rferries
2018-06-24, 07:45 PM
Rings
Fair Folk's Ring
This ring of polished wood is set with a chunk of amber or fool's gold. The bearer treats any natural roll of 1 on a d20 as a natural roll of 20 instead.
Faint Evocation; CL 5th; Forge Ring, divine favour; Price 20,000 gp; Weight -.
Hero's Ring
This simple ring of gold imbues its wearer with greatness. He or she gains the benefit of heroism.
Faint Enchantment; CL 5th; Forge Ring, heroism; Price 45,000 gp; Weight -.
Merfolk's Ring
This ring of polished red coral is set with a pearl. Any [Aquatic] creature wearing it gains the Amphibious special quality and may therefore survive out of water indefinitely, as well as gaining a base land speed equal to one-half their swim speed. Finally, any such creature may assume the appearance of a human, as per alter self.
Faint Transmutation; CL 3rd; Forge Ring, alter self; Price 18,000 gp; Weight -.
Ring of Bravery and Freedom
This ring grants a +4 morale bonus on saves against fear effects and a +4 resistance bonus on saves against paralysis effects.
Faint Transmutation; CL 3rd; Forge Ring, remove fear, remove paralysis; Price 13,500 gp; Weight -.
Staves
Staff of the Serpent
This ebony quarterstaff is topped with a golden cobra's head, set with ruby eyes and baring ivory fangs. Once per day upon command, it animates and attacks almost of its own volition, granting its bearer a divine power effect.
Moderate Evocation; CL 7th; Craft Staff, divine power; Price 11,200 gp; Weight 5 lbs.
Staff of the Treant
This unassuming oaken quarterstaff may transform into a treant-like creature once per day, as per changestaff. If the treant is slain the staff crumbles to dust as normal.
Strong Transmutation; CL 13th; Craft Staff, changestaff; Price 36,400 gp; Weight 5 lbs.
Staff of White Magic (Minor Artifact)
These +5 holy merciful staves are typically crafted of white or golden wood, and are each topped with a magnificent opal, a mythril unicorn's head, or a golden dragon's head. They may only be wielded by good-aligned spellcasters, and grant several powerful benefits:
The bearer may spontaneously cast the following spells, each time sacrificing an open or prepared spell slot of equal or greater level: greater dispel magic (as an immediate action, but only to counter [Evil] spells or spells cast by evil creatures), magic circle against evil, summon monster IX (good creatures only), or sunburst.
The bearer gains a +5 sacred bonus to their caster level.
The bearer benefits from a constant death ward effect.
Strong Universal [Good]; CL 20th; Weight 5 lbs.
Weapons
Dagger of Corrosion
This +1 dagger has a grip of black leather and a golden pommel set with a glittering emerald. A serpent is inscribed along the length of it's shining blade; with each strike the serpent hisses and the blade deals an additional 1d6 points of acid damage.
Faint Conjuration [Acid]; CL 3rd; Craft Magic Arms & Armour, acid arrow; Price 8,302 gp.
Scythe of Death
This +1 ghost touch unholy vorpal scythe has a haft of gleaming ebony and a blade polished to mirror-bright perfection. It deals an additional 1d6 points of negative energy damage with each strike to living opponents - undead opponents are neither healed nor harmed by this extra damage.
Strong Necromancy [Evil]; CL 18th; Craft Magic Arms & Armour, wail of the banshee; Price 162,000 gp.
Wondrous Items
Dwarven Blossom
This beautiful crystalline plant can be any size, from a Fine orchid to a Colossal flowering tree. It radiates light or daylight commensurate with its size and of a particular colour, typically white or gold but sometimes other colours or even a kaleidoscopic radiance. Dwarves craft them to adorn their subterranean cities; the trees require no water or light and can grow off of solid stone. They are exceptionally durable (hardness 20, hit points as an animated object of their size).
Faint Evocation [Light]; CL 5th; Craft Wondrous Item, daylight, sculpt stone; Price 45,000 gp; Weight varies.
Effigy
This custom-built simulacrum is a 12th-level humanoid character of the class and appearance of its crafter's choice. Paranoid wizards typically create effigies in their own image to foil assassination attempts, but others create such entities to sell as customised servants and bodyguards. Once created an effigy is utterly loyal to its maker, who can then transfer its loyalty to a buyer.
Unlike a standard simulacrum, an effigy can be healed both naturally and magically.
Strong Illusion (Shadow); CL 13th; Craft Wondrous Item, disguise self, mending, simulacrum; Price 189,200 gp; Weight varies.
Figurehead of Shadow-Sailing
This figurehead is typically crafted into the form of an ebony night hag or nightmare and does not function unless mounted in the prow of a ship. Once per day it may produce a shadow walk effect for its ship and all entities aboard.
