Relics of War Contest - WEEK 4 - Submissions


Accessories

Paizo Employee Director of Games

RELICS OF WAR “ITEM CREATION” CONTEST

Relics of War is coming and now is your chance to unearth some of these forgotten treasures. Every week, from now until the set releases on November 23rd, we’ll post one magic item card from the set. To win all you have to do is design a magic item to go along with the card, using any currently published game system, and post it to the contest submission thread. Each week, we’ll pick the best one and the winner will receive one display box of Relics of War item cards. There will be 5 winners in all.

Entries will be judged based on originality, clarity, grammar, and adherence to the game system’s rules. Entries must be no longer than 500 words in length and must be posted before 11:59 p.m. Pacific Time on the day of the contest’s end. Relics of War is a set of 110 unique item cards for use with any fantasy roleplaying game.

WEEK 4
This week’s contest ends at 11:59 p.m. Pacific Time, Sunday, November 12, 2006.
Submit entries in this thread
To discuss the contest, see our messageboards.

Contest Rules
• Only one entry per person.
• Entries may be up to 500 words in length.
• Entries may conform to any current game system and should use the current format of that system. The name of the game system must be included in the entry.
• Entries are due at 11:59 p.m. PST on the final day of the contest period.
• The staff of Paizo Publishing, LLC, decides each week’s winner. All decisions are final.
• Contest winners will receive 1 display box containing 12 Relics of War booster packs.
• 1 winner will be announced each week, for a total of 5 winners at the contests end. Previous winners are not eligible to win again.
• All entries become the property of Paizo Publishing, LLC.
• Paizo employees and its affiliates are not eligible to win.


Enchantica'a Wand (Mutants & Masterminds 2E)

Andrea Mahnos was a selfish and mischievous 12-year-old brat that continually got herself into trouble. One day, on a class trip to Freedom City's Hunter Museum of Natural History, she managed to sneak away from her group to get a closer look at one of the prize show pieces, a real unicorn horn.

Little did Andrea know the horn was subtly calling her, drawing her to it, for she was actually a distant descendant of the Greek goddess, Circe, to whom the horn once belonged. Touching it before the museum guards cold stop her, the horn transformed her into the visage of the goddess herself and transferred to her its great magical powers. And with great power came great abuse of power.

Using her new magic, Andrea decided she could do whatever she wanted, and so did just that. Though Andrea retained her own mind in her new form, the horn made her even more malevolent and cruel than normal, and her spree caused a lot of damage and some harm to innocents. But, it wasn't long before the hero Daedalus, who had donated the horn to the museum, discovered what had happened and confronted Andrea, who now called herself 'Enchantica'.

Though her power was formidable, Enchantica proved to be no match for Daedalus. She was sentenced to spend time at Freedom City's youth correctional institute for her crimes, but has escaped from there no less than 4 times in the last 18 months, due to her uncanny ability to gain access to her 'wand'.

Enchantica's wand is the source of all of her powers, and if it is taken from her, she loses access to those powers, as well as her adult 'goddess' form, though she can still manipulate it as though she has the wand's ESP and Telekinesis power (usable only on the wand) if it lies within a 5-mile radius of her.

Enchantica's Wand (Cost: 37 points)
Device +12 (3 pt/rk, disarmable) {power feat: Restricted (Bloodline of Circe Only)}
Flight +4
Force Field +12
Magic +15
-Animate Objects +10
-Blast (Fire) +15
-Concealment +15
-ESP (Visual/Audio) +15
-Illusion (All Senses) +7 {power feat: Progression x2 (25 ft Radius)}
-Mind Control +15
-Morph (Humanoids Only) +15
-Obscure (Visual/Audio) +15
-Snare +15
-Telekinesis +15
-Teleport +10 {extras: Accurate}


Rod of Lunia (d20)
Despite the unassuming name, the rod of Lunia is a black, vile artifact. Severed from the head of a dweller of the first layer of Celestia, the horn was used as the focal point of a dark ritual that would cause Pazunia, the first layer of the Abyss, to merge with sections of the Prime Material.

