Professional Documents
Culture Documents
Introduction
Item are an integral part of the DUNGEONS & DRAGOKS
boo ts, and belts in Chapter 3. Drool over the handy adven turi ng
tools in Chapter 4, and imagine how cool your ch aracter will look
when he's decked out in onc of the item sets in Ch apter 5. And
.perience. As long as 0&0 has been around, there have tha t doe n'r even cover the book ' exciting new take on relics, the
• 1 wordsand poriousofhel1lillg-they're as inex tricab ly lin ked immensely handy llugm ent errstills, the array of "sorcerer's-best-
e game's ident ity as 18th -level fight ers and n1<tgic mi.l sil ,~ friend" runes taffs, and so on .
Every fighter saves up for h is first magic weapon, and no
ho's played a paladin hasn't d reamed about what it would
to wield a holy ilveng'T.
IC items also make up a crucial part of every D&D character's Traditionally, magic items have been divided into categories based
i abilities. A magic weapon can slice through a creature' partially on form and partially on func tion , creating a system that
reduction, a rillg of protection diverts otherwise deadl y doesn't alway help the reader know wh ere ro go looking for some-
and a handy potion or scroll can tip the balance in a cri tical th ing. An item holdi ng 50 uses of a part icular Ist- ro 4th -level spell
me r, A character withou t magic items is like a wizard with i called a wand, but a similarly shaped item th at has an unusu al
Ii her spells prepa red or a fighter who hasn't bothered to non spell effecr th at it can generate a few time s per day mig ht be
11 his feats-he's simp ly incomplete . a rod or eve n a wondrous item. An item you wear th at provides a
com pared to pel I and feats, magic items haven't received continuous magica l effect is probab ly a wondrous item ... but it
uch "quality ti me" in the current edition of the game . Not might be a ring , or even a sui t of armor.
re th ey scattered across dozens of books wit h little sens e of Thi s book in stead div ide magic items into four ba ic catego-
zarion or theme, but their effects are often poorly defined ries-armor, weapo ns, clothing, and tools -with each category
ev're frequently- some m ight even say usua lly-over- receivi ng a separate ch apter. Thi s classification has no effect on
or underw he lming. As a resu lt, on ly a han dful of m agic game play-you still use forge Ring to craft an item describcd
re actually widely used, rang ing from th e hu mble +1 long- as a ri ng (or, more important , an item that has Forge Ring a a
• the renowned ring of invisibility. prerequisitc)- bur it shou ld make it a bit easier for you to find
no longer the case. var ious item s.
c Itelll COPllpclIdium ushers in a brave new world of mag ic Arm or (Chapter 1): Th is category includes both specific, pre-
~a world wit h clearl y defined effect s and activation times, cons tructed magic suit of armor or shields as well as the vario us
nte resring item at every pr ice point , and with exciting, properties that can be added ro any appropriate su it of armor or
ively priced opt ions for ever y class and cha racter level. shield (such as fortificatio n or acid resista nce). It doesn't include
ni ng hun dreds of revised and repriced items from previous robe (or other items worn in the same body slot as armor), since
• - with a wagonloa d of bran d-new, never-before-seen -or- mos t of those items don't offer th e same kinds of effects , nor does
magi ned magic items , thi s book is your D&D character's it include bmrers of nrmor or ot her items that provide similar pro-
the candy store. tection-those are both clothing item s.
don't jus t take our word for it: Go ahead , start turning th e Weapons (Chapter 2): Thi s category in cludes both specific,
Ch eck out the revam ped ar mor and weapon properties in preconstructed weapo ns as well as the various pro perties that
r 1and 2. Ma rvel at all the swift-action-activat ion glove , can be added to any appropriate weapon. It also includes rods
than simply kept in a pocket, pouch, or backpack) for its power to
that func tion primarily as weapons (such as the rod offlailing),but
func tio n. Aug ment crysta Is, a new type of magic item describ ed
no t tho e without suc h func tions, or whose weapo n functio ns
on page 221, have an entry of - (armor crystal),- (shield crystal),
are clearly secondary to their other func tions (such as the rod of
or - (weapon crys tal).
al~rtness)-thos e are tools. Sim ilarly, it doesn't inclu de offens ive-
Caster Level: The item's caster level, most ofte n used to deter-
based items that are n't wielded as weapon s (such as the circlet of
mine its resistan ce to dispel checks .
b/'Is lingor th e iron bands of Billlrro)-such items are either cloth ing
Aura: Th e item's aura strength, which is revealed if it is sub-
or tools, based on whether th ey're worn or jus t held,
jected to a detect I1lllgic spell , followed by a semicolo n. Nex t, in
Clothing (Chapter 3): This category includes all magic items
parentheses, is the Spellcraft DC requir ed to determine th e school
th at must be worn in orde r to funct ion, ot her than magic ar mor
of magic, followed by the school or schools of magic associated
and shie lds (which are in the armor category) , The clot hing cat-
with the item's aur a (usually determined by the spells listed in an
egory also inclu des jewelry an d sim ilar baubles. Most clot hing
item 's prerequ isites). Ifthe item requi res only unive rsal spells, or
items take up a body slot (see page 218).
if it requi res no spells, this reads "no school."
Tools (Chapter 4): Th is broad category incl udes all magic items
If mult iple spe lls of differe nt schools are requ ired, th e item 's
th at must be held, cons umed , or otherwise man ipulated in orde r
aura is of the schoo l of th e highest-level spe ll. W hen two spells
to func tion (rath er than simply being worn ), no t in cludi ng items
of di fferent schoo ls are equally h igh in level, the ent ry men tions
wielded as weapons. By definition, tools don't occupy a body slot ;
bot h schools.
mos t but no t all must be held to be activa ted. Poti on s, scrolls,
Activation: The type of acrion required to activa te the item's
wands, and staffs are also considered tools.
effect, along wit h what the user mus t do to act ivate the item (see
Item Sets (Chapter 5): This catego ry includ es items that fall
Activating Magic Items, page 219). An entry of - in dicates the
inro all four of the catego ries described above. Rather than split-
item opera res cont inuously, with out .m y need for act ivat ion.
ting these sets up by item category, however, each complete set
Weight: Item's weight, in pou nds . An entry of - indicates the
is prese nte d toget her for easy reference.
item has a negligibl e weight (less than 1/ 2 pound).
Using Magic Items (Chapter 6): Th is chap ter collec ts, revises,
and expands various ru les and guideli nes for ha ndli ng magic
A visl1t11dmriplion of tilt' item, read bythe OM to II pl'lyer whosechnr-
items in play, from placing the rig ht item in a treasure hoard to
acter has discoverell the item.
identifying the item to weari ng it properly.
Appendices: The boo k concl udes with two sets of extensi ve
A desc rip tio n of th e item's func tions, includ ing its effect, dura-
tables list ing all th e magic items in thi s book as well as those in
tion , range, uses per day, and so on.
the Dungcon Master'sGuide.The tables are designed to allow quick
Lore: In for mation about the item th at may be learn ed by
reference by OMs and players looking for just the rig ht item, as
making appro pr iate Knowledge checks. The item's na me and/or
well as for rand om gene ration of treasure hoards.
functio ns must be known before Knowledge checks reveal this
info rma tio n.
MAGIC ITEM Prereq uisites: Th e feats, spells , or ot her prerequ isites requi red
of the creator of the item.
Cosl 10 Crcnte: The item's gp cost, XP cost , and days to create.
Th is book in tro duces a new for mat for describ ing magic items,
whic h combines usefu l eleme nts of past item formats with the
familial'functionality of spell descriptions from th e Player'sHnnd- _ _ _~OT..ill..R SOURCES
bool1. Th e new for mat presents th e most imporrant informa tio n ,"' fagic Item Co mpendium d raws on ma terial from a number of
abou t each item-how it's activated , h ow much it cos ts, where sources aside from the thr ee DUNGEONS& DRAGONS$ core books-
it's worn, and what it does - in a simp le, predicta ble layout th at's the Player's HMl dbook (PH), Dungro» Mnster's Guidc (DMG), and
easy to refer to during play. ,vlollSter Manual (MM).
Th ese other sources , and the abbrev iations used to identify
them in th e followi ng text , are: Book ofExaltcd Deeds (HoEo), Com-
ITEM NAME plete Advcntllrer(CAd), Co mplete Menne (CAr), Complete Divine(CD),
Price (Item Level): The purchase price of the item, in
Complete Psion ic (CP), Comp lete Wnrrior (CW), EA ERRON Campaign
gold pieces (gp), Th e item's level (see page 226) is given in
Setting (ECS), Epic Level Ham/baal, (EU I), Expanded Psionics Hand-
pare ntheses .
baal, (EPH), LibrisMortis (LM), Miniaturcs Handbook (}vlH),Magic of
Body Slot: The location wh ere the item is worn on the body
l ncnrtllun (Mol), Plnyer's Hnndbool, II (PH2),Spell COl1ll'cndiwn (SC),
(see Body Slots , page 218). An entry of-indicates the ite m need
Sandsto rm (StH/), and Tome ofMagic (ToM). In genera l, possess ion
only be carrie d on th e body to fu nction . An ent ry of - (held)
of any or all of these other sou rces is not necessary to make use of
indica tes th e item must be physically held or manipu lated (rather
the materi al in th is book.
YOU CHANGED MY MAGIC ITEMS1 ch ange, wor k with yo ur OM to find an equita ble so lution. Maybe
Yes, we did. Chances a re, if your cha racter owns a mag ic ite m the wizard who crafted it for you offe rs a rebate (or an extra
that doesn 't appea r in t he Dungeon Master's Guide, someth ing item) to make up t he diffe renc e fo r an overpayment , o r perhaps
abou t that item-its price , act ivat ion , effec t, or even its bod y the DM jus t promises to make it up to you with some extra
slot-is different here from when it was origina lly publ ished . We treasure in the next few encounters. And if you underpa id for
did n't change these ite ms on a whim-th e revisio ns here are a n ite m, well, conside r yourself lucky ... but don't be surprised
de signed to create a better overa ll game exper ience . if the next couple of encounters provide a little less go ld than
If yo u own a magic item that un derwe nt a d ras t ic price you 'd expe ct!
or the average adventure r, a su it of magic armor is the TABL E 1-2: DARKWOOD SHIELDS
first and most importa nt defense against enemies. Not Armor
much can compa re wit h th e effectiveness of a magica lly Type Check Penalty Weight Cost
enhanced coat of tough leather, steel rings, or sturdy plates. Light 2-11 2 lb. 203 gp
l the poten tial pro tect ion of a suit of armor or sh ield does n't Heavy S ib. 257 gp
p with its en hance ment bonus.This chapter collects dozen s
TABL E 1-3: DRACONHIDE ARMOR
agical properties applicable to armor and sh ields, along wit h Type Cost
v pecific suits of armor and sh ields cons tructed with a par- Shield, light 318 gp
ar arr ay of useful pro pert ies. Shield, heavy 340 gp
Breast plate 700 gp
".My armor? +3 adamantine lightfo rtification Banded mail 800 gp
Half-plate 1,500 gp
II plate. I wouldn't leave home withoutit." Full plate 3,300 gp
- Tordek
Hardness and Hit Points: Each +1 ofenhancement bonus
cia l Materials: Five percent of armor or shields are made adds 2 to the hardness of a suit of armor or shield , and 10 to
cial materia ls, such as adamantine, darkwood, dragonhide, its hit points. Only the armor or shield's actual enhance -
u hral. Tables 1-1 through 1-4 summarize the effects of the ment bonus to Armor Class applies ; special pro perties
t common special materials used in armor and shields ; see with an enhancement bonus equ ivalent for the pur pose
ial Materia ls, DMG 283, for more details. All adama ntine, of det ermining market price don 't in crease th e hardness
vood, dragonhi de, and mirhra] items are automatically of or hit points of armor or a sh ield.
