Wilderlands Age of Worms
The Order of the Storm was once a powerful cabal of druids and mages, descended from the Dragon Lords of Oricha. The forces of Yog and their draconic allies destroyed the Order ages ago, stamping it out so thoroughly that memory of it has faded away. Foreseeing their imminent demise, these powerful spellcasters found a way to ensure that the knowledge they possessed would be preserved, safe both from the prying eyes of the curious and the shrouding mists of time.
When the PCs drank from the Fountain of Dreams in Session 30, they released this hidden knowledge back into the world, including the recipes for various powerful magic items, which are now available for the PCs to create or commission.
AMULET OF LIGHT
Long ago, these simple sunburst pendants were given to the Order’s front-line soldiers to aid in the destruction of their undead foes and to prevent their comrades from rising as undead even as they fell. Each of these pendants radiates a continual consecrate effect, as the spell.
Moderate evocation; CL 5th; Craft Wondrous Item, consecrate; Price 25,000 gp; Weight 1 lb.
This ornate +3 greatsword possesses an inordinate amount of ornamentation. The blade itself is serrated, and numerous hooks, spikes, loops, and crossguards project irregularly from its surface. The grip contains an intricate wire handle, which flows over the hands of the wielder and binds the sword to his flesh while he wields it. The sword grants its user a +8 circumstance bonus on checks made to resist disarming. The wielder is also immune to any energy damage resulting from breath weapons. In addition, once the sword has protected its wielder from a breath weapon, he can choose to store the energy of the breath weapon within the sword or have it dissipate harmlessly. If he chooses to store the energy, he is no longer protected from any future breath weapons as long as the energy remains stored, but if he successfully hits an opponent with the breathdrinker sword while it retains this stored power he may choose to release it. If he does, his target suffers the breath weapon’s effects in addition to the attack’s normal damage (dealing the same damage with the usual Reflex save for half). The sword may retain its stored energy no longer than one day, after which it dissipates harmlessly. The sword offers no protection against breath weapons that do not deal energy damage.
Strong abjuration and evocation; CL 14th; Craft Magic Arms and Armor, protection from energy, spell turning; Price 50,350 gp; Weight 4 lb.
CLOAK OF THE ORICHALAN KINGS
Like the ripples of sunlight off a pool of water, the brilliant colors of this full-length cloak seem to dance and swirl as its wearer moves. Woven from hundreds of tiny scales taken from each of the five chromatic dragons, this cloak has the ability to imbue the wearer with some of their power. The Cloak of the Orichalan Kings grants its wearer a +6 enhancement bonus to Charisma. In addition, it allows the wearer to take on the aspect of each of the chromatic dragons once per day, gaining some of the abilities of that dragon. Activating an aspect is a standard action for the wearer, and each aspect lasts for 1 minute. No other aspect may be assumed for the duration of the effect. The following describes the aspects and their effects.
Black: The cloak becomes jet black and drinks in the surrounding light like a bottomless pit. The wearer’s features shift subtly, his skin and hair take on a grayish cast and his eyes become an acidic shade of green. The wearer gains acid resistance 30 and may cast darkness once as a spell-like ability while the aspect lasts (CL 18th). In addition, any spell he casts with the acid or water descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell’s level or casting time.
Blue: The cloak becomes dark blue and faint sparks of electricity dance over it. The wearer’s features shift subtly, his skin and hair take on a bluish cast and his eyes fade to pure white. The wearer gains electricity resistance 30 and may cast ventriloquism once as a spell-like ability while the aspect lasts (CL 18th). In addition, any spell he casts with the electricity or earth descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell’s level or casting time.
Green: The cloak becomes deep, forest green, and seems to fade into natural vegetation. The wearer’s features shift subtly, his skin and hair take on a greenish cast and his eyes become a sickly shade of yellow. The wearer gains acid resistance 30 and may cast suggestion once as a spell-like ability while the aspect lasts (CL 18th). In addition, any spell he casts with the acid or air descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell’s level or casting time.
Red: The cloak becomes bright red and seems to smoke and smolder. The wearer’s features shift subtly, his skin and hair take on a reddish cast, and his eyes glow with a golden light. The wearer gains fire resistance 30 and may cast locate object once as a spell-like ability while the aspect lasts (CL 18th). In addition, any spell he casts with the fire descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell’s level or casting time.
White: The cloak becomes snow white and a chill hangs over it. The wearer’s features shift subtly, his skin and hair fade to a bleached white, and his eyes darken to pure black. The wearer gains cold resistance 30 and may cast fog cloud once as a spell-like ability while the aspect lasts (CL 18th). In addition, any spell he casts with the cold descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell’s level or casting time.
Strong abjuration and transmutation; CL 18th; Craft Wondrous Item, eagle’s splendor, resist energy; Price 102,000 gp, Weight 2 lb.
