■Bramble-Casters - Gloves, Greater Spearblock (dr 10/slashing or bludgeon), ThornGuard (1d8 damage to attackers)
素晴らしい…
■Chaosblade - +5 Khopesh, Anarchic, True Chaos, Lesser Vampirism (命中毎にHP吸収)
鬼だね。
■Cloak of the Zephyr - cloak, Blurry (10% perma blur),
invisibility 1/day
これもすごい。
■Dustless Boots - Striding 20%, Move Silently +15, Hide +11
■Greenblade - +5 kukri, Force Burst (1d6 force on every hit?, 1d10 on criticals), Greater Arcane Lore (all spells have 10% of 2x critical)
良い!
■Demon Scale Armor - +5 scale mail (light armor), Proof Against Poison, Improved Lightning Resistance
■Lion-Headed Belt Buckle - +4 Strength, +4 Con, Immune to Fear, Roar (Causing melee attackers to resist or be Shaken)
■Marilith Chain - +5 chainmail, DR5/Lawful or Good, Taint of Evil (negative level if wear is good), Seeker +6, Shatter +6
■Pouch of Jerky - trinket?, Greater False Life, heal +11, Eat Jerky 3/day (removes poison and disease, regenerate health?)
■Sandstorm Goggles - Blindness Ward, True Seeing
■Seal of Earth - Ring, Natural AC +3, Acid Resistance, Stoneskin (level 12 caster, 3/day)
■Shining Crest of St. Markus - Helmet, Deathblock, Improved Devotion VI, Lesser Healing Lore
良いね
■Staff of Arcane Power - +2 Quarterstaff, Good Luck +2, Arcane Power Spell Selection ## (25 charges, 1 recharge per day), Wizard only (DC 26)
12レベルとして
Magic Missile, Ray of Enfeeblement, Lightning Bolt, Fireball, Cone of Cold, Hold Monster,Globe Of Invulnerablity使用可能。12レベルキャストレベル。
■Storm - +4 Heavy Crossbow, Keen, Thundering, Shocking Burst, extra +4 to hit
■Torc of Prince Raiyum-de II - necklace, Greater Spell Penetration VI, Wizardy III, Transform Kinetic Energy
殴られる度にダメージをSPに変換する可能性あり
■バインド修正!!!
Spectacles of Spirit Sight
Thornlord
Whirlwind
Sirroco
Bejeweled Letter Opener
Stinkpelt's Hide
Vambraces of Inner Light
Silken Mail
これらのバインドは間違い。トレード可になります
●Chains of Flame - level 12
Cape of the Roc - cloak, feather falling, Roc Strength 3/day (+6 str for 30 seconds) (end chest)
Golden Greaves - boots, 15% striding, dr3/- (minotaur chest)
Hruvayah's Medallion - Spell Penetration VI, Taint of Evil (Negative Level for all good aligned characters) (end chest
Ring of Baphomet - Intimidate +11, charisma -1, wisdom -1, Bestow Curse 3/day (minotaur chest)
Staff of Inner Sight - +2 quarterstaff, +4 intelligence (library chest)
Unkor's Cleaver - +4 battle axe, Keen
●Chamber of Raiyum - level 12
Adherent's Pendant - necklace, Superior Devotion IV, Wizardry II, Paladin only (dc 12)
Bejeweled Letter Opener - +3 Dagger, Keen, Improved Resonance IV, Improved Devotion IV
Mysterious Ring - Mysterious Effect x2 (two random effects. Can include +3 to a stat, Moderate Fortification, and +3 deflection bonus)
Silken Mesh - +4 Chainmail, mithril, axeblock, +10 move silently
Sirroco - +3 Longsword, Telekinetic (DC17 trip on Crit), Sirroco (Blindness on Crit, save negates it)
Spectacles of Spirit Sight - goggles, Necromancy Focus, Enchanment Focus
Vambraces of Inner Light - +3 Full Plate, +3 cha, command
●Bring Me the Head of Ghola-Fan! - level 10
Fellblade - +4 Falcion, +4 Vertigo (Balcony)
Mystic Band - Helmet, Spell Penetration 5 (Treasure Room)
Royal Guard Mask Teleport 1/rest (Treasure Room)
Staff of the Seer - +1 Quarterstaff, Intelligence +2, +2 Wisdom, +5 Use Magical Device, True Seeing 1/day
★+5UMDがポイント。他のユニークも良品揃い。
●The Sands of Menechtarun
Bloodstone - Trinket, +6 Seeker (Undead area, Thirsty One)
Bow of the Elements (Air) - +4 Long bow, Shocking Burst, +2 Dexerity (Undead area, Whirling Ozann)
Coronation Shield - +4 Heavy Shield, Blinding (Undead area, Thirsty One)
Dynastic Falcata - +4 Khopesh, Adamantine, True Law, +2 Charisma (Undead Area, General)
Firestorm Greaves - Fire Resist, Fire Absorption 33% (absorbs 1/3 of all fire damage taken after other protections)
Flint - +4 Dagger, Shocking Burst
Gloves of the Falcon - +2 dex, +10 spot (Firebrand area, Lt. Ayurro)
Hyena Claw Necklace - +3 Constitution, +7 Intimidate (Windlasher area, Stinkpelt)
Mummy Wraps - +4 Padded Armor, Fearsome (Undead Area, Thumok The Mad)
Ring of Spell Storing - Restores 25 spell points 3/rest.
