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Mythos Items and Artifacts VI 169 SPHERE OF NATH Aura strong conjuration; CL 20th; Weight 1 lb.. Thus, a spell you cast with the aid of the sphere still takes effect from your location,

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Mythos Items and Artifacts VI

169

SPHERE OF NATH

Aura strong conjuration; CL 20th; Weight 1 lb.

When held, this dark, palm-sized glass sphere lets you

use the physical attributes of another location you are

familiar with For example, you can use the advantage

of magical standing stones on a mountaintop while in

a basement miles away, an underwater cavern, or your

own spellcasting chamber In a sense, you are in two

places at once However, the properties do not extend

beyond your person It also allows you to meet any

location component of a ritual or spell You cannot cast

a spell through the connection to bypass the normal

range restrictions of spells (Thus, a spell you cast

with the aid of the sphere still takes effect from your

location, not from the location the sphere is connected

to.)

D E S T R U C T I O N

A sphere of Nath can be destroyed by sending it through a

gate while it is linked to the location of a Great Old One

or similarly powerful entity

Major Artifacts

As with all major artifacts, the following items are

unique and impossible to reproduce Each is important

to the cult of a Great Old One or Outer God

R'LYEH TABLET

Aura overwhelming necromancy; CL 21st; Slot none;

Weight 25 lbs.

Any creature that sleeps within 100 feet of the R’lyeh

Tablet has constant dreams of Cthulhu and being in

R’lyeh During these dreams, the subjects psychically

enter that place, as if by astral projection , returning

when they awaken from sleep If a creature is holding

something on R’lyeh before it wakes, that item comes

along to the waking world However, any dreamers

that are killed, knocked unconscious, or imprisoned

while dreaming cease to exist outside R'lyeh, and all

memory of their outside existence is erased

D E S T R U C T I O N

The R'lyeh tablet can be destroyed by damage while

physically in R'lyeh, but it has 200 hit points and hardness 8

SHINING TRAPEZOHEDRON Aura Strong conjuration; CL 20th; Slot none; Weight 50 lbs.

Through the shining surfaces of this massive crystal trapezohedron, one can see through all time and space

For every 4 rounds the user looks into the Shining Trapezohendron, the user can cast a divination spell

(90% accuracy) Every 4 rounds that the user stares into the crystal, the user must succeed at a DC 15 Will saving throw or become shaken for 1 hour Note, multiple shaken effects are cumulative, so if the user

is already shaken and fails a save, that user becomes frightened If the save fails by 10 or more or the result is

a natural 1, the user gains an insanity (see page 94)

If the user watches for 5 minutes straight, the Shining Trapezohendron summons the Haunter (an avatar form

of Nyarlathotep described on page 177) The Haunter

is not under the user’s control

D E S T R U C T I O N

To destroy the Shining Trapezohedron, it must be bathed

in the heart blood of the Hunter, at which point it dulls, loses its magical properties, and can be shattered

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