Sparrow's Sprig Item in Under the Twilight of Forgotten Sins | World Anvil
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Sparrow's Sprig

As the Aja picks up the necklace, everyone feels a tingle in the air as their hair stands up slightly. A definite sense of increase humidity present, albeit a cool humidity. A slight whiff of salty sea similar to the shores of Dawn Lake pervades the air. The sylph quickly places and necklace around her neck, and when she does, the room trembles slightly from a loud burst of thunder outside.

  When the necklace settles around your neck and the heart makes contact with your chest, a surge of might strength overwhelms you. Not only do you feel stronger, you feel an inner strength fighting to get free. If you but dare to let it, what will happen?
  The scarred and petrified piece of blackened wood is vaguely heart like in appearance. Almost 4 inches tall, it is good sized for a pendant. Acquaintances with knowledge of such things believe it might have once been the heart of a small treant that's been burned and petrified. Whatever it is, there is no residue of evil (or good) associated with this item. Finding out more about its history might be a worthy effort.   When worn, it has both passive and active abilities. Passive abilities are always in effect while worn. Active abilities require the heart to be worn openly.   When any active ability is in use, the heart starts slightly pulsing and a spectral set of bronze chains appear with a set of manacles around the wearer's wrists (or a single chain around the wearer's neck). The chains hang loosely and connect to a phantom spell book which floats at chest level about 2' to 3' away from the caster. Regardless of how fast the wearer may move, the book always follows along. The wearer can mentally close the book, and when done it and the chains disappear.  
Aja Spellbook Artifact
  The pendant and book have the following abilities.  

Necklace Benefits - Passive

  • 1st Level: The heart is attuned to the wearer. Only the wearer can use this item.
  • 1st Level: +1 enhancement damage per die on all electric spells.
  • 1st Level: Speak with Plants at will.
  • 2nd Level: +1 enhancement bonus to Intelligence
  • 2nd Level: Low Light Vision (dark vision if already have low light)
  • 3rd Level: +2 enhancement bonus to Intelligence
  • 3rd Level: +10 competence bonus to swim (passive)
  • 4th Level: Water Breathing
  • 5th Level: Woodland Stride as per a druid
  • 6th Level: Speak with Animals at will
  • 6th Level: Immune to all natural (non-magical) animal or vegetable based poison
  • 7th Level: +3 enhancement bonus to Intelligence.
  • 7th Level: Water Walk as per the spell is always in effect.
  • 8th Level: Immune to all charm spells cast by woodland beings.
  • 9th Level: +20 competence bonus to swim speed.
  • 10th Level: +1 enhancement bonus to wisdom.
  • 10th Level: Darkvision 60'.
  • 10th Level: Speak, Understand, and Read Storm Giant (Kran: Dialect Storm)
  • 11th Level: Speak, Understand, and Read draconic.
  • 11th Level: A +1 enhancement bonus to both strength and constitution.
  • 12th Level: Immune to sleep and paralysis effects from magical sources. From non-magical sources (like Poison) gain a +5 on the save.
  • 12th Level: Can cast Water Walk as a spell-like ability at will.
  • 12th Level: Dark Vision is now 120' (or +30' if already 120' or better.)./li]
  • 13th Level: Immune to all non-magical poisons.
  • 14th Level: All electric damage received is reduced by half.
  • 14th Level: +30 to Swim speed.
  • 15th Level: Able to cast Tree Shape at will as a spell like ability with a swift action.
  • 16th Level: Nature resistance of 10.
  • 18th Level: Intelligence bonus is now +4.
  • 19th Level: +30 to swim speed.
  • 20th Level: Immune to all electrical damage.
  • 20th Level: Wisdom bonus is now +2.
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Necklace Benefits - Active

