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AD&D 2nd Edition » Magical Items
Collin's Evertoken
Misc. Magical Items
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This powerful magic item appears as a glossy-smooth, silvery-blue four-pointed metal star. It is perhaps three quarters of an inch thick and about three inches across from point to point. It is heavier than its size would suggest and uniformly smooth and rounded. Forged of a Mithril and Darksteel alloy, it is protected by a Blueshine treatment and further it emits a discordant, six-note metallic chord if forcefully struck. Functions when touched and willed into action:
Possesses the following powers:
- Adheres to any surface at the mental command of the bearer. Once so affixed it may only be removed by the bearer, or Lord
Erikson.
- Avasir's Impenetrable Shield: When this power is activated it causes a 3-foot-radius circle of scintillating colors to come into existence directly in front of the caster. This Shield is literally impenetrable, any attacks directed at the caster's front rebound off of the Shield. Physical attacks simply bounce away; while magical attacks have a 15% chance of reflecting back onto the caster, otherwise they bounce off harmlessly as well. The Shield does not protect against attacks aimed at the caster's back and only offers minimal protection against attacks aimed at the caster's flank, equal to a -4 penalty to hit. The Shield will completely protect the caster for 1d4+15 attacks. This power may be used 3 times per day.
- Avasir's Lesser Shields: When cast it causes one or two 2-foot-diameter shields of magical force to emanate from the caster's hand(s). These Shields are nearly invisible, presenting only as a vague shimmering, much like the distortion effect of heat on air. The caster can conjure one or two shields, one from each hand; if the caster has only one shield she may cast other spells, while two shields prevents further spell casting (in most cases). The Shields protect against direct attack (either magical or physical), providing 240 hit points of protection (120/120 if 2 Shields). The spell requires some concentration if the caster is stunned or knocked out the Shields dissipate. Further, the caster can be made to drop her Shields if she is injured she may lose them. If the caster takes more than 6 hit points of damage from a single attack she has to make a Constitution check (at a +3 bonus) or lose her Shields. If the caster has only one Shield up and is attacked she has to make a Dexterity (at a +9 bonus) check to block the attack. This power may be called upon 6 times per day, and is in effect until the character wills it over, the Shield's protective power is dissipated, or the bearer is forced to drop them.
- Deceive Prying: This power sets up an aura of protection about the bearer that protects him from magical examination (not attack). The alignment aura, beliefs, and thoughts of the bearer are overlaid by a false alignment and sense of beliefs chosen by the bearer when the power is activated, and random surface thoughts are supplied by the Evertoken in response to what the bearer sees happening and the false alignment and beliefs chosen. Once activated this power is constant in effect until the bearer wills it to stop or the bearer changes the aura. In addition, this aura of protection makes any and all magic items/possessions of the bearer, including the Evertoken, register as non-magical or mundane items. This also applies to any inherent magical abilities.
- Elsewhere: This power allows the bearer to "hide" a single item, no larger than a staff, in an extra dimensional space. It can appear in the bearer's grasp and be made to return to its "home" at will and as often as the bearer desires.
- Protective Aura: This power sets up an aura of protection about the bearer that protects him against a particular class of attack, granting complete immunity for the duration of the effect. This Aura presents as a prismatic, rainbow-like shimmering that surrounds him and protects against the following: acid, cold of all types, fire of all types, Paralyzation, Rod/Staff/Wand, Poison/ Petrification/Polymorph, Spells and/or Magical Effects, and Breath Weapons. In game terms this protection results in complete immunity for the duration of the effect. This power may be called on 3 times per day, and each time it is used it has a duration of 1 turn.
- Teleport Without Error: This power allows him and one touched being of not more than 3 times his mass, along with all of their garments/possessions and carried items, to instantly transport to any known location on her home plane, with no chance of error. This power may be used once per week.
- Trace Evertoken: This power allows him to trace a path to the nearest token only; precise direction and an impression of distance are gained, but no hint of the bearer's surroundings or state are imparted.
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