rerwork qua lity, and the costs in Tables 1-1 th rough 1-4 Armor Su btyp es: Some armor or shield entries have
ude masterwork costs. a subt ype , eit hertsynergy" or "relic,"in brackets follow-
ing the entry's name. A ynergy item has a prerequisite,
E 1-1: ADAMANTINE ARMOR typically an existing special propert y alread y imbued
pe DR Cost Modifier int o th e armor to be enhanced. A relic item has specia l
ght 1/- +5,000 gp effecrivene ss for a character devoted to a partic ular deity.
edi urn 2/- +10,000 gp Additiona l ru les for creating and using these items appear
eavy 3/- +15,000 gp in Cha pter 6,
T ABLE 1- 4: M IT HRAL AR MO R
Arcane
Max Armor Spell To add a special proper ty to a shield or suit of armor, the shield or
Dex Check Failure armo r mu st already have at least a +1 en hancement bon us. A single
Type Bonus Pe n. Chance Weigh t Cost su it of armor or shie ld cannot have a modified bon us (enhance-
Cha in sh irt +6 10% 12·1/2 lb. 1,100 gp me nt bonus plus special ability bonus equivalents) higher than
Chainmail ' +4 -2 20% 20 lb. 4,150 gp +10,nor can it have a market price (not counting special material
Breastplate' +5 -1 15% 15 1b. 4,200 gp or the price of the masterwork armor or shield itself) of grea ter
Full plate' +3 -3 25% 25 lb. 10,500 gp th an 200,000 gpo For armor or shields that exceed these lim its,
1 Treate d as light ar mo r for t he pu rpo se of movem ent , see Epic Level Handbook.
proficiency, an d other lim itat ions . Un less noted ot herwise in the property's Pro perry entry, each
2 Trea ted as me d ium armor fo r the pur po se of m oveme nt, special prope rt y in thi s chapter can be added either to a uir of
proficie ncy, and oth er lim itat ions. armor or shield. Some prop erties ca n be app lied only to a particu-
lar catego ry, and are so nored . A few pro perties can be added on ly
to a sma ller subse t of a category (such as heavy ar mor); these are
ind icated in th e item's Property ent ry.
The items in th is sect ion are arranged alphabetically.
ACIDIC PraeCjuisites: Craft M agic Arm s and Wh cn weari ng ar mor or a sh ield that has
Price : +1 bonu s Ar mor, ent's grace, ITSi,la llce. this property, you an: difficu lr to move
Pr oper ty: Arm or or shield Cost toCrente: 250 gp, 20 XP, 1 day. fro m your position dur ing a figh t. You
Cas t er Le vel: 6th gain a +5enha nce me nt bonus on any abil-
Au ra : Moderate; (DC 18) conjuration ity chec k to resis t a bu ll rush, overr un, or
Act ivation: -
AGILITY, GREATER tri p attac k.
[SYNERGY] Prerequisitcs: Craft Magic Arm s and
This item has Cl sllch·looJdng, greenish sheen, Pric e: +8,000 gp Ar mor, bul/'s streng /h.
I1lUl cl light, clcrid· mel/i ngmist colIStl1ntly rises Cas ter Level : 15th Cost to Create: Varies.
from itssurface. Aura: Stro ng; (DC 22) tr an sm utat ion
Syn ergy Prerequis ite: Improved
A thin film of acid conti nuously covers agil ity
ANCHORING , GREATER
the surface of this armor or hield, wh ich [SYNERGY]
is not dam aged by th i effect. An acidic As agili ty, except the ar mor gra nts a Price: +1 bonus
sui t ofar mor or sh ield deals 2d4 points of +5 resista nce bo nus on Reflex saving Cas ter Level: 10th
acid damage per full round of contact to throw. Aura: Moderate; (DC 20) tran sm utat ion
each oppone nt gra ppl ing you, and to any Cost toCreate: 4,00 0 gp, 320 XP, S days. Sy n ergy Pre req u is ite: Anchoring
objec t that remains in d irect contact with
it (except objects you are holdi ng) for that A single stylized I1 l1chor covers thechest of this
amount of time. However, th e acid deals
AGILITY, IMPROVED JllI/b llg ar/llor.
no da mage to creatures or objects that [SYNERGY]
remain in cont act wi th it for less than a Pr ice: +4,000 g p Th is armo r func tions as anchoring ar mor,
fu ll rou nd,such as when a crea ture makes Caster Level: 9t h excep t that it grants a +10 enhanc eme nt
a melee attack against you. Aura: Moderate; (DC 19) transmu tation bon us on ability c hec ks against bull ru sh ,
PrereCjllisites: Cra ft Magic Arm s and Synergy Prerequisite: Agili ty overru n, and trip attac ks.
Arm or, Melf sacid arrolV. Cost to Crcate: Varies.
Cos t 10 Create: Varies. As agility, exce pt the ar mor gran ts a
+3 resistance bon us on Reflex saving
th rows.
APORTER
AGILITY Cost toCreate: 2,000 gp, 160 XP, 4 days.
Pr ic e: +20,000 gp
Price: +500 gp Propcrty: Armor or shie ld
Property: Armor Caster Lev el: 10th
Cas ter Level: 5th ANCHORING Aura: Moderate; (DC 20) co njura tion
Aura: Faint; (DC 17) transmu tation Pric e: +1 bo nu Activation: randard (ment al)
Acti vation : - Property: Ar mor or shield
Cas ter Le vel : 5th You r eyes sbl' I1 rol/ndthisI1Cjua-tinged item, as
T"is suit of armor appears more streal1Jlined Au r a: Faint ; (DC 17) tra ns muta tion if hflldngdifficulty precisely lom/ing it.
awl elegllllt than others of its type. It has a Act ivation: -
smoothly!Vorked surface and no spikes or other When it is activated , a suit of armor or
accoutrements. Seve ral i/llages of stylized anchors cover this shield that has th is property tr an sports
strangelyden e-looking ar/llor. you and your equi pment to any spo t
\'V' hile wearing armor tha t has th is prop - with in 800 feet that you ca n visua lize or
erty, you gain a +1 resistan ce bon us on spec ify, as the dimellSioll door spe ll.
Reflex saving th rows.
e apo rter property fu nct ions tw o While wea ri ng armor that ha s this prop- o r Outsider, the DM chooses the speci fic
pe r day. erty. you gain a +5 competence bonus on subt ype th at this armor affects.
req u i s i t.~ s: Cra ft Magic Arms and Balan ce checks.
o r, dimension door. Prerequisites: Cra ft Magic Arms and d% Creature Type (Subtype)
st to Create: 10,000 gp, 800 XP , Ar mor, balancing lorecall(SC 23). 01-06 Aberration
avs. Cost to Create: 1,875 gp , 150 XP, 4 days. 07-13 Animal
14-16 Construct
17-26 Dragon
RTER BALANCE, GREATER 27-29 Elemental
ce : +13,000 gp [SYNERGY] 30-32 Fey
per t y: Shield 33-42 Giant
Price: +18,750 gp
te r Level: 5th 43-54 Humano id
Cas ter Leve l: 15th
ra: Fain t; (DC 17) enc hantm ent 55-60 Magica l beas t
Au r a: Strong; (DC 22) abjuration
ivat io n : Stand ard (mental) 61-65 Monstrous humanoid
y nergy Prereq uisite: Improved
66-68 Ooze
balance
/inely wrollgllt blacl: shield emanates an 69-71 Outsider , chaotic
of bardy contained menace. 72-74 Outsider , lawful
As the balance property, except the armor 75-81 Outside r, evil
grants a +15 co mpetence bonus on Bal- 82-83 Outsider , good
n you activate an averter sh ield , all
ance check s. 84-86 Plant
mi es who can see it must suc ceed on
1-1 \Vi ll s ave s or be overcome by 3 pow -
Cost toCreate: 9,375 gp , 750 XP, 19 da ys. 87-95 Undead
96-100 Vermin
aversion to the sh ield. Fo r th e next 3
nd ,a ffected creatures do not approach BALANCE, IMPROVE D Prerequisites: Cra ft Magic Arms and
In 30 feet ofyou . Thi s effect is a mind- [SYNERGY] Armor, greater invisibility.
ti ng co m pu lsion abilit y. Cost toCreate. 7,500 gp , 600 XP, 15 da y .
Price: +11,250 gp
e averter property fu nct ion s th ree
Cast er Le vel: 10th
per day.
(requisites: Craft Magic Arms and
Au ra: M od erate; (D C 20) abjurat ion BEASTSKIN
Sy n ergy Prer equi sit e: Balanc e Price: +2 bonus
o r, suggestion o r nversron (EPH 79).
Pro perty: Armor
1 to Create: 6,500 gp , 520 XP, 13 days.
As th e balance prop erty, except the ar mo r C as ter Level: 13th
grant a +10 compet en ce bonus on Bal- Au ra: Strong; (DC 21) transmutation
ance checks. Activ ation: -
c e: +2 bon us Cost to Create: 5,625 gp , 450 XP, 12 days.
per t y: Armor or sh ield This annor is lightly patterned with lines
rer Level: 7th rese mbling fllr, scales, Cln d feathers. It s color-
ra: • Iodera re: (DC 18) abju ration
BANE BLIND ation continuou ly shifts among IIll1led tones
Price : +15,000 g p
tlvat io n : - ofbrown, greell,and gray.
Pro perty: Armor
Cast er Level : 7th
ur(.1Ceof this item appears sfl'rated, sport- first created by powerful druids, armo r
Au ra: Moderate; (DC 18) illusion
ulldredsoftillY, Iwifelike edges. th at has this propert y is particularly
Activation: Swift (ment al)
useful to cha racters of that cla ss. When-
teblock sh ield or suit ofarmor mag i- ever you use wi ld hape, you can expend
This armor is patterned with muted colors,
tu rn s away slashing weapons, s uch one additional daily use of that ability to
textures, and shulli ng. On ils chestpiece is <m
. an d most swo rd . While wearing transform your beas rsk in armor alo ng
imageofa beholder lVith its eyes closed.
r or carrying a sh ield that has this wi th you, rather th an simply allow ing ir
rty, you gain damage reduction 5/ to me rge with your body. When you do 0,
Originally de sign ed for ra ngers an d
eo n ing or piercing. the armor transforms into a suit of armor
bou nt y hunters, ba ne bli nd armor affects a
requisites: Craft Magic Arms and of th e same type , fitted for your new form.
specific typ e or subty pe of creature .Three
or, stoneskin. The armor's weight changes to m atch your
times per day whil e weari ng th is armor,
110 Create: Varies . new size (and sh ape , if you assume a for m
yo u can render yourself impercept ible to
with a different bod y sha pe).
creatu res of the de igna ted typ e or sub-
If you are proficient w ith you r suit of
ANCE type. Such crea tures ca n n ot det ect your
be asrsk in armor in yo ur natural form ,
e: +3,750 gp presence using an y nonrnagical senso ry
then you ar e proficien t with the trans-
per t y: Armor me thod (including ce nt, hear ing, trem-
formed version as well , regardless of wh at
rer Level: 5th orsense , blindsen se, an d the like ). This
sh ape you take.
ra : Faint; (DC 17) abjuration effect last s for 10 ro unds o r u nti l you
Prerequisites: Craft Magic Ar ms and
ivat io n : - att ack (as de fine d for th e purpose of th e
Armor, irolllllood.
invisibility pell; PH 245).
