Fax Celestis
2008-12-21, 01:04 AM
An Aspect Item is a special magical device or item, typically a weapon, shield, or suit of armor, that gains power as a character progresses in level.
The Aspect Item system, like the Legacy Item system on which it is based, is intended to allow players to carry 'signature' items throughout their adventuring career, rather than trading them in for new, better loot.
Aspect Item Basics
Aspects
An Aspect Item has a specific number of special properties, or 'aspects', that are reflective of the source and nature of its powers. All aspect items have one aspect when initially bound (see bonding ritual, below), and can gain more as the character progresses. New aspects and tiers can only be unlocked with a particular ritual. The maximum number of aspects an aspect item may possess is equal to its numeric enhancement bonus. A character may only have one aspect item at a a time.
However, an aspect item cannot have any abilities other than an enhancement bonus when first initialized, nor can it gain them later except through the purchase of AP (see below); the unique powers of an aspect item interfere with lesser dwoemers, though they accept raw magical power.
Aspects have several characteristics, as follows:
* Granted Power: Similar to clerical domains, each aspect has a special power it grants to the item's bearer; generally speaking, such powers enhance the abilities of the character or type of character who first wielded or is intended to wield the item. Some granted powers, like the other powers of an aspect item, may be conditional- anything from a certain lighting condition to a specific class feature. Generally speaking, however, granted powers are 'always on' while the item is on the possessor's person.
*Ability Menu: Each aspect an aspect item possesses allows its wielder to access a specific menu of abilities reflective of that aspect; for instance, a character with as cold-aspect weapon would have access to cold-themed abilities. Each ability on a menu belongs to a specific tier, from first to fourth; the first tier is levels 1-5, the second, 6-10, the third, 11-15, and the fourth and last, 16-20th. Each ability also has an aspect point cost. Aspect points will be discussed in more detail later in this entry. If a character no longer has access to a specific aspect for any reason, he loses all aspect item abilities tied to that aspect's ability menu. Some abilities may have 'mitigating factors' that can be used to reduce their aspect point cost; these factors are unique to each power or ability menu, more or less, and cannot be mixed-and-matched. The saving throw for an aspect power is 10 plus twice the power's tier plus the bearer's Charisma modifier.
Aspect Points
Aspect points (AP) are used by the character to purchase abilities from their aspect's ability menus.
A character gains one aspect point per aspect per level they wield or carry the item; if a character gains an aspect item after first level, they gain points retroactively based on the number of aspects their item has on initial activation (generally, one aspect). You may choose the same aspect twice to gain a bonus aspect point at each subsequent level-up; doing so also reduces the cost of powers in that aspect's ability menus by one point.
Aspect points can be saved level-to-level (to purchase more powerful abilities later), and do not 'disappear' if not used.
The Aspect point cost of a particular power can be reduced by the application of conditions; the more restrictive the condition, the greater the point reduction. The reductions applicable to any given power will be spelled out in that power's ability menu. The minimum cost of any ability is one point. Only one conditional aspect may be applied to a power. Conditional effects can be "bought off" at a later point in time by paying aspect points equal to one and a half times the reduction--after this point, the condition for the effect is removed, and the power is activated without the need for special requirements.
Aspect Powers
Aspect points can be used to purchase powers from the aspect menu. Each power is arranged into a tier (first through fourth). Initially, only powers from the first tier of one aspect may be purchased, but certain rituals can activate access to new tiers and new aspects. Unlocking a tier unlocks it for all aspects on the item; similarly, an item that has two aspects on it already and has second-tier powers unlocked immediately unlocks the second-tier powers of a new aspect.
Aspect points can also be used to purchase 'normal' weapon enhancements, such as keen or flaming, at a cost equal to double the property's bonus-equivalent cost. Normal properties can be made conditional, in the same fashion as aspect powers, to reduce their point cost; you may add any one condition one of your menus specifies for an ability of equal or lesser point cost. The minimum cost of any property is one point.
The bonus-equivalent cost of your normal weapon enhancements purchased in this way cannot exceed the item's enhancement bonus.
Aspect powers function only for one who has performed the bonding ritual (see below) with the item in question. Only one person may be bound to any given aspect item at a time.
