Native item was an Enchantment spell used by wizards[1] and clerics of the Astral sphere[2] to temporarily circumvent the planar effects on magical items with "plus" enchantments.[1][2]
Effects[]
In ages prior to the Spellplague, magical items with "plus" enchantments – most commonly armors, weapons, and cloaks or rings of protection – would lose some of their potency outside of their plane of origin,[1][2] depending upon how far removed it was from that other plane of existence. When an item was so far removed that its "pluses" were reduced to zero, it effectively became inert on the plane in which it resided, losing access to all the other magical effects it carried.[3]
When cast, native item artificially restored these levels of enchantment in an item,[1] effectively making the item function as if it were on its plane of origin. However, if someone holding an item effected by this spell were to grab another item that had native item cast on it, there was a ten-percent chance of them experiencing a harmful backlash of planar energies,[1][2] originating from both the plane of existence the individual was currently on and the plane(s) from which the items originated,[1] and this might potentially prematurely end the spell on both items.[2][note 1] The chance of this backlash of energy occurring cumulatively increased with each additional effected item that an individual wielded. Additionally, there existed a twenty-percent chance for each such item to disappear, returning to their plane of origin.[1]
This spell took four minutes to cast and lasted for a minimum of ten minutes, with the duration cumulatively growing in increments of ten minutes depending upon how powerful the spellcaster was.[1][2]
Components[]
In addition to verbal and somatic components, native item required the spellcaster to rub the desired magical item with a bit of soil or water from its plane of origin, or whatever was the closest equivalent to those substances therein.[1][2]
History[]
Sometime in the 14th century DR, a group of adventurers from Ravens Bluff traveling in the 144th Layer of the Abyss came across a race of humans known as the Verlassim. The leader of these people, Baron Tauris, casted native item on one of the belongings of these adventurers in an elaborate ritual. This casting was so powerful that the spell's duration lasted for the remainder of their time in that Abyssal layer.[4]
Some time later, a duergar sage living in Acheron by the name of Gheldoin gifted a spellbook containing native item to another group of Ravenian adventurers after they impressed him by deciphering the script on an old scroll that detailed a story about Laduguer.[5]
Appendix[]
Notes[]
- ↑ This side-effect is not mentioned in The Planewalker's Handbook.
Appearances[]
Organized Play & Licensed Adventures
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 Monte Cook (1996). The Planewalker's Handbook. Edited by Michele Carter. (TSR), pp. 116–117. ISBN 978-0786904600.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Monte Cook (September 1998). A Paladin in Hell. Edited by Steve Winter. (TSR, Inc.), p. 4. ISBN 0-7869-1210-3.
- ↑ David "Zeb" Cook (1994). Planescape Campaign Setting, A DM Guide to the Planes. Edited by David Wise. (TSR, Inc), p. 16. ISBN 978-1560768340.
- ↑ Erich Schmidt (May 1999). A Ticket to Midnight. Living City (RPGA), p. 21.
- ↑ Erich Schmidt & George Fulda (November 1999). Stone and Steel. Living City (RPGA), pp. 15, 17.