Posts

Showing posts with the label magic items

Scintillating Garment

Aura moderate enchantment; CL 7th Slot body; Price 14,000 gp; Weight - Description A scintillating garment can become either a tight-fitting tunic of any style or a long, tight dress of any cut. It appears to be made of mist and shimmering silks, hinting at the form and color of the skin beneath without revealing it, When worn, it gives any successful Diplomacy check made by the wearer the chance to increase one target's attitude by an additional step . The wearer chooses a single target affected by her Diplomacy check to make a DC 13 Will save. If the target fails, his attitude increases by one step above the attitude indicated by the check. If the target succeeds, he is unaffected by the garment but his attitude is still adjusted by the successful Diplomacy check as normal. Any target that successfully saves against the garment's effects is immune to its magic for 24 hours. A scintillating garment has no effect on a failed Diplomacy check. Construction Requirements Craft Wond...

Mantle of Lordly Command

Aura moderate illusion and enchantment; CL 10th Slot shoulders; Price 23,000 gp; Weight — Description This intimidating mantle of gold and silver is set with several large gems, which seem to change in cut and type of stone every time it’s viewed. The wearer of this mantle always appears to be clean, uninjured, and calm, granting him a +5 bonus on Diplomacy checks. Also, once per day as a standard action, the wearer can bellow a single word in a thundering, imperious tone. This functions as the spell shout , and the word can be heard by any creature within 200 feet. If this word is one of the five orders detailed by the spell command , in addition to the effects of shout , all creatures within 25 feet must make a DC 16 Will save or be affected as if by the spell command . Those damaged by shout take a –4 penalty on this Will save. Construction Requirements Craft Wondrous Item, disguise self, greater command, shout ; Cost 11,500 gp

Empty Hands

Aura moderate illusion; CL 7th Slot hands; Price 18,000 gp; Weight — Description The empty hands are an innocuous looking pair of wellcrafted gloves made of soft, tanned brown leather. As a standard action, the wearer can cause any weapon or item he holds to become invisible for 3 minutes, during which it is clear the wearer is holding something, but it’s not possible to see exactly what it is. The wearer gains a +1 circumstance bonus on attack rolls with an invisible weapon, a +5 circumstance bonus on opposed Bluff checks made to feint in combat or claim to be unarmed, and a +10 circumstance bonus on opposed Sleight of Hand checks made to conceal a weapon or item. This invisibility can be dismissed as a free action. The 3 minutes a held item is invisible need not be consecutive, but must be expended in 1-minute increments. Empty hands grant no bonuses against foes able to see invisible objects, as per spells like see invisibility or true seeing . Empty hands can only affect one ite...

Sacrificial Spear

Aura faint evocation; CL 5th Slot none; Price 1,802 gp; Weight 3 lbs. Description An ashen shaft with a steel blade, this finely crafted masterwork shortspear holds a removable shard of carnelian at its base. By crushing the gem as a move action, the spear explodes as per the spell fireball. This detonation is centered on the spear and deals 5d6 points of fire damage to all creatures within a 20-foot-radius spread. The spear’s bearer or allies are not immune to this damage (unless they have immunity to fire from another source) and the weapon is destroyed. A sacrificial spear can be detonated at a range by spending a full-round action to throw the spear and crush the gem. If the attack roll hits the target, the fireball is centered on the target, otherwise refer to the rules for splash weapons to determine where the spear lands. Each spear has a specific shard attuned to it at the time of its creation, which can be removed or reaffixed to its spear as a standard action. Construction ...

Rod of Malrion

Aura moderate evocation; CL 7th Slot none; Price 22,400 gp; Weight 5 lbs. Description This 14-inch rod of simple white oak is sheathed with a  3-inch sleeve of rune-carved steel in the middle. The ends  are seared, as if the wood had endured a forest fire. Once  per day, the wielder of a rod of Malrion can surround a target  with four walls of fire, forming a square around the target.  The caster determines whether the walls spring up within 10  or 20 feet of the target and whether the heat affects creatures  within or outside the barrier of flames. If the walls are raised  within 10 feet of the target with the heat spreading inward,  the target takes 8d4 points of fire damage by standing at  the centermost space; if they are created within 20 feet,  the target takes no damage if he does not move from the  centermost space. The size of the target does not affect how  far away from a creature the walls appear. Passing throu...