  • 1st Level: The book contains over 10,000 pages of blank pages. It can be used for arcane spells and when spells are transcribed into it, no material components are required.
  • 1st Level: The book can also be used to scribe spells as with a scroll. This is a one-shot effort each time, using a page of the book. When the spell is cast, the page turns blank. Only the wearer can cast spells from the book.
  • 1st Level: Spell-like ability - Cast obscuring mist twice daily as a caster equal to the character's level.
  • 2nd Level: All nature and electric spells have a +2 difficulty to save against
  • 2nd Level: All nature-based spells have a 50% great ranger and duration
  • 3rd Level: +2 enhancement bonus to hit on all range and touch attacks with nature and electric spells
  • 3rd Level: Resist Electricity 5 (passive)
  • 3rd Level: Cast Barkskin on self at will (appears as a combination of fine bronze scales and bark)
  • 4th Level: Can spell cast underwater with no penalty
  • 4th Level: Can cast 1st level druidic spell 3/day as a caster of the same level. Choice of the spell is permanent
  • 4th Level: +2 bonus on all knowledge (natures) and survival checks
  • 5th Level: Energy Resistance of 5 vs. all magical nature attacks. This would be spells and magical abilities which employs elements of nature to cause damage
  • 5th Level: Range and duration of all-electric and water-based spells doubled automatically
  • 5th Level: Any electric spell is now on the owner's list of spells which can be learned at the appropriate level. Eg. Ball Lightning is now one of the spells available to be learned as a 4th level spell. This includes all divine, arcane, and psychic spells. Any storm related weather spells are also included, (so this does not include wind spells, but control weather would be included.)
  • 6th Level: Cast as a spell-like ability water breathing 3/day as a caster of the same level as the character
  • 6th Level: Choose a first level wizard spell. The choice is permanent. As a spell-like ability cast it 3 times a day as a caster of the same level as the character
  • 7th Level: Animate 1 tree as per the Treant ability twice per day. The effect lasts for 1-hour plus 10 minutes per level.
  • Animate Tree (Sp) The wearer can animate any tree (up to 40' tall) within 180 feet at will. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 30 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If you terminate the animation, move out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state. Controlling the actions of the animated tree is a swift action.
  • 7th Level: Owner now only requires half the time necessary to prepare spells each day - this includes 1/2 the amount of needed rest.
  • 8th Level: Upgrade to +2 damage per die of damage on all electric spells
  • 8th Level: As a move action while standing on earth, stone, or wood, its wearer can sprout woody, rootlike tendrils from their legs that anchor their feet to the ground. While so anchored, they gains a +4 bonus to his CMD against bull rush, drag, grapple, overrun, reposition, trip, and other combat maneuvers that would force them from their space, as well as on saving throws against effects that would force them from their space on a failed save. The roots fall away if the wearer moves from this space, even involuntarily.
  • 8th Level: When rooted (see above), When anchored to the ground, the wearer's roots interfere with adjacent foes. Foes adjacent to the wearer must succeed at a DC 13 Reflex save each round or be entangled by the roots as if by the spell entangle. If the wearer's roots fall away due to movement, all entangled enemies are immediately released.
  • 9th Level: Choose a 2nd level druid spell. The choice is permanent. As a spell-like ability cast it 3 times a day as a caster of the same level as the character
  • 11th Level: Can cast a 2nd level wizard spell 3/day. Once the choice is made, it cannot be changed.
  • 13th Level: Learn one 3rd level Wizard Spell. This is a spell held in reserve and doesn't need to be memorized. It can be swapped out at any time with another memorized 3rd level spell.
  • 15th Level: Electric Bolt Generation - 60' line 1d6 per level, reflex save for half. Usable once every 4 rounds.
  • 15th Level: By spending 1 mythic point, can cast any 1st level druid spell.
  • 16th Level: Upgrade of +3 damage per die on all electric attacks.
  • 16th Level: By spending 1 mythic surge, can cast any 2nd level druid spell.
  • 16th Level: Choose a 3rd level druid spell. The choice is permanent. As a spell-like ability cast it 3 times a day as a caster of the same level as the character
  • 17th Level: By spending 1 mythic surge, can cast any 3rd level druid spell.
  • 17th Level: Can animate up to 4 trees a day, up to two at a time.
  • 17th Level: Lightning Shield: During combat, any successful natural attack, grapple. or attack by a metal weapon will cause the attacker to take 3d4 electrical damage per round. When the shield is up, an image of electricity coursing around the wearer can be seen.
  • 18th Level: Electric Bolt Generation is now a 120' line with 2d6 per level damage, reflex save for half. Usable once every 4 rounds.
  • 18th Level: By spending 1 mythic surge, can cast any 4th level druid spell.
  • 18th Level: Choose a 3rd level wizard spell. The choice is permanent. As a spell-like ability cast it 3 times a day as a caster of the same level as the character
  • 19th Level: By spending 2 mythic surges, can cast any 5th level druid spell.
  • 19th Level: Can animate up to 4 trees a day, up to two at a time.
  • 20th Level: By spending 2 mythic surges, can cast any 6th level druid spell.
  • 20th Level: Tree Army: With three rounds of concentration and then continued concentration, you can animate all the trees within a 500' radius and command them to attack any non-native being. The trees will not attack a native to their woods. The trees will not attack a friendly entity like a druid. The trees will attack as a treant of similar size all within its range. The trees do no uproot themselves. Once you cease concentration, the trees will unanimate the following round. If there is underbrush and smaller vegetation, those areas will act as if under both a Spike Growth and Entangle spell.
  • 21st Level: Wrath of the Gods: When outdoors, with five rounds of concentration focusing on a target, you can summon (not create) a real non-magical lightning bolt to strike a desired target. The target will take 50d6 damage on a failed save. The DC to save is Fort (30) for half damage. If that is made, a second reflex save DC (30) can be made. If that is made, then the amount of damage taken, if more than their current hit points, will only reduce them to 0 hit points.
  • 22nd Level: By spending 2 mythic surges, can cast any 7th level druid spell.
  • 24th Level: By spending 2 mythic surges, can cast any 8th level druid spell.
  • 26th Level: By spending 2 mythic surges, can cast any 9th level druid spell.
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Alignment Benefits