Activation Costs
Aspect items require special 'rituals' to unlock their abilities. The exact nature of a ritual is dependent on the weapon's history, purpose, or construction, and varies from weapon to weapon. All the rituals described below require the item to be used during the ritual, and the ritual will fail if the item is absent.
* Bonding Ritual: This ritual, which initially binds the item's wielder to the item itself, has a gp cost equal to (Item's Initial Number of Aspects x Initial Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.
*Activation Ritual: In order to unlock a new tier or new aspect, the character must perform a ritual with a cost of (Number of Aspects Post-upgrade x Enhancement Bonus Post-upgrade x 500), with an associated cost of 1/4 that amount in XP.
*Ritual of Unbinding: This ritual, which unbinds an item from the wielder and destroys it, has a gp cost equal to (Item's Current Number of Aspects x Current Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.
Losing An Aspect Item
If an aspect item becomes broken, stolen, or lost and is separated from its bonded wielder for more than 24 hours, the unlocked features of the item become dormant. A second bonding ritual is required to reactivate the item, though it only costs (Number of Aspects x Enhancement Bonus x 250), with an associated cost of 1/4 that amount in XP.
If an aspect item is lost and unrecoverable, the bearer will never be able to use another aspect item: since he cannot perform the Ritual of Unbinding, he is incapable of severing his current bond and acquiring a new one.
Sample Aspects
Ice
Granted Power
The bearer of an Ice Aspect item receives a +2 aspect bonus on attack rolls against creatures of the Fire subtype and against spells and effects with the Fire descriptor, or against creatures of the Cold subtype and against spells with the cold descriptor (chosen at item bonding).
Aspect Powers
First Tier Powers
*Blue Ice Blade: This power can only be applied to a slashing weapon. The weapon is treated as if made of Blue Ice (and thus receives a +1 enhancement bonus to damage).
Cost: 1 AP.
*Blue Ice Protection: This power can only be applied to metal armor armor or a metallic shield. The item is treated as if made of Blue Ice.
Cost: 2 AP, +1 for medium armor, +2 for heavy armor.
*Sudden Frostblade: This power can only be applied to specific slashing weapons; it allows the wielder to suddenly produce an extended blade of Ice as a free action; this blade endures for the character's action before melting away (hopefully in a welter of gore). This power causes any of the following weapons- Dagger, Short Sword, Longsword, Bastard Sword, Greatsword - to deal damage as if it were the next blade on the list (thus, a dagger deals damage as a short sword while equipped with a sudden frostblade). The frostblade is light enough that the weapon can still be wielded as easily as it was previously; thus, a longsword is still one-handed, and a bastard sword (with the appropriate exotic weapon proficiency) is one-handed as well. If used on a weapon that is already a greatsword, treat it's as a greatsword of one size category larger.
Cost: 3 AP.
*Frostbane Strike:This power allows the item's wearer to deal 2 points of bonus damage per point invested to any creature with the cold subtype with any effect that deals HP damage, as its inimical frost invades the creature's heart.
Cost: Variable.
*Permafrost: In colder-than-normal conditions, or when it has been exposed to cold (natural or otherwise), the item gains two points of hardness and 10 bonus HP as it freezes into involiate black ice.
Cost: 1 AP.
*Icewalker: While the item is in-hand, its bearer need not make saves to resist the effects of freezing temperatures.
Cost: 2 AP.
*Frosty Blow:All damage made by the weapon, except magical enhancements, is resolved as Cold damage.
Second Tier Powers
*Nimble-thief Frost-strike: Three times a day, the wielder of the item may choose to add the effects of lesser shivering touch to a single melee attack he makes; the attack is rolled against the target's normal AC.
Cost: 3 AP.
*Heart-frost: The item's bearer gains a +2 bonus on fortitude saves, and a +3 bonus on all saves against the effects of natural or magical cold.
Cost: 3 AP.
*Shardblade: This power can only be added to a slashing weapon; it grants the weapon a sudden, shard-like blade of ice that can strike faraway targets--this blade can be summoned as a swift action. The weapon gains an additional 5' of reach for the character's action, but can still be used to strike adjacent targets. The shard lasts for a number of rounds equal to the bearer's base attack bonus before melting away.
Cost: 3 AP.
Conditionals: On a roll of 5 or less, the Shardblade shatters, ending the effect. -1 AP.