This powerful ward resembles nothing more than an unremarkable 1- inch-diameter sphere of polished steel. The lodestone’s power, however, is a great blessing to those who battle incorporeal undead and creatures who can travel ethereally. The lodestone strengthens the boundary between the Ethereal Plane and the Prime, preventing any incorporeal undead from manifesting within a 20-foot radius. It also prevents any travel to and from the Ethereal Plane within that radius, negating the effects of spells such as blink, ethereal jaunt, and etherealness. Because the lodestone is so tightly bound to the Prime, it may not be taken to another plane. Any time its possessor is transported across planes, the lodestone remains behind.
Strong abjuration; CL 15th; Craft Wondrous Item, dimensional lock; Price 39,000 gp; Weight 1 lb.
Possibly the Order of the Storm’s deadliest achievement, the means of crafting these bows remained a closely guarded secret for millennia. Crafted from ordinary yew and trimmed with dragon bone, there is little about this nondescript bow that reveals its undeniable power. A +2 composite longbow (+5 Strength), this bow allows the wielder to find the weak spots in his enemy’s hide, allowing him to ignore any natural armor bonus (including any enhancement bonuses to that natural armor) for one attack three times per day. The wielder must declare that he is using this ability (a free action) before the attack roll is made.
Strong divination; CL 16th; Craft Magic Arms and Armor, true strike; Price 50,900 gp; Weight 3 lb.
SCEPTER OF THE DRAGON LORDS
Crafted from adamantine and studded with precious and semi-precious stones, this scepter grants the ability to penetrate the arcane defenses of the most powerful dragons. The wielder receives a +4 bonus on caster level checks to overcome the spell resistance of dragons.
Moderate (no school); CL 10th; Craft Rod, Greater Spell Penetration; Price 5,500 gp; Weight 5 lb.
ELIXIR OF DRACONIC ESSENCE
This elixir comes in five varieties, one for each of the five chromatic dragons. Made from the blood of true dragons and enhanced by magic, the elixir grants powers of its associated creature to whomever drinks it. Thick scales of the appropriate color cover the drinker’s skin, granting him a +4 enhancement bonus to his existing natural armor bonus. Meanwhile, his physique grows in power to match his draconic form. He gains a +8 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +2 enhancement bonus to Intelligence, and a +2 enhancement bonus to Charisma. His face extends into a fierce snout, while his fingers twist into sharp claws, giving him 2 claws and a bite he can use as natural attacks (1d4 claw and 1d6 bite for a medium creature). Powerful wings burst from his shoulders, giving him a fly speed of 60 feet (average). He gains a breath weapon of the appropriate type (see table below) usable once every 1d4 rounds, dealing 6d6 points of damage. A DC 14 Reflex save halves this damage.
|Dragon Variety||Breath Weapon|
|Black||60-foot line of acid|
|Blue||60-foot line of lightning|
|Green||30-foot cone of corrosive (acid) gas|
|Red||30-foot cone of fire|
|White||30-foot cone of cold|
The drinker also gains complete immunity to the energy type associated with his breath weapon. These effects remain for 10 minutes.
Moderate transmutation; CL 11th; Craft Wondrous Item, polymorph; Price 6,550 gp; Weight 1 lb.
PHYLACTERY OF PROTECTION FROM EVIL
This phylactery continuously grants the wearer the effects of the protection from evil spell. While this type of protection is the most common version of this item, phylacteries for the other protection from alignment spells also exist.
Moderate abjuration; CL 7th; Craft Wondrous Item, magic circle against evil; Price 30,000 gp; Weight 1/2 lb.
This shimmering silver cloak seems to be spun from quicksilver. Its form constantly ripples and flows around the wearer and light dances across its surface. It grants the wearer complete immunity to paralysis and a +10 competence bonus on Escape Artist checks.
Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement; Price 25,000 gp; Weight 2 lb.
RING OF DEATH WARD
This ring continuously grants its wearer the protection of the death ward spell.
Moderate abjuration; CL 7th; Forge Ring, death ward; Price 60,000 gp; Weight —.
SHIELD OF THE SUN
This +2 heavy steel shield has a highly polished concave reflective surface that contains a large golden gem at its center. Twice per day, on command, the gem can ignite a brilliant beam of sunlight, blinding the living and destroying the undead. This effect is equivalent to a sunbeam spell (caster level 13th).
Strong evocation; CL 13th; Craft Magic Arms and Armor, sunbeam; Price 74,170 gp; Weight 15 lb.
SHROUD OF UNDEATH
This mantle is made from plain gray silk, embroidered with delicate white tracings of powerful runes of death and warding. Worn over normal clothing or armor, it continuously gives the wearer the benefits of the hide from undead spell (Will save DC 15).
Faint abjuration; CL 3rd; Craft Wondrous Item, hide from undead; Price 7,500 gp; Weight 1 lb