Locket of the Great Kingdom

(M): This item was created by a wizard who greatly feared death. It has since been used by two or three other spellcasters, though usually at the expense of another living creature. Under stress the locket makes saving throws as a hard metal.

When the command word is spoken, the locket draws in the magic-user’s psyche (soul) and holds it safe. If the character later dies, his or her life force travels to the locket (cf. magic jar spell). If the owner is on a different plane than the locket, his life force has 7 days to return to locket or the psyche departs to the outer plane of the character’s alignment. Once the life force is in the locket, it is aware of events that occur in a 50’ radius, though it cannot communicate with creatures that are not telepathic or have appropriate spell abilities. If the locket is destroyed while containing a psyche but no life force, the psyche is utterly and irrevocably annihilated; but if it is destroyed while containing the life force, the psyche travels to the outer plane of the character’s alignment, allowing resurrection.

The locket allows the life force three spell-like abilities, each usable once per day: animate dead (a single skeleton or body only), magic jar (as the magic-user’s spell), and feeblemind, at the user’s own level. Note that an animated body (zombie) or skeleton has all the characteristics of the monster, but has the user’s intelligence. Also, a zombie that is animated for more than 60 days must save versus death each additional day or turn into a skeleton.

X.P. value: 3,500 x.p.

G.P. value: 25,000 g.p.


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