Cost to Create: Varies.
tlegant armor appears streamlined yet To rand omly determine the ar mo r's des-
. lis SIIrface is decorated with precise, ignated creat ure, roll d% and consu lt the
ctly symmetrical,geometricdesigns, follow in g table. On a re u lt of Humanoid
it, or in your space or a designated adjacent
IN KING BLURRING, GREATER pace if you are.
Pr ice: +15,000 gp [SYNERGY] I f any other creature has worn your
Pr o p er t y: Ar mor
Price: +2 bonus called armor or shield since you last wore
C ter Level: 10th
Cas ter Level: 12th it, you can no longer call it until you wear
ura: Moderate; (DC 20) tran mutation
Aura : trong; (DC 21) illusion it again .
crivation: Sta ndard (com mand)
Synergy Prerequis ite: Blurring Prerequisites: Craft Magic Arms and
Armor, teleport.
t of this semitransparcnt armor seem to
A light mist mrrollnds this armor, obscurillg Co·t toCreate: 1,000 gp, 80 XP, 2 days.
till alldOllt ofcxistence, there onemomellt
itsexact details.
gone thenext.
As blurring armor, except that the effect 's
COMMAND ER
he n you activate armor that has th is Price: +2,000 gp
dura tion is LO minutes, and you can acti -
per ry, you can "blink" back and forth Pr operty: Armor or sh ield
vate the blurring property an y number of
tween the Material Plane and the Ethe- Ca s te r Le vel: 5th
times per day.
al Plane, as if affected by a blilll; spell. Au ra : Faint; (DC ( 7) transmurarion
Cosllo Create: Varies.
The blinking property function once Activati o n: -
r day, and the effect lasts for 1 minute.
Prerequisites: Craft Magic Arms and BUOYANT Thi s item 10011.1 particlilarly cleall and
rmor, blill/;. Price: +4,000 gp bright-ill .Ftlcl, it almost sccms lo shine with
Co; t to e m I le: 7, 00 gp , 600 XP, 15 days. Property: Armor its own/ig/1/.
Caster Le vel: 5th
Au ra: Faint; (DC 17) transmutation A suit of armor or shield that has this
Activat ion: - property always appears brilliant and
rice: +1,500 gp
gleaming, even in filthy or squalid condi-
perry: Metal armor
This bluish meta/armorseems oddly light in tions, though it doesn't shed any useful
rer Le vel: l 2th
your hand s, with a liqllid sheen . ligh t. Attempts to paint over or obscure its
u r a: trong; (DC 21) abjura tion
finish do not diminish its brightness.
ct ivarion: -
This armor is buoyant in water or similar While wearing commander armor or
liquids. Armor that has this propert y doe s carrying a commander shi eld , you gain
I armor glistells with a bllle-blad; shcw ,as
not appl y an armor check penalty on your a +2 competenc e bonu on Diplomacy
. n-cre covercd in Oily liqllid sll!'jlhin'. ~
Swim chec ks. Additionally, it grants you checks, and each ally w ithin 30 feet of
a +2 competence bonus on Swim checks you (not including yoursel f) gains a +1
uir of armor im bued with th is prop-
wh ile you wear it. mo rale bonus on will saves. However, the
ry never tarnishes and is im mune to
Prercqmsites: Craft Magic Arms and shiny finish makes you so no ticeable that
id da mage and r usting effect . While
Armor, swim (SC 21 7). you also take a - 5 penalt y on Hide checks
ri ng blueshine armor, you gain a +2
CoslloCreate: 2,000 gp , 160 XP, 4 days. (in addition to the normal arm or check
mperence bonus on Hide ch ecks.
penalty).
racqlliSl tes: Craft Magic Arms and
Prerequisites: Craft Magic Arm and
rrno r, Craft (alchemy) 5 ranks. CALLED Armor, t'llgle's splClldor.
Cost to Crrntc: 750 gp , 60 XI', 2 days. Price: +2,000 gp
Cost to Crrntc: 1,000 gp , 80 XP, 2 days.
Proper ty: Armor or shield
Cas ter Level: 9th
URRIN G Aura: Moderate; (DC 19) conjuration DAYLIGHT
ri ce: +1 bonus
Ac tivation: Standard (com mand) Price: +3,000 gp
perry: Armor
Property: Armor or shield
ter Le vel : 5th
At first glance, this 111'11I01' or shield 100115 liIu Caster Le vel : 5th
u r a: Faint ; (DC 17) illusion
llIlyother item of ifs bnd. closer inspection Au ra : Faint; (DC ( 7) evocation
crivat io n : Swift (com mand)
reveals a small image of a bee/Wiling hand Ac tivat ion : wifr (com mand)
iflScri[,ed on ils wr,filce.
II Llnnor appears ill distinct, as thollgh its
This bnghtly poliS/led item bears I1n illlage of
es tw rc smeared.
Provided tha t you and your called armor the sun and has a golde n tinge.
or sh ield are on the same plane, you can
he n you activate this armor, your
call it to you by speak ing the proper com- When activated, a suit of armor or a shield
ppearance becomes di storted and haz y,
mand word , regardless of the intervening that has this property glow s with the
if you were affec ted by a b1111' pell.
distance. If you aren 't wearing armor at the brilliance of a daylight spell. This effect
The blurring property functions three
time , a suit of called armor appears on your func tio ns for up to 30 m inutes per day,
me per day, and the effect lasts for 5
body, as though you had donned it in the bu t rhe dura tio n need not be continuous;
unds.
norma] fashion. If you are wearing other you can t ur n the effect off with a swift
Pre reqllisites: Craft Magic Arm and
armor when you peak the command action.
rmor, b/lir.
word , the called armor appears in your Prerequisitcs: Craft Magic Arms and
Cost toCreate: Varies.
space or in an adjacent space you designate Armor, daylight.
that is capable of holding it. A called shield Cost to Create: 1,500 gp , 120 XP, 3 days.
appears on the proper arm if you are not
already using ano ther shield when you call
DEATH WARD against breath weapons. Wh en-
Price: +1 bonu s ever a breath weapon would
Property: Armor or shield normally allow you a Reflex
Caster Level: 7th saving throw for half damage,
Aura: Moderate; (DC 18) you ins tead take no damage on
necromancy a succe ssful save.
Activation: Immediate Prerequisites: Craft Magic
(ment al) Arms and Armor, eat's grace,
Cost to Create: Varies.
This blach-enameled item has II
tralls/ucwl quality, as through EASY T RAVEL
it wer~ not ~ II t i rely of this world. Price; +1 ,500 gp
Smllll, white Images of shulls Property: Armor
decorate the armor's shoulders, Cas ter Level: 5th
Uhe grotesque eplw/ets. Au ra : Faint; (DC 17)
transmutation
Armor and shie lds that have Activation: -
th is property are favored by
those dedica ted to figh ting Thisnrmor seems toweigh less thlm
the fou l art of necrom ancy. it shoulti.
While wear ing or using death
ward armor or a death ward When weari ng armor that has
sh ield, yOll can activa te the +1 mlmacing large steel shield, +1 anchoring small tcooden shield,
this property, you can carr y up
armor to ignore any dea th +1blllrri flg spikedfllll plate
to a medium load as if it were a
effect (includ ing dea th spe lls, lig ht load (ig nori ng the max i-
magical death effects, and energy d rain) DISPLACEMENT mum Dexterity bonus, check pena lty,
or negative energy effect (such as inflicl Price: +1 bonus and reduced speed normally incurred by
spell or d lilll ouch). Property: Armor a medium load). These reductions apply
The death ward property fun ct ions once Caster Lev el : 5th only to pen altie for the load you carry,
per day. Aura: Faint ; (DC 17) illusion not to any reduction in speed caused by
Prerequisites: Craft Magic Arms and Activation: Swift (com mand) the armor itself
Ar mor, death ward. In add ition, you can walk for lip to 10
Cost toCreate: Varies. The shoulder pieces of thisnrmor lire embossed hours in a day before having to make Con-
withtmyarrowspointingoutlVllrJill olJposite stitution checks to avoid tak ing nonlet hal
DEE PDWELLER directioll s. damage (PH 16+).
Price: +12,000 gp PrereqUisites: Craft Magic Arms and
Property: Ar mor
When you activa te displacement ar mor, Ar mo r, bear' ~lId urallCC .
you appear to be standing right nex t to Cost to Create: 750 gp , 60 XP, 2 days.
Caster Level: 9th
your actua l location , as if affected by a
Aura: Moderate ; (DC L9) transm utation
displl1cement spe ll.
Activation: -
The displace ment pro pe rty funct ions
ECTOPLASMIC
once per day, and the effect lasts for 5 FEEDBACK
01111 black, the substancc of this llntlOr is
rounds. Price: +1 bonu s
flecluti with tilly part ides allti seelll s to swirl
Ii/w tilt. dept hsofthe sea .
Prereq uisites: Craft Magic Arms and Property; Armor
Armor, displllcemetit. Caster Level: 5th
Cosl to Create: Varie . Aura: Faint; (DC (7) abjuration
While wearing deepdweller ar mor, you
can breathe wate r and are immune to Activation: -
dam age from cold water and from pres- DRAGONDODGE R This armorappearstmllslucellt. Holy symbols
su re in extreme dep ths. Armor that has Price: +1 bonus
th is property does no t apply an armor Property: Ligh t armor
of II good-aligned deity decorate the arm or,
check pena lty on your Swim che ck s, and llIld they glow with a soft white light when
Cas ter Level: 9th
wearing dee pdweller armor allows you to it isdonned.
Aura: Moderate; (DC 19) tr an sm utation
converse with any water-breathing crea - Act ivation: -
ture that has a language. Additionally, you A suit ofarmor that has this propert y cre-
can see twice as far underwater as normal ates a backlash of positive energy against
This suitofIig/It urmor hilS a particularly hard
(see DlvfG 93 for details on underwater incorporeal attackers. An y time you are
lllld shillY fillish . The protective glyphs thai
effects and da ngers). ,"itlg its collnr mId waist glow briefly IVlun
hit by an incorporea l touch attack while
Prerequisites: Craft Mag ic Ar ms and wearing it, the armo r deals td6 points
it is donned.
Ar mor, darkvision, water breathing. of damage to the attacker (with no miss
Costto Create: 6,000 gp , 480 XP, 12 day . chanee for incorporealness).