While the ritual of Caliginous Fusion has been lost to time, the rod of Lunia still remains potent in its somber powers. The rod functions as a +2 unholy punching dagger of wounding when wielded as a weapon, as well as providing the beneficial effects of unholy aura. The other effects of the rod of Lunia follow:

At will: bane, curse water
3/day: desecrate, darkness, unholy blight
1/day: deeper darkness, unhallow
1/week: blasphemy, greater planar ally
1/month: gate

Creatures with a good alignment suffer a negative level when attempting to wield the rod. Necromancy spells, or spells with the Evil or Death descriptor, are cast with an additional +1 to their DC.

Strong necromancy; CL 20th; Craft Rod, Craft Magic Arms and Armor, Spell Focus (Necromancy), bane, blasphemy, curse water, darkness, deeper darkness, desecrate, gate, greater planar ally, unhallow, unholy aura, creator must be of an evil alignment; Price 950,000 gp.

Liberty's Edge

The Alicorn
A Magic Item for Dungeons & Dragons

This delicate, spiralled horn, cut from the head of a noble unicorn, has been enchanted to maintain some of that creature's innate magic. Three times each day, upon speaking the name of the unicorn from which it was cut, it can be used to cast a cure light wounds spell, and once per day it may cast cure moderate wounds.

Though seemingly benevolent, the Alicorn has a far more sinister usage. The Alicorn may be wielded as a mundane dagger, though it only deals 1d3 damage. While not particularly malevolent in and of itself, the darker aspect comes in manipulating the Alicorn’s healing power. Upon making a successful sneak attack or critical hit with the Alicorn the wielder may elect, as a free action, to speak the command word and activate one of the Alicorn’s healing spells. When this occurs the target enjoys the benefit of the spell but Alicorn becomes fixed in place.

Each round that the Alicorn remains the target bleeds profusely through the horn's hollow core and the victim suffers 1d4 points of damage from blood loss. Removing the Alicorn causes 1d6 points of damage.

Faint transmutation, conjuration (healing); CL 4th; Craft wand, cure light wounds, cure moderate wounds; Price 2,517 gp.


<b>Heart of Vengeance</b>
A Minor Artifact for Dungeons & Dragons

The story of this artifact is really the story of a group of young heroes (a ranger, an acrobat, a barbarian, a thief, a cavalier and an apprentice wizard), who were unwittingly summoned to a magical world from their mundane one through the power of the benevolent Master of the Dungeon.

He gifted them with vastly powerful magical items to aid in their return home, being careful not to tell them that there were there by his will. Whilst their first concern was to return home it soon became apparent that the Master’s arch enemy, a powerful half-breed demon, would not allow them to leave with the items they carried.

Not all the creatures they met in the magical world were so dangerous. On their first quest, they met a baby unicorn who took an immediate liking to the boy barbarian. In fact, the two soon became inseparable.

Many times they came close to finding their way home, however the intervention of the half-demon prevented their return. Finally, frustrated by their repeated failures, the ranger hatched a desperate plan to confront and slay their enemy and his shadow demon minion.

The plan was to lure their enemy into the lair of a five headed chromatic dragon, hoping to weaken him – despite the protestations of the cowardly cavalier. History records that they faced him there, though the fate of the heroes remains unknown.

Whether they returned home or perished, not even the Master of the Dungeon could say. However, rumours persist that the baby unicorn’s horn carries their power and fighting spirit, after having been driven into the heart of the half-demon for whom it was named.

The tragedy is that the half-demon was in truth the son of the Master and that the heroes were brought there to redeem him. His fate also remains in question.

The Heart has seven major powers – one supposedly from each of the heroes and from the unicorn. The Acrobat grants the bearer +10 competence bonus to Jump and Tumble checks. By drawing a circle with the point of the Heart, the bearer can call upon the power of the Wizard to draw items out of a pocket dimension, replicating the effects of both a rust-coloured Bag of Tricks and a Robe of Useful Items (where the patches replace themselves each week).

