TEXT: More Magic of Thassilon
  R e l i c s  o f  t h e  R u n e l o R d s
  by brian Cortijo and owen K. C. StephenS, with Stephen S. Greer, tim hitChCoCK, 
  miChael KorteS, niColaS loGue, and GreG a. VauGhan
  1
  T h a s s i l o n
  e
  ven the passage of millennia has not erased the 
  wonders of ancient Thassilon. Pathfinder #5 fea-
  tures “Magic of Thassilon,” an investigation into 
  the sinister sin magic and forgotten spells of that fallen 
  empire’s decadent rulers. Yet, no one article can contain 
  all there is to know of the runelords’ magic. Revealed 
  here are 14 new magic items, fantastic treasures, and 
  deadly weapons that might lie waiting in the nameless 
  vaults and forgotten crypts of ageless Thassilon.
  Relics of envy
  Vanity’s Eye
  Aura moderate enchantment and transmutation; CL 12th
  Slot none; Price 51,000 gp
  Weight 1 lb.
  deSCription
  This pair of fine, silver hand mirrors secretly steals the 
  confidence and finesse of one bearer and transfers them to 
  another. Two distinct components make up vanity’s eye: a 
  silver hand mirror set with flawless glass (the master) and a 
  silver hand mirror set with slightly warped glass (the slave). 
   
  The mirrors have no effect until one looks into the slave 
  mirror. Once a creature looks into the slave mirror, it must 
  make a DC 20 Will save or be deceived by the mirror into 
  believing that it has magically made him more dashing, 
  suave, and glib. In truth, however, the slave mirror is cursed 
  and steals the bearer’s Charisma, causing him to take a –6 
  penalty to his Charisma score. The bearer is unaware of this 
  penalty, and will not willingly part with the magical mirror. 
  This penalty persists for as long as the mirror’s curse lasts. 
  Should the mirror be lost or taken, the bearer does all he can 
  to retrieve the mirror. Only break enchantment, limited wish, 
  remove curse, miracle, or wish can make the mirror’s holder 
  willingly part with the item and return his stolen Charisma. 
  Breaking the slave mirror also restores the victim’s Charisma. 
  The slave mirror can only affect one creature at a time and 
  has no affect on other creatures that look into it.
   
  For as long as the slave mirror imposes a Charisma penalty 
  upon a victim, the bearer of the master mirror gains a +6 
  enhancement bonus to his Charisma. This bonus applies as 
  long as the master mirror’s bearer is within 10 feet of the 
  mirror. If the master mirror is destroyed, its bearer loses this 
  bonus and the slave mirror is rendered inert, freeing any 
  victim and restoring his Charisma.
  ConStruCtion
  Requirements Craft Wondrous Item, bestow curse, eagle’s 
  splendor; Cost 25,500 gp, 2,040 XP
  Dust of Envy
  Aura moderate abjuration; CL 6th
  Slot amulet; Price 900 gp
  deSCription
  Upon a frail silver chain dangles a tiny crystalline phial filled 
  with light blue dust. When one shatters the phial, it releases a 
  potent flash of abjuration magic that affects all evocation and 
  necromancy magic in a 30-foot-radius with a targeted dispel 
  magic. Each phial holds one use of the dust and, once used, 
  the item is destroyed. This phial can be used as a thrown 
  weapon (PH 158).
   
  While legends credit Runelord Belimarius with creating 
  dust of envy, further historical accounts imply that the 
  remaining runelords also uncovered the secrets of making 
  their own virtue-related dusts—all of which activate under 
  similar circumstances and produce similar effects, being 
  attuned to a specific sin and targeting spells of the schools 
  related to the two opposing sins.
  ConStruCtion
  Requirements Craft Wondrous Item, dispel magic; Cost 450 
  gp, 36 XP
  Relics of GluTTony 
  Famine Rod
  Aura moderate necromancy; CL 6th
  Slot held; Price 24,000 gp
  Weight 3 lbs.
  deSCription
  A famine rod is a 2-foot length of ebony carved in the likeness 
  of a gaunt, emaciated man. As a standard action, the wielder 
  can expend 1 charge to make a ranged touch attack against 
  a foe within 60 feet, dealing 2d6 points of damage on a hit. 
  The wielder gains temporary hit points equal to half of the 
  damage the rod deals. The temporary hit points disappear 
  
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  R i s e  o f  T h e  R u n e l o R d s
  1 hour later. The wielder can expend 3 charges to deal 4d6 
  points of damage instead.
   