Robe of Fire - Superior Combustion 3, Evocation Focus, Fire Resist (undead area, Thumok the Mad)
Shard of Vollun - Trinket?, Wizardy III, Improved Radiance III
Shield of the Scorpion - +4 Heavy Shield, Spearblock
Stinkpelt's Hide - +5 hide armor (6 max dex), -1 charisma (Windlasher area, Stinkpelt)
Thornlord - +4 Longbow, +2 extra damage (Windlasher area, Yurrugh the Swift)
Weathered Targe - +3 Light Shield, Densewood, Improved Lightining Resistance (Undead area, Thumak The Mad)
Whirlwind - +5 greatsword, screaming (1d6 sonic on every hit), Telekinetic (DC17 trip on Crit) (Windlasher area, Den Mother)
Wolf Whistle Necklace - Charm Canine 3/day
Vulkoorim Dervish Robe - Lesser Fire Resistance, +4 ac (Vulkoorim area)
Vulkoorim Pendant - Necklace, Superior Nullification II, Improved Devotion II, Taint of Evil (Vulkoorim area)
Zephyr - +3 Short Sword, Finesse (Windlasher area, Yurrugh the Swift)
★Firestorm Greavesの炎33%吸収は完全な新効果
★Ring of Spell Storing 今回の目玉。+75SPは大きすぎる。装備スロット占有しないので、SPの有る全クラスに対応。
●Slavers of the Shrieking Mine - Level 10
Resonant Guard Suit - +4 Studded Leather, Sonic Guard, Lesser Sonic Resist, -5 Move Silently
Ring of the Ancestors - Raise Dead 1/day, Good Alignment required
Shrieking Star - +4 Morningstar, Roaring, Sound Burst 1/day
★Ring of the Ancestors これまたTF前提の追加ユニーク。回しも慣れてるので早いかも。
●Festival Coin Rewards
10 Beholder Gingerbread Cookie - Telekinesis (self only) (2 silver coins)
Candy Cane Wand - Heal Moderate (self only) (2 silver coins)
Cupcake - Heal Light (3 copper coins)
Daanvi, The Perfect Order Jelly Cake - Good Hope (self only) (2 silver coins)
Dal Quor, the Region of Dreams Jelly Cake - Mnemonic Enhancer (3 copper coins)
Dolurrh, The Realm of the Dead Jelly Cake - Death Ward (2 silver coins)
Fernia, The Sea of Fire Jelly Cake - Fire Shield (fire version) (level 12 caster) (1 gold coin)
Festival Twig - Does nothing (3 copper coins)
Irian, The Eternal Day Jelly Cake - Raise Dead (1 gold coin)
Kythri, the Churning Chaos Jelly Cake - Acid Rain caster (level 8) (1 gold coin)
Lamannia, the Twilight Forest Jelly Cake - Rage (level 12 caster) (2 copper coints)
20 Lumps of Coal - Dart (Bludgeon) (3 copper coins or 2 silver coins)
Mabar, the Endless Night Jelly Cake - Fear (Level 12 caster) (2 silver coins)
Queen Lailat, the Marilith Gingerbread Cookie - Protection from Evil (level 10 caster) (3 copper coins)
Risia, the Plane of Ice Jelly cake - Fire Shield (cold version) (level 12 caster) (1 gold coin)
Shavarath, the Battleground Jelly Cake - Heroism (level 12 caster) (2 silver coins)
Syrania, the Azure Sky Jelly Cake - Feather Fall (level 12 caster) (3 copper coins)
Thelanis, the Faerie Court Jelly Cake - Eagle's Splendor (3 copper coins)
Velah, the Red Dragon Gingerbread Cookie - Fire Resist (level 8 caster) (3 copper coins)
Warforged Titan Gingerbread Cookie - Shield (level 6 caster) (3 copper coins)
Xoriat, the Realm of Madness Jelly Cake - Otto's Dance Sphere (level 12 caster) (2 silver coins)
Unique Named Items (Like Sunblade) (1 gold coin)
This spell functions like Aid, except that it affects multiple targets and each target gains temporary hit points equal to 8 + 1 per caster level (max 8+15).