Runeforged Weapons

Aura strong (two variable schools); CL 13th Slot none; Price +2 bonus; Weight N/A Each runeforged weapon opposes a school of magic. The wielder gains a +2 morale bonus on all saving throws against spells from the weapon’s opposed magic. All runeforged weapons are, to a certain degree, empathic. They enhance sin or virtue in those who wield them, so a fighter armed with a dominant weapon becomes more domineering than before, for example. Anyone wielding a runeforged weapon takes a –2 penalty on all Diplomacy checks, as her vices or virtues are magnified at the expense of personality. A creature that carries two runeforged weapons (even those of the same type) takes a –5 penalty on all attack rolls, Will saving throws, and skill checks, as her mind is constantly assailed by multiple empathic urges. Each of the seven Thassilonian schools of magic is opposed by a single runeforged weapon quality—each of these being the combination of that school’s opposition schools. The correct component ...

Hand of the Theurge

Aura strong transmutation; CL 15th Slot -; Price 16,000 gp; Weight - Description This large crystal, sized and shaped like a loosely clenched human fist, perfectly accepts any wand. As a standard action, the hand can be loosed to activate a wand on its own at any target within range. Any such activation costs 3 charges from the wand. The hand can activate the wand for up to 4 rounds and then drops. It is considered attended by you for all effects that target items, and it exists within your space. The hand of the theurge accompanies you everywhere, whether you move by physical or magical means. If you have an unoccupied hand, you can grasp it while it is activating on its own as a free action; when so retrieved, the hand can't animate again for 4 rounds. Construction Requirements Craft Wondrous Item, animate objects ; Cost 8,000 gp

Shambler Vine

Aura strong transmutation; CL 12th Slot -; Price 600 gp; Weight 1 lb DESCRIPTION A shambler vine resembles a leafy green plant vine about 6 feet long, wrapped in a coil. If touched, it writhes as if alive. Up to three vines can be stored in a small sack, though the price is for one. When thrown at an opponent, a vine grows in midair, and acts as a rope of entanglement . It can reach 20 feet forward or 10 feet upward to entangle the target. The entangled target can break free with a DC 20 Strength check or DC 20 Escape Artist check. A shambler vine has AC 22, 12 hit points, hardness 10, and damage reduction 10/slashing. It does not repair itself, and if it is severed (all 12 hit points lost to damage), it is destroyed. The vine lasts for a single use before withering away, and if left on a target that is unable to get free, the vine withers after 1 hour. CONSTRUCTION Requirements Craft Wondrous Items, entangle, plant growth, vine must be from a shambling mound; Cost 300 gp

Id Portrait

Aura strong enchantment, necromancy, and universal; CL 20th Slot none; Weight 50 lbs. DESCRIPTION This 4-foot-by-8-foot oil-on-wood masterwork painting depicts an elegant high-backed padded chair in the foreground of a gothic study with heavy curtains, polished tables supporting decorative lamps, plush rugs, and hundreds of books on shelves. The silver-and-gold frame is equally elegant and etched with faintly glowing arcane symbols. The painting is a powerful minor artifact that can be used to create one or more duplicates of any living creature that has a Charisma score of at least 10. By touching the painting and uttering a command word, the subject creature is drawn into the painting and appears seated in the chair. The subject is under the effects of a binding spell. Delving into the subconscious mind, the painting creates a duplicate of the subject that last for 1 day per Hit Die the creature possesses. If the subject creature has a positive Charisma modifier, additional duplicate...

Portrait of Health

Aura Moderate conjuration (healing); CL 11th Slot -; Price 35,650 gp DESCRIPTION This beautiful watercolor painting depicts a clear mountain stream flanked by moss-covered stones and dew-drenched ferns. Mountains rise up in the background, casting rippled shadows across the water's surface. The silver frame is etched with symbols of healing. By touching the painting while uttering one of three separate command words, you may cast the following spells: 3/day - maximized cure light wounds (13 points); 1/day - maximized cure moderate wounds (26 points); 1/week - heal . CONSTRUCTION Requirements Craft Wondrous Item, Maximize Spell, cure light wounds, cure moderate wounds, heal; Cost 17,825 gp