  A famine rod has 10 charges when found. Spent charges 
  are renewed once per week, so that a wielder can expend up 
  to 10 charges in any 1-week period.
  ConStruCtion
  Requirements Craft Rod, vampiric touch; Cost 12,000 gp, 960 XP
  The Gluttonous Tome
  Major Artifact
  Aura overwhelming necromancy; CL 20th
  Slot held; Price priceless
  Weight 3 lbs. per section
  deSCription
  Karzoug is not alone in his restless sleep of the ages. Zutha, 
  The undead lord of Gastash and Runelord of Gluttony saw 
  the end in the stars just as his compatriots did and prepared 
  accordingly. To ensure his vile soul’s return, the runelord 
  crafted a tome of leathered flesh, bound in bone, and inked 
  in the blood of a thousand slaves. The Gluttonous Tome was 
  Zutha’s opus—the result of a decade’s toil and his plan to rise 
  from the ashes of Thassilon.
   
  Dividing his masterwork into three parts—each a potent 
  artifact in its own right—the Runelord of Greed secreted the 
  means of his resurrection away in three of his farthest-flung 
  holdings, protected by the stewardship of his most devout 
  servants. Thassilon’s cataclysmic end disrupted Zutha’s hopes 
  of a swift return, though, as his minions deserted, died, 
  or betrayed their master, resulting in the sections being 
  scatted across Avistan. For millennia, the potent abjurations 
  protecting its pages saved the parts of the Gluttonous 
  Tome from destruction, with each having been lost and 
  rediscovered countless times. Throughout the centuries the 
  evil tripartite book has schemed to rejoin its pages.  
   
  The three portions of the text and the abilities they confer 
  are as follows:
   
  The Kardosian Codex: Named for a sinister devourer 
  wizard who became its custodian a thousand years ago, this 
  is the middle portion of Zutha’s masterpiece, a 4-inch-thick 
  sheaf of bone-white blank parchment, indestructible and 
  completely impossible to mark. The Codex’s power is a secret 
  only told in blood. Soaking its pages in fresh gore reveals 
  it to be a spellbook containing spells from the necromancy 
  school. The only marring the book’s pristine pages suffer is 
  the addition of more necromancy spells penned in blood. 
  The book contains every arcane necromancy spell of 1st to 7th 
  level. Any necromancy spell prepared from the Codex is cast 
  at +1 caster level. The book also absorbs necromantic energy, 
  granting the bearer a +4 bonus on saves versus necromancy 
  effects and immunity to energy draining effects of any kind 
  (such as from enervation or a vampire’s slam attack). Finally 
  this section of the Gluttonous Tome includes a flesh golem 
  manual that re-scribes itself one year after it’s used.
   
  The Codex’s hunger passes to the bearer as well. Although 
  he does not notice this, the bearer begins eating far more 
  than before and rapidly puts on weight, his physical form 
  beginning to emulate Zutha’s in life. 
   
  The Bone Grimoire: This portion of the tome bears the 
  leathery flesh front-cover, twisted rib binding, and a hundred 
  pages of blood-scripted verse and grisly diagrams. Anyone 
  who reads the entire text of strange runic code (requiring 
  1 week of uninterrupted study and a DC 25 Decipher Script 
  check) must make a DC 20 Will save, or gain a +2 inherent 
  bonus to Intelligence and begin to take on traits of the 
  undead (see below). Regardless of this save’s result, the 
  bearer acquires a deep understanding of necromancy, 
  gaining a permanent +4 insight bonus on all Knowledge 
  (arcana) and Spellcraft checks involving this school of magic. 
  In addition, this section includes a flesh golem manual 
  identical to the one in the Kardosian Codex.
   