Infects a living enemy with the chosen disease, which strikes immediately and deals damage to one or more attributes. A successful Fortitude save negates the damage.
A black ray of crackling negative energy suppresses the life force of any living creature it strikes, granting an enemy 1d4 negative levels. If the target has as many negative levels as its Hit Die, it dies. Each negative level gives a creature -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level. Negative levels stack.
Fire Trap
Level: Wiz/Sor 4
Components: V, S, M
Target: Positional
School: Evocation
Duration: 1 min or until triggered
Creates a trap that wards an area. When an enemy triggers the spell by entering the area, a fiery explosion does 1d4 fire damage +1 per caster level (max 20). A successful Reflex save reduces the damage by half.
Freedom of Movement
Level: Rgr 4, Brd 4, Clr 4
Components: V, S, M, DF
Target: Friend, Self
School: Abjuration
Duration: 1 min/level
This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, petrification, entanglement, or solid fog.
This spell imbues your touch with negative energy, allowing you to paralyze a single living humanoid. The subject then exudes a carrion stench that causes nearby living creatures to become sickened. Creatures that are immune to poison are unaffected by the stench. A successful Fortitude save negates both effects.
Hold Animal
Level: Rgr 2
Components: V, S
Target: Foe
School: Enchantment
Duration: 1 round/level
An animal becomes paralyzed and freezes in place. It is aware, but can take no actions for a maximum of 6 seconds per caster level. The enemy may attempt to make a new Will save every 3 seconds.
Magic Circle Against Evil
Level: Clr 3, Wiz/Sor 3, Pal 3
Components: V, S, M/DF
Target: Self
School: Abjuration
Duration: 1 min/level
Casts Protection From Evil on multiple targets, granting a +2 deflection bonus to AC and a +2 resistance bonus to saves versus attacks from evil creatures. Targets are also warded from magical mental control and compulsions.
Gives special favor to allies, giving a +2 luck bonus to attack rolls, Armor Class, and saves.
Shadow Walk
Level: Brd 5, Wiz/Sor 6
Components: V, S
Target: Self
School: Illusion
Duration: 1 min/level
Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.
Shield of Faith, Mass
Level: Clr 4
Components: V, S, M
Target: Friend, Self
School: Abjuration
Duration: 1 min/level
Casts Shield of Faith on multiple targets, creating a shimmering, magical field around allies that averts attacks, giving a +2 deflection bonus to AC. This bonus is increased by 1 for every 6 caster levels.
Snare
Level: Rgr 2
Components: V, S, DF
Target: Positional
School: Transmutation
Duration: 1 min until triggered
Creates a snare that, when triggered, entangles a single enemy. An entangled creature may attempt to make a Strength save each round to escape. Incorporeal creatures and oozes cannot be caught in the snare.
Creates hard and pointed vegetation injures the feet and legs of enemies that pass over it, slowing movement and causing 1d4 piercing damage per round. A successful Reflex save negates the slow.
Summon Nature’s Ally I
Level: Rgr 1
Components: V, S, F/DF
Target: Positional
School: Conjuration
Duration: 1 min
Summons a wolf to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 1 minute.
Summon Nature’s Ally II
Level: Rgr 2
Components: V, S, F/DF
Target: Positional
School: Conjuration
Duration: 2 min
Summons a hyena to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 2 minutes.
Summon Nature’s Ally III
Level: Rgr 3
Components: V, S, F/DF
Target: Positional
School: Conjuration
Duration: 3 min
Summons a lioness to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 3 minutes.
Symbol of Pain
Level: Clr 5, Wiz/Sor 5
Components: V, S, M
Target: Positional
School: Enchantment
Duration: 1 round/level after triggered
You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and ability checks. A successful Fortitude save negates this effect.
Causes the caster to become a virtual fighting machine - stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can't cast spells. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
Control Undead
Level: Wiz/Sor 7
Components: V, S, M
Target: Foe
School: Necromancy
Duration: 1 min/level
Control is granted over the enemy undead, forcing it to fight for you. Controlled undead get an additional saving throw every 2 minutes. A successful Will save negates this effect.
Creates a ball of fire that detonates on impact, causing an explosion of flame that does 1d6 per caster level (max 20d6) damage to targets around it. A successful Reflex save reduces the damage by half.
Teleports you and all nearby allies to one of a variety of locations.
Hold Person, Mass
Level: Wiz/Sor 7
Components: V, S, F/DF
Target: Foe
School: Enchantment
Duration: 1 round/level
Casts Hold Person on multiple targets.
