User:FiddleSticks96/Libris Vampiricus (3.5e Sourcebook)/Chapter 6

=Items=

Wondrous
Odious Chalice:

This aperture is a coiling mass of flesh the size of a human fist with an eye in the center. An Odious Chalice is an unwholesome device that can store the life essence of a vampire’s victims for later use. Whenever the possessor slays a humanoid or monstrous humanoid, the chalice feeds on the cast off life energies and fills up with 1 point of Vitae. An Odious Chalice can hold up to 5, 10, or 15 points of Vitae. As a standard action, a vampire can suck on the tail end of the chalice and drain it of its Vitae. The vampire may drain any number of Vitae points from the chalice as it desires, up to the current number of points stored in the chalice. They can only be made by Fleshcraft users, making them difficult to find. An Odious Chalice is useless to any creature but a vampire.

Urn of the Voiceless:

An Urn of the Voiceless is a specially enchanted mixture of unholy water, grave soil, and ash with a minimum volume of half a cubic foot. The mixture is typically stored in a copper or silver urn, but other containers work just as well. Especially wealthy vampires have exquisitely decorated containers of gold or adamantine. The first Urn of the Voiceless was made inside a burial urn, and its magicks quieted the horrible nightmares of its vampire creator, which is how it got this name. A consequence of the enchantment is that the mixture is exceedingly heavy (100lbs, excluding the container).

Any vampire that sleeps within 100ft of an Urn of the Voiceless does not suffer the effects of Grave Dependency or Grave Deprivation, even if it is far away from its grave. Living creatures within 100ft of the urn feel an unnatural fear, causing them to suffer a -2 moral penalty to attack rolls, damage rolls, ability checks, and skill checks (no save). The urn continuously emits a Magic Circle against Good in a 100ft radius. This effect cannot be dispelled.

An Urn of the Voiceless does NOT grant the benefits for resting in a Grave, including normally reviving while in a Death State.

It is dangerous for living creatures to handle an Urn of the Voiceless. The necromantic energy irradiates the container, and the mixture within is poisonous. If a living creature touches the container, it must make a DC 14 Will save or be Sickened for 1d6 minutes. This save must be made each round contact is maintained, and the effects of subsequent failures are cumulative. Using protective gear, such as gloves or covering the container in a thick cloth, is recommended before a living creature touches it. If a living creature inhales or ingests the mixture within the container, it must make a DC 17 Fort save or suffer the effects of Lich Dust.

Do to the exacting nature of its enchantment, wizard/clerics are the most common creators of this item, but a few other class combinations work as well.

Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, cause fear, chill touch, enervation, magic circle against good;, sanctuary, creator must be undead, Price 50,000 gp.

Minor
Bloodstone Chalice:

These strange but powerful devices were created by an Ancestor Montalion vampire and given out to his most trusted subordinates. A Bloodstone Chalice is a large gold chalice studded with emeralds, sapphires, or topazes. They hold up to 20oz of liquid. There are a total of 12 in existence; 4 of each type. Since the destruction of their creator, they have passed hands to all manner of vampires and vampire hunters.

Once per week, if the chalice is filled with the fresh blood of a humanoid or monstrous humanoid, a vampire can drink from it to gain a special bonus. This process also restores 4 points of the vampire’s Vitae. The bonus depends on what kind of chalice is being used. The effects of different types of Bloodstone Chalices can be active at the same time, however, using two or more of the same type of chalice has no effect.

If the chalice is studded with topaz, the vampire is granted the following effect:


 * Essence of Life: For 24hrs, the vampire’s Vampiric Touch ability is Maximized. In addition, each time the vampire successfully uses its Vampiric Touch ability on a humanoid or monstrous humanoid, it regains 1 point of Vitae.

If the chalice is studded with sapphire, the vampire is granted the following effect:


 * Death’s Mandate: For 24hrs, the vampire gains a +4 profane bonus to all damage rolls per die made against living creatures. In addition, whenever the vampire successfully damages a living creature, that creature must make a DC 19 Will save or suffer a -6 profane penalty to all saving throws made to resist Death effects for a 2d4 hrs.