Each of the following powers can be employed twice per day.
• The Thief: <i>greater invisibility</i>
• The Ranger: empowered <i>flame arrow</i> (enchants arrows to do arcane damage)
• The Cavalier: <i>wall of force</i> (dimensions specified by the bearer).
• The Unicorn: <i>teleport</i> (bearer only)

The final, most devastating power can be employed once per week.
• The Barbarian: <i>earthquake</i>

Strong Conjuration, Evocation, Transmutation. CL: 18th Weight: 2lbs


Unseelie Dagger (D&D 3.5)

Lore: Known to few outside of the fey and druidic scholars, the ongoing war between the Seelie and Unseelie courts is a bloody battle that has seen its share of massacres on both sides. Few are as well documented and known as the deaths caused by a small gang of Redcaps known as the Bloody Five. The Bloody Five’s infamy ranges even outside of the knowledgeable circles in the form of wives tales and fairy tales used to keep children in line.

The Bloody Five, a gang of vicious Redcap rogues and murderers, was actually made up of 6 Redcaps; the five and their leader Grimjaw (Rogue 3/Fighter 2/Assassin 5). Grimjaw learned of an ancient recipe for a dread weapon that involved the use of unicorn horns. He sought and killed 6 unicorns, taking their horns to be used in the dark ritual that would produce the cruel Unseelie Daggers. Originally, there were only 6 such daggers, these were the ones used to slay reportedly up to 1000 Seelie fey, including 200 Satyrs in one infamous slaughter the Seelie only refer to as “The Night of Slain Dreams.” Over time though, other Unseelie fey, along with druids or rangers with a bent for evil have sought the recipe and made more.

Description: Cleanly severed, this ivory horn undoubtedly comes from a proud and majestic unicorn. On closer examination something seems slightly amiss with it.

Prerequisites: None

Activation: Continuous

Effect: The Unseelie Dagger is a +1 Fey Bane Dagger. For the effect of overcoming damage reduction it is treated as cold iron. The wielder gets a +2 bonus on saves versus spells and spell like abilities of good aligned Fey. In addition if the wielder has sneak attack damage, the Unseelie Dagger grants an extra +2d6 sneak attack while in forest or wooded areas.

Weight: 1 lb

Moderate necromancy and abjuration; CL 7th; Craft Magic Arms and Armor, summon monster III, resitance;
Price 8,302 gp; Cost 4,302 gp + 320 XP.

The Exchange

Silver Mane’s Revenge

Lore: Silver Mane was once the herd stallion of a small grace of unicorns that roomed thought a remote forested valley named Eleven Glenn. Silver Mane was named after the unusual silver coloration of his mane and tail. The elves of the valley keep it’s location as well as the existence of the unicorns a closely held secret. When he was a young stallion Silver Mane was befriended by Valanthe an eleven maiden who also resided within the valley. Silver Mane and Valanthe spent many years together exploring the valley.

During the Great Goblin Wars all members of Silver Mane’s grace were killed by an elite group of Hobgoblins who accidentally stumbled on the unicorns while they were searching for eleven villages. Valanthe sensing something was wrong lead a group of elves to investigate. She found Silver Mane mortally wounded amongst the carnage of dead unicorns and hobgoblins. Silver Mane instructed Valanthe too remove his horn before he died and use it against the invading Goblins. Reluctantly Valanthe agreed to Silver Manes dieing request by drawing her sword and severing the horn from his head. She then warped the base of the horn with fine leather.

Valanthe wielded the horn very effectively for the remainder of the Goblin War in memory of her friend. Guided telepathically by Silver Mane she personally slew all the surviving Hobgoblins who had taken part in massacring Silver Mane’s grace. Some time after being used by Valanthe in the Goblin Wars a mithral guard was added. At present the whereabouts of the horn is unknown. Eleven legion is that part of Silver mane’s essences still resides in the horn giving it great power.