W hen wearing armor that has this prop-
erty, you gain the evasion ability (see
Prerequisites: Craft Magic Arms and
Armor, ectop/anlliefeedback eSC 78).
the monk class feature, PH 41), but only
Cost to Create: Varies.
manufac tured melee weapon deals normal mare instead of you , becomi ng pa nicke d
OPLASMIC WALL da mage but also take Id6+10 poi nts of for 1 round. On a successful DC 16 Wi ll
rice: +2 bonus
energy dam age of th e specified type. save, th e c reature is shaken for 1 round
per ry: Shie ld
The energy defen e property functions ins tead.
rer Level: 1t rh T he fearsome property fu nc tio ns three
three times per day. The effec t lasts for
u ra: Modera te; (DC 20) co nju ra tion
5 rounds or until you d ismiss it (a swift tim es per day.
ivat ion : Sta ndard (com m an d)
action). Prerel]uisites: Craft Magic Arms and
Prcrequisitcs: Craft M ag ic Ar ms an d Armor, fcar.
paw l ofa substance so paleasto be trnns-
Armor.jire shield, resist energy. Cost 10 Crentc : 7,500 gp, 600 X P,
I, this shield hMfour protr usions aro und
Cost to Create: Varies. 15 days.
III thai hold it off tlte groulld even when
id f<1Ce down.
ENERGY IMMUNITY FREEDOM
en you ac tiva te a shield that has th is Price: +2 bo nus Price: +5 bonus
pe rr y and drop it at your fee t, a wall of Property: Ar mor or shield Property: Armor
pia m comes into be ing, as th ough ere- Caster Level: 13th Caster Level: 7th
by the wall ofeetoplasm psionic power. Aura: Strong; (DC 21) abjuration Aura: Modera te; (DC 18) abjuration
wa ll ha an area of up to ten ro-foot Activation: I mmedi ate (m en tal) Activation: -
are or for ms a sphere or he mis phe re
Ihall • a radius of u p to 10 feet. The shield This item is daOl'aled with elelllenlaimolifs. This armorexudes a s li cl~ offillI' 011, giving it a
be point of or igi n for the effect. O nce No parriLll/nrc/emc nl is fllVOI'cd in fhe design; stin/iIlnting d, ,' cn and al'ungent scent.
ted , the wa ll is stat ionary. waves, flame , rocl< forllla tiollS, lIIltl billows
I has e wall of ec toplas m is 2 inches thi ck of wind are all represented cqually in bright While wearing ar m or that has this prop-
up has 20 hit po ints and hardness 5. T he enlHlle!. erty, yo u move and attack nor m ally,
re a ength check DC to brea k throug h the even under circumstances tha t impede
naxi- 11 i 19. T he w al l ca n be d ispelled, bu t Upon act ivating ar mor or a sh ield that m ovement, as if affected by a freedom of
laity, ks to dis pel it are made w it h a - 4 has this pro pe rty, yo u ga in im mu nity 1II0vcment spell.
by na lry, pe lls, power s, and most effec ts to damage from one energ y type of your Prerequisites: Cr aft Magic Arms and
ply n 't pass th ro ugh the opaque wa ll, no r choice (aci d, co ld , elect ricit y, or fire). Armor, freedom of 1l1OVl'Pll cnt.
eth ereal creatures , but it doesn't block Each type of energy immu n ity produces Cosl to Create: Varie s.
po r tat ion . a correspo ndi ng mi nor effec t tha t does no t
Th e ec toplasm ic wall pro pe r ry fun c- alter the item's function. For exa mp le, you
10 n o nce pe r day; the effect lasts for 7 feel a rush of warmth ifthe ar mor or sh ield
GHOST WARD
Price: +1 bonus
nds or until you pick up th e shield . is protecting you against cold damage, or
Property: Ar mor or sh ield
Prerequisites: Craft Magic Arms and a chill wind if it is protecting you aga ins t
Caster Level: 5th
.rmor, wall of iroll or lVa ll of ectoplasm fire . A me tal lic tang fills yo ur mou t h and
Aura: Faint; (DC 17) co njura tion
a nd PH 140). nost rils ifelectricity pro tection is in force,
Activation: -
Cos t to Create: Varies. and an acrid tang pervades the air around
you if acid pro tec tio n has bee n act ivated.
Thi s item apl'ears 1l0Tnllli at first glance, but
The energy im mu n ity property func-
ERGY DEF ENSE lions o nce per day. The effect lasts for 1
closer examinatioll reveals the image of a
NERGY] minute or un til you dis miss it (a swift
ghostl)' face on ils surface.
n nor seems to be mnlie From old, worn At first glance, thissuit offullpiMe loob filthy This armor is lI!ade frail! the rllbbery black
, ({l Ies, which give it n plea5nntly rustic mid ill/upt. On closer examination , you can /tide ofsomefine/pm/cd fish ora/ and is slick
see it is expertly emfted. IHld what appears to with a thin lime.
be dirt isactunlly the rotor ofthemetal ItSelf. A
mit of +1 dragon/nde full plate is made black crystal shard is set horizontally intothe When you activate this suit of +I buoy-
cast-off scales rather than the hide of front of tile armor across theabdo»lm . Runes ant slicl~ hide, it generates an electricity
n dragon. While wearing it. you have ill tile Gllome lnnguage mnrk itsgreaves alld shield that lasts 5 rounds. Any creature
ranee 10 against rhe form of energy gnwrtlcls, and the nrollIa offresh earlh senlls that strikes you wi th a natura l weapon,
iated with the breath weapon of the to ell!tltwte from tile suit. unarmed arrack, or non reach man u-
n that provi ded the scales (such as factured weapon takes Id6 poi nts of
the case of red dragonrider armor). A suit of earthp/ate armor functions as +1 electricity damage. Thi shield can be
a 0 gain a +5 com petence bonus on .f1l11 plate. Once per day while wearing this activated rhree times per day.
heck you make while riding any armor. you can activate a stoneskin effect, In addi tion, while the electricity shield
of the dragon type. as the stoneskill spell. As long as this effect is active , you ca n make a melee touch
dition, dmgonriderarllloraulOmali- is active , you also gain trernorsen e out attack to dea I 5d6 points of elect ricity
II\' produces a feather fall effect (as the to 5 feel (MM 316). Both effects last for damage. If underwater, you can produce
h.'r f'lll pell ) if you fall more than 5 feet 90 minutes or until the stoneskin effect a lightning burst that deals 2d6 points of
ile wearing it. absorbs 90 points of damage, whichever electricity damage to all other adjacent
Pr. Wluisites: Cra ft Magic Arms and comes first. creat ure . Using either of the e abilities
or. ({lrS grace. Prerequisites: Bind Elementa l (ECS 51) ends the electrici ty shield effect.
t 10 Crenle: 7.500 gp (plus 3,300 gp for or Craft Magic Ar ms and Armor, planar Prerequisites: Craft Magic Arms and
gonh idc fu ll plate), 600 XP, 15 days. binding, stoneskin. Armor, fl'cedoJtI ofIII 0 vctnml, grease, shocbng
Cost to Create: 20,000 gp (plus \,650 gp gl'l1Sp.
for masterwork full plate). 1,600 XP, Cost to Creale: 7,000 gp (plus 165 gp for
40 days. masterwork hide), 560 XP, 14days.
Zombie bide ar mor Exoskeleton armor Ghoul shell armor Vampire hide armor
A sui t of exoskeleton armor provides pro - Wh ile wearing this suit of +1 leather, you
tect ion as a +1 brea stplate an d gra nts you gain a +2 competence bonus on Hi de and GHOUL SHELL ARMOR
damage reduction 5fb ludgeoni ng while Move Silent ly checks. In addition, the Price (Item Level): 10,160 gp (13th)
you wear it. ar mor has three 01 her special properties. Body lot: Body
Prerequisites: Craft Magic Ar ms and Once per day, you can activate the armor Cas ter Level: 12th
Armor, animate dead, Knowledge (religion) to gain a +4 enhancemen t bonus to Intel- Aura: Strong; (DC 21) necromancy
5 ranks. ligence for 9 m inutes. Activation: Standard (ment al)
Cost to Crenre: 10,500 gp (plus 350 gp Two t im es per day, you ca n activate the Weight: 15 lb.
for ma sterwork bre ast plate), 840 Xl', ar mor to gain the scent special qu alit y
21 days. (MM 314) for 5 rou nds. This armor consists ofshaped andfitted sections
Th ree times per day,you can activate the ofghoul flesh selVn together to cover fheentirc
armor to gain the benefit of a pass lVithollt body, cxcept for the head, hands, and feet. A
trace spell. Wh ile th is effect is active, you gaunt face isemblazon cd 011 thc clustpicce.
can move thr oug h un derg rowth at your
t of +1leather allows you to
p to th ree touch attacks per Ha7vlfealher
t replicate th e ghoul touch armor
r t DC 15 negat es).
III itcs: Craft M agic Arm s an d
r ate undead, Knowledge (reli-
- ran ks.
Create: 5,000 gp (plus 160 gp for
rk leathe r), 400 XP, 10 days.
KFEATHER
R
he m Level): 12,175 gp (13th)
lo t: Body
r Level: 9t h
{ dera te; (DC 19) tra nsm utation
tion: - an d sw ift (com man d)
t : 20 lb.
KYTON ARMOR
Price (I te m Le ve l): 13,100 gp (14th)
m an d Body lot : Body
ul truce, Cas ter Level: 11th
Au r a: M od erate; (DC 20)
o gp for tran smutation
days. Activation: Swi ft (com mand)
Weight: 12 lb.
nd
for
[ P,
Dn
h-
.,j
g,
3
e
I3S
e
ppeaYll ncc of fallged reptilian hemil. Its lO heal a creature by touch. The touched If you also wear a magi c Item th at
loo'-s like a coded s llal~e, alld 11 gemlike creat ure is healed of a number ofpoints of grants an enhancement bonus to your
led eye slim s Olft from the gorget. da mage equal to the ex tra damage [hat you Wis dom score , you add the item's bonus
wou ld have dea lt wit h the smite att ack . to the amount of damage healed by the
1 -'- I lea ther provides you wi th 3 +1 For example , a iurh-level paladin co uld shield of mercy. For example , if the 10th-
1 ranee bo nus on Reflex saving throws, expend one use of her smi le evi l ability level pa ladin described above also wore
hi le you wear it, you gain the be nefit of lO heal 10 points of damage. a periapt of Wisdom +2, each use of smite
Combat Reflexes feat. evi l she ex pended would heal 12 poi nt s
Prt'Ye'luisites: Cra ft Magic Arms and of damage.
e
r rnor, wt's grace. Prerequisites: Craft M agic Arms and
lO
Cos! to Create: 6,000 gp (plus 160 gp for Ar mor, cur e moderate WOUIHls, owl's
r-
rerwork leather), 480 XP, 12 days. wisdom.
I- Cost to Create: 1,000 gp (plus 170 gp for
master work heavy stee l shield ), 80 XP,
u JE LD OF MERCY 2 days.
ri ce (I t e m Level): 2,170 gp (srh)
dy Slot: - (h eld)
nd te r Level: 5th SHI ELD OF THE
ura: Faint ; (DC 17) conjuration, RESOLUTE [RELIC]
r tra nsmut ation
Price (Item Level): 5,520 gp (t ut h)
crlvat ion : Sta ndard (com mand)
Body lot: - (held)
e ig h t : 15 lb.