Strong Illusion (Shadow); CL 11th; Craft Wondrous Item, shadow walk; Price 26,400 gp; Weight 50 lbs.
Sovereign's Turban
This turban of pure white cloth bears a single peacock feather and a glittering gemstone. Designed to transform even the most inept heir into a proper ruler, it grants its bearer a +2 enhancement bonus to their Charisma, Intelligence, and Wisdom scores and a +5 competence bonus on Diplomacy, Knowledge (geography, history, local, nobility and royalty), and Sense Motive checks.
Strong Universal; CL 17th; Craft Wondrous Item, wish; Price 24,000 gp; Weight -.
Bonus: Magic Tattoos
These magic items are inked directly into the flesh of their bearers. They can duplicate the effects of any other magic item that occupies a body slot and are inscribed on the same body part that the item would normally occupy. However, magic tattoos do not take up any physical space and can share a body slot with another magic item (e.g. a character might wear a periapt of health while also having a tattoo'd periapt of wisdom +6 inscribed on their neck). In this way, magic tattoos effectively double a character's number of body slots. A character cannot have more than one tattoo in the same body slot (though they may upgrade one tattoo with multiple functions (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#multipleSimilarAbilities), as with any other magic item).
Crafting or upgrading a magic tattoo has the same costs and prerequisites as the magic item it duplicates, save that the crafter must also possess the Brew Potion (for crafting magic inks), Craft Wondrous Item, and Scribe Scroll feats, must have ranks in Heal equal to the caster level of the item, and must know an arcane language relevant to the tattoo's function (e.g. Draconic for a tattoo'd cloak of charisma +2, Ignan for a tattoo'd ring of elemental command (fire), etc.). Additionally, crafting magic tattoos is an extremely esoteric art, even in kingdoms where magic is plentiful - adventurers without access to rune-inscribing barbarian shamans or the bizarre tattoo parlours of Sigil must often craft magic tattoos themselves.
In spite of the nomenclature, a magic tattoo can take any appearance the crafter desires e.g. a tattoo'd monk's belt could be an inscribed belt, a series of runes around the waist, a colourful serpent tattoo on one hip, etc.
Magic tattoos can be destroyed through mage's disjunction and similar effects but cannot be damaged. They cannot be transferred between characters. Once inscribed they are permanent unless upgraded, removed, or replaced.
Fair Folk's Ring
This ring of polished wood is set with a chunk of amber or fool's gold. The bearer treats any natural roll of 1 on a d20 as a natural roll of 20 instead.
Faint Evocation; CL 5th; Forge Ring, divine favour; Price 20,000 gp; Weight -.
Hero's Ring
This simple ring of gold imbues its wearer with greatness. He or she gains the benefit of heroism.
Faint Enchantment; CL 5th; Forge Ring, heroism; Price 45,000 gp; Weight -.
Merfolk's Ring
This ring of polished red coral is set with a pearl. Any [Aquatic] creature wearing it gains the Amphibious special quality and may therefore survive out of water indefinitely, as well as gaining a base land speed equal to one-half their swim speed. Finally, any such creature may assume the appearance of a human, as per alter self.
Faint Transmutation; CL 3rd; Forge Ring, alter self; Price 18,000 gp; Weight -.
Ring of Bravery and Freedom
This ring grants a +4 morale bonus on saves against fear effects and a +4 resistance bonus on saves against paralysis effects.
Faint Transmutation; CL 3rd; Forge Ring, remove fear, remove paralysis; Price 13,500 gp; Weight -.
Staves
Staff of the Serpent
This ebony quarterstaff is topped with a golden cobra's head, set with ruby eyes and baring ivory fangs. Once per day upon command, it animates and attacks almost of its own volition, granting its bearer a divine power effect.
Moderate Evocation; CL 7th; Craft Staff, divine power; Price 11,200 gp; Weight 5 lbs.
Staff of the Treant
This unassuming oaken quarterstaff may transform into a treant-like creature once per day, as per changestaff. If the treant is slain the staff crumbles to dust as normal.
Strong Transmutation; CL 13th; Craft Staff, changestaff; Price 36,400 gp; Weight 5 lbs.
Staff of White Magic (Minor Artifact)
These +5 holy merciful staves are typically crafted of white or golden wood, and are each topped with a magnificent opal, a mythril unicorn's head, or a golden dragon's head. They may only be wielded by good-aligned spellcasters, and grant several powerful benefits:
The bearer may spontaneously cast the following spells, each time sacrificing an open or prepared spell slot of equal or greater level: greater dispel magic (as an immediate action, but only to counter [Evil] spells or spells cast by evil creatures), magic circle against evil, summon monster IX (good creatures only), or sunburst.
