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Abjurative Items

January 25th, 2012

Alex Riggs

Magic Market Archive

            Hello and welcome once again to Magic Market, your one-stop-shop for all kinds of various magical gear. We’re right smack in the middle of Abjuration Week at the moment, and so today we have a special on various pieces of protective equipment, from amulets that can protect you from the weather, to a key that can lock any lock, to an intricate circle designed to trap summoned creatures.

 

Amulet of Environmental Safety

Amulet of Environmental Safety 

           These amulets are usually made of gold, and bear a large, clear gem in their center. The wearer of the amulet is constantly affected as though by endure elements. Additionally, the gem begins to glow a faint red color if the air around the wearer becomes impure, such as with smoke, airborne diseases, or a cloudkill spell. This light grants the wearer enough warning to begin holding his breath before the tainted air can affect him, though it offers no other protection against such dangers.

            Finally, the wearer’s clothing and gear remain dry, even if he is completely submerged in water. This does not protect the wearer or his possessions from other dangerous liquids, such as acid, lava, or even boiling-hot water.

 

Amulet of Neutrality

Amulet of Neutrality

            This amulet usually takes the form of a plain stone disc, engraved with a simple circle, or occasionally a four-pointed star. Its wearer is constantly affected as though by each of the following spells: protection from chaos, protection from evil, protection from good, and protection from law. In the case of the deflection bonuses to AC and resistance bonuses to saving throws, these stack in the case of creatures that have two of these alignments, but the other effects of the spells do not stack (for example, a the wearer would gain a +4 deflection bonus to AC versus chaotic evil creatures, and a +4 resistance bonus to saving throws from chaotic evil sources, but would still only gain one additional saving throw to resist a dominate person from a chaotic evil source).

 

Heridus’s Skeleton Key

Heridus's Skeleton Key

            While these magical keys will work on any lock, they are far more a source of frustration to enterprising thieves than they are helpful to them. Rather than unlocking any lock, when this key is inserted into a lock and turned, it automatically locks the door, chest, or object in question, as the spell arcane lock, increasing the DC to open that lock by +10. Unlike arcane lock, it has no effect on objects that do not already have some kind of lock built into them.

            Reinserting the key into a lock that has been previously locked by it will allow the user to remove his arcane lock, though not arcane locks created by other skeleton keys or cast separately.

            Typically, these keys are relatively unassuming in appearance, being made of common metals like iron or steel, although occasionally they are made of metals like brass or copper, instead. Some are carved with intricate decorations on the end of the handle, but most are quite plain. The one striking feature that all such keys have in common is that the end of the key is smooth, without the normal teeth that would be used to open or close a lock.

 

Robe of Spell Immunity

Robe of Spell Immunity

            These robes have a number of arcane glyphs and sigils of protection woven into the seams, designed to protect the caster against one or more specific spells. As long as the robe is worn, the wearer is affected as though by the spell spell immunity (or greater spell immunity, in the case of the mage’s and archmage’s versions of this robe). The spell or spells to which the wearer is immune are chosen when the robes are created, and cannot later be changed.

            The number and nature of the spells that the robe grants protection from are determined by its type, as outlined below.

            Initiate: The most basic version of the robe, an initiate’s robe of spell immunity protects its wearer from a single spell of 3rd level or lower.

            Novice: A somewhat more useful version of the robe, a novice’s robe of spell immunity protects its wearer from two spells of 4th level or lower.

            Mage: Notably more powerful than the novice version of the robe, a mage’s robe of spell immunity protects its wearer from one spell of 4th level or lower, one spell of 5th level or lower, and one spell of 6th level or lower.

            Archmage: The most comprehensive version of the robe, an archmage’s robe of spell immunity protects its wearer from five spells of 8th level or lower.

 

Summoning Circle

Summoning Circle

            Unlike many magic items, a summoning circle is not intended to be worn or even carried by its user. Rather, it must be installed in the floor of a room, fixed in place. Such circles are wrought from pure silver, and bear a number of intricate and arcane glyphs and sigils inscribed on their surface. Once properly installed, a summoning circle functions as an inward-focused magic circle spell for the purposes of calling extradimensional creatures (such as with the planar binding spell). The summoning circle can be used to trap any extraplanar creature, regardless of its alignment, and is automatically treated as though the circle had employed a calling diagram (preventing trapped creatures from using their spell resistance to escape the circle, and increasing the Charisma check to escape the circle by +5). Finally, any extraplanar creature called into the circle is automatically affected as though by the spell dimensional anchor.

            Because the summoning circle’s effects are continuous, it can imprison a called creature indefinitely, although the creature may make a new saving throw to escape (at the same DC as the original saving throw made to resist the trap) each week. The summoning circle cannot be used to trap a new extradimensional creature while other creatures are still trapped inside of it. The summoning circle has no effect on extradimensional creatures that enter it by means other than an effect of the calling subschool (such as planar binding).