Bright and diaphanous, the seven veils are magic made physical. Split from light by a god and sown onto the world like seeds, the veils represent the promise of power for wizards and other spellcasters.
Wizards get the most benefit from the seven veils. Although any arcane spellcaster might benefit from some or all of the veils—and would appreciate the versatility granted by wearing the entire set together—a wizard typically has the greater variety of spells necessary to put the veils to best use.
Each of the seven veils corresponds to one of the colors that signify the various effects of a prismatic spell, such as prismatic eye, prismatic mist, prismatic ray, prismatic spray, and prismatic wall.
Characters who have ranks in Knowledge (arcana), or who have the bardic knowledge ability, can research the seven veils to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.
DC 15: It’s said the first seven veils were drawn from a rainbow by Boccob himself. The Lord of All Magics then let the veils fall to the earth, each fluttering down to a particular wizard. The seven veils correspond to the seven colors of the rainbow and the seven colors created by spells such as prismatic wall. Each veil grants an ability modeled after the effect of a color of a prismatic spell. Each veil also guards its wearer from that color’s effect if she is the subject of a prismatic spell.
DC 20: Three of the wizards who received one of the seven veils decided to craft their own sets, but four of them chose instead to try to claim the six veils Boccob gave the others. A series of battles ensued, and in the end two wizards possessed complete sets while the rest lay dead. The extra pieces that had been created were left unclaimed, and so they fell into the hands of others.
DC 25: The two wizards who managed to claim full sets both became liches. This turn of events is considered a coincidence by most, but some wonder if wearing all seven veils might somehow induce this state. Those who concern themselves with such things wonder if Boccob truly created them, or if perhaps Wee Jas crafted them for some purpose of her own. Both deities remain silent on the matter, and no one else is known to have worn a full set.
DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.
The veils are potent items that improve your magical versatility, giving you the resources to overcome any obstacle. Wearing multiple veils improves your magical skill and focus, grants you resistance to some types of energy damage, and eventually allows you to treat the veils as a potent runestaff.
3 Pieces: You gain a +2 competence bonus on Concentration, Knowledge (arcana), and Spellcraft checks.
5 Pieces: You gain resistance 5 to acid, electricity, and fire.
7 Pieces: You can use the seven veils like a runestaff to cast cone of cold, daylight, disintegrate, dispel magic, gust of wind, magic missile, and passwall each once per day by spending your own arcane spell slots of equal or higher level.
| Piece | Body Slot | Price (gp) | Item Level | Ability |
|---|---|---|---|---|
| Burning veil | Head | 1,000 | 4th | Immunity to red prismatic effect; 3/day deal 1d6 fire damage to foe already damaged by your fire spell |
| Caustic veil | Waist | 2,000 | 6th | Immunity to orange prismatic effect; 3/day deal 2d6 acid damage to foe already damaged by your acid spell |
| Veil of storms | Torso | 4,000 | 8th | Immunity to yellow prismatic effect; 3/day deal 4d6 electricity damage to foe already damaged by your electricity spell |
| Veil of whispers | Face | 7,000 | 11th | Immunity to indigo prismatic effect; 3/day confuse creature already affected by your enchantment spell |
| Veil of doors | Shoulders | 11,000 | 13th | Immunity to violet prismatic effect; 2/day dismiss creature damaged by your summoned creature |
| Serpent veil | Neck | 16,000 gp | 14th | Immunity to green prismatic effect; 3/day poison target of your melee touch spell |
| Turquoise veil | Eyes | 22,000 | 15th | Immunity to blue prismatic effect; 1/day petrify creature already affected by your transmutation spell |
| Pieces Worn | Benefit |
|---|---|
| 3 pieces | +2 Concentration, Knowledge (arcana), Spellcraft |
| 5 pieces | Resistance to acid 5, electricity 5, and fire 5 |
| 7 pieces | Spontaneously cast cone of cone of cold, daylight, disintegrate, dispel magic, gust of wind, magic missile, and passwall each 1/day |
Price (Item Level): 1,000 gp (4th)
Body Slot: Head
Caster Level: 3rd
Aura: Faint; (DC 16) evocation
Activation: — and swift (mental)
Weight: —
This silky red veil is laced with garnets. It is meant to be pinned to the hair above the ears or tied about the head like a bandana.