If the chalice is studded with emerald, the vampire is granted the following effect:


 * Power of the Ancients: For 24hrs, the vampire’s current and total Vitae Score increases by 10 and the vampire’s Age is considered to be 1 higher for the purposes of determining the strength of its Vitae Feats and abilities. This increase in Age does not stack with other such bonuses, such as that provided by the Unimaginable Potency Perfection.

Regardless of the type of chalice used, if at least 4 points of Elder (or older) Vitae are mixed into the blood in the chalice, the effects last for a full week. If an Elder (or older) vampire mixes in its own Vitae and then drinks from the chalice, it does not regain 4 points of Vitae.

Strong transmutation [evil]; CL 19; Weight 15lbs.

Cloak of Nightshroud: 

No one knows when these fantastical cloaks were made, who made them, or how they were made, but it is clear that the creator had the benefit of vampires in mind. The creator themself might have been a vampire, or so some sages believe. These cloaks have a feint scent of moonflower unnoticeable to those without an acute sense of smell, suggesting that Liquid Night was a component of their creation. There are seven Cloaks of Nightshroud known to exist, although there may be yet undiscovered cloaks waiting to be found.

A Cloak of Nightshroud appears to be a long thick black cloak complete with hood and sleeves. It has an adamantine clasp in the shape of a claw. It is soft and warm, although vampires cannot appreciate the warmth.

To non-vampires, a Cloak of Nightshroud acts and appears to be nothing more than a Cloak of Resistance +3, and magical detection, such as Identify, will suggest this. Only when a vampire dons the cloak does its true nature reveal itself.

While a vampire wears a Cloak of Nightshroud, it gains the Daywalker template, a +5 enchantment bonus to all saving throws, they lose their Vulnerability to Fire (if any) (or Cold, if the vampire is of the Fekkir bloodline; Volkihar vampires lose their 100% weakness to Fire as well), gain Fire Resistance 20 (or Cold Resistance 20, if the vampire is of the Fekkir bloodline). The cloak can be commanded to magically alter its size, shape, and appearance. It can fit any size, but cannot take the form of anything other than an article of clothing that would be worn around the torso or neck. Some examples of what the form the cloak could to take are an ordinary tunic, an exquisite shirt, a robe, or a small hoodless cloak.

The cloak possesses a powerful enchantment that makes it so that it cannot be forcibly removed from the vampire, the vampire must willingly take it off, and magical compulsion cannot be used to convince the vampire to remove it. Any attempts to forcibly remove it result in the cloak pulling back with an equal amount of force. This never results in harm to the vampire. When it is taken off, it immediately reverts to its true form if it isn’t in it already.

The cloak has Hardness 1 and 50 Hitpoints. The cloak is immune to energy damage. The cloak magically repairs rips, tears, and other damage. If it has less than its full normal hitpoints, it regains 1 hitpoint per minute until it has 50 hitpoints again. Despite its resistance to destruction, it can still be destroyed by dealing damage to it faster than it can repair.

Major
The Light of Day: 

Legends speak of huge vampire armies that once terrorized the living all throughout the world. Fast, strong, cunning, and powerful, these undead creatures from the night seemed invincible. That is, until a cabal of powerful wizard/clerics created the Light of Day. It is said that it was created from pure sunlight captured by some lost magical means. The process of its creation has been lost to the endless ebbs of time, but time has done nothing to erode the power of this ancient weapon, or its undying hatred of vampires.

The Light of Day is a golden hued mace that reflects all light that touches it. When its light is suppressed, it glitters brightly, when its light is active, it radiates as bright as the sun. The Light of Day functions as a medium size +5 heavy mace with the holy, Dread (vampire) (Dread enchantment described in the Epic Level Handbook), and flaming burst enchantments. A vampire that is struck by The Light of Day has its current Vitae Score reduced by 1 and must make a DC 27 Will save or lose an additional point of Vitae. The Light of Day ignores the 50% miss chance to not affect an incorporeal vampire.