  After reading the Grimoire, the bearer’s flesh takes on a 
  pale cast and, if he failed his Will save, his life force is slowly 
  replaced by necromantic unlife. After reading the entire 
  text of the Bone Grimoire, the bearer is no longer healed by 
  positive energy, but rather harmed by it. Negative energy 
  now heals him. If the bearer channels energy (if he is a cleric 
  for example) he now channels negative energy. Only a wish or 
  miracle reverses this condition.
   
   The Black Book: This portion of the Gluttonous Tome 
  consists of a charred flesh back-cover and 100 pages of 
  smoked skin scrawled with blood runes in Zutha’s erudite 
  hand. Anyone reading the Black Book and keeping it on their 
  person gains the ability to rebuke or command undead as a 
  cleric of his total character level. If the bearer already possess 
  this ability, he doubles the amount of undead he can control 
  at any one time. This section also includes a flesh golem 
  manual, just like the others.
   
   The Black Book corrupts its reader’s mind and heart. Every 
  day the GM should make a secret Will save for the bearer—
  the DC starts at 10 but increases by +1 for every consecutive 
  successful save the bearer makes. Every failed save shifts the 
  bearer’s alignment one step toward chaotic evil. 
   
  Rebinding the Gluttonous Tome: If two or more portions 
  of the Gluttonous Tome are brought within 10 feet of each 
  other, they surge together, tearing free from anyone holding 
  them and bathing a 30-foot radius spread with ghoulish 
  green light. This light causes all living creatures within it to 
  become nauseated for 1d6 rounds (no save). The sections 
  mesh and meld, flesh knitting with flesh and bones grinding 
  together. If two or more individuals control a portion of the 
  tome when they fuse together, the one with the highest total 
  character level gains control (determined randomly if there is 
  a tie). Two fused sections grant the bearer the effects of both 
  parts and the following spell-like abilities at a caster level 
  equal to the bearer’s HD:
   
  At will—detect undead, gentle repose
   
  3/day—empowered ray of enfeeblement, false life
   
  1/day—bestow curse
  
  3
  T h a s s i l o n
   
  If all three parts of the Gluttonous Tome are brought 
  together, their bearer is granted the benefits noted above as 
  well as the following:
   
  3/day—maximized vampiric touch, create undead
   
  1/day—create greater undead, waves of exhaustion
   
  The Gluttonous Tome is Zutha’s phylactery, a slow-burning 
  vessel of hate that infests any who read it. It corrupts 
  everyone it touches, offering them great power over life and 
  death, but at a secret price. Once the tome is fully rejoined, 
  its bearer is slowly seduced and devoured by Zutha, the 
  Runelord of Gluttony. The tome manifests an insidious, 
  seductive intellect (see below), which it uses to tempt its 
  bearer to feats of greater and greater depravity. Zutha’s soul 
  feeds on the necromantic power embraced by the bearer. 
  Every month, the bearer must make a DC 30 Fortitude save 
  or gain a +1 inherent bonus to Intelligence (this stacks with 
  that bonus granted by the Bone Grimoire to a maximum 
  gain up to Intelligence 26) and permanently lose 1 point 
  of Constitution. This reduction in Constitution cannot be 
  restored by mortal magic as long as the Tome is retained. 
  Despite this wasting away, the bearer becomes addicted to 
  the necromantic power the tome grants, and must make a 
  DC 40 Will save to part with the book. Once the tome slays 
  the bearer, Zutha gains complete control of the body, which 
  soon transforms into the runelord’s original, bloated, undead 
  body, freeing him to wreak his evil upon Golarion once more.
   
  The Gluttonous Tome: AL LE; Int 26, Wis 20, Cha 23; speech, 
  telepathy; 120 ft. darkvision and hearing; Ego score 35.
   
