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Pipes of Protection
These magical pan pipes, when played, offer up a sphere of magical protection based on the player’s desire. The sphere forms a 5-foot radius around the pipes’ player and lasts as long as she plays. Using them properly calls for a Perform check (DC 15). A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move actions while playing the pipes. Each type of protection can only be used once per day.
- Protection Against Flame: No open flames can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a wall of force.
- Protection Against Frost: The temperature within the sphere remains 70 degrees Fahrenheit, no matter what forces or spells are used against it. It hedges out cold and ice (like a cone of cold) and creature of the cold subtype.
- Protection Against Undead: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.
- Protection Against Poison: All poison, including poison gas, loses potency within the sphere. Creatures inside with a natural venom regain their poisonous ability once outside the sphere in 1d3 rounds.
Strong necromancy; CL 14th; Craft Wondrous Item, control undead, neutralize poison, protection from energy; Price 35,000 gp; Weight 3 lbs.
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