Description: A magnificent ivory horn, leather wrapped around the base with a mithral guard, which undoubtedly came from a unicorn. The horn glows with golden light when brought within 60 ft. of evil.

Silver Mane’s Revenge: +3 Short sword; AL CG; Int 10, Wis 21, Cha 24; Speech (Sylvan, Common), telepathy, 120 ft. darkvision, and hearing; Ego score 26.

Lesser powers: Cure light wounds 3/day (1d8 + 5), cure moderate wounds 1/day (2d8 + 5), and neutralize poison 1/day

Greater power: Detect evil at will

Special purpose: Defeat/slay gobliniods

Dedicated Power: Gobliniod Bane (Effective enhancement +2 better and deals an extra 2d6 points damage against goblinoids)

Personality: A strong forceful will is incarnated into the horn. Silver Mane’s Revenge acts only as a +3 short sword, which detects evil, unless wielded by a good human or eleven maiden of pure heart. Silver Mane’s Revenge will not hesitate to dominate it’s possessor to gain a more appropriate owner. Silver Mane’s Revenge speaks little unless wielded by a proper owner and then only to relay its disdain for evil acts.

Weight: 2

Strong conjuration; CL 15th; Craft Magic Arms and Armor, Price 76,700 gp


(Dungeons and Dragons v3.5)

MAJOR ARTIFACT, RELIC

The Horn of Elethaere: This powerful relic is crafted from the severed horn of Elethaere, a mighty celestial unicorn blessed by the goddess Ehlonna. The horn was rumored to have been severed in battle with Erythnul and his minions countless centuries ago. Although Elethaere was slain in the battle, Ehlonna blessed the severed horn with incredible power, imbuing it with the last remnants of Elethaere's essence. Since that time, the horn has vanished and reappeared many times, each time in the possesion of a powerful mortal follower of Ehlonna.

The horn can, upon command, alter its shape and extend itself to function in all regards as a +6 holy lance.

Furthermore, when pressed to the forehead of a willing celestial horse of any kind, the horn melds into the creature's flesh and transforms the horse into a unicorn(this functions as the polymorph spell, with a permanent durration until the creature dies or the command word is spoken to remove the horn and end the change). While under this effect the creature also gains a +5 sacred bonus to attack rolls, saving throws, and armor class.

The horn also has the following powers, which can be activated in any of the horn's forms(by either the weilder or any celestial horse under the effect of the horn's polymorph power) as a standard action:

* Bless (at will, CL 21)
* Holy Smite (3/day, CL 21)

Strong Transmutation, CL 21; Craft Relic, Craft Epic Wonderous Item, Bless, Holy Smite, creator must worship Ehlonna. Price: 800,000 gp. Weight 4 lb.

Special: Must have the True Believer Feat and worship Elhonna, or worship Ehlonna and sacrifice a 8th lv spell slot to weild or activate this item.

The Exchange

Bret Koontz wrote:

Silver Mane’s Revenge

Lore: Silver Mane was once the herd stallion of a small grace of unicorns that roomed thought a remote forested valley named Eleven Glenn. Silver Mane was named after the unusual silver coloration of his mane and tail. The elves of the valley keep it’s location as well as the existence of the unicorns a closely held secret. When he was a young stallion Silver Mane was befriended by Valanthe an eleven maiden who also resided within the valley. Silver Mane and Valanthe spent many years together exploring the valley.

During the Great Goblin Wars all members of Silver Mane’s grace were killed by an elite group of Hobgoblins who accidentally stumbled on the unicorns while they were searching for eleven villages. Valanthe sensing something was wrong lead a group of elves to investigate. She found Silver Mane mortally wounded amongst the carnage of dead unicorns and hobgoblins. Silver Mane instructed Valanthe too remove his horn before he died and use it against the invading Goblins. Reluctantly Valanthe agreed to Silver Manes dieing request by drawing her sword and severing the horn from his head. She then warped the base of the horn with fine leather.

