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<br />Bloodstone of Fistandantilus: A powerful evil item from the early days of magic, the bloodstone is about three inches in diameter, set in a plain silver setting attached to a silver chain.
<br /> The itemís main power is the ability to absorb the life force of a victim, allowing the user to gain knowledge and vitality by absorbing the targetís mind and taking over their body. To use the bloodstone, the bearer must make a melee touch attack with it, which provokes an attack of opportunity from the target. If the touch attack succeeds, the bearer and the target must attempt Will saving throws (DC 22) to gain control over the power of the bloodstone and use it to dominate their opponent.
<br /> If the bearer and the target make their saving throws, they are locked in mental combat and continue to attempt saving throws that round until one of the following conditions occurs.
<br /> If both fail, each person takes 3d6 points of damage and the mental battle is ended. The bearer may attempt to touch the target again next round and start the process again.
<br /> If the target succeeds and the bearer fails, the bearer takes 3d6 points of damage . The mental battle for control of the bloodstone ends, but the bearer can try another touch attack on his next turn to start the process again.
<br /> If the bearer succeeds and the target fails, the targetís soul departs to the gods. The bearerís soul transfers to the targetís body as if using the magic jar spell, although this is an instantaneous transfer and the bearerís soul cannot be forced out of his new body. The bearerís original body crumbles into dust. If the target was of a higher level than the bearer, the bearer immediately gains enough experience points to place him at the minimum experience point total necessary to reach the next experience level.
<br /> Note that if the target manages to avoid being consumed after the first attack, she may retaliate in any fashion on her own turn, including wresting control of the bloodstone and attempting to use it on her attacker. Disarming the bloodstone from the bearer requires the disarm action, with the bloodstone counting as a Tiny weapon for the purpose of the opposed attack roll (an unarmed characterís attack is considered a weapon two sizes smaller than the characterís actual size).
<br /> The bloodstone bestows two negative levels on any good creature that carries it. The negative levels remains as long as the bloodstone is carried and disappear when it is no longer carried. The negative levels never result in actual level loss, but it cannot be overcome in any way (including with restoration spells) while the bloodstone is carried. Using the bloodstone to take over another creature is an evil act.
<br /> In addition to its primary purpose, once the bloodstone has been used to absorb a lifeforce it can cure critical wounds once, after which it needs to be "recharged" with the lifeforce the absorbing process.
<br /> Caster Level: 20th; Prerequisites: Craft Wondrous Item, limited wish, magic jar, trap the soul; Market Price: 220,000 gp; Cost to Create: 120,000 gp + 8,000 XP