Invisibility, Mass
Level: Wiz/Sor 7
Components: V, S, M
Target: Friend, Self
School: Illusion
Duration: 1 min/level
Casts Invisibility on multiple targets, causing them to vanish from sight, even darkvision. Attacking a target will remove the effect.
Power Word: Blind
Level: Wiz/Sor 7
Components: V
Target: Foe
School: Enchantment
Duration: see text
A single word of power is uttered, causing your target to become blinded. Creatures with 100 current HP or less are permanently blinded, creatures with 101 to 200 current HP are blinded for 1d4+1 minutes, creatures with 201 to 400 current HP are blinded for 1d4+1 rounds. Creatures with more than 400 current HP are unaffected by this spell.
Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.
Restoration, Mass
Level: Clr 7
Components: V, S, M
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Casts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies.
Summons an efreeti to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 7 minutes.
Symbol of Stunning
Level: Clr 7, Wiz/Sor 7
Components: V, S, M
Target: Positional
School: Enchantment
Duration: 1 round/level after triggered
You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets are stunned for 6d6 seconds or until the Symbol expires. A successful Will save negates this effect.
Symbol of Weakness
Level: Clr 7, Wiz/Sor 7
Components: V, S, M
Target: Positional
School: Necromancy
Duration: 1 round/level after triggered
You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets take 3d6 points of Strength damage. A successful Fortitude save negates this effect.
Waves of Exhaustion
Level: Wiz/Sor 7
Components: V, S
Target: Foe
School: Necromancy
Duration: Permanent
Waves of negative energy cause all living creatures to become exhausted. Exhausted creatures take a -6 penalty to strength and dexterity.
New for Bards
Cure Light Wounds, Mass
Level: Brd 5, Clr 5
Components: V, S
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Removes ongoing spells that have been cast on a target. You must make a caster level check of 1d20 + your caster level (maximum +20) versus 11 + the spell's caster level to remove an effect.
Imbues a single ally with great bravery and morale in battle, gaining a +4 morale bonus on attacks, saves, and skill checks. The target also receives temporary hit points equal to the caster level and immunity to fear.
Mind Fog
Level: Brd 5, Sor/Wiz 5
Components: V, S
Target: Positional
School: Enchantment
Duration: 2d6 rounds
Produces a bank of thin mist that weakens the mental resistance of those caught in it, giving a -10 penalty to Will saves. A successful Will save negates this effect.
Shadow Walk
Level: Brd 5, Wiz/Sor 6
Components: V, S
Target: Self
School: Illusion
Duration: 1 min/level
Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.
Suggestion, Mass
Level: Brd 5, Sor/Wiz 6
Components: V, M
Target: Foe
School: Enchantment
Duration: 1 round/level
Summons an earth elemental to fight for you for a brief time. Casting this spell locks out casting any other Summon Monster spell for 5 minutes.
New for Paladins
Break Enchantment
Level: Brd 4, Clr 5, Pal 4, Sor/Wiz 5
Components: V, S
Target: Foe
School: Abjuration
Duration: Instantaneous
Affected allies in an area are freed from harmful enchantments, transmutations, and curses. You must make a caster level check of 1d20 + your caster level (maximum +15) versus 11 + the spell's caster level to remove an effect.
Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the poison. Additionally, it immunizes the ally from any poison he is exposed to during the duration of the spell.
Restoration
Level: Clr 4, Pal 4
Components: V, S, M
Target: Friend, Self
School: Conjuration
Duration: Instantaneous
Cures all temporary ability damage, restores a single negative level suffered from energy drain, and eliminates fatigue or exhaustion suffered by the ally.
Positive energy is channeled to heal serious wounds of your target or damage undead for 3d8 hit points +1 per caster level (max +15).
Freedom of Movement
Level: Rgr 4, Brd 4, Clr 4
Components: V, S, M, DF
Target: Friend, Self
School: Abjuration
Duration: 1 min/level
This spell enables an ally to move and attack normally for the duration of the spell, even under the influence of magic that normally impedes movement, such as paralysis, entanglement, or solid fog.
Longstrider, Mass
Level: Rgr 4
Components: V, S, M
Target: Friend, Self
School: Transmutation
Duration: 1 min/level
Casts Longstrider on multiple targets, increasing base run speed of allies by +15%.
Summon Nature’s Ally IV
Level: Rgr 4
Components: V, S F/DF
Target: Positional
School: Conjuration
Duration: 4 minutes
Summons a razor cat to fight for you for a brief time. Casting this spell locks out casting any other Summon Nature's Ally spell for 4 minutes.