The default bonus for this item is a bonus to attack rolls and damage. The bonus starts at 2 at level 6, +3 at level 11, +4 at level 16, +5 at level 21, and +6 at level 26).
There are six abilities that can be unlocked, each for a particular level range (1-5, 6-10, etc.). If an ability isn’t unlocked by the time the character reaches the next level range (if Spirit Awakening isn’t unlocked by 6th level, for instance), the ability is automatically unlocked.
There is no set requirements for unlocking the powers. That is left to the players to determine what they want to do and what they think is appropriate (with final DM approval, of course.)
Spirit Awakening (Levels 1-5): The spirits of Saiph’s elven ancestors are awakened and begin to use the chakram to speak with Saiph, providing him with additional awareness, granting him a +2 bonus to Perception and Insight. In addition, the spirits gain weak control over the chakram, helping to guide it toward Saiph’s enemies, granting him a bonus on a critical hit: either granting +1d6 damage or imposing a -2 penalty to the enemy’s saving throws for all currently active conditions on the enemy (Saiph’s choice after rolling the critical hit). Finally, the spirits whisper to Saiph and warn him of his enemies’ actions, granting him the Whispers of the Future power.
Whispers of the Future
Relic Item Utility
Your elven ancestors reveal your opponent’s future action.
Close burst 5
Target: One creature in burst
Effect: You make an Insight check opposed by a Bluff check that the target makes as a free action. If your check succeeds, the target grants combat advantage to you until the end of your next turn.
Spirit Bond (Levels 6-10): Saiph’s ancestors become a more tangible force, firmly guiding the chakram to his enemies’ eyes once it leaves Saiph’s hand, granting him the Blinding Throw power.
Relic Item Attack
Elven spirits guide your chakram into your enemies’ eyes.
Close blast 3
Target: Each enemy in blast you can see
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn.
Miss: Half damage, and the target is not blinded
Spirit Guidance (Levels 11-15): The ancestral spirits continue to whisper profound knowledge to Saiph, granting him a +2 bonus to History and Insight and allowing him re-roll all Insight checks (always using the higher of the two rolls). In addition, Saiph can now call upon the spirits to bolster the chakram’s speed, widening the area that it can affect, granting him the Spirit Guidance power.
Relic Item Utility
Elven spirits speed your chakram’s flight.
Effect: The next ranged, area, or close power that you use before the end of this turn is enhanced. If the attack targets a set number of enemies, that number is doubled. If the attack targets all enemies within a certain area, that area size is doubled For example, Close blast 3 becomes Close blast 6, Area 2 within 10 squares becomes Area 4 within 10 squares. All other aspects of the attack are unchanged.
Whispers of the Past (Levels 16-20): Saiph’s chakram becomes a conduit for the power of his ancestral spirits and they can imbue the weapon with a tremendous amount of spiritual force on Saiph’s command, granting him the ability to increase all pull, push, or slide attacks by 4 squares or impose a -2 penalty on his enemies’ saving throws against the effects of his attacks. In addition, Saiph can call upon his elven ancestors to provide him with knowledge of a person’s past, granting him the Whispers of the Past power.
Whispers of the Past
Relic Item Utility
You touch the target and your ancestors peer into his past, filling your mind with images
of the most salient points in his life.
Effect: You touch a willing or helpless creature and see the most defining moments of the creature’s life. The images appear in order from the most important to the least. You must make an Insight check to determine the number of past scenes you see. The scenes you view are those most pivotal to the creature’s history and are not chosen by your or the elven spirits. Using this power more than once on the same creature invariably displays the same scenes unless the creature has experienced defining moments since the last time you used this power.
*Insight Check Result / Number of Scenes *
9 or lower / 1 scene
10-19 / 2 scenes
20-29 / 3 scenes
30-39 / 4 scenes
40 or higher / 5 scenes
Spirit Summoning (Levels 21-25): Saiph’s elven ancestors take on a more tangible presence, and Saiph gains the ability to summon a group of elven spirits, granting him the Summon Spirit Horde power. Gain the ability to summon a horde of elven spirits once per day.
Summon Spirit Horde
Relic Item Power
You can see everything that the horde of spirits sees. On your command, the spirits lash out at those around them, picking them up and dropping them in new locations.
Effect: You conjure a horde of elven spirits. The spirits move together as a group and take up four adjacent squares, although they can move an open space of any size (they cannot move through solid objects). The spirit horde cannot physically manipulate anything in the world, but you share their senses. The spirit horde has your Perception score and can travel within 50 squares of you. The spirit horde is not invisible, but they have your Stealth score + 10. By spending a minor action, you can move the spirit horde up to 6 squares (fly, hover). The spirit horde lasts for 5 minutes or until they attack (see below).
As a standard action, you can have the spirit horde attack. After the attack, the spirit horde disappears.
Standard Action: Close burst 1; targets all enemies in burst; Dexterity vs. Will; 4d8 + Dexterity modifier damage and you slide the targets to any other location within burst and knock them prone. On a miss, you can slide the targets one square and knock them prone. The spirit horde disappears at the end of this attack.
In addition, Saiph can now call upon his most powerful elven ancestors to answer his questions, granting him the ability to use the Consult Oracle ritual once per day as a standard action without spending any component cost. In addition, Saiph can use Insight rather than Religion to determine the number of questions that are answered by the spirit oracle.
One With The Spirit World (Levels 26-30): Saiph’s ancestors increase the keen of the chakram to near-mythical levels, granting it the vorpal property (whenever Saiph rolls the maximum result on any damage die for this weapon, he rolls that die again and adds the additional result to the damage total. If a re-roll results in another maximum damage result, he rolls it again and keeps adding). Finally, Saiph can send the spirits through the world to find those he seeks, granting him the Locate Creature power.
Relic Item Utility
An image fills your mind, allowing you to scry upon a distant creature.
You choose a specific creature and create a magical spirit sensor adjacent to that creature. You can see and hear as if you were standing in the square where your sensor is located. You need not personally know or have ever seen the subject. However, whena ctivating this power, you must describe your intended subject with sufficient clarity that the spirits unambiguously know which creature you are talking about. The spirits can show you a creature anywhere in the world, but they can’t show you a creature on another plane. You gain an inherent knowledge of the creature’s location in relation to you.
The spirit sensor creates a shimmer in the air that watchful creatures might notice. Creatures must succeed on a Perception check with a DC equal to 10 + your level to notice the spirit sensor. If the target of this power notices your spirit sensor, the target can use a standard action to focus its will in an attempt to destroy the sensor. The result of this attempt is determined by an opposed Wisdom check.
Some powerful warding magic, such as the Forbiddance ritual, can block this power. If the subject’s location is warded in such a manner, you discover so after expending the power.
The sensor moves with the subject for a number of rounds determined by an Insight check
Insight Check Result/Duration
19 or lower / 1 round
20-24 / 2 rounds
25-29 / 3 rounds
30-39 / 4 rounds
40 or higher / 5 rounds