This item also seems to be influencing some permanent changes in Aja. These changes remain even if she were to lose the heart.
  • 1st Level: +2 permanent boost to strength.
  • 1st Level: A sudden burst of strength for 4 rounds. +20 STR for the first round. +16 STR for the second round. +10 STR for the third round. +6 STR for the fourth round. Usable once per game. (or once a week of in-game time)
  • 2nd Level: Brew Potion feat
  • 2nd Level: Throw anything feat
  • 3rd level: Learn 1 bonus spell from the 1st level wizard spell list (as you peruse the book, you see a spell you can use just like one of your normal spells)
  • 3rd level: Poison Use (Ex): You are trained in the use of poison and starting at 2nd level, cannot accidentally poison yourself when applying poison to a weapon. How you have knowledge of such dark chemicals you are not certain, but the knowledge is there
  • 4th level: Alchemy (Su): As per the alchemy ability of the Alchemist. Learn 1 1st level Alchemist Spell which can be made into an Extract. You can start a formulae book and learn to formulate from other sources. You now have the ability to create extracts equal to a 1st level alchemist.
  • 5th level: Ability to cast Freedom of Movement twice a day as a spell-like ability
  • 5th level: Permanent +1 gained to Strength
  • 6th Level: You now have the ability to create extracts equal to that of a 3rd level alchemist
  • 6th Level: Looking through the book, you find new pages. Find 2 new 1st level alchemical formulae. Also, find 2 more 1st level spells from the Wizard spell list which you can add to your list of known spells. You now have the ability to cast spells as a 1st level wizard. If not already a memorized caster, the book acts as a spell book for all intents and purposes.
  • 7th Level: Looking through the book, you find a new 2nd level Wizard Spell which you can add to your known spell list and memorize. You now have the ability to cast spells as a 3rd level wizard.
  • 7th Level: Ability to make and use bombs as the per the Alchemist ability. Bombs deal 1d6 damage.
  • 8th Level: Discovery of how to make Dilutions. x2 potions or elixirs made from one set of ingredients.
  • 8th Level: Learn 2x second level alchemical formulae from the writings in the book. You can make these two extracts once a day.
  • 9th Level: Looking through the book, find 2x 2nd level Wizard spells which you can add to your known spell list and memorize. You can now cast spells as a 4th level wizard.
  • 9th Level: Discovery of how to make frost bombs, as per the alchemist ability.
  • 9th Level: Alchemical bombs now deal 3d6 damage.
  • 10th Level: Permanent water breathing. This is now a natural ability.
  • 10th Level: Bonus to strength is now permanently +2. The skin now possesses a slightly bluish tinge, easily disguisable if desired. Hair is now also taking on a blue tint. note that this is not a winter effect, but an effect of the item's creation history and will likely intensify during future levels.
  • 11th Level: Add one 3rd level wizard spell to your spell list.
  • 11th Level: Add one 3rd level alchemy formula to your spell list. You can now make extracts as a 7th level alchemist per day.
  • 12th Level: Gain 1 free meta-magic feat.
  • 12th Level: Meta-magic mastery. All meta-magic feats have a cost of 1 level less when figuring the cost to cast a spell. A meta-magic feat which raises the affected spell's level by 2 will now only cause the spell to raise by 1 level. For some feats, there will be no level change when applying the feat.
  • 13th Level: Learn one 3rd level alchemy formula. You can now make extracts as an 8th level alchemist per day.
  • 14th Level: Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
  • 14th Level: Discovery Dilution. Create two doses of a potion or elixir from one set of ingredients
  • 15th Level: Levitation is always in effect.
  • 15th Level: Accurately predict the weather for the next week with a 90% chance of success.
  • 16th Level: Strength bonus is now +5.
  • 16th Level: Discover Elixir of Life.
  • 16th Level: Can generate Shocking Grasp at will as an attack action at an equal level of ability.
  • 16th Level: Learn 1 free formulae from the Alchemy lists of levels 1 through 4 (4 spells learned total).
  • 17th Level: Freedom of Movement is always active. Even if dispelled, it reactivates the following round.
  • 17th Level: Alchemical bombs now deal 4d6 damage.
  • 18th Level: Has gained an innate understanding of how to use all martial weapons.
  • 18th Level: Learn 1 free alchemical 5th level formulae.
  • 19th Level: Can use Control Weather (SU) twice per day.
  • 19th Level: Learn 1 free metamagic feat.
  • 19th Level: Learn 1 free alchemical 6th level formulae.
  • 20th Level: Fly is always in effect.
  • 20th Level: Immune to all electrical damage.
  • 21st Level: Strength Bonus is now +15.
 