Wearing a burning veil gives you immunity to the red effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a burning veil, it deals 1d6 points of fire damage to a single creature that has already taken fire damage from an arcane spell you cast in this round. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, burning hands, possession of a piece of the set.
Cost to Create: 500 gp, 40 XP, 1 day.
Price (Item Level): 2,000 gp (6th)
Body Slot: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and swift (mental)
Weight: —
This orange silk veil can be worn as a sash, a belt, or a short skirt knotted at one hip.
Wearing a caustic veil gives you immunity to the orange effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a caustic veil, it deals 2d6 points of acid damage to a single creature that has already taken acid damage from an arcane spell you cast in this round. This functions three times per day.
Prerequisites: Craft Wondrous Item, acid arrow, possession of a piece of the set.
Cost to Create: 1,000 gp, 80 XP, 2 days.
Price (Item Level): 16,000 gp (14th)
Body Slot: Throat
Caster Level: 11th
Aura: Moderate; (DC 20) necromancy
Activation: — and swift (mental)
Weight: —
Green reticulation covers this veil, and emerald serpent heads weight the corners.
Wearing a serpent veil gives you immunity to the green effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a serpent veil, it poisons a single creature affected by an arcane melee touch spell you cast previously in this round. The initial and secondary damage of the poison is 5d10 points of damage (Fort DC 20 negates). This ability functions three times per day.
Prerequisites: Craft Wondrous Item, circle of death, possession of a piece of the set.
Cost to Create: 8,000 gp, 640 XP, 16 days.
Price (Item Level): 22,000 gp (15th)
Body Slot: Face
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: — and swift (mental)
Weight: —
Waves of aquamarine and turquoise ripple in the gauzy fabric of this finely crafted veil meant to be worn over the eyes.
Wearing a turquoise veil gives you immunity to the blue effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a turquoise veil, it turns to stone (as the flesh to stone spell) a single creature within 30 feet that failed a save against an arcane transmutation spell you cast in this round (Fort DC 20 negates). This ability functions once per day.
A turquoise veil can be worn concurrently with a veil of whispers, but not with any other item for the face slot.
Prerequisites: Craft Wondrous Item, flesh to stone, possession of a piece of the set.
Cost to Create: 11,000 gp, 880 XP, 22 days.
Price (Item Level): 11,000 gp (13th)
Body Slot: Shoulders
Caster Level: 9th
Aura: Moderate; (DC 19) abjuration
Activation: — and swift (mental)
Weight: —
Dark purple like a day-old bruise, this veil is far heavier than any gauze of silk should be.
Wearing a veil of doors gives you immunity to the violet effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a veil of doors, it magically dismisses (as the dismissal spell; Will DC 27 minus creature’s HD negates) a single extraplanar creature within 30 feet of you that was damaged in this round by a creature you summoned or called with an arcane conjuration spell. This ability functions two times per day.
Prerequisites: Craft Wondrous Item, dismissal, possession of a piece of the set.
Cost to Create: 5,500 gp, 440 XP, 11 days.
Price (Item Level): 4,000 gp (8th)
Body Slot: Torso
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: — and swift (mental)
This tapestrylike veil is the color of a pastoral sunrise.
Wearing a veil of storms gives you immunity to the yellow effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a veil of storms, it darkens in color to that of an angry storm with leaden clouds marked by white-gold lightning. It deals 4d6 points of electricity damage to a single creature that has already taken electricity damage from an arcane spell you cast in this round. This effect functions three times per day.
Prerequisites: Craft Wondrous Item, lightning bolt, possession of a piece of the set.
Cost to Create: 2,000 gp, 160 XP, 4 days.
Price (Item Level): 7,000 gp (11th)
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC 18) enchantment
Activation: — and swift (mental)
Weight: —
This thin mesh veil is scarcely more than a cloud of indigo mist.
Wearing a veil of whispers gives you immunity to the indigo effect of any prismatic spell. This is a continuous effect and requires no activation.
When you activate a veil of whispers, it renders confused a single creature within 30 feet that failed its save against an arcane enchantment spell you cast in this round (Will DC 20 negates). This effect lasts for 2 rounds and functions three times per day.
A veil of whispers can be worn concurrently with a turquoise veil, but not with any other item for the face slot.
Prerequisites: Craft Wondrous Item, confusion, possession of a piece of the set.
Cost to Create: 3,500 gp, 280 XP, 7 days.
Source: Magic Item Compendium, page 210.