Caster Level : 20th
Aura: Strong; (DC 25) necromancy
I finely cmfled shield is mgmved with the
Activation : -
age of a holy warri or healing II woullded
Weight: 7 lb.
ar.
n This shield i madefro m hundredsofstripsof
lie/d of mercy funct ion s as a +1 heavy
cI shield and also allows you to channel /IIithml. each a different size. color. and tex-
ur des tr ucti ve powe r into heali ng. You
ture. riveted together in a plltchworll deSign.
an expend a smi te attemp t (such as from
Like other mithral shields, it is unuslllllly light
a palad in's smite evil class feature or th e
forits size.
t'
ranted power of the Destruction dom ain)
su-u 0/ m en ')'
Despi te its morley appearance, a sltleld of Lore: Shields of the resolu te are said to
tileresolllte is a bulwark of defense. It func- be assem bled from pieces of rhe shie lds
tions as a +1ligltt fortificatioll heavy llIithml carr ied by dwarves who fell in bartle
shield, provided that you arc lawful goo d, defending their homelands. When the
neu tra l good, or lawful neutral. Soul Forger gathe rs their souls, he creates
Relic Power: If you have established these shields in his forge in rem embrance
the proper divine connection, a sJ1ield ofthe of their valor (Kn ow ledge [relig io n]
resoillte terrorizes ene mies of the dwarves . DC 20).
Ever y goblinoid and giant w ith in 30 feet Prerequisites: Craft Magic Ar ms an d
of you that gazes up on the shield must Ar mor, Sanctify Relic.jeor; limited wish
succeed on a DC 17 w ill save or be shaken or miracle.
(if its Hit Dice are eq ual to or greater Cost to Crcn!c: 2,250 gp (plu s
than yours) or frightene d (if it has fewer L,020gp for heavy mirhral shield),
Hit Dice than you do) for 2 round. This 180 XP, 5 days.
effect functions like a gaze attack, 0 the
saves must be made at the beginning of
each affec ted crea ture's turn every round,
SHIELD OF THE
u nl ess it takes measu res to avoid seeing SEVERED HAND [ RELIC]
the shield (see DlIIlG 294 for gaze attack Price (I tem Level): 4,657 gp (9th)
ru les). Unlike with a tr ue gaze attack, you Body Slot: - (held )
can 't use a standard action on your turn Caster Level: 20th
to use this effect against a creature. Once Aura: trong; (DC 25) evocation
a crea ture has failed the save, the shield's Activation : Immediate (com mand)
power has no further effec t on that crea- Weight: LO lb.
ture for 24 hour .
To use th e re lic power, you mu st Tltis Itl'tlvy woodell shield is nllblnzofled
wors hip Moradin and eit her sacrifice a lvitlt II gory htllldprilli olld decorated with
6th-level divine spell slot or have the True bloody symbols. The bloody marb nppeor
Believer feat and at least II HD. fresh nlld wet.
T igersei» armor
WfGHT ARMO R
Price (It em Le vel): 14,175gp (14th)
Body Slot: Body
addition, the armor has th ree other
Caster Level: 6th
ial abilities.
Aura: Moder ate; (DC 18) transmutation
nee per day,you can activate the armor
Activation: Standard (command)
in a +4 en hancement bonus to Dexter-
Weight: 20 lb.
or 9 min utes .
Two times per day, you can activate the
011 tire brea st of flr is blacl~ studded leeltlrer
mo r to gain the scent special quality
nrmor is tire ilnllgeof1111 oversized s'w llgnash-
I 314) for 5 round s.
IIIg its poillted teetlr. Seven' edges give the
Three times per day on command , the
armor a decidedly intimidllting appellrancc.
rmo r allows you to sprout a pair of claws.
e e claws deal Id4 points of damage
When you activate thi +1 shado\\'studded
h (assuming you are Medium) and
leather, it makes a single touched creature Wigh t bide shield
ten d your natur al reach by 5 feet. You
or yourself imperceptible to undead (as
n att ack with both claws as tho ugh the y
if affected by the hidefro m ulldead spell).
re pr imary natural weapons. Alterna- This shield is covered in the hideof a wight,
That creature also gains dark vision OUI to
ly, you can use a single claw to make and ill its WIler is a grotesque moc/wry of a
60 feet while so affected.
n arrack as a natural secondary weapon Iwmllnoid face. whell held, it seems to throb
- - on the attack roll, no effec t on your and pulse wilh unholyhunger.
ther attacks). If you charge a foe, you
a n attack with both claws at the end A wight hide shield functio ns as a +1 light
f the charge. These claws last for 5 sleel shield. When you use a shield bash
Ind unds. att ack wi th a wight hide shield to deal
.,ui. The special properties of a sui t of damage to a living creature, the target
'gp '. l'rsllill nrrnor function nor mally must succeed on a DC 14 Fortitude save
-ld), hil e you are in wild shape (although or gain one negative level (see PH 125 for
t does not grant its armor bonu s to rules on shie ld bash attacks).
,\C). Despite its mirhral construct ion , A wight hide shield can bestow no more
ru ids are not prohibited from wear- than three nega tive levels per day.
ng thi s armor. Prereqllisites: Craft Magic Arms and
Prerequisites: Craft Magic Arms Armor , createulldead, Knowledge (religion)
nd Armor, cal'sgrace, wi ld shape. 5 ranks.
Cost to Create: 8,000 gp (plus 1,100 gp Cost toCreate: 4,500 gp (plus 159 gp for
n
for mirhral shirt), 640 XP, 16days. masterwork light steel shie ld), 360 XP,
9day .
IAMPfRE HfDE ARMOR
ast, Pri ce (Item Level): 21,175 gp (i zrh)
Bod y Slot: Body
Cas ter Level: 12th
vou ura: Stro ng; (DC 21) necroma ncy
anb, ctivat ion : - {{7ight armor
c ks. Weigh t: 30 lb.
Cos!toCrente: 250 gp, 20 XP, 1day (least);
WRAPPED TOWER ARMOR 750 gp , 60 XP, 2 days (lesser); 1,500 gp ,
Pric e (I tem Level): 6,180 gp (10Ih)
Body lot: - (held) AND SH IELD 120 XP, 3 days (g reater).
Ca ster Level: 12th
AUGME NT
CRYSTAL OF
Aura: Strong; (DC 21) necromancy
Activation: Imm ed iate (com mand) ____
CRYSTALS ADAMANT ARMOR
We ight: 45 lb. Aug ment crystals are a new category of
Price (Item Level ): 300 gp (2nd) (least),
m agic item. See page 221 for details
1,400 gp (srh) (lesser), or 3,400 gp
Thi) tower shield is par- on how they function .
(sth) (greater)
tinily 5IIJnthed ill ,IH'
Body Slot: - (armor or shield crys tal)
funernry wYl1ppings of
n mummy. Atop it i) n
CLASP OF ENE RGY Caster Leve l: srh
crest modded to dcp ict PROTECTION Aura: Moderate; (DC 19) tran smutation
Activation: -
tilt' crcature's horrifying, Pr ic e (Ite m Lev el ): 500 gp (Brd)
Weight: -
IlIIwmpJled vi5l1gc. (least ), 1,500 gp (5th) (lesser), or
3,000 gp (7th) (greater)
Thi5 cla)p holds a Htlnll dialllond orb with n
Once per day wh ile Body Slot: - (shield crystal)
sphere ofsteel at it) center.
using th is +1 tOlVa shiclil Caster Level: 5th
10 gain total cover (PH Aura: Faint; (DC 17) abju ration
A crystal of (u!alllclIIt nrmor strengthens
125), yuu call activa te Activation: -
your armor or shield against damage.
its special property. At Weight: -
Leas t: This aug ment crys tal improves
you r co m ma nd, the
the ha rdness of a suit of armor or shield
mere sight of the shield's
mummylike facade
Fire Protection by 2.
TIllS fiery red crys tal is liglltly warm Lesser: This augment cryst al improves
requires each viewer in
to the touclt. the hardnes of a suit of armor or sh ield
front of it to succeed on
by 5.
a DC 16 will save or be
Greater:This augment cryst al improves
paralyzed with fear for Cold Protection the hard ness of a suit of ar mo r or sh ield
1M rounds. Thi) icy denr crystal is covered ill a
by 10.
Prcrcqu isifcs: Cra ft thin layer of.fros/.
Prt'reqllisite5: Craft Mag ic Arm s and
MagicA rm and Armo r,
Armor, c1iaHlolld5teel ( C 64).
create lI11 dead, Know l-
edge (religion) 5 ranks.
Acid Protection Cost to Create: 150 gp , 12XP, I day (least);
This hnzy greell crystnl hisses faintl y 700 gp, 56 XP, 2 days (lesser); 1,700 gp ,
Cost to Create:
II'h eli exposeil to the open air. 136 XP, 4 day (greater).
3,000 gp (plus 180 gp
for ma sterwork rower
shield), 240 XP, 6 days. Electricity Protection CRYSTAL OF
This brillil1llt blue-whitecrys tal cmddt's with ADAPTATION
stntic discharge when 'oudl ed.
ZOMBIE HI DE ARMOR Price (I tem Level): 500 gp (Brd) (least);
Price (I tem Level): 16,165 gp (t-trh) 1,500 gp (5th) (lesser); or 3,000 gp
Body Slot: Body Sonic Protection (7th) (greater)
Caster Level: 5th This decp purple crystal gives off n faint Body Slot: - (ar mor crysta l)
Aura: Faint ; (DC 17) necromancy hum, and rings with n sono rous cI,imc when Caster Level: 7th
Activation : - Inpped. Aura: Modera te; (DC 18) necromancy
Weight: 25 lb. Activation: -
A crystal of cllergyprotection protects against Weight: -
This arlllor is prepared frolll a sillgle lnyer of a specific form of energy: acid, cold , elec-
pieced nnd )titched zombie s1lin. "a liollS ofthe tricity, firc, or sonic. Thi bright green, cirCltI<1Y crystnl is pleasnntly
flesh appenr rolled and torn. Least: This augment crystal grams warlll to the touch.
resistance 5 to the designa ted ene rgy type .
This suit of +1 l1ide gra nts you damage O nce the crystal has preve nted a total of A crY5tlli of cldaptatioll protects you fro m
reductio n 5/s lashing. Th ough the armor 25 points of energy damage, it becomes hostile environments, bo th terrestrial
sports var ious holes and rents, I hese inert un ti l the followi ng day. and extra planar.
im perfections in no way compromi se its Le sser: As above, except the crystal Least: Thi s augment crys tal protects
integrity . grants resistance 10, up to a maximum of you from temperature extremes as an
Prerrquuitcs: Craft Mag ic Arm s and 50 points pe r day. t'ndure clements spell.
Armor, animalt: dead, Knowledge (religion) Greater: As above, excep t the cr ysta l Lesser: As the least crystal, and you are
5 ranks. grants resis tance 15, up ro a maximum of also protected from all alignment traits of
Cost to Create: 8,000 gp (plus 165 gp for 75 points per day. any plane (DMG 149).
masterwork h ide), 640 XP, 16 days. Prercquisites: Craft Magi c Arms and
Armor, resist t'Mrgy.
t); Gr ea t e r: As the lesser crys tal , and you A crystal of arrow deflectioll pro tects you Lesser: As t he least crys tal, but t he
g p, re also protec ted from the posi tive- do mi- fro m ranged weapon at tacks. bonus is +5.
na nt and nega tive -do m ina nt t raits of any Least: Th is augment crystal grants you Gr eat e r: As the least crysta l, but the
lanes (DMG 149). a +2 bonus to AC against ranged attacks. bonus is +10.
