takes 5d6 cold damage and must make a successful Fortitude save (DC 20) or be permanently frozen over with rime. A frozen creature is unconscious and thus cannot take any actions (not even mental ones). A break enchantment, heal, miracle or wish is required to restore the creature to normal.

Any amount of water removed from the jar immediately freezes within one round, and the remaining water in the jar loses its ability to freeze victims solid. Frozen Hellwater gives off an evil aura when detect evil is used.

Moderate transmutation; CL 11th; Price 3,300gp; Weight 1 lbs.


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Eye of Lauviah (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

The lightning demon Lauviah once held this icy crystal ball - a sphere that magnified his power enough to wield his deadly lightning bolt attack with greater power and range than any other fiend of his kind. For hundreds of years he held his grip on the sphere, his claw still firmly embedded in it when he was eventually slain by a demon jealous of his power. Unable to remove the ball from Lauviah’s grip, he simply removed and kept the arm it was attached to - the form in which it exists today, though hardened and blackened with time.

Five times per day on command, the wielder of the eye of Lauviah can invoke the remnants of the ruined fiend’s power and fire a bolt of electricity at any target within 30 feet. The bolt requires a ranged touch attack, and deals 5d6 electricity damage (no save). The Eye glows a pale blue when one or more charges remain in it, emitting a very faint crackling noise at all times. It recharges at midnight.

Moderate evocation; CL 10th; Price 16,000gp; Weight: 1lb.

Drake’s Helmet (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Lord Barrack, a hero of legend in ancient feudal times, crafted this helmet from the first dragon he slew at the age of fifteen. Later that year, Barrack wrested control of his treacherous uncle’s armies and lands, and by the age of twenty-two he had conquered half of the country. He is said to have worn this helmet into a hundred battles, and never lost once.

Drake’s Helmet is made from the head of a red dragon, such that the wearer’s face appears to peer from the dragon’s open jaws. The head extends at the back to a long dragonhide cloak with the claws forming the epaulets.

Once per day while engaged in battle, the wearer may call upon the spirit of the slain dragon by making a roar or shout that causes all enemies within 30 feet to believe for a moment that he is a ferocious dragon. They become panicked and flee unless they succeed at a Will save (DC 15 + Cha modifier). This is a supernatural, mind-affecting effect.

The helmet is reputed to hold Lord Barrack’s indomitable spirit, and grants a +4 resistance bonus to all saves, increasing to +8 versus fear effects. If the wearer has the Leadership feat, then the prestige of owning the helmet increases his Leadership score by 1. However, for the purposes of how many magic items a person may wear, this powerful relic takes up both the “helmetâ€? and the “cloakâ€? slot.

Moderate enchantment; CL 14th; Price 42,000gp; Weight 3 lbs.


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Deathscythe (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

In a kingdom ravaged by terrible creatures of living dead, the Deathscythes were first discovered as the weapons of choice of a new and powerful undead abomination formed by an archlich whose name is not spoken even today, lest it wake him from his sleep. Originally a nonmagical farming scythe, the corrupted spirits of ghostly slain farmers leaked into these weapons and gave them supernatural efficacy. Only a few Deathscythes are thought to still exist.

A Deathscythe is usually a +1 ghost touch scythe, although some are more powerful than normal. In addition, the vicious, life-hating spirit of the weapon deals +1d6 negative energy damage on a successful hit against a living creature.

Once per day, the wielder may call upon the fragment of undead spirit in the weapon and declare one attack a “Reaping of the Scytheâ€? before he rolls it. If the attack successfully hits and deals damage, the wielder must make a Fortitude save (DC 5 + half wielder’s character level+ Cha modifier) or be struck dead instantly. This is a death effect.

Moderate necromancy; CL 16th; Price 40,000gp; Weight 10lbs.


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Bravestone (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Several thousand people attended the funeral of Saint Wesseth, a fierce holy warrior and an equally valiant diplomat. This unparalleled respect for the hero did not carry forth into future generations, and soon his resting place became a mere novelty for travelers to gawk at as they passed. Worse still, these passers-by would often stop at the grave, not to pay their respects to the hero, but to chisel off a shard of his gravestone to be worn on an amulet as a cheap souvenir. Eventually, not even a piece of his gravestone remained, and his shrine was forgotten.

Although taken with ill-respected, these pieces of stone still have meaning when worn by the faithful. If blessed by a cleric and dipped in holy water, a single Bravestone lends any faithful wearer some of the courage of Saint Wesseth, conferring them with a +4 bonus on saves versus fear.

