Thursday, October 30, 2014

Regalia of the Archmage

The Regalia of the Archmagi is a set of magic items useful for wizards. If multiple items of the set are possessed by the wizard at the same time they gain additional powers. The Regalia set includes the Robe of the Archmagi, the Staff of the Archmagi, and the Ring of the Archmagi.


Robe of the Archmagi
This normal appearing garment can be white (45% - good alignment), gray (30% neutral, but neither good nor evil, alignment), or black (25% - evil alignment). Its wearer gains the following powers:

  1. It serves as armor equal to AC 5;
  2. The robes confer a 5% magic resistance;
  3. It adds +1 to saving throw scores; and
  4. The robe reduces magic resistance and/or saving throws by 20% / -4 when the wearer casts any of the following spells: charm monster, charm person, friends, hold monster, hold person, polymorph other, suggestion.
The color of a Robe of the Archmagi is not determined until donned by a wizard, If a white robe is donned by an evil wizard, he or she will take 11d4+7 (18-51) hit points of damage and lose 18,000 - 51,000 experience points. The same is true if a good wizard dons the black robes. If an evil or good wizard puts on the grey robes or a neutral wizard dons either the white or black robes they will take 6d4 (6-24) hit points of damage and 6,000 - 24,000 experience points.

If the Robe of the Archmagi are worn by someone who also wields the Staff of the Archmagi the magical resistance bestowed by the robes is increased to 5% per level of the wearer.

If the Robe of the Archmagi are worn by someone who also wears the Ring of the Archmagi then the robes also bestow Wizard Sight to the wearer. Wizard Sight allows the wizard to see magical fields as Detect Magic (q.v.) except the wizard does not need to concentrate and can interpret the aura the first round it is seen rather than the second. Additionally Wizard Sight allows the wizard to see if a person or creature has magical abilities (such as being a spell caster or having innate magical abilities); with experience using this ability the wizard will learn to interpret what types of ability(ies) the creature likely.

If the Robe of the Archmagi are worn by someone who also has the Staff and the Ring then the wearer is aware of any spellcasting or use of spell-like abilities within 120ft. This awareness includes knowing magic is being used, where it is being used from, where the target of the magic is, and what the spell or spell-like ability is. This awareness occurs as soon as the spell or spell-like ability use begins and, if the wearer has the initiative, they can react before the spell or spell-like effect takes place.



Staff of the Archmagi
This potent staff contains many spell powers and other functions as well so as to be a walking arsenal in one device.

The staff has the following powers which do not drain charges:

  • Detect Magic
  • Entangle
  • Hold Portal
  • Light
  • Protection from evil/good
The following powers drain 1 charge per usage:
  • Invisibility
  • Knock
  • Pyrotechnics
  • Web
  • Dispel Magic
  • Fireball
  • Lightning Bolt
  • Ice Storm
  • Wall of Fire
  • Passwall
These powers drain 2 charges per usage:
  • Whrilwind
  • Plane Travel
  • Conjure Elemental
  • Telekinesis
The whirlwind is identical to that caused by a Djinni (q.v.). Plane Travel is similar to the psionic ability of Probability Travel (q.v.), but travel is possible only to the various planes. The staff can be used to conjure 1 elemental (q.v.) of each type per day, each having 8 hit dice. Telekinesis is at 8th level also, i.e. 200 lbs maximum weight.

The Staff of the Archmagi adds +2 to all saving throws versus magic. The staff can be used to absorb spell energy directed at its wielder, but if the staff absorbs energy beyond its charge limit it will explode just as if a retributive strike (see below) had been made. The spell levels of energy absorbed count only as recharging the staff, but they cannot be redirected immediately, so if absorption is desired, that is the only action possible by the staff wielder that round. Note also that the wielder has no idea of how many spell levels are cast at him, for the staff does not communicate this knowledge as does a rod of absorption. Therefore, absorbing spells can be risky. Absorption is the only way this staff can be recharged.

Retributive Strike is a breaking of the staff. It must be purposeful and declared by the wizard wielding it. When this is done all levels of spell energy in the staff are released in a globe of 3" radius. All creatures within 1" of the broken staff take hit points of damage equal to 8 times the number of spell levels of energy (1 to 25), those between 1"-2" take 6 times levels, and those 2"-3" distant take 4 x levels. Successful saving throws breaking the staff have a 50% chance of plane travelling to another plane of existence, but if he or she does not, the explosive release of spell energy totally destroys him or her. this, and the Staff of Power are the only magic items capable of a retributive strike.

If the wielder of a Staff of the Archmagi is also wearing either a Ring of the Archmagi or a Robe of the Archmagi  the staff bestows +1 to the caster's level when calculating the effects of of any spell cast by the wielder. If both the Ring and the Robe are both worn this becomes a +3 to the caster level.


Ring of the Archmagi
When worn by a wizard this ring appears to be a Ring of Wizardry that doubles the number of first level spells the wizard can memorize each day.

If the wearer is also wearing Robes of the Archmagi then the ring continues to double first level spells and allows the wearer to memorize one additional spell of each level they can cast other than first level. (e.g. a 7th level wizard normally can memorize 4 1st level, 3 2nd level, 2 3rd level, and 1 4th level spells. If wearing this ring while wearing Robes of the Archmagi then they would be able to memorize 8, 4, 3, and 2 spells respectively).

If the wearer also has a Staff of the Archmagi in their possession then  Ring of the Archmagi allows them to memorize 1 additional spell of a level one higher than they can normally memorize. (e.g. our 7th level wizard who can normally memorize 1st through 4th level spells would be able to memorize a single 5th level spell each day).