Prerequisites: Craft Mag ic Ar ms an d Lesser: As th e lea st crystal , except the Prerequisites: Craft Magic Arms and
rmor. death ward, endureelemellts. protec- bonus is +5. Armor, freedom ofmovement.
II from chao /good/evil/law. Gr ea t e r : As the leas t crystal, and you Cost to Crellte: 250 gp , 20 XP, 1 day (least);
t), Cost toCreate: 250 gp, 20 XI'. I day (least); ca n deflect one ranged attack per round l ,500 gp . 120 XP, 3 days (lesse r); 2.500 gp o
- _0 gp , 60 XI', 2 days (lesser); 1,500 gp , as if you had the Deflect Arrows feat. 200 XP. 5 da ys (g reate r)
20 XI' , 3 days (g reater). Prerequisites: Craft Magic Arms and
Armor, shield.
Coslto Create: 250 gp , 20 XI', 1 day (least);
CRYSTAL OF
Ion
YSTAL OF 1,250 gpo 100 XI' , 3 days (lesser); 2,500 gp, LIFEKEE PING
UATIC ACTION 200 XI' , 5 d ays (g rea ter). Price (I tem Level): 200 gp (2 nd ) (leas t),
Pr ice (I t e m Level): 250 gp (2nd) (least), 1,000 g p (4th) (lesser), or 5,00 0 g p
1,000 gp (4t h) (lesser), or 3,000 gp (srh) (g reate r)
!th a (7th) (greater)
CRYSTAL OF Body Slot: - (arm o r crys tal)
Bo d y Slo t : - (ar m or crystal) BENT SIGHT Caster Level: 7t h
a te l' Level: 5th Price (Item Level): 500 gp (3rd) Aura: Mod er ate; (DC 18) necro mancy
le ns u r a: Faint; (DC 17) transm utation Body Slot: - (sh ield crystal) Activation: - i see text
ct ivario n : - Caster Level: 5t h Weight: -
eves e ig h t : - Aura: Faint; (D C 17) divina tion
neld Activation: - Tllis bright crystal glea/lls and sparkl es in
II sea-green crystal alavays feel s moist to Weight: - the light.
oves touch.
ueld This small crystal is affixed to a plate of pol- A crystlll of lifehccping wards you against
cry tal of tlel 'llllic actioll aids the wearer is/wIsilver. necromantic and death effects.
ves hile underwater. Least: Th is augment c rystal grants you
ueld Least: Any ar mor bearing this aug ment A crystal of bent sight offers a grea t boon a +1 competence bonus on saving th rows
ta l does not impose an ar m or ch eck to a ny who face creatures th at have gaze against energy drain attacks, inflict spe lls,
a nd na lty on your Swim check s. att ac ks. Wh en this augment crysta l is dea th spells, and dea th effects.
Lesse r: As the least crystal, and you attached to you r hield, you can avert your Lesser: As the leas t crystal, except the
ea t); a gain a Swi m speed equal to one-half eyes from a creature t hat has a gaze attack bonus is +3.
g p, u r land speed (ro u nd dow n to the next wi thout suffering a miss ch ance on you r Greater: As the least crystal, except
-foo t incre ment). attack rolls against that c reature. the bonus is +5. In additio n , if yOll fail a
Gr ea t e r : As the lesser crys tal , and you Prerequisit,·s: Craft Mag ic Arm s a nd save against an y of these effec ts, you can
. 0 take no penalties o n attac ks o r m ove- Armor, clairaudiCllcc/clai rvoyance. choose to reroll the save a an im media te
en r wh ile under water (as if un de r the Cost to Crente: 250 gp , 20 XI', I day. (m e nt al) action. Th is ab ility fu nction
ec t of freedom of movemelll) and yo u ca n once per day.
I t); rearhe water as easily as air. PI"CI'eq uisites: Craft Magi c Ar ms and
Prl'l'eqllisites: Cra ft M ag ic Arms a nd
CRYSTAL OF Armor, death 1van1.
r rno r, frudo ln of Il10Veme nt, lValt~r GLANCING BLOWS Coslto Create: 100 gp, 8 XI', I day (least);
r(tlthing. Price (I t em Level): 500 gp (3rd ) (leas t), 500 gp, 40 X P, I day (lesser); 2,500 gp,
Co I to Create: 125 gp , 10 XI', I day (least); 3,000 gp (7th) (lesser), or 5,000 gp 200 XP, 5 days (g reate r).
:v '00 g po 40 X I', 1 day (lesser); 1.500 gp, (9th) (g reater)
20 XI' , 3 days (g reate r). Body Slot: - (ar m or crystal)
Cas t er Level: 7th
CRYSTAL OF
Aura: Moderate; (DC 18) abjuration MIND CLOAKI NG
Piltly
RYSTAL OF Act ivation: - Price (I t e m Level): 500 gp (3rd) (least),
RROW DEFLECTION Weight: - 4,000 gp (s t h) (lesser), or 10,000 gp
Pr ic e (I t em Level): 500 gp (3rd) (le ast), (12t h) (g reate r)
from 2, 00 gp (7th) (les ser), or 5,000 gp All till' hues of tile ra inbow-and mllny Body Slot: - (arm or crystal)
tri al 9th) (g reater) more- shimm er lind dmlCe across tile mrf.lCe Ca ster Level: 5th
B dy lot: - (sh ield crystal) of tllis multifaceledcrystal. Aura: Faint; (DC 17) abjurat ion
ects t el' Level: 5th Activation: - ; see text
an ura: Faint ; (DC 17) divination A crystalofglancingb/olt'scauses your armor Weight: -
crivat ion: - to t urn aside grasping attacks.
IIIare 'reig h t : - Leas t: This aug ment crystal g rants you Tilis crystal is black asa clouded night sf<)'.
ts of a +2 co mpetence bonus on grapple checks
hi blue sapphire is w t into a lnrge cabo- to p revent a grapple from being in itia ted A rrystnl of mind cloaking pro tects you
II . 11 cOll taim a small flillt arro whead ill (but not any ot her kind of gra pple check, against menta l in filt rati on .
liter. in clud ing those to initiate or escape a
g rapple).
Least: Th is augment cr ystal grants This dull rl'd crystal pulses in time with your
you a +1 competence bonus on aving heartbeat.
RESTFUL CRYSTAL
Price (I t em Level): 500 gp (3rd)
throws agains t mind-affecting spell s and
Body Slot: - (armor crysta I)
abili ties. A crystal of stamilla pro tec ts you fro m
Caster Level: 5th
Lesser: As above, except the cr ystal assaults agains t your physica l health.
Aura: Faint ; (DC 17) encha ntment
grants a +3 competence bonu s. Least: Th is augment crystal grants you
Activation: -
Greater: As above, except the crys tal a +1 compete nce bonus on saving th rows
Weight: -
grants a +5competence bonu s. In addition, agai ns t disease and poison.
if you fail a save again st a mind-affecting Lesser: As the least cry sta l, excep t th e
This silver clasp is decorated with sparkling
spe ll or ability, you can choose to reroll bonus is +3.
crystals shaped liIw stars.
the save as an immediate (ment al) action . Greater: As the least crystal, excep t the
This ability fu nc tions once per day. bonus is +5. In addi tion, if you fail a save
A restflll crystal is a grea t boon to any war-
Prerequisites: Craft Magic Arms and against a poison or disea se effect , you can
rior who must stay always at the ready.
Armor, resistance. choose to reroll the save as an immediate
Sleepi ng in armor tha t has this augment
Cost to Creale: 250 gp, 20 Xl', I day Ilcast): (mental) action. This ability functions
crystal attached does not make you
2,000 gp, 160 x r, 4 days (lesser); 5,000 gp, once per day.
fatigued.
400 X l', 10 days (greater). Prerequisites: Craft Mag ic Arms and
Prereq uisites: Craft Magic Arms and
Ar mor, /Icutm/ize poison, re move tlisease.
Ar mor, sleep.
Costto Create: 150 gp, 12 Xl', I day (least);
CRYSTAL OF 450 gp, 36 Xl', 1 day (lesser); 1,350 gp ,
Cost 10 Create: 250 gp, 20 X l', 1 day.
SCREENING 108 X P, 3 days (g reater).
Price (Item Level): 400 gp (znd) (least), RUBICUND FRENZY
1,000 gp (4th) (lesser), or 3,000 gp Price (It em Level): 500 gp (3rd) (least),
(7th) (greater)
IRON WARD DIAMOND 2,000 gp (6th) (lesser), or 6,000 gp
Price (It em Level): 500 gp (3rd) (least),
Body Slot: - (armor crys ra I) (iorh) (greater)
2,000 gp (s th) (le ser), or 8,000 gp
Cas ter Level: 5th Body Slot: - (armor crystal)
(tt rh) (g reater)
Aura: Faint; (DC 17) abjura tio n Caster Level: t tr h
Body Slot: - (armor crystal)
Activation: - Aura: Moderate; (DC 20) enchantment
Caster Level : 7th
Weight: - Activation : -
Aura: Mod erate; (DC (8) evocatio n
Weight: -
Activation: -
TIlis smooth, deep blue crystal ;s tv lll'm to
Weight: -
the touch. This rllby is wt into" torlls-beveledon top,
flat below. Jt is meant to be attached to a suil
This dU/l and ecru diamond is incredibly
A crystlll of screening enha nces a suit of of armor.
durable.
armor with force, ena bling it to protect
you agains t the attacks of incorporeal A rubicund frenz y dr inks your blood when
An iron ward diamond lends its tough -
foes. you are wounded, whipping you into a
ness to armor, helping it absorb blows
Least: This aug ment crystal imposes a savage frenzy. This item fun ctions only
in combat.
- 2 pen alt y on touch attacks made again t for living creatures.
Least:The least version of th is augment
you by incor poreal creatures . Least: As long as your current h it poin t
crys tal gran ts you damage reduct ion 1/- .
Lesser: As the least crys tal , except th e tot al is no greate r than half your full
Th is damage reduction stacks with simi lar
penalty is -5. nor mal hit poi nts, th is augme nt crys ta l
damage reductio n granted by any other
Greater: As the least crystal, except the gra nts you a +1 moral e bonus on weapo n
source. Once the cia p has prevented a
penalty is - 10. damage rolls and saves against fear.
total of 10 points of damage, it becomes
Prereq llisites: Craft Magic Ar ms and Lesser: As the least crystal, except
inert until the following day.
Ar mo r, magI' armor. it gran ts a +3 morale bonu s on weapon
Lesser: As the least crys tal, excep t that
Cost 10 Cl'mte: 200 gp, 16Xl', I day (least); damage rolls an d saves against fear.
it grants damage redu ct ion 3/ - unt il
500 gp , 40 XP, 1 day (lesser); 1,500 gp, Greater: As the least crystal, except
it has prevented a total of 30 poi nts of
120 X l', 3 days (greater). it grants a +5 morale bonus on weapon
da mage. A lesse r iron ward diamond func-
damage rolls and saves against fear.
tions on ly when attac hed to med ium or
Prerequisites: Craft Magic Arms and
CRYSTALOF STAMINA heavy armor.