*Seed of Ice: This power allows the item's bearer to implant a shard of perfidious ice whenever they score a critical hit with any form of attack. The shard deals one point of damage each round after implantation as it burrows deeper, and removing it requires one full-round action per round the shard has been implanted. The weapon can implant up to three shards at any one time, and shards return to the weapon when the victim dies or when removed (even if somehow destroyed).
Cost: 4 AP.
Conditionals: The power is usable only with melee attacks. -1 AP.
Third Tier Powers
*Wintry Affinity: Any spells with the Cold descriptor that the bearer casts while bearing the item are treated as being one caster level higher than normal for the purposes of determining their effects.
Cost: 5 AP
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.
*Winter Nimbus: The temperature for 20' around the item is always 30'f.; the item's bearer can suppress or resume this power as a free action. If natural conditions are colder than 30'f., the power does not function. This power usually freezes standing water in an appropriate amount of time, cools metal armor, and coats surrounding surfaces with frost or ice. This power grants the bearer Resistance 5 against the first attack that deals fire damage in a given round (on subsequent attacks, the frost is too thin to provide protection).
Cost: 6 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.
*Snow-meld: Three times a day, the item's bearer can choose to meld with any surface covered in snow or ice, and move through it, as if using Meld With Stone (save that the effect applies to icy, rather than stone, surfaces).
Cost: 5 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -1 AP.
Special: The bearer of the item can purchase additional uses/day at 1 AP per additional use.
*Nimble-thief Windblade: Three times a day, the item's bearer can choose to make a ranged touch attack; if successful, the attack inflicts the target with the effects of Shivering Touch.
Cost: 6 AP. Additional uses/day cost 1 AP each.
Fourth Tier Powers
*Frost the Breath: The bearer of the item can, at will, summon the thin, icy air of the frozen peaks. All creatures within 15' ft. of the item that are not acclimated to high altitudes take 1 point of damage to all ability scores each round due to Altitude Sickness (Fortitude DC 18 + Bearer's Cha negates). The bearer is immune to this effect.
Cost: 8 AP.
*Shards of The Blizzard:The bearer of the item can produce Ice Shards, like those created by an Ice Golem, every 1d4 rounds. They can choose to focus the ability in a 30 ft. cone, rather than a 20' ft. spread (the default). The DC to avoid being blinded by the shards is equal to 18 + Bearer's Cha. modifier.
Cost: 7 AP.
Conditionals
*The power only functions after the item is chilled--after which it functions for one hour. (-1)
*The power ceases functioning if exposed to flame or heat--after which it resumes function in one hour. (-1)
*The power only functions against creatures without the Cold subtype. (-1)
*The power only functions against creatures with the Fire subtype. (-2)
Madness
Granted Power
The bearer of an activated Madness Aspect item cannot be rendered confused or insane by any external force.
Aspect Powers
First Tier Powers
*Madstrike: On a successful hit, the weapon deals one point of Anarchic damage per aspect point invested in this ability.
Cost: Variable.
Conditionals: The power functions only for a chaotic wielder; at least two points must have been invested to apply this conditional. -1 AP.
*Certainty: While wielding the item, the holder gains a +2 resistance bonus on will saves.
Cost: 2 AP.
Conditionals: The power does not apply against attacks by chaotic creatures. -1 AP.
*Blackmind Potence: The weapon functions different for creatures with at least one point of depravity; its enhancement bonus is considered one higher for such a character.
Cost: 2 AP.
*Vicious Madness: The weapon functions as a vicious weapon for the wielder and the wielder only.
Cost: 3 AP.
Conditionals: This ability only functions if the weapon's wielder is chaotic. (-1)
Second Tier Powers
*Madstrike, Greater: As Madstrike, but two points of bonus Anarchic damage per AP invested.
Cost: Variable.
Conditionals: As Madstrike.
*Maddening Blow: Any creature struck by a weapon with this ability must succeed on a will save (DC 10+ 1/2 Wielder level) or be confused for a number of rounds equal to the Wielder's charisma bonus.
Cost: 3 AP.
Conditionals: The maddening blow is a mind-affecting, sonic effect. -1 AP.
The maddening blow only functions for a chaotic character. -1 AP.
*Madspawn Resilience:While the weapon is in-hand, its wielder gains Acid and Electricity resistance as if it were a Pseudonatural creature.
Cost: 3 AP.
*Whispers of The Dark:While the weapon is in-hand, its wielder gains Blindsight out to 20ft., with the usual effect.