The bearer gains a +5 sacred bonus to their caster level.
The bearer benefits from a constant death ward effect.
Strong Universal [Good]; CL 20th; Weight 5 lbs.
Weapons
Dagger of Corrosion
This +1 dagger has a grip of black leather and a golden pommel set with a glittering emerald. A serpent is inscribed along the length of it's shining blade; with each strike the serpent hisses and the blade deals an additional 1d6 points of acid damage.
Faint Conjuration [Acid]; CL 3rd; Craft Magic Arms & Armour, acid arrow; Price 8,302 gp.
Scythe of Death
This +1 ghost touch unholy vorpal scythe has a haft of gleaming ebony and a blade polished to mirror-bright perfection. It deals an additional 1d6 points of negative energy damage with each strike to living opponents - undead opponents are neither healed nor harmed by this extra damage.
Strong Necromancy [Evil]; CL 18th; Craft Magic Arms & Armour, wail of the banshee; Price 162,000 gp.
Wondrous Items
Dwarven Blossom
This beautiful crystalline plant can be any size, from a Fine orchid to a Colossal flowering tree. It radiates light or daylight commensurate with its size and of a particular colour, typically white or gold but sometimes other colours or even a kaleidoscopic radiance. Dwarves craft them to adorn their subterranean cities; the trees require no water or light and can grow off of solid stone. They are exceptionally durable (hardness 20, hit points as an animated object of their size).
Faint Evocation [Light]; CL 5th; Craft Wondrous Item, daylight, sculpt stone; Price 45,000 gp; Weight varies.
Effigy
This custom-built simulacrum is a 12th-level humanoid character of the class and appearance of its crafter's choice. Paranoid wizards typically create effigies in their own image to foil assassination attempts, but others create such entities to sell as customised servants and bodyguards. Once created an effigy is utterly loyal to its maker, who can then transfer its loyalty to a buyer.
Unlike a standard simulacrum, an effigy can be healed both naturally and magically.
Strong Illusion (Shadow); CL 13th; Craft Wondrous Item, disguise self, mending, simulacrum; Price 189,200 gp; Weight varies.
Figurehead of Shadow-Sailing
This figurehead is typically crafted into the form of an ebony night hag or nightmare and does not function unless mounted in the prow of a ship. Once per day it may produce a shadow walk effect for its ship and all entities aboard.
Strong Illusion (Shadow); CL 11th; Craft Wondrous Item, shadow walk; Price 26,400 gp; Weight 50 lbs.
Sovereign's Turban
This turban of pure white cloth bears a single peacock feather and a glittering gemstone. Designed to transform even the most inept heir into a proper ruler, it grants its bearer a +2 enhancement bonus to their Charisma, Intelligence, and Wisdom scores and a +5 competence bonus on Diplomacy, Knowledge (geography, history, local, nobility and royalty), and Sense Motive checks.
Strong Universal; CL 17th; Craft Wondrous Item, wish; Price 24,000 gp; Weight -.
Bonus: Magic Tattoos
These magic items are inked directly into the flesh of their bearers. They can duplicate the effects of any other magic item that occupies a body slot and are inscribed on the same body part that the item would normally occupy. However, magic tattoos do not take up any physical space and can share a body slot with another magic item (e.g. a character might wear a periapt of health while also having a tattoo'd periapt of wisdom +6 inscribed on their neck). In this way, magic tattoos effectively double a character's number of body slots. A character cannot have more than one tattoo in the same body slot (though they may upgrade one tattoo with multiple functions (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#multipleSimilarAbilities), as with any other magic item).
Crafting or upgrading a magic tattoo has the same costs and prerequisites as the magic item it duplicates, save that the crafter must also possess the Brew Potion (for crafting magic inks), Craft Wondrous Item, and Scribe Scroll feats, must have ranks in Heal equal to the caster level of the item, and must know an arcane language relevant to the tattoo's function (e.g. Draconic for a tattoo'd cloak of charisma +2, Ignan for a tattoo'd ring of elemental command (fire), etc.). Additionally, crafting magic tattoos is an extremely esoteric art, even in kingdoms where magic is plentiful - adventurers without access to rune-inscribing barbarian shamans or the bizarre tattoo parlours of Sigil must often craft magic tattoos themselves.
In spite of the nomenclature, a magic tattoo can take any appearance the crafter desires e.g. a tattoo'd monk's belt could be an inscribed belt, a series of runes around the waist, a colourful serpent tattoo on one hip, etc.
Magic tattoos can be destroyed through mage's disjunction and similar effects but cannot be damaged. They cannot be transferred between characters. Once inscribed they are permanent unless upgraded, removed, or replaced.