Malevolent Virtue (3.5e Equipment)

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Author: Ganteka Future (talk)
Date Created: 21 March 2015
Status: Wicked
Editing: Clarity edits only please
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Malevolent Virtue[edit]

Malevolent Virtue
Price: 4,000 gp
Body Slot:
Caster Level: 9th
Aura: Moderate transmutation
Activation: Standard
Weight:

As she walked up to the bartender, you caught a pleasant scent of sweetness that reminded you of sitting by the fireside on a dewy summer night. You weren't sure what she was doing in a slum bar like this, and she looked like trouble, but she could know something about the recent rash of disappearances in the area. Anyway, it couldn't hurt to investigate her a little.

This ornate cinnabar-red glass vial with a stopper and dipper contains 20 uses of a succubus's perfume (or incubus's cologne, though the two are indistinguishable in function). The perfume gives off a scent of gentle sweetness tinged with smoke that stirs up memories of a pleasant past. When applied to a living creature as a standard action, the target is allowed (but may willingly fail) a Will save (DC 16). Upon a failure, the target gains a +2 profane bonus on Bluff, Diplomacy and Intimidate as well as the ability to use charm person (DC 10 + 1/2 wearer's HD + wearer's Charisma modifier, as a divine spell) once per application. The effects of the charm wear off if the subject leaves a 60 foot proximity of the wearer or if the perfume's duration wears off. Unfortunately, while under its effects, the wearer also detects as evil (with a lingering aura that lasts one step higher). Creatures attempting to track or locate the subject of malevolent virtue by scent gain a +4 bonus on checks to do so. A single application of this perfume lasts for 1d4+1 hours.

Additionally, this perfume stains the wearer's essences with a wicked taint. After 10 failed saves against its effects, the wearer must make an extra save (or willingly fail) or become permanently tainted (DC 16). The taint can be removed with a break enchantment spell (DC 10 + 1/2 the subject's HD + the subject's Charisma modifier). A tainted character gains the +2 profane bonus on Bluff, Diplomacy and Intimidate permanently as well as the ability to use charm monster once per minute (DC 10 + 1/2 the subject's HD + the subject's Charisma modifier, as a divine spell) with a duration of 1 minute. Targets of this charm gain a +1 bonus to their save for every attempt within the last 24 hours. Additionally, the subject detects as evil (with a lingering aura that lasts one step higher) and takes 150% damage from cold iron as well as [Good] effects. A tainted character regains only half their normal amount of HP from a full rest as nightmarish visions plague their mind. Finally, such tainted creatures gain tiefling-like physical traits, such as claw-like nails, short horns, scaly skin, oddly-toned skin, useless tiny wings, a tail, a forked tongue, cloven-hoofed feet, a scent of brimstone or evil eyes (at the DM's discretion).

Drinking at least 10 applications of the perfume treats the drinker as though having failed 10 saves, with a DC to resist the effects equal to 16 + 1 per every application over 10. Failure also results in being sickened for 1d4+1 minutes.

Prerequisites: Craft Wondrous Item, lesser planar binding, nightmare.
Cost to Create: 2,000 gp, 160 EXP, 4 days.



Back to Main Page3.5e HomebrewEquipmentCursed Items

AuthorGanteka Future +
Body Slot+
Cost4,000 gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummarySuccubus perfume. Grants useful benefits but taints the wearer with evil. +
TitleMalevolent Virtue +