Cost: 3 AP.
Conditionals: The power is dependent on hearing and is spoiled by silence-based effects. -1 AP.
Third Tier Powers
*Far-spawned Madstrike: On a successful critical hit, the weapon inflicts a number of points of Depravity on the target equal to 1/2 the damage dealt; a successful will save (DC 10+ 1/2 Bearer Level) halves the effect.
Cost: 6 AP.
*Farspawn Chitin: While the item is in-hand, its bearer gains +3 natural armor.
Cost: 5 AP.
*Madspawn Healing: While the item is in-hand, its bearer gains DR as if it were a pseudonatural creature.
Cost: 5 AP.
*Madspawn Spellskin: While the item is in their possession, the bearer gains spell resistance as as would a Pseudonatural creature of their HD.
Cost: 5 AP.
Fourth Tier Powers
*Unformed Flesh: While the item is in their possession, the bearer can benefit from Liquefy three times a day. The duration of the effect is 2x the number of points invested in the Madness Aspect.
Cost: 8 AP.
*Sear-striking Mind: When the bearer of the item is targeted with a mind-affecting spell or effect, or any attempt to read their mind, they can choose to not only resist the effect completely, but turn the attempt against its originator- reading their mind, exposing them to their worst fear, etc., as appropriate. This ability is usable three times a day. This power requires a level check against the originator's caster or manifester level; failure indicates the power does not work, but is not expended for the day.
Cost: 8 AP.
Conditionals
*The power only functions against opponents susceptible to mind-affecting effects. (-1)
*The power only functions if the bearer is somehow mentally unstable- raging, self-confused, or the like. (-1)
*The power only functions for a bearer with the aberration or outsider type. (-1)
*The power has a 20% chance of affecting a random target within 30'. (-2)
*The power always affects a random target within range. (-3)
*The power only functions when the bearer is carrying something derived from the far realms. (-2)
*While the power functions, the bearer suffers affects as if he had gained a number of points of depravity equal to the item's enhancement bonus. (-2)
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Hokay. Hella long post. That being said, help with aspects much appreciated. If requested, I'll post my unfinished ones.
The Aspect Item system, like the Legacy Item system on which it is based, is intended to allow players to carry 'signature' items throughout their adventuring career, rather than trading them in for new, better loot.
Aspect Item Basics
Aspects
An Aspect Item has a specific number of special properties, or 'aspects', that are reflective of the source and nature of its powers. All aspect items have one aspect when initially bound (see bonding ritual, below), and can gain more as the character progresses. New aspects and tiers can only be unlocked with a particular ritual. The maximum number of aspects an aspect item may possess is equal to its numeric enhancement bonus. A character may only have one aspect item at a a time.
However, an aspect item cannot have any abilities other than an enhancement bonus when first initialized, nor can it gain them later except through the purchase of AP (see below); the unique powers of an aspect item interfere with lesser dwoemers, though they accept raw magical power.
Aspects have several characteristics, as follows:
* Granted Power: Similar to clerical domains, each aspect has a special power it grants to the item's bearer; generally speaking, such powers enhance the abilities of the character or type of character who first wielded or is intended to wield the item. Some granted powers, like the other powers of an aspect item, may be conditional- anything from a certain lighting condition to a specific class feature. Generally speaking, however, granted powers are 'always on' while the item is on the possessor's person.
*Ability Menu: Each aspect an aspect item possesses allows its wielder to access a specific menu of abilities reflective of that aspect; for instance, a character with as cold-aspect weapon would have access to cold-themed abilities. Each ability on a menu belongs to a specific tier, from first to fourth; the first tier is levels 1-5, the second, 6-10, the third, 11-15, and the fourth and last, 16-20th. Each ability also has an aspect point cost. Aspect points will be discussed in more detail later in this entry. If a character no longer has access to a specific aspect for any reason, he loses all aspect item abilities tied to that aspect's ability menu. Some abilities may have 'mitigating factors' that can be used to reduce their aspect point cost; these factors are unique to each power or ability menu, more or less, and cannot be mixed-and-matched. The saving throw for an aspect power is 10 plus twice the power's tier plus the bearer's Charisma modifier.
Aspect Points
Aspect points (AP) are used by the character to purchase abilities from their aspect's ability menus.