Ar mo r, heroism.
Price (Item Level): 300 gp (2nd) (least), Greater: As the least crystal,except tha t
Cost toCreate: 250 gp, 20 Xl', 1 day (1east);
900 gp (4th) (lesser), or 2,700 gp (7th) it grants damage reduc tion 5/- until it has
1,000 gp, 80 xr, 2 days (lesser); 3,000 gp ,
(greater) prevented a total of 50 points of damage. A
240 XP, 6 days (greater).
Body Slot: - (armor crys tal) greater iro/l lVard diamond fu nctio ns only
Caster Level: 7th when attached to heav y armor.
Aura: Mo derate; (DC 18) conjura tion Prereqursites: Cra ft Magic Ar ms an d
Activation: - ; see text Armor, sfo neskin.
Weight: - Cost toCreate: 250 gp, 20 Xl', 1 day (least);
1,000 gp, 80 xr, 2 days (lesser); 4,000 gp,
320 Xl', 8 days (greater).
Lng
r-
tdy.
lent
ou
nd
t),
i nt
full
tal
ipon
ce pt
lpon
cept
rpon
and
east);
Ogp,
Critical Extra
WEAPON Multiplier Acid Damage ARCANE MIGHT
x2 ldlO Price: +1 bonus
x3 2dl O Property: Bows (not cro ssbows)
A weapon with a special pro perty mus t x4 3dlO Caster Level: 15th
have at least a +1 en hance ment bonus. You Aura: Stro ng; (DC 22) t ransmutat io n
ca n't simply have a flaming 10ngslVord- it Projecti le weapon s besto w this propert y Activation: Sw ift (mental)
woul d have to be at least a +1 .nalllitig up on th eir am munit ion .
10ngslVord. A single weapo n ca nnot have a Prerequisites: Craft M agic Arms an d This elegant, stipple bow has intricate rllnes
modified bo nus (en hancement bonus plus Ar mor, Melfsacid arrow. C<1 rved along its length.
pro perty bo nu s equiva lents) h igh er th an Cost to Crea te: Varies.
+10, nor ca n it have a marke t price (not You can channel th e energy of your
co unti ng special materials or the price of arcane spells through th is bow to make
th e masterwork weapon itself) of grea ter
AQUAN the arrows fired fro m it more da maging.
Price: +2 bon us
tha n 200,0 00 gp (or 200,0 00 gp for each As a sw ift action, you can sacri fice a pre-
Property: Weapon
end of a doubl e weapon). For weapons pared arcane spe ll from memory (or an
Caster Level: 7th
th at excee d th ese li m its, see Epi( Levrl un used spe ll slot if you are a spontaneous
Aura: Moderate; (DC 18) evoca tion
Handbook. arca ne caster). Doing so gra nts a bonus
Activation: -
Unless noted ot herwis e in the Prop ' equa l to the sacrificed spell's level on the
erty entry, eac h special property in thi s next damage roll you m ake wi th the bow
Water constantl)' drips from the til' of this
ch apte r can be ad ded to any weapon . that turn.
blue-green [WIlpon. lis grip is inlaid with
ome pro perties can be applied only to a Prerequisites: Craft M agic Arms and
mother-of-pearl in a wavelike desig n.
particular catego ry of weapons, and are so Armor, greater magic weapon.
noted. A few pro perti es can be adde d on ly Cost to Create: Varies .
An aquan weapon auromarically overcomes
to a sma ller subse t of a category (such as
th e damage reduct ion of any crea ture
projec tile weapon s); th is fact is stated in
th e item's Prop ert y entry.
th at has the fire sub type. I n addi tion, the AURAN
weapon deals an extra 2d6 poin ts ofdamage Price: +2 bonus
The item in th is sec tion are ar ran ged
against such crea tures . Property: Weapo n
alp habe tically.
An aquan weapon also bes tows one Caster Level: 7t h
negative level on any crea ture th at has Aura: Moder ate; (DC 18) evoc ation
ACIDIC BURST th e fire sub type an d at tem p ts to wield Activation: -
[SYNERGY] it. The negative level remains as long as
th e weapo n is in han d an d disa ppears Wind coPlstantly whistles along the lePlgth of
Price: +1 bon us
when th e weapon is no lon ger he ld. This this whitc-enameled weapon. Its grip is inlaid
Property: Weapon
negative level never res ult in act ual level with whorlsofsilver that rr cmble douds.
Caster Level: 12th
loss, bur it can not be overcome in any way
Aura: St rong ; (DC 21) conju ration
(including restoration spells) while th e An auran weapo n automatically overcome
Activation: Standard (com man d) and
weapo n is wiel de d. the damage reduction of any creat ure
Projectile weapons bestow this pr op - th at has t he earth subtype. In addition,
Synergy Prerequisite: Corrosive
erty upo n their amm u ni tio n. the weapon deals an ex tra 2d6 point s of
Prerequisites: Craft Mag ic Arm s and damage agai ns t suc h crea tures.
Thc surfncc of this wcapon is pitted and
Ar mor, water subtype. An aura n weap on also bes tows one
worn.
Cost to Create: Varies. n egative level on any crea ture th at ha
the earth subty pe and at tempts to wie ld
An acid ic bu rst weapon fu nc tio ns as a
it. The nega tive level remai ns as long as
cor rosive weapon (see page 31). AQUATIC the weapon is in hand and disa ppear
I n add it ion, th e weapon auto ma tica lly Price: +2,000 gp
when the weapon is no longer he ld. This
showe rs an oppone nt with acid up on a Property: Weapon
negative level never resu lts in actual level
successful critica l hi t, dealin g extra acid Caster Level: 7th
loss, bu t it cannot be overcome in any way
da mage as set our on t he table below.This Aura: Moderate; (DC 18) abjuration
(includ ing restoration spe lls) while the
acid does not harm you or any creatu re Activation: -
weapon is w ielded .
other than th e target . This is a con ti nuo us
Projectile weapo ns bestow th is prop -
effect and requir es no act ivation . Even if This weapon flllS a silvery-blue tinge, like thc
erty upon th eir amm uni tion.
the weapon h as not b een act ivated to dea l sheeu of white smles in 51l ulight.
Prerequisites: Cra ft Magic Ar ms and
the ex tra Id 6 poin ts of acid damage that
Armor, air su btype.
comes from t he cor ros ive pro perty, the Wh ile wie ld ing an aqu ati c weapon , you
Cost to Create: Varies .
weapon still deals its ex tra acid damage do not incu r any penalties th at wou ld
on a succ essful cri tica l h it. ot herwise app ly to using the weapon
underwa ter (DMG 92), as th ough you were BANISHING
affected by a freedom of movement spell. Price: +2 bo nus
Prerequisites: Craft Mag ic Ar ms and Property: Wea pon
Ar m ors, freedom of movement. Caster Level: 13th
Cos t to Crea te: 1,000 gp, 80 XP, 2 days. Aura: Strong; (DC 21) abjura tion
Activation: Free (com man d)
A barely visible bead of light slowly traces tlte with it before the end of your t urn pre- Prerequisites: Craft Magic
outline of this weapon. vents the target from u ing any form of Armor, see invisibility.
ext radi rnensiona l travel, as the dimensiollal Cos t toCreate: Varies.
When you strike an exr rapl anar crearure anchor spell.
of 26 H it Dice or fewer while wielding a The binding property functions two
weapon tha t has this property, you can times per day, and the effect lasts for 10
BLOODFEEDING
Price: +1 bonus
activate the weapon to banish that crea- minutes.
Property: Melee weapon
ture back to its home plane (W ill DC 20 Projectile weapons bestow this prop-
nes Caster Level: 7th
negates). A creature so banished ca nnot erty upon their ammunition.
Aura: Moderate; (DC 1S) necromancy
retu rn for at lea t 24 hours. A creature that Prerequisites: Craft Magic Arms and
Activation: - and free (comm and)
ucceeds on its save cannot be ban ished by Armor, dl1tICl1sl onalanchor.
ur
the same weapon for 24 hours. Cost to Create: Varies.
lake TIllS weapon hasa blood-red tint.
I f the crea ture struck ha s damage
ng.
re duct io n that requires a particular
pre-
weapon alig n ment or special material
BLESSED Every tim e a blood feeding weapo n deals
r an Price: +1 bonus da mage to a living creature, it gains 1
to overcome, increase the save DC by
~ou s Property:\~e a p on "blood poi nt ," wh ich it can store for up 10
2 for each such prop er ty shared by the
InUS Caster Level : 5th 1 ho ur .The weapon can store a maximum
weapon . For example, if you use a holy
Ithe Aura: Faint ; (DC 17) tra ns mutation of 10 blood poin ts. Th is effec t is contin u-
ban ish ing cold iro n weapo n agains t a
bow Activation: - and swift (com mand) ous and requ ires no activat ion .
he zrou (da mage re duction 10/ good ),
When you deal damage to a cre ature
th e save DC would increase by 2, wh ile
and This weapon has a faint glot\! emanatingfrom while wieldi ng a bloodfeeding weapo n,
against a rnari lirh (damage reduc tion 10/
within it. you can activate the weapon to spend
good an d cold iron), the save DC would
up to 5 stored blood points. Each blood
increase by 4.
A blessed weapon is treated as good- poin t you spend in this way deals an extra
The ban ishi ng property can be acti-
aligned for the purpose of overcoming 2 points of da mage to that creat ur e. The
vated th ree times per day.
damage reduc tion . Th is effect is continu- weapon doesn 't gai n an y blood point s from
Projectile weapons bestow thi prop-
ous and requires no activation. a str ike on whi ch you u e this ability.
ert y upon their am munition.
In addition, three time per day you can Prerequisites: Craft Mag ic Arms and
Prerequisites: Craft Magic Arms and
activate a blessed weapon to auto matically Arm or, vampiric touch.
\rmor, banishPllCllt.
confirm all critical threats against evil foes Cost to Create: Varies.
Cos t to Create: Varies.
for 1 round (as if the weapon were affected
by the bless weapon spell).
titof ERSERKER Other effects related to threatening or
BLOODSTONE
"lid Pr ic e: +1 bonus
Pr ic e: +1 bonus confirming critical hits (such as the luePI
I. Prope r t y: Two-ha nded melee weapon edge spell or the vorpal weapon property)
Property: Me lee weapon
Caster Level: 10th
Cas ter Level: 7th don't confer an additiona l benefit on a
ornes Aura: Moderate; (DC 20) necroma ncy
ura: Moderate; (DC is) enchantment weapon th at has this property .
nu re Activation: Free (com mand)
ct ivat ion : - Prerequisites: Cra ft Magic Ar ms a nd
rion,
Ar mor, bless weapon.
Its of The blade of this weapoll beurs red crystals
Though tMllished (lIl d battered, this simple Cost to Create: Varies.
carefully inlaid in intrimte designs.
"11POIl is incredibly dumble, the sears of a
one
undred battles nHlrring itssllrface.
has BLINDSJGHTED A bloodstone weapo n can store and cast
lVield Price: +2 bonus a vampiric louch spell agains t a c reature
In your hands , a berserker weapo n dea ls
ng as Property: Weapon it strikes, j ust as if it were a spell sto ring
n ex tra ids points of da mage on any sue-
ears Caster Level: srh weapon (DM G 225). Any such spell cas t
e sful attack while you are raging.