  Lesser powers: detect magic at will, major image 1/day, 10 
  ranks in Bluff (total modifier +16), 10 ranks in Knowledge 
  (arcana) (total modifier +18).
   
  Greater powers: clairvoyance 3/day, detect undead at will, 
  fear 3/day.
  deStruCtion
  The assembled tome must be used as the fuel to cook a meal 
  for a pious king who has not eaten in over 14 days.
  Relics of GReed
  Glove of Strength-Stealing
  Aura moderate necromancy; CL 6th
  Slot gloves; Price 6,000 gp
  deSCription
  This single, seamless glove of gray calfskin is fitted with 
  silver finger bones, covering the wearer’s hand snugly yet 
  stretching to accommodate movement. Once per day, the 
  wearer of a glove of strength-stealing may spend a free action 
  to activate a chill touch effect, as per the spell. Any Strength 
  damage inflicted by the wearer’s touch for the 6 rounds 
  it remains in effect is added to his Strength score as an 
  enhancement bonus (to a maximum of +6). This bonus fades 
  1 hour after the glove is activated.
  ConStruCtion
  Requirements Craft Wondrous Item, bull’s strength, chill 
  touch; Cost 3,000 gp, 240 XP
  Golden Helm of Xin-Shalast
  Aura strong transmutation; CL 15th
  Slot head; Price 48,000 gp 
  deSCription
  This ornate, crested helmet of gold is typical of those worn 
  by palace and household guards in and around Xin-Shalast. 
  Topped with a brush of platinum bristles and filigreed with 
  silver around the rim and nose guard, the golden helm is 
  as much a display of wealth and status as it is a powerful 
  magic tool. When donning a golden helm of Xin-Shalast, the 
  wearer takes on the appearance of a masterfully sculpted 
  golden statue. This change is purely cosmetic, except for 10 
  minutes per day when the owner can activate the effects of 
  an iron body spell. The iron body effect can be activated as a 
  free action.
  ConStruCtion
  Requirements Craft Wondrous Item, iron body; Cost 24,000 
  gp, 1,920 XP
  Relics of lusT
  Sadist’s lash
  Aura moderate enchantment; CL 11th
  Slot held; Price 22,301 gp
  deSCription
  The sadist’s lash is a long whip of black leather, with sliver 
  wires running the length of its lash. The lash acts as a +1 
  wounding whip, which aids enchantment spells in two simple 
  ways. First, it can deliver enchantment spells with a range of 
  touch (most notably irresistible dance and touch of idiocy) as if 
  the wielder had touched the creature struck. Additionally, any 
  creature that takes damage from the lash does not get the 
  normal +5 bonus on its saving throw to resist charm person or 
  similar enchantment spells cast by the wielder or his allies. 
  This effect lasts 1 minute after a creature has been struck.
  ConStruCtion
  Requirements Craft Magic Arms and Armor, dominate person; 
  Cost 11,301 gp, 880 XP
  Scintillating Garment
  Aura moderate enchantment; CL 7th
  Slot torso; Price 14,000 gp
  deSCription
  A scintillating garment can become either a tight-fitting tunic 
  of any style or a long, tight dress of any cut. It appears to 
  be made of mist and shimmering silks, hinting at the form 
  and color of the skin beneath without revealing it. When 
  worn, it gives any successful Diplomacy check made by the 
  wearer the chance to increase one target’s attitude by one 
  additional step (PH 72). The wearer chooses a single target 
  affected by her Diplomacy check to make a DC 13 Will save. 
  If the target fails, his attitude improves by one step above the 
  