A character gains one aspect point per aspect per level they wield or carry the item; if a character gains an aspect item after first level, they gain points retroactively based on the number of aspects their item has on initial activation (generally, one aspect). You may choose the same aspect twice to gain a bonus aspect point at each subsequent level-up; doing so also reduces the cost of powers in that aspect's ability menus by one point.
Aspect points can be saved level-to-level (to purchase more powerful abilities later), and do not 'disappear' if not used.
The Aspect point cost of a particular power can be reduced by the application of conditions; the more restrictive the condition, the greater the point reduction. The reductions applicable to any given power will be spelled out in that power's ability menu. The minimum cost of any ability is one point. Only one conditional aspect may be applied to a power. Conditional effects can be "bought off" at a later point in time by paying aspect points equal to one and a half times the reduction--after this point, the condition for the effect is removed, and the power is activated without the need for special requirements.
Aspect Powers
Aspect points can be used to purchase powers from the aspect menu. Each power is arranged into a tier (first through fourth). Initially, only powers from the first tier of one aspect may be purchased, but certain rituals can activate access to new tiers and new aspects. Unlocking a tier unlocks it for all aspects on the item; similarly, an item that has two aspects on it already and has second-tier powers unlocked immediately unlocks the second-tier powers of a new aspect.
Aspect points can also be used to purchase 'normal' weapon enhancements, such as keen or flaming, at a cost equal to double the property's bonus-equivalent cost. Normal properties can be made conditional, in the same fashion as aspect powers, to reduce their point cost; you may add any one condition one of your menus specifies for an ability of equal or lesser point cost. The minimum cost of any property is one point.
The bonus-equivalent cost of your normal weapon enhancements purchased in this way cannot exceed the item's enhancement bonus.
Aspect powers function only for one who has performed the bonding ritual (see below) with the item in question. Only one person may be bound to any given aspect item at a time.
Activation Costs
Aspect items require special 'rituals' to unlock their abilities. The exact nature of a ritual is dependent on the weapon's history, purpose, or construction, and varies from weapon to weapon. All the rituals described below require the item to be used during the ritual, and the ritual will fail if the item is absent.
* Bonding Ritual: This ritual, which initially binds the item's wielder to the item itself, has a gp cost equal to (Item's Initial Number of Aspects x Initial Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.
*Activation Ritual: In order to unlock a new tier or new aspect, the character must perform a ritual with a cost of (Number of Aspects Post-upgrade x Enhancement Bonus Post-upgrade x 500), with an associated cost of 1/4 that amount in XP.
*Ritual of Unbinding: This ritual, which unbinds an item from the wielder and destroys it, has a gp cost equal to (Item's Current Number of Aspects x Current Enhancement Bonus x 500), with an associated cost of 1/4 that amount in XP.
Losing An Aspect Item
If an aspect item becomes broken, stolen, or lost and is separated from its bonded wielder for more than 24 hours, the unlocked features of the item become dormant. A second bonding ritual is required to reactivate the item, though it only costs (Number of Aspects x Enhancement Bonus x 250), with an associated cost of 1/4 that amount in XP.
If an aspect item is lost and unrecoverable, the bearer will never be able to use another aspect item: since he cannot perform the Ritual of Unbinding, he is incapable of severing his current bond and acquiring a new one.
Sample Aspects
Ice
Granted Power
The bearer of an Ice Aspect item receives a +2 aspect bonus on attack rolls against creatures of the Fire subtype and against spells and effects with the Fire descriptor, or against creatures of the Cold subtype and against spells with the cold descriptor (chosen at item bonding).
Aspect Powers
First Tier Powers
*Blue Ice Blade: This power can only be applied to a slashing weapon. The weapon is treated as if made of Blue Ice (and thus receives a +1 enhancement bonus to damage).
Cost: 1 AP.
*Blue Ice Protection: This power can only be applied to metal armor armor or a metallic shield. The item is treated as if made of Blue Ice.
Cost: 2 AP, +1 for medium armor, +2 for heavy armor.
