5/18/2023 0 Comments Magic item compendium 3.5Relics are always considered sanctified, so if they are used as weapons they deal 1 extra point of damage against evil creatures or 1d4 points of damage against evil outsiders and evil undead (see Sanctified Weapons). An evil outsider or undead creature that touches a relic is burned as if by holy water, taking 2d4 points of damage. Holy power like that of a saint, a martyr, or a celestial leaves a lingering aura of good that is not magic in the traditional sense, but nevertheless can have miraculous effects, usually curative in nature.Īll relics radiate an aura of good. A relic might be a bone or bone fragment from a martyr or other holy person, or some object that touched a saint in a special way-her burial shroud, perhaps, or the instrument of her execution. Sometimes confused with magic items or even artifacts, relics are unique items that carry the indelible mark of good upon them. Moradin's axe of ancestral virtue works just as well for any warlike but good deity. Most of the relics in the section below are based on the deities of the core D&D pantheon, but they don't have to be. ![]() But such a situation could be role-played, because the deal depends greatly on the relationship between the church and the specific PCs who've acquired the relic. Some churches might offer a finder's fee or other gifts equivalent to half the market price if the PCs return a lost relic to them. Many of the descriptions below have market prices listed for each relic, but those prices are given to help the DM design appropriate treasure for the NPCs in the campaign - you'll never find a price tag on a relic. Secondly, they're tied so tightly to worship of a particular deity, so only a very few characters can use them. ![]() They are much more rare than other magic items usually less than a half-dozen copies of each relic exist. Relics are generally not available for purchase, nor will PCs trying to sell them automatically find a buyer. Whether they are clerics or not, believers can wield relics if they have the True Believer feat and are high enough character level that if they were a cleric, they would have a spell slot high enough to sacrifice, activating the divine connection to the relic. ![]() Whenever the cleric or druid prepares spells (of each morning in the case of a spontaneous divine caster such as the favored soul), he decides whether or not he wants to keep the divine connection to the relic active. Any divine spellcaster such as a cleric, druid, or paladin of the relevant deity can temporarily sacrifice a spell slot of the level specified in the relic's description the divine spellcaster can't use the spell slot anymore, but he can use the relic. The wielder of a relic can establish the divine connection in two ways. That character must devote a measure of spiritual energy to keep open a divine connection between the relic he wields and his deity's power. Thefollowing is a list of items and the corrected auras.A relic is a magic item - often, but not always, a wondrous item - that functions only when worn or held by a character who believes in the deity to whom the relic is dedicated. Thereshould read: are a number of runestaffs with spells lower than 3rd level.“Body SlotFace”Īuras ErrataA number of the magic items presented in the Magic – Bow of Songs Item Compendium do not follow the rule presented Aura: Transmutationfor determining the aura of the magic item. – Seven Veils Pieces and – Creating New RunestaffsAbilities (sidebar) The turquoise veil Body Slot entry is incorrect it Delete the last sentence of the first paragraph. ![]() Body Slot Throat-Runestaff of PowerPrice (Item Level): 59,300 gp (18th) – Seven Veils Pieces and Abilities (sidebar) -Runestaff of Passage The serpent veil Body Slot entry is incorrect it should read:Price (Item Level): 60,200 gp (18th)Cost to Create: 30,100 gp, 2,480 XP, 61 days.
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