Serial Numbers Filed Off: Will Working

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Minor Artifact: Ring of the Beacon

Aura strong evocation; CL 20th

Slot ring; Weight

Description

The Beacon is one of Sigil’s oldest and most reclusive factions. Their leadership is a closely guarded secret, and their membership is highly limited. They have but one ethos: prime material planes should remain free of exploitation by planar travelers until they have developed their own spellcasters that can join the multiverse voluntarily. To that end, developing realities each have one of their members of strong moral fiber offered membership in the faction. Those that accept gain possession of one of these rings and the mandate to defend his or her plane from interlopers. Only the owner of the ring can wield its powers. Upon the death of the owner, the ring will attempt to seek out another worthy bearer; failing that, it attempts to Plane Shift back to the Beacon stronghold in the Outlands.

This ring functions as a Ring of Protection +5. Additionally, it has the following abilities:

  • The bearer can activate or deactivate Fly at will as a spell-like ability (with an unlimited duration and a caster level equal to character level)
  • The bearer can cast Plane Shift 1/day (CL equal to character level). If in any plane other than the Outlands, this power automatically goes to the Beacon stronghold. If in the Outlands, the power automatically goes to a place of the bearer’s choice on his or her home plane.
  • The bearer is immediately aware of any planar intrusion on his or her home plane, and can identify the spell cast and the approximate location (to within 100 miles divided by spell level).
  • The ring functions as a staff (with 10 charges). Unlike a normal staff, the ring regains one charge per day and can regain charges faster if the bearer has access to a charging device provided by the faction. Also unlike a staff, the bearer must succeed at a Will save to successfully activate the spell (failure consumes the charges with no result). All spells appear as colored light that matches the color of the ring. The spells available to the bearer are:
    • Light (0 charges, DC 10)
    • Shield (1 charge, DC 11)
    • Mage Armor (1 charge, DC 12)
    • Scorching Ray (2 charges, DC 13)
    • Dispel Magic (2 charges, DC 14)
    • Dimensional Anchor (2 charges, DC 15)
    • Lesser Globe of Invulnerability (3 charges, DC 16)
    • Dismissal (3 charges, DC 17)
    • Interposing Hand (3 charges, DC 18)
    • Wall of Force (4 charges, DC 19)
    • Telekinesis (4 charges, DC 20)
    • Shadow Evocation (4 charges, DC 21)
    • Greater Dispel Magic ( 5 charges, DC 22)
    • Globe of Invulnerability (5 charges, DC 23)
    • Forceful Hand (5 charges, DC 24)
    • Banishment (6 charges, DC 25)
    • Grasping Hand (6 charges, DC 26)
    • Forcecage (6 charges, DC 27)
    • Clenched Fist (7 charges, DC 28)
    • Telekinetic Sphere (7 charges, DC 29)
    • Crushing Hand (7 charges, DC 30)

 

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Serial Numbers Filed Off 4: Gates

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Originally posted April 2008

Planescape: Ascending Primes

The greatest of the Sensates have begun to hear a new noise, a ripple from the fabric of creation. The greatest of the Fated have deciphered it, revealing a ritual of great power. The greatest of the Athar are certain that it’s a ritual to contact the true gods beyond the Powers.

The Powers are silent on the issue, strangely so. The streets of Sigil must be inked with the runes of the spell, turning the city of doors into one single gate. Standing at the center of the Outlands, where no magic should function, the ritual will send a single seeker through the torus of Sigil and into the unknown.

Assuming you can even gather all the materials needed for the ritual, how do you get a city full of factions, much less the Lady, to let you enact such a working? And what will you find beyond?

Fading Suns: The Fading of Men

Three Keys for the noble-kings under the sky,
Seven for the church-lords in their naves of stone,
Nine for guilded men doomed to die,
One for the builder on his dark throne,
In the gates of Sathra where the shadows lie.
One Key to rule them all, One Key to find them,
One Key to bring them all, and in the darkness bind them,
In the gates of Sathra where the shadows lie.
— From the Eskatonic Scriptures

Many have forgotten the sad affair of the Keys, which hastened the fall of the Second Republic. A brilliant pilot and engineer, it was said, discovered twenty philosophers stones in an ancient cache, and worked out how to turn them into universal jumpkeys with the help of human and Ur tech. They could open any jumpgate, no matter to where, no matter if it was locked, no matter if it was in the middle of reset. Some say they had other abilities built in, too: not the least of which was the power to adjust the Sathra dampers and jump engine of a ship to render it effectively invisible to all sensors.

Such power is dangerous enough alone, and great battles broke out over the upset balance of power. Then the builder revealed his master stroke: the one key he had kept for himself was bound to the others, and he could monitor them and selectively control their access to extort obedience from their owners. Eventually war was made upon him and his allies, and his ship was destroyed, the Key seized by a great leader, one of Alexius’ ancestors. He never made it home, and the One Key was lost to the jumplanes.

Now the Key has been found by unlikely travelers. And the Builder is somehow moving once again: the church elders say that the manipulation of the Sathra field by the Keys left him and others open to the demons between the stars, bound by the gates. His consciousness seems stretched across the gates, and the lesser Keys, seeking to bend men to another war and to open the gates to the dark between the stars.

The only way to stop him is to return the One Key to the Ur ruins from which it came, and hope that the ancient tech is enough to purge his consciousness from the jumpweb. But the ruins exist deep in lost space, and the Builder’s old allies are even now marshaling there for a great assault on the known worlds.

Pray that men have not faded with the suns, for their greatest strength is needed today.