Vampires with 4 or less HD are instantly slain with no saving throw when struck by the Light of Day, even if it has Rejuvenation.

The Light of Day constantly sheds light as the Daylight spell at caster level 20. Vampires within this light suffer a -2 penalty to all rolls. There is no saving throw against this penalty. The wielder may renew or suppress this light as a free action at will.

The wielder of the Light of Day may cause the light shed by the mace to become even more brilliant, but only for an instant. This greater brilliance acts as a Maximized Sunburst spell at caster level 20 and may be used 3 times per day. This ability takes a standard action to make. This ability may only be used if the Light of Day is actively shedding light (see above).

Although it is a holy weapon, The Light of Day deals anti-vampire damage to vampires. A vampire attempting to wield the Light of Day gains 4 negative levels and suffers 2d4 anti-vampire damage per round as the mace burns its flesh. These negative levels replace the negative level an Evil vampire would gain for wielding the weapon (the Light of Day has the holy enchantment) and cannot be resisted or overcome in anyway, but go away when the vampire discards the Light of Day. These negative levels never result in actual level lost. A vampire with 4 or less HD that attempts to wield the Light of Day is immediately destroyed as though it were disintegrated, even if it has Rejuvenation. Vampires that are slain by the Light of Day are similarly disintegrated. This effect stacks with the same effect from the Darksun Shield, so a vampire attempting to wield both suffers double damage and negative levels.

Although the Rejuvenation of a vampire with 4 or less HD does not function when the vampire is slain by the Light of Day, the Rejuvenation of a vampire with more than 4 HD still functions.

Darksun Shield:

The Darksun Shield is the sister to The Light of Day. Created along with that mace of legend, it bears powerful protective magicks to aid its wielder in the eternal struggle to rid the multiverse of all vampires.

The Darksun Shield is a golden hued round shield with a depiction of a sunrise emblazoned on its front, although the sun and its rays are colored black. It acts as a medium size +5 Light Steel Shield with the blinding and reflecting enchantments. It grants its wielder Cold, Fire, and Sonic Resistance 50 and Spell Resistance 25.

The wielder gains a +10 bonus to saving throws to resist effects caused by vampires. The Darksun Shield is treated as having the Great Reflection enchantment (Great Reflection enchantment described in the Epic Level Handbook) against vampires, and the wielder cannot lower the enchantment (even if the spell is beneficial). The wielder is immune to the mental influence of vampires, regardless of whether or not the effect was from the supernatural power of vampirism itself or from some spell, item, or other effect.

Three times per day, the wielder of the Darksun Shield may take a Full-Round Action to cause the sunrise depiction on the front of the shield to come alive. When this happens, the black sunrise takes the form of a hazy apparition and moves 5ft into the air above the wielder. The apparition then sheds a vicious dark light with a radius of 100ft for 1 round, before moving back onto the shield and again becoming inert. Any vampire exposed to this light must make a DC 27 Will save or be afflicted with feelings of terrible guilt and despair. Vampires so afflicted fall down weeping uncontrollably for 2d8 rounds and are considered to be helpless during this time. Afflicted vampires are allowed a new saving throw each round, and are immune to further uses of this ability until they either succeed their saving throw or the effect ends. Use of this ability takes a standard action.

A vampire attempting to wield the Darksun Shield gains 4 negative levels and suffers 2d4 anti-vampire damage per round as the shield burns its flesh. These negative levels cannot be resisted or overcome in anyway, but go away when the vampire discards the Darksun Shield. These negative levels never result in actual level lost. A vampire with 4 or less HD that attempts to wield the Darksun Shield is immediately destroyed as though it were disintegrated, even if it has Rejuvenation. This effect stacks with the same effect from the Light of Day, so a vampire attempting to wield both suffers double damage and negative levels.