*Sudden Frostblade: This power can only be applied to specific slashing weapons; it allows the wielder to suddenly produce an extended blade of Ice as a free action; this blade endures for the character's action before melting away (hopefully in a welter of gore). This power causes any of the following weapons- Dagger, Short Sword, Longsword, Bastard Sword, Greatsword - to deal damage as if it were the next blade on the list (thus, a dagger deals damage as a short sword while equipped with a sudden frostblade). The frostblade is light enough that the weapon can still be wielded as easily as it was previously; thus, a longsword is still one-handed, and a bastard sword (with the appropriate exotic weapon proficiency) is one-handed as well. If used on a weapon that is already a greatsword, treat it's as a greatsword of one size category larger.
Cost: 3 AP.
*Frostbane Strike:This power allows the item's wearer to deal 2 points of bonus damage per point invested to any creature with the cold subtype with any effect that deals HP damage, as its inimical frost invades the creature's heart.
Cost: Variable.
*Permafrost: In colder-than-normal conditions, or when it has been exposed to cold (natural or otherwise), the item gains two points of hardness and 10 bonus HP as it freezes into involiate black ice.
Cost: 1 AP.
*Icewalker: While the item is in-hand, its bearer need not make saves to resist the effects of freezing temperatures.
Cost: 2 AP.
*Frosty Blow:All damage made by the weapon, except magical enhancements, is resolved as Cold damage.
Second Tier Powers
*Nimble-thief Frost-strike: Three times a day, the wielder of the item may choose to add the effects of lesser shivering touch to a single melee attack he makes; the attack is rolled against the target's normal AC.
Cost: 3 AP.
*Heart-frost: The item's bearer gains a +2 bonus on fortitude saves, and a +3 bonus on all saves against the effects of natural or magical cold.
Cost: 3 AP.
*Shardblade: This power can only be added to a slashing weapon; it grants the weapon a sudden, shard-like blade of ice that can strike faraway targets--this blade can be summoned as a swift action. The weapon gains an additional 5' of reach for the character's action, but can still be used to strike adjacent targets. The shard lasts for a number of rounds equal to the bearer's base attack bonus before melting away.
Cost: 3 AP.
Conditionals: On a roll of 5 or less, the Shardblade shatters, ending the effect. -1 AP.
*Seed of Ice: This power allows the item's bearer to implant a shard of perfidious ice whenever they score a critical hit with any form of attack. The shard deals one point of damage each round after implantation as it burrows deeper, and removing it requires one full-round action per round the shard has been implanted. The weapon can implant up to three shards at any one time, and shards return to the weapon when the victim dies or when removed (even if somehow destroyed).
Cost: 4 AP.
Conditionals: The power is usable only with melee attacks. -1 AP.
Third Tier Powers
*Wintry Affinity: Any spells with the Cold descriptor that the bearer casts while bearing the item are treated as being one caster level higher than normal for the purposes of determining their effects.
Cost: 5 AP
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.
*Winter Nimbus: The temperature for 20' around the item is always 30'f.; the item's bearer can suppress or resume this power as a free action. If natural conditions are colder than 30'f., the power does not function. This power usually freezes standing water in an appropriate amount of time, cools metal armor, and coats surrounding surfaces with frost or ice. This power grants the bearer Resistance 5 against the first attack that deals fire damage in a given round (on subsequent attacks, the frost is too thin to provide protection).
Cost: 6 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -2 AP.
*Snow-meld: Three times a day, the item's bearer can choose to meld with any surface covered in snow or ice, and move through it, as if using Meld With Stone (save that the effect applies to icy, rather than stone, surfaces).
Cost: 5 AP.
Conditionals: The bearer must have the cold subtype or a natural resistance to Cold. -1 AP.
Special: The bearer of the item can purchase additional uses/day at 1 AP per additional use.
*Nimble-thief Windblade: Three times a day, the item's bearer can choose to make a ranged touch attack; if successful, the attack inflicts the target with the effects of Shivering Touch.
Cost: 6 AP. Additional uses/day cost 1 AP each.
Fourth Tier Powers
*Frost the Breath: The bearer of the item can, at will, summon the thin, icy air of the frozen peaks. All creatures within 15' ft. of the item that are not acclimated to high altitudes take 1 point of damage to all ability scores each round due to Altitude Sickness (Fortitude DC 18 + Bearer's Cha negates). The bearer is immune to this effect.
Cost: 8 AP.
*Shards of The Blizzard:The bearer of the item can produce Ice Shards, like those created by an Ice Golem, every 1d4 rounds. They can choose to focus the ability in a 30 ft. cone, rather than a 20' ft. spread (the default). The DC to avoid being blinded by the shards is equal to 18 + Bearer's Cha. modifier.