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  R i s e  o f  T h e  R u n e l o R d s
  attitude indicated by the check. If the target succeeds, he is 
  unaffected by the garment but his attitude is still adjusted by 
  the successful Diplomacy check as normal. Any target that 
  successfully saves against the garment’s effects is immune to 
  its magic for 24 hours. A scintillating garment has no affect on 
  a failed Diplomacy check.
  ConStruCtion
  Requirements Craft Wondrous Item, eagle’s splendor; Cost 
  7,000 gp, 560 XP
  MaGic of PRide
  Empty hands
  Aura moderate illusion; CL 7th
  Slot gloves; Price 18,000 gp
  deSCription
  The empty hands are an innocuous looking pair of well-
  crafted gloves made of soft, tanned brown leather. As a 
  standard action, the wearer can cause any weapon or item 
  he holds to become invisible for 3 minutes, during which it 
  is clear the wearer is holding something, but it’s not possible 
  to see exactly what it is. The wearer gains a +1 circumstance 
  bonus on attack rolls with an invisible weapon, a +5 
  circumstance bonus on opposed Bluff checks made to feint 
  in combat or claim to be unarmed, and a +10 circumstance 
  bonus on opposed Sleight of Hand checks made to conceal 
  a weapon or item. This invisibility can be dismissed as a free 
  action. The 3 minutes a held item is invisible need not be 
  consecutive, but must be expended in 1-minute increments. 
  Empty hands grant no bonuses against foes able to see 
  invisible objects, as per spells like see invisibility or true seeing. 
  Empty hands can only affect one item at a time, even if one 
  item is held in each hand.
  ConStruCtion
  Requirements Craft Rod, greater invisibility; Cost 9,000 gp, 
  720 XP
  Mantle of Lordly Command
  Aura moderate illusion and enchantment; CL 10th
  Slot mantle; Price 23,000 gp
  deSCription
  This intimidating mantle of gold and silver is set with several 
  large gems, which seem to change in cut and type of stone 
  every time it’s viewed. The wearer of this mantle always 
  appears to be clean, uninjured, and calm, granting him a +5 
  bonus on Diplomacy checks. Also, once per day as a standard 
  action, the wearer can bellow a single word in a thundering, 
  imperious tone. This functions as the spell shout, and the 
  word can be heard by any creature within 200 feet. If this 
  word is one of the five orders detailed by the spell command, 
  in addition to the effects of shout, all creatures within 25 feet 
  must make a DC 16 Will save or be affected as if by the spell 
  command. Those damaged by shout take a –4 penalty on this 
  Will save. 
  ConStruCtion
  Requirements Craft Wondrous Item, disguise self, greater 
  command, shout; Cost 11,500 gp, 920 XP
  MaGic of sloTh
  Effigy of the Favored Servant
  Aura Strong transmutation and necromancy; CL 15th
  Slot hand; Price 60,000 gp
  deSCription
  An effigy of the favored servant is a thumb-sized figurine of 
  wondrous power depicting a marble, toga-wearing slave. When 
  commanded, the statue grows and animates with the same 
  statistics as a hill giant. The giant has no hint of personality, 
  but is capable of telepathically receiving orders from the item’s 
  possessor up to a range of 100 feet. The item can be used 
  twice a week for up to 6 hours per use. If animated in an area 
  too small for the giant to appear in, the figurine simply doesn’t 
  animate, with no weekly use expended.
   
  In addition to its use as a figurine of wondrous power, an 
  effigy of the favored servant can be used as the repository of a 
  dying soul once per day. By spending a full round action on 
  a sentient, living creature reduced to –1 or fewer hit points, 
  the effigy’s bearer can draw its soul into the statuette, killing 
  the creature if it fails a DC 22 Will save. From that time 
  forward, the giant summoned by the figurine has the same 
  personality as the killed creature. The creature must obey 
  the figurine bearer’s commands, and the effigy functions as 
  normal. The creature retains none of the skills or abilities 
  it had in life, being effectively trapped within the statuette. 
  The creature cannot be resurrected or otherwise returned to 
  life unless the effigy is destroyed. If the effigy is used to trap 
  another dying soul, the first is released and may be raised 
  normally.
  ConStruCtion
  Requirements Craft Wondrous Item, animate objects, death 
  knell, trap the soul; Cost 30,000 gp, 2,400 XP
  Ring of the Clean Hands
  Aura strong transmutation; CL 9th
  Slot hand; Price 18,000 gp
  deSCription
  This delicate ring of forged bronze is formed into the shape 
  of two hands, which do not quite touch as they meet at the 
  top of the wearer’s finger. A ring of the clean hands grants use 
  of telekinesis as a standard action and has 10 charges. These 
  charges return at the start of the next day. 
   