Book Benefits

With finding the actual book, Aja is finding items listed in it that she did not find in the spectral version. Once she finds that information, it does appear in her spectral book. What she has gained from studying the real versions is as follows. Update: Now that the book was lost again and used to summon the artifact from the dragon's belly, once again only the spectral version exists. However, the spectral version is now completely updated with the information in the physical book.
  • 5th Level: Knowledge of magic: Gain a metamagic feat
  • 8th Level: Choose one known spell and apply a known metamagic feat to it. From this point forward, Aja can memorize the spell as normal and apply that metamagic feat when casting at no additional cost.
  • 10th Level: Enhanced magic use. Through study, Aja's understanding of magic is increasing. All arcane spells (listed in one of the Paizo core books) are now on her witch spell list as available spells to learn under normal rules to learn spells. If the spell is listed at a lower level on another list than what a witch can normally cast the spell in question, she can now cast the spell at the better level.
  • 13th Level: Pick 2 spells from the 1st level clerical spell list. You now know an arcane version of those spells.
  • 14th Level: Pick 2 spells from the 2nd level clerical spell list. You now know an arcane version of those spells.
  • 16th Level: Pick 2 spells from the 3rd level clerical spell list. You now know an arcane version of those spells.
  • 18th Level: Pick 2 spells from the 4th level clerical spell list. You now know an arcane version of those spells.
  • 20th Level: Pick 2 spells from the 5th level clerical spell list. You now know an arcane version of those spells.
  • 22nd Level: Pick 2 spells from the 6th level clerical spell list. You now know an arcane version of those spells.
  • 24th Level: Pick 2 spells from the 7th level clerical spell list. You now know an arcane version of those spells.
  • 26th Level: Pick 2 spells from the 8th level clerical spell list. You now know an arcane version of those spells.
  • 28th Level: Pick 2 spells from the 9th level clerical spell list. You now know an arcane version of those spells.
 

Temple Benefits

Despite the temples having been destroyed, this change appears to be permanent. With a round of concentration, Aja can see both into the ethereal realm and see anything slightly out of phase with her reality. Effects are identical to True Seeing with regards to seeing into the ethereal realm.
Through experimentation, Aja can now Ethereal Jaunt as a supernatural ability with 10 minutes of focused meditation. Unlike the spell, the duration is permanent until she dispels the effect.

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