Aug 26, 2012

Magical Constructs in the Web of Ostigaar (2 of 3)

This is the second part of the series begun in part one.  These constructs will appear in the dungeon rooms of the Web of Ostigaar adventure, but are being presented here (separately) for use in other adventures, as well.

The next sequence of magical constructs features (again) three items.  The first is  the Pool of Seeing, the second is the Bleeding Cage of Viyatus, and the third is the Column of Fa'Tar.

The Pool of Seeing - This is a magical pool that draws together a sharp focus between the living, the dead, and the undead.  It is used, theoretically, as a focus for "speak with dead" spells, granting the caster some special allowances.  It basically adds three levels to the casting cleric's level, and some other benefits.  The chief benefit, however, is that as long as the deceased was known to the cleric, or some person at hand during the casting, then no remains of the deceased are necessary - if the spell is cast in the vicinity of the Pool of Seeing.
Caster
Level
Length of time
since Death
Duration of
Spell
Number of
Questions
5
1 week
2 rounds
3
6
1 month
6 rounds
4
7-9
1 year
2 turns
5
10-12
10 years
4 turns
6
13-17
100 years
6 turns
1 hour
8
18+
1,000 years
12 turns
2 hours
10

Now, for the cost. If contact is made with the pool, then it will immediately summon 1d4+1 wraiths that will attack whomever made contact with the pool, and all those in their company.

Bleeding Cage of Viyatus - This infernal creation was created by an evil sorceror, forced to work under magical geas for the Harmalan family, as a device to aid them in their own war against diabolical creatures.  The construct appears as a pair of large stone niches, each with a hinged metal door closing over them.  The one on the left always appears to be slick with a coating of blood.  The one on the right is clean and dry.  If the intended recipient of the "benefits" of the spell enters the chamber on the right, and a suitable victim is placed in the chamber on the left (the morally questionable Harmalan sorcerors employed prisoners and captured cultists that served the diabolical powers they were making war against), then the magic of the construct activates.  The sacrifice on the left is bled dry over the time of an hour, and the during that time, any extraordinary traits that the victim might have are passed to the recipient.  In this case extraordinary traits are defined as any ability that the victim might have that the recipient does not have.  This includes (and is mostly intended for) racial abilities.  It does not include class skills, magical talent (but innate magical abilities do count), or non-weapon proficiencies.  The victim is dead. The recipient retains the abilities for a time equal to their own constitution in days.  The cost of using this construct?  It causes horrible, horrible visions and nightmares.  Any spellcaster that uses the device will not be able to regain spells (either MU or Cleric) due to an inability to concentrate, for a period of time equal to how long they have their temporary abilities.  In addition, at the end of the period, a saving throw vs. Poison must be made, or the recipient suffers a permanent loss of (randomize) either Intelligence or Wisdom.  At the time of its construction, the evil sorceror Viyatus was forced to construct the Bleeding Cage, so that the Harmalan Sorcerors could benefit from the abilities they faced in the dark elf, and mind flayer, enemies they were warring against.

Column of Fa'Tar - There was once, in another dimension that could be visited only by magic, a city of Fa'Tar inhabited by curious three armed beings that served a mighty fire elementalist. The elementalist had a cadre of magical assistants and lieutenants known as the Flying Warlocks of Fa'Tar.  The means by which these Warlocks were able to fly was through use of the Column of Fa'Tar.  Now the column exists within the world of the Valley of the Old Ones.  It is a large (10' tall, 3' across at the base) pillar of highly polished stone, with massive bands of platinum at the base and top.  The column always is glowing, and even humming with heat, as it is constantly white hot.  Through magical means the platinum bands around the top and the base do not burn, nor do they get hot.  The column, if touched, will confer magical abilities on the one touching it.  However, the extreme heat of the surface will render the limb that touches the column as completely burnt, withered, and useless.  As a side effect of losing the limb, the toucher also suffers 3d6 hp loss.  In addition, for each touch, the character must make a save vs. paralyzation or suffer a permanent loss of 1 point of constitution.  For the first touch, the touching character gains the ability to levitate, up to 1 hour at a time, three times a day.  For the second touch (which requires the sacrificial abandonment of another limb), the toucher sprouts very large feathered wings, and can now fly for up to 1 hour at a time, up to three hours a day (this replaces the levitate ability).  The wings have a 20' wing span, however.  For the third touch, the wings are lost, and the touching agent now gets to fly, at will.  The limbs lost will not recover normally.  Nor will the hit points that they cost come back, until the limbs ARE recovered.  The method to recover the limbs is by a remove curse spell (one per limb), and then heal back the 3d6 hp loss, per limb, as the time to grow the withered part back.

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