  The ring’s charges can be expended to create the 
  following effects:
   
  Combat maneuver: This effect costs 3 charges for each 
  round it is active, but otherwise functions as described by 
  the spell telekinesis. The force created by this effect has a +9 
  base attack bonus, and is considered to have Strength 20 and 
  Dexterity 20.
  
  5
  T h a s s i l o n
   
  Force lash: This effect costs 3 charges, striking out as if with 
  an invisible whip. One target within 60 feet must make a DC 
  17 Will save or be struck for 4d6 points of nonlethal damage. 
  This attack does not affect targets with a +3 or higher natural 
  armor bonus, or a +1 or higher armor bonus.
   
  Sustained force: This effect costs 1 charge for each round 
  it is active, but otherwise functions as described by the spell 
  telekinesis, making it capable of lifting 225 lbs.
   
  Violent thrust: This effect costs 5 charges, but otherwise 
  functions as described by the spell telekinesis, allowing you to 
  throw up to 9 creatures or objects up to 90 feet, with a total 
  weight of 225 lbs. The attack roll has a +9 modifier. The Will 
  save is DC 17.
  ConStruCtion
  Requirements Craft Wondrous Item, telekinesis; Cost 9,000 
  gp, 720 XP
  MaGic of WRaTh
  Rod of Malrion 
  Aura moderate evocation; CL 7th
  Slot held; Price 22,400 gp
  deSCription
  This 14-inch rod of simple white oak is sheathed with a 
  3-inch sleeve of rune-carved steel in the middle. The ends 
  are seared, as if the wood had endured a forest fire. Once 
  per day, the wielder of a rod of Malrion can surround a target 
  with four walls of fire, forming a square around the target. 
  The caster determines whether the walls spring up within 10 
  or 20 feet of the target and whether the heat affects creatures 
  within or outside the barrier of flames. If the walls are raised 
  within 10 feet of the target with the heat spreading inward, 
  the target takes 8d4 points of fire damage by standing at 
  the centermost space; if they are created within 20 feet, 
  the target takes no damage if he does not move from the 
  centermost space. The size of the target does not affect how 
  far away from a creature the walls appear. Passing through 
  any of the walls deals 2d6+7 points of fire damage (double 
  damage to undead).
   
  The rod creates as many of the four walls of fire as it can, 
  though barriers and cramped quarters might prevent the 
  walls from appearing at their full size. The flames created by 
  the rod last for 1 minute.
  ConStruCtion
  Requirements Craft Rod, wall of fire; Cost 11,200 gp, 896 XP 
  Sacrificial Spear
  Aura faint evocation; CL 5th
  Slot held; Price 1,802 gp
  deSCription
  An ashen shaft with a steel blade, this finely crafted 
  masterwork shortspear holds a removable shard of carnelian 
  at its base. By crushing the gem as a move action, the spear 
  explodes as per the spell fireball. This detonation is centered 
  on the spear and deals 5d6 points of fire damage to all 
  creatures within a 20-foot-radius spread. The spear’s bearer 
  or allies are not immune to this damage (unless they have 
  immunity to fire from another source) and the weapon is 
  destroyed.
   
  A sacrificial spear can be detonated at a range by spending 
  a full-round action to throw the spear and crush the gem. 
  If the attack roll hits the target, the fireball is centered on 
  the target, otherwise refer to the thrown weapons chart to 
  determine where the spear lands (PH 158). Each spear has a 
  specific shard attuned to it at the time of its creation, which 
  can be removed or reaffixed to its spear as a standard action.
  ConStruCtion
  Requirements Craft Magic Arms and Armor, fireball; Cost 
  1,052 gp, 60 XP
  
SOURCE: textdata/thevault/Pathfinder/Magic of Thassilon.pdf