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The Regalia of Good

Magic Item
(Book of Exalted Deeds, p. 119)

Body Slot:
Caster Level: None
Aura: None;
Activation:
Weight: — lb.

The three mighty artifacts that comprise the Regalia of Good were forged at the same time as the Regalia of Evil and for the same purpose: for the use of a divine champion to oppose the similarly equipped champions of the evil and neutral deities. For long centuries, the deities of good held the items of the regalia together in one god's care, but they were stolen, separated, and are now lost.

The Crown of Good: This thin coronet of twisted mithral is elegant and slender, fashioned to look like rays of light surrounding the head of the wearer. When a good creature puts on the crown, its head is indeed surrounded in a brilliant halo of light. The wearer gains immunity to electricity, a +4 enhancement bonus to Wisdom, a +4 deflection bonus to Armor Class, and spell resistance 20. He can use the spell guidance at will. He can use the following spells three times per day each: heroes' feast, sending, and greater status. Once per day, he can surround himself with a globe of invulnerability. All spells are cast at 20th level. The wearer cannot speak any lies while wearing the crown.

The Scepter of Good: This slender rod is made of mithral, wreathed in a pattern of intertwining leaves. One end constantly glows with a soft white light equivalent to a torch, but heatless. While in a good character's possession, it confers a +4 enhancement bonus to Charisma and grants immunity to mind-affecting spells and effects. The wielder can command obedience as if it were a rod of rulership with no use limit, and can use holy smite (DC 19) and searing light (DC 18) three times per day each. All spells are cast at 20th level. The wielder of the scepter becomes increasingly unable to refuse pleas for help, no matter how desperate the cause.

The Orb of Good: This 6-inch sphere is made of purest crystal, encased in a filigree cage of polished mithral laurel leaves. A good wielder can turn or destroy undead as a 15th-level cleric. While in a good character's possession, it confers a +4 enhancement bonus to Intelligence. Further, the orb can be used to scry like a crystal ball with the added ability to detect thoughts. Once per day, the orb can be used to cast heal (as a 20th-level cleric) by touch.

Resonating Effect (Two Items): While a single character possesses two items of the Regalia of Good, he gains the benefits of the Spell Focus (Good), Gift of Faith, Nimbus of Light, and Words of Creation feats. As the character's nature alters to reflect the celestial energies that surround the regalia, he gains a +1 circumstance bonus on saving throws against electricity, petrification, cold, acid, fire, and poison. The character gains low-light vision and darkvision with a range of 60 feet. Finally, if the wielder casts a planar ally spell (including the lesser and greater versions) to call a celestial, the creature serves for half the price it would normally charge, in goods or services (at the DM's discretion).

Resonating Effect (Three Items): While a single creature possesses all three items of the Regalia of Good, he gains a +4 enhancement bonus to Strength, Dexterity, and Constitution. Any weapon wielded by the creature becomes a holy weapon, dealing an extra +2d6 points of damage to evil creatures. In addition, the wielder radiates an aura of courage, granting all his allies within 30 feet a +4 morale bonus on their saving throws to resist fear effects.

Nongood Characters: A nongood character attempting to use any of these items immediately takes 5d6 points of damage. Further, an evil-aligned character attempting to use the items must make a Will saving throw (DC 18) or lose 2,000 XP.

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