Faint transmutation; CL 4th; Price 4,000gp; Weight: 1lb.

Bone of Contention (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Long ago, two young elven scribes were taken captive by a ruthless lich. The boys were kept locked up and fed poorly for centuries - for most of their natural lives. Both attempted suicide on several occasions, only to find their wounds healing instantaneously through some unknown curse placed in their cell. Anger at their captor filled them and bubbled like a kettle of water on a stove. Eventually, the rage became too great, and one of the elves turned on the other without reason, murdering him with his bare hands. The anger took too great a toll on the survivor who died on the spot of a heart attack, and the lich harvested one of his bones for use as a powerful relic.

The Bone of Contention holds such hatred that the mere sight of it can drive a man to violence. To use it, the wielder must hold it forth, which is a standard action that does not provoke attacks of opportunity, similar to turning undead. Anyone viewing the bone is inexplicably inspired to anger and feels a compulsion to attack the nearest person or creature, believing them to be an enemy. They must succeed at a Will save (DC 15) or else succumb to this urge, which they follow for one minute or until their target is incapacitated or dead. The current holder of the bone and his allies are immune to its effect, but feel a faint and ineffectual hatred if they stare at it.

However, the bone has a drawback. Once per month at a seemingly random time, the owner of the bone must make a successful Will save or become suddenly filled with hatred and immediately believe that the next person he sees is an enemy. This mental illusion lasts for one hour, after which the owner of the bone regains his senses.

Faint enchantment; CL 4th; Price 25,000gp; Weight: 1lb.

Bone Mask of Life (Relic)

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

This relic, fierce as it appears, is actually a holy artifact made from the skull of the first aasimar to become a king on the material plane. The mask, with horns coming out of the front, covers the top half of the wearer’s face except for the eyes and nose. It attaches securely to the wearer’s face, resizing to fit anyone with a head of general humanoid form, up to a maximum of Large size.

While wearing the mask, its fearsome visage confers a +2 competence bonus to all Intimidate checks, but the wearer suffers a -2 penalty to Diplomacy checks. The fierce soul of the bone mask increases the wearer’s level by one for the purposes of turning (but not rebuking) undead, and grants the wearer a +1 divine bonus to saves versus any the special abilities or spells of any undead.

The bone mask of life takes up the same “magic item slotâ€? on the body as goggles or eyeglasses.

Faint necromancy; CL 7th; Price 30,000 gp; Weight: 1lb.

For Your Game: Seventeen Relics

Over the coming weeks I’ll be posting a series of new magic items to use in your game. Relics are items that once formed part of the body or possessions of some great figure, and by connection to these people they are mysteriously imbued with special power. These rare and priceless lesser artifacts were originally published in 17 Relics published by The Le Press.

What are Relics?

Ever since adventuring parties began coming together in the search for rare and valuable magic items, they have done so by looting the bodies of slain enemies and emptying tombs of their worth. Among the great and many magic items in invention, however, some of the most interesting are those rare artifacts which are not simply forged or created in the conventional sense, but unpredictably derive their power from some obscure, and often unique, set of circumstances.

A relic, in the traditional sense, is a piece of the body or possessions of a saint or other such pious person, often with some supernatural power attributed to it since the person’s death. In a world where many people, creatures, objects, places and beliefs hold magical power and the deities are many and influential, this definition can be expanded to include a greater variety of objects. In this sense, a relic is any part of a person or creature’s body or something very closely associated with them, which, despite not having been deliberately imbued with magic, has somehow found itself with supernatural power.

Relics cannot be made or replicated by the usual means of magic item creation - a relic’s power comes from divine providence, force of the original owner’s personality, unique and unusual circumstances, random bursts of magic or any combination of these. As such, you will not find item creation guidelines for any of these relics, nor should your character expect to be able to purchase them. The prices listed are given only as a guideline so that GMs can more easily judge their value as treasure. Should the player be lucky enough to find a relic for sale, its price may vary considerably depending on whether or not the seller realizes its value or knows how rare (often unique) the item really is.

Although earlier editions of the game defined relics as synonymous with artifacts, none of the items in this collection are beyond the power level of mortal magic items. However, they certainly are unique (or in some cases are nearly so) and are unusually resistant to the ravages of time and the wear and tear of daily use. GMs may consider making a relic the object of a quest or adventure, perhaps tying several adventures together in this manner. Alternatively, they might be given to the campaign’s villains or important NPCs, giving the players something to strive towards by creating potential loot or reward.