Squaring the Circle

Squaring the Circle

Monday, February 24, 2014

DM Note: Ambrosia Amulets

Ambrosia amulets are spell keys that are crafted from the tears of angels in Mount Celestia. They appear as a golden tear drop hanging from a golden braided chain. Each such spell key is keyed to a single school of magic and allows the wearer to ignore the spell failure chance based on alignment when casting spells of that school on Mount Celestia.

Additionally, an ambrosia amulet can be used as a material component for any spell with the [Good] or [Law] descriptor to increase your caster level by +2. However, this destroys the amulet in the process.

Spell Keys: Each outer plane has its own spell keys. Some may be bought from select merchants. The price of a spell key varies but usually runs about 4,000 to 5,000 gp.

General Spell Keys: A more powerful version of the spell key is called a general spell key. Again, each outer plane has their own specific kind. A general spell key is not keyed to a single school of magic. Rather, they function for any spell cast on that plane. General spell keys generally cost around 20,000 gp, when you can find them in shops.

Power Keys: Another related item is the power key. Power keys, like spell keys, are each specific to a single outer plane. A power key allows a divine spellcaster to ignore the caster level modifier based on alignment, regardless of the plane the wearer is currently visiting. Power keys are crafted by deities and granted as rewards for exemplary service and outstanding adherence to the god's precepts. Even so, they are rare even among those who seem to qualify for them. Power keys have a way of vanishing at the whim of the deity who granted it, and as such are never found sold by merchants. Those who have been honored by such a gift report that the power key never lasts longer than about 2 weeks before vanishing.


Abyssal Spell Keys
The spell key for the Abyss is a feather torn from an unwilling living angel. When used as a focus component for spells cast in the Abyss, the feather has specific effects depending on the school of the spell.
Conjuration: Ignore the percentage chance of summoning only chaotic evil creatures.
Divination: Tanar'ri cannot cast spells on you by channeling through your divination spell.
Necromancy: Undead created do not become possessed by a demon and do not automatically attack the caster.
Transmutation: The DC to avoid warping the transmutation spell is reduced to 15.
Elemental: Protective spells with elemental descriptors do not randomly fail.

When used as a material component for a spell with the [Chaos] or [Evil] descriptor, the feather provides you with a +2 bonus to your caster level.

Special Creation Note: When tearing the feather from the unwilling living angel, it spontaneously becomes keyed to a random spell school, as follows: 1d20: 1-7 Conjuration, 8-10 Divination, 11-13 Necromancy, 14-19 Transmutation, 20: General spell key. The person removing the feather from the angel is telepathically informed of which school it has been keyed to. The identity of the entity transmitting this telepathic information is unknown.

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