The Cloak Of Seasons
The Cloak Of Seasons
This living cloak of leaves, mosses, flowers and vines changes to reflect the season.
Aura: overwhelming Transmutation; CL: 20th
Slot: shoulders; Weight: 10 lbs.
The cloak's abilities and appearance change according to the current season, reflecting the cycle of eternity. It is a living conglomerate of plants magically woven together in symbiotic union to form a generous, if heavy, raiment to be worn about the shoulders in fair weather or foul.
* Spring: During the months of Spring, the cloak is dewy and pregnant with blooms and soft mosses. The wearer gains a +2 Enhancement bonus to Dexterity and Charisma. If the cloak has been watered within 24 hours, the wearer casts spells of the Conjuration (Healing) subschool at +1 caster level. Furthermore, for each continuous hour the cloak is bathed in sunlight, it gains one charge. As a Swift Action up to once per round, the wearer can expend a charge to recover 1d8 +5 Hit Points as though by Cure Light Wounds. All accumulated charges are lost at sunrise. The sun is up for 9 hours during the Spring season.
* Summer: During the months of Summer, the cloak is a vibrant riot of barky vines and vigorous foliage. The wearer gains a +2 Enhancement bonus to Strength and Constitution. The wearer of the cloak gains Fire Resistance 30. Each time the wearer takes or would have taken fire damage, for every six points taken (before Fire Resistance) the cloak gains one charge up to a total of 9 charges in a day. As a Swift Action, up to once per round, the wearer can expend charges to erupt with a corona of flame which causes 1d6 Fire damage per charge expended (Reflex DC 20 for half) to everything within 15 feet (excluding the wearer). All accumulated charges are lost at noon.
* Fall: During the months of Fall, the cloak is a rustling mantle of gold and copper leaves. The wearer gains a +4 Enhancement bonus to Intelligence (just like Headbands of Vast Intellect, it provides ranks in the Heal and Knowledge (Nature) skills). For each hour the cloak spends spread over soil, it gains one charge to a maximum of 9 charges in a day. As a Swift Action, the wearer can expend a charge to gain either a +2 Sacred bonus to his Natural Armor until the start of his next round, or, as an Immediate Action, a +2 Sacred bonus to a Saving Throw he is about to make. All accumulated charges are lost at sundown. Furthermore, the wearer is able to use the Piercing Spell and Lingering Spell metamagic feats as though they were feats he actually had.
* Winter: During the months of Winter, the cloak is a shaggy drape of dead brown lichenous bark and spindly twigs like quills. The wearer gains a +4 Enhancement bonus to Wisdom. At night, the wearer of the cloak casts all Necromancy spells at +1 caster level. Each night, at midnight, the cloak recovers its charges. It can hold up to 9 charges. Each time the wearer is subjected to a negative level, a charge is drained from the cloak instead, protecting the wearer until it runs out of charges.
The cloak will lose all its powers and crumble to mouldering dust if it is slain by a Death effect and then reanimated as an undead creature.