Swords of Sin

Image
Ancient Thassilon was not ruled by wizards and spells alone, for even the runelords had their martial champions. The Seven Swords of Sin While myths hold that the other swords   were originally as powerful as the sword of lust, each currently acts as a +1 sword . The weapons are as follows. Asheia, Sword of Lust Aura strong enchantment; CL 16th Slot none; Weight 6 lbs. This beautiful blade is a +5 flaming longsword . While bearing the weapon, the wielder is immune to all enchantment effects. Any creature that casts an enchantment spell upon Asheia's wielder is led to believe its wielder or effect worked as normal and that the sword's bearer is under its control, allowing the wielder to deceive his opponent if he so chooses (and doesn't give his enemy a reason to believe its magic failed). Whenever Asheia strikes an opponent, the target must succeed at a Will DC 20 save or fall under the effects of a charm monster spell. Only one creature can be charmed in this way at a time...

Cloak of Nightmares

Aura Strong Conjuration; CL 14th Slot shoulders; Price 30,000 gp (8 bats) DESCRIPTION The beauty of this red cloak hides its sinister nature, as at any moment it is capable of shredding into numerous hideous creatures known as nightmare bats. As a free action, you can release 1d4 nightmare bats. These bats remain until destroyed and can be recalled into the cloak as a move action. Bats recalled to the cloak are healed of all damage after 1 hour. A newly crafted cloak of nightmares contains eight bats. When a bat is destroyed completely before it can be recalled, it cannot be replaced and the cloak's upper limit is reduced by one. CONSTRUCTION Requirements Craft Wondrous Item, summon monster VI ; Cost 18,000 gp

Culling Goggles

Aura faint necromancy; CL 3rd Slot eyes; Price 9,000 gp DESCRIPTION These goggles have dark, almost black lenses bound in brown leather cured from the skin of a sentient humanoid. Wearing these goggles lets you view your surroundings as if under the constant effect of a deathwatch spell extending 30 feet. Additionally, three times per day, you may touch a creature and trigger a death knell  effect, as the spell. CONSTRUCTION Requirements Craft Wondrous Item, death knell, deathwatch ; Cost 4,500 gp

Seed of Fire

Aura strong evocation; CL 18th Slot -; Price 14,400 gp DESCRIPTION Created by the Empire of Cheliax as a weapon capable of scouring the battlefield in cleansing flame, this magic item consists of a pair of red gemstones. When the command word and a period of time is spoken into one of the gems, the other becomes permanently stationery and begins to glow with flame. When the period of time expires, the gemstone explodes, raining fire on a 60-foot square area below it. This fire deals 18d6 points of fire damage to all creatures and structures in the area. A DC 22 Reflex save halves this damage. Once activated, the seed can only be deactivated by destroying its partner gem (which destroys the item) or by speaking a special command word into the partner gem, which allows the seed of fire  to be reused. CONSTRUCTION Requirements Craft Wondrous Item, fire storm ; Cost 7,200 gp

Staff of the Master

Image
Price  30,000 gp; Aura moderate necromancy; CL 8th; Weight 5 lbs. Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff , the staff allows the use of the following spells: Ray of enfeeblement (1 charge) Spectral hand (1 charge) Vampiric touch (2 charges) In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without affecting the spell's level. This consumes an mount of charges equal to the spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell. CONSTRUCTION REQUIREMENTS Cost 15,300 gp Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touch

Snapleaf

Price 750 gp; Aura faint transmutation; CL 5th; Weight - This crystallized carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so that it is within easy reach, but can be affixed to a belt or clothing just like a badge. While falling, the bearer can snap and destroy the snapleaf as an immediate action to gain the benefits of feather fall and invisibility . The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects. they are always activated simultaneously. CONSTRUCTION REQUIREMENTS Cost 375 gp Craft Wondrous Item, feather fall, invisibility

Ghostvision Gloves

Price 4,000 gp; Aura faint divination and evocation; CL 5th; Weight - These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to more clearly see the restless dead for the next 10 rounds. While active, ghostvision gloves grant the following effects: The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet. If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecti...

Haunt Siphon

Price: 400 gp Slot:  None Weight:  1 lb. Aura:  faint necromancy CL:  3 rd These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial rolls a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action) — this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green— if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to...