=New Spells=

Domains
Vampire Hunter

Cleric Spells
3rd Level

Flames of Purity

9th Level

Wrath of Arkay

Paladin Spells
4th Level

Flames of Purity

Sorcerer/Wizard Spells
9th Level

Rite of Ageless Blood

=Spell Descriptions=

With a shout of acclamation, you spread out your hand and immolate your foes with holy fire. This spell releases a bolt of red-hot fire that explodes on impact, dealing 1d6 damage per level (max 10d6) to everything caught in the area. Against undead, this spell deals 1d8 damage per level (max 10d8). It also ignores the first 20 points of Fire Resistance of an undead creature. Undead creatures immune to fire damage take half the normal fire damage dealt. Undead with the Fire Subtype take ¼ the normal fire damage dealt. Half the damage caused by this spell is holy damage, the other half is fire damage.

By performing a long and arduous ritual, you can draw forth the very essence of vampiric Vitae into an emerald. While within the emerald, the essence is saturated with powerful unholy energies, and then poured back into the vampire. The end result is that the vampire’s Generation is permanently decreased by 1. The vampire thereafter receives all the benefits of its new Generation. This spell has no effect on vampires of 1st Generation.

The reverse of this spell “Curse of Thinning Blood” has the opposite effect. Powerful vampire wizards will sometimes use this spell one or more times on a rival vampire, rather than outright destroying them. Curse of Thinning Blood dilutes the potency of the vampire’s essence, resulting in a permanent increase in the vampire’s Generation by 1. This effect is irreversible, but can be countered by effects that decrease Generation, such as the casting of the normal version of this spell. Typically, a vampire does NOT want to be the target of this spell, and must be restrained for the duration of the ritual. This is typically done by staking. Curse of Thinning Blood allows the same Will save, but unlike Rite of Ageless Blood, it is not harmless.

Material Component: Herds, oils, and incense worth at least 1,000gp. A worked emerald of flawless quality that is worth at least 10,000gp. The magic of the ritual turns the emerald to dust, regardless of whether or not the ritual was completed.

XP Cost: Casting this spell costs 5,000 XP.

This mighty spell calls down the divine wrath of Arkay, the Overdeity of Life and Death, on his sworn enemy, the undead. Undead casters cannot cast this spell by any means. Once cast, a mighty downpour of thin purple energy beams bombards the area affected by the spell. This energy is harmless to everything except undead creatures.

Undead creatures caught within this spell suffer 10d6 damage per round. This damage comes directly from a divine source, and therefore cannot be resisted by any mortal means. Vampires treat this damage as anti-vampire damage for all intents and purposes, although it still cannot be resisted by any mortal means. Arkay despises Purebloods more than any other form of undead, and his spite is made very clear to Purebloods caught in this spell. Purebloods suffer maximum damage from this spell. Undead slain by a Wrath of Arkay spell are also disintegrated.

Arcane Material Component: A worked amethyst worth at least 5,000 gp and a hollow glass orb 1 foot in diameter. The amethyst must be placed inside the orb.

XP Cost: The power of this spell taps directly into Arkay’s divine power. The strain of doing this permanently drains the caster of 1,000 XP.

Epic Spells
This powerful spell was created by the necromancer Elkior in order to wrest control of even the most strong willed undead. Elkior used this spell to take control of a young Pureblood princess, who’s power he used bring the great kingdom of Ardoney to its knees and become its new ruler. The Pureblood eventually escaped his control, and subsequently ripped Elkior apart.

Take control of up to 10 x your caster level in HD of undead. Undead normally immune to being controlled, such as a Pureblood, are not immune to this spell. Undead with less than 20 HD do not get a saving throw to resist this spell. Undead with 20 or more HD get a saving throw at a -10 penalty made to resist commands that go against its nature, although it may only resist any given command once per day. If it succeeds its saving throw, it is able to take back enough control to resist that command, and only that command. It no longer suffers the -10 penalty to resist commands it has resisted in the past. You cannot take control of an undead creature with more HD than your caster level. If an undead creature’s effective HD are higher than normal for the purposes of resisting turning or rebuking, such as undead with Turn Resistance, use those effective HD in place of its normal HD for the purposes of determining how much HD it contributes to the limit of control of this spell, as well as whether or not it is able to resist commands. Undead you control with this spell do not count towards your normal limit of HD of undead that you may control.