Cost: 7 AP.
Conditionals
*The power only functions after the item is chilled--after which it functions for one hour. (-1)
*The power ceases functioning if exposed to flame or heat--after which it resumes function in one hour. (-1)
*The power only functions against creatures without the Cold subtype. (-1)
*The power only functions against creatures with the Fire subtype. (-2)
Madness
Granted Power
The bearer of an activated Madness Aspect item cannot be rendered confused or insane by any external force.
Aspect Powers
First Tier Powers
*Madstrike: On a successful hit, the weapon deals one point of Anarchic damage per aspect point invested in this ability.
Cost: Variable.
Conditionals: The power functions only for a chaotic wielder; at least two points must have been invested to apply this conditional. -1 AP.
*Certainty: While wielding the item, the holder gains a +2 resistance bonus on will saves.
Cost: 2 AP.
Conditionals: The power does not apply against attacks by chaotic creatures. -1 AP.
*Blackmind Potence: The weapon functions different for creatures with at least one point of depravity; its enhancement bonus is considered one higher for such a character.
Cost: 2 AP.
*Vicious Madness: The weapon functions as a vicious weapon for the wielder and the wielder only.
Cost: 3 AP.
Conditionals: This ability only functions if the weapon's wielder is chaotic. (-1)
Second Tier Powers
*Madstrike, Greater: As Madstrike, but two points of bonus Anarchic damage per AP invested.
Cost: Variable.
Conditionals: As Madstrike.
*Maddening Blow: Any creature struck by a weapon with this ability must succeed on a will save (DC 10+ 1/2 Wielder level) or be confused for a number of rounds equal to the Wielder's charisma bonus.
Cost: 3 AP.
Conditionals: The maddening blow is a mind-affecting, sonic effect. -1 AP.
The maddening blow only functions for a chaotic character. -1 AP.
*Madspawn Resilience:While the weapon is in-hand, its wielder gains Acid and Electricity resistance as if it were a Pseudonatural creature.
Cost: 3 AP.
*Whispers of The Dark:While the weapon is in-hand, its wielder gains Blindsight out to 20ft., with the usual effect.
Cost: 3 AP.
Conditionals: The power is dependent on hearing and is spoiled by silence-based effects. -1 AP.
Third Tier Powers
*Far-spawned Madstrike: On a successful critical hit, the weapon inflicts a number of points of Depravity on the target equal to 1/2 the damage dealt; a successful will save (DC 10+ 1/2 Bearer Level) halves the effect.
Cost: 6 AP.
*Farspawn Chitin: While the item is in-hand, its bearer gains +3 natural armor.
Cost: 5 AP.
*Madspawn Healing: While the item is in-hand, its bearer gains DR as if it were a pseudonatural creature.
Cost: 5 AP.
*Madspawn Spellskin: While the item is in their possession, the bearer gains spell resistance as as would a Pseudonatural creature of their HD.
Cost: 5 AP.
Fourth Tier Powers
*Unformed Flesh: While the item is in their possession, the bearer can benefit from Liquefy three times a day. The duration of the effect is 2x the number of points invested in the Madness Aspect.
Cost: 8 AP.
*Sear-striking Mind: When the bearer of the item is targeted with a mind-affecting spell or effect, or any attempt to read their mind, they can choose to not only resist the effect completely, but turn the attempt against its originator- reading their mind, exposing them to their worst fear, etc., as appropriate. This ability is usable three times a day. This power requires a level check against the originator's caster or manifester level; failure indicates the power does not work, but is not expended for the day.
Cost: 8 AP.
Conditionals
*The power only functions against opponents susceptible to mind-affecting effects. (-1)
*The power only functions if the bearer is somehow mentally unstable- raging, self-confused, or the like. (-1)
*The power only functions for a bearer with the aberration or outsider type. (-1)
*The power has a 20% chance of affecting a random target within 30'. (-2)
*The power always affects a random target within range. (-3)
*The power only functions when the bearer is carrying something derived from the far realms. (-2)
*While the power functions, the bearer suffers affects as if he had gained a number of points of depravity equal to the item's enhancement bonus. (-2)
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Hokay. Hella long post. That being said, help with aspects much appreciated. If requested, I'll post my unfinished ones.