Valanthe wielded the horn very effectively for the remainder of the Goblin War in memory of her friend. Guided telepathically by Silver Mane she personally slew all the surviving Hobgoblins who had taken part in massacring Silver Mane’s grace. Some time after being used by Valanthe in the Goblin Wars a mithral guard was added. At present the whereabouts of the horn is unknown. Eleven legion is that part of Silver mane’s essences still resides in the horn giving it great power.

Description: A magnificent ivory horn, leather wrapped around the base with a mithral guard, which undoubtedly came from a unicorn. The horn glows with golden light when brought within 60 ft. of evil.

Silver Mane’s Revenge: +3 Short sword; AL CG; Int 10, Wis 21, Cha 24; Speech (Sylvan, Common), telepathy, 120 ft. darkvision, and...

This entry is for Dungeons and Dragons v3.5.

I could not edit my origanl post

Dark Archive

Horn of Valdain (D&D 3.5)

The mighty unicorn Valdain bequethed his horn to a female paladin with his final breath. The horn grants any equine the majesty of a unicorn.

When held to an equine (warpony, draft horse, etc.) creature's forehead, the horn adheres and transforms the animal into a unicorn (Monster Manual page 249). The unicorn serves whoever placed the horn on its head regardless of gender, but will not carry out any suicidal actions. Any equine transformed by the horn gains the ability to comprehend the language of the user who placed the horn on its forehead. The horn may be used any number of rounds up to four hours per day. The horn will not function for a user of any evil alignment.

Moderate transmutation; CL 5th; Craft Wonderous Item; Summon Nature's Ally IV; Price 13,500 gp; Weight 1 lb.

Liberty's Edge

I don't know if I'm eligible for this contest as a contributor, but it sounded like too much fun to pass up! Here's my entry, just in case it's eligible. :)

Fang of Kreenoyx (A Dungeons & Dragons 3.5 minor artifact)

While commonly mistaken for the horn of a unicorn due to a spiral formation of its shaft, this rod-like minor artifact originated from a much less noble source and continues to radiate a great unholy power.

The demon Kreenoyx the Devourer was an overlord of his abyssal layer and a master of corruption. Reputedly able to twist and distort even the most vile of his kin into more abhorrent forms, he held sway over a vast region of his plane until an invasion of celestial forces led by an ascended ghaele eladrin named Vaeltar brought an end to his infestation. With a single sweep of Vaeltar's vorpal greatsword, Kreenoyx's gaping maw was emptied and the 26 Fangs of Kreenox were born out his death. The celestial invasion was ultimately repelled at great cost to the demonic legions, and the Fangs were scattered throughout the abyss. Some eventually made their way to the prime material plane in the hands of lesser demons and other planar travelers. It is said that reuniting the fangs could bring about the rebirth of Kreenoyx--but while some powerful beings search tirelessly for the Fangs, none have ever found them all. It is rumored that the Fangs can only be destroyed by grinding them to dust in the central gears of mechanus, though it is unclear of any of them have ever met this fate.

When held by a chaotic non-good creature, a Fang of Kreenoyx emanates a constant unhallow effect in a 40 ft. radius centered on the rod. The bearer can also cast alter self as a spell-like ability, at will. The artifact will not function in any way for a lawful being, and any lawful good creature touching the Fang is stricken by an unholy blight spell as if cast by a 16th level cleric during each round of contact. The item's resemblance to a unicorn's horn has lured many innocents to an early death in this way, a fact which would no doubt please the demon whose death spawned these insidious artifacts.

The following spell-like functions can each be used by the bearer of this rod, once per day:
cloak of chaos
polymorph any object
rusting grasp

Strong Transmutation and Evocation; CL 16th; Weight 3 lb.

Community / Forums / Pathfinder / Pathfinder Accessories / Relics of War Contest - WEEK 4 - Submissions All Messageboards
Recent threads in Pathfinder Accessories