.Th is Aura: Modera te; (DC 18) divination from a bloodstone weapon is automati-
Prere'll4isifes: Craft Magic Arms and
' level Activation: Standard (com mand) call y empowered (as if by the Empower
rmor, rage.
way Spell feat). A bloodstone weapon can
Cost to Create: Varies.
e [he The form of a screeching bat's head adorn s store no more th an on e such spell at an y
the end of this lwapon , and images of wings tim e, and it can not store a spell other than
rop- JNDING andf1ulterin g nochmllll forms l'tm along its vampiric touch.
Pr ice: +1 bonus length. Prerequtsites: Craft Magic Arms and
and Prop er t y: Weapon Armor, Empower Spell, vampiric touch.
Cas ter Level: 10th When activated , a blindsighted weapon Cos l to Create: Varies.
• ura: Moderate; (DC 20) abjuration emits a susurrus of whispered notes
ctivat io n: Swift (com mand) (Liste n DC 10). While wielding the acti-
vated weapon, yOll gai n bli ndsight out to
BLURSTRIKE
Price: +2 bonus
This weapon has a length ofchain looped deco- 30 feel. This effect is nega ted by silence
Property: Melee weapon
ra tively around itsgrip or head. spells and effec ts.
Caster Level: 6th
The blindsighted propert y fu nc tio ns
Aura: Moderate; (DC 1S) illusion
When you activate a bin ding weapon, three tim es per day, and the effec t lasts
Activation: Swift (comm and)
the next successful atta ck you make for 1 mi nute.
BRASH
Price: +1 bonus
Property: Me lee weapon
Caster Level: 5th
Aura: Faint; (DC (7) abjuration
Activation: -
BRUTAL SURGE
Price: +1 bonus
Property: Melee weapon
Caster Level: 11th
Aura: Moderate; (DC 20) evocation
Act ivation: Swift (command)
HARGEBREAKER CORROSIVE
it h a Pr ic e: +1 bonus Price: +1 bonus
nand Pr op er t y: Melee weapon Property: Weapon
ernp t Cas ter Level: 5th Caster Level: iorh
ition ura: Faint ; (DC 17) enchantment Aura: Moderate; (DC 20) conjuration
erupt ct ivat io n : - Activation: Standard (com m and)
unity
ngth, rIllS weapon's tip is rounded slightly, liIu that The mrface of tIllS weapon looks dark and
; . If ( 11 jO llsting 11l11ce. pitted, alld tht~ bladc, point, or head appears
t WO fragile, asif the}irst blow might break il.
posed ny charging creature hit by a charge-
breaker weapo n must succeed on a when activated , a corrosive weapon is
ushes DC 14 Forti tude save or be knocke d sheat hed in acid. The acid docs not harm
earest prone. you as long as you have rhe weapon in
result Pre reqllisites: Craft Magic Arm s and hand. The effect pers i rs unti l you speak
o not rmo r, dll zemonster. a second command word . A weapon th at
~ m e nt Cosl 10 Create: Varies. has rhis property deals an extra Id6 point s
vokes of acid damage on a successful hi t.
. crea- Projectile weapons bestow this prop-
Ik e an
" HARGING erty upon their ammunition.
Pri ce: +1 bonus
leered Prerequisites: Craft Magic Arm s and
Pro per ty: Melee weapon
Armor, acid fog, acid storm (SC 7), Melfs Ilcid
Caster Level: Sth
ble a arrow, or storm of vCllgeallce.
ura: Modera te; (DC 19) tr ansmutation
... your Cost to Create: Varies.
crivati o n: -
e th i
' other The imllge of a Il eal/ill' armored, mOllnted CURSES PEWIN G
knight, IellCling a ribbon-covered lance fo r a Price: +3 bonus
L and charge, adOniS this weapon. Property: Weapon
Caster Level: 11th
W hen you are mou nte d and wielding a Aura: Moderate; (DC 20) necromancy
weapon that has this property , you deal an Activation: -
extra 2d6 points of damage on a successful
charge attack.
A bruta] surge IOl1gsword
A barely pa ccptiblc dtlr" glow surrou nds this Prcrequisites: Craft Magic Arms and Plantl
Armor, lIie/d. Critical Extra Elemental
wcalJon.
Cost to Create: Varie . Multiplier Damage Damage
x2 ld8 2d8
W henever th is weap on scores a cri tica l
x3 2d8 4d8
hi! agains t a target, it bestow a curse
that imposes a - 4 pe na lty on attack rolls ,
DESICCATING x4 3d8 6d8
Price: +1 bonus
saving th rows, skill checks, and abili ty In addition, the critical hit renders the
Property: Weapon
checks for 1 m inu te. Mu ltip le strikes struck crea ture fatigued for 8 hou rs o r
Caster Level: sth
aren't cu mulative with o ne another. until it consumes at least 1 gallon ofwater
Aura: Moderate; (DC 19) necromancy
Prcrequisitcs: Craft M agi c Arms an d or so me other rehydrating liquid.
Activation: -
Armor, bestou: rursc. Projecti le weapons bestow this prop-
Cost to Create: Varies .
Th IS weapon looks cmcked <lnd parched, as Ifi! erty upon t heir ammunition.
has spelll decades babng ill Ihc desert SIIII. Prerctjllisitcs: Craft Magic Ar ms and
DEADLY PRECISION Ar mor, Irorrid wilting.
Price: +1 bo nus A desiccati ng weapon des troy the water Cost to Crrnre: Varie .
Property: We apo n in a living crea ture t hat it strikes, deal-
ing an extra 1d4 points of da mage (or an
Caster Level: 5th
Aura: Fain r; (DC 17) transmutat ion extra Ids point s against pla nts and against
DISARMING
Price: +2 bonus
Activation: - ele menrals that have the water sub ty pe).
Property: Weapon
Projec ri le weapons bestow th is prop-
Caster Level: 5t h
Tllis wea pon looks morc slcndcr and cleg'l1lt erty upon their ammunit ion.
Aura: Modera te; (DC 17) tran sm utat ion
than others of its typc. Jls bladc, point, or head Preretjuisites: Craft Magic Arm and
Activation: -
glitters ,15 tllough l1 tllousand tiny faccts were Armor, desiccatillg bubble (SC 63).
reflecting tilt' ambicntlight. Cos I to Creatc: Varies . Scveral jutting prongs alld ridge> cxtclld from
tlriswl'apon.
A de ad ly preci sio n weapon deals an extra
Id6 points ofdamage whenever you m ake
DESICCATING BURST
a successful sneak arrack o r udden strike
[SYNERGY] A disarming weapon grants you a +2 bonus
on disarm attempt. In addition, oppo-
(CAd S) wit h it. The propeny grants no Price: +1 bonus nents cannot disarm you of this weapon.
benefi t if you don't already have one of Property: Weapon Prerc'1l11sifes: Craft Magic Arms and
rhese class features, and irs bo nus doesn't Caster Level: 12th
Armor, bul/'s strength .
increase if you have bot h. Aura: Strong; (DC 21) necromancy
Cost 10 Crente: Varie .
PrcrequlSltes: Craft Magic Arms and Activation: -
Armor, "cell edge. Synergy Prerequisite: Dessicating
Cost to Create: Varies. DISLOCATOR
All thc moistllrc sccius to Irave beclI sllppcd Price: +1 bo nus
frolll tlns brill 'l', gray wmpoll, ,IS if it's been Property: Weapon
DEFENSIVE SURGE bllricd belolV slrifting Sllllds for cell furies. Ca ster Level : 12t h
Pr ice : +1 bonu s Aura: Strong; (DC 21) conjuration
Property: Melee wea pon A desiccating bur st weapon func tions as a Activation: Swift (men tal)
Cast er Level: 5th
desiccating weapon (see above).
Aura: f ain t; (DC 17) abjurat ion DiscolomliollS in llrc sllrfMc of tlris lVCllPOIl
In addition, the weapo n ex plodes w ith
Activation: Swifr (com m an d) nppenr, Ihcll f,ulc in II mndolll patlcn!. An
a dehyd rating blast on a successfu l criti-
ca l h it, dealing ex tra da mage as se t our in elaborate 'WildIe rontni ns a thu mb-sized
1'1115 WCllpo n is tllicker and heavier th,m (I t he table below. (Th is effect activa tes eve n ind"lIt.
norlllal weapoll of its type, but it fcels well
if the target is not norm ally vulnerable
bl1l'lPICfi/.1t hilt or grrp ISset lI'itlll1 sllloothly When you activate a disloc ator weapon,
to extra da mage from cri tical h irs.) The
roullded topaz. amo u nt of damage is de te rmined by t he the next successfu l attack you make befo re
weapon's critical muliplier and is doubled the end of your rum causes your target to
Afrer a uccessful melee attack wi th a be releporred up to 10feet in any direc tion
against plants and agai nst elernenta ls th at
defensive surge weapon in any round in you choo e (Will DC 17negares). Youcan't
have the wa ter ubrype. This burs t docs
which you use the Co mba t Expenise feat teleport a target into an occupied space
not harm you or any creature other than
or figh t defe nsive ly, you can activa te the (such an attempt automatically fail and
the target. This is a continuou effec r
weapon and gai n an additional +2 bonus wastes the effect).
and requires no activation. Even if t he
to Armor Class u nt il the stan of your
weapon ha not been ac tivated to deal Projectile weapons bestow this prop-
next turn. extra damage because of the desiccating er ty on their ammu ni tion.
This ability is usable a num ber of times A di locator weapon functions three
property, th e weapon sti ll deals it ex tra
pe r day equal (0 11- yuur In t bo nus (if any). times per day.
da mage on a succes ful cr itical hi t.
Once you activa te thi s pro pen y, ir ca n't be Plwe'luisites: Craft Magic Ar ms and
activated by any other crea ture unril the Ar mor, Iclepor!.
following day. Cost fo Crentc: Varies.
norma lly subject to extra damage from criti-
al DISLOCATOR, GREAT DIVINE WRAT H cal h it .This effec t doesn't stac k wit h itself
[SYNERGY] Price: +1 bonus
or w ith any other fear effects (it can't render
Property: Weapon
Price: +1 bo nus an already shaken creature frigh tened. for
Caster Level: 13th
Synergy Prerequisite: Dislocator example).
Aura: tro ng; (DC 21) evoca tion
Prercquisnes: Craft Magic Arms and
Activation: Swift (ment al)
Brilliallt discolomtlOlls ill the surf.1Ct' of this Armor, fear.
the
weapon appear, thell fade ill a ralldom pattern. Cost to Crentc: Varies .
or This weapoll has a go/dell shet'll, alldits grip
All elaborate halldle (olltaillS a tlllIn1b-siucl
rarer is illlprillted wilh 'llwlld holdillg n lightllillg
illdw f coated ill gold filigree.
boIL DRAGON DOOM
irop- Price: +1 bonus
This property func tio ns as a dislocator
Divi ne wra th weapons are especially Property: Me lee weapon
weapon (see above), except the target can
and pr ized by paladins and clerics of Hei rone - Caster Level: 7th
be relepo r ted up to 30 feet in any direc tion
ous. W henever you hold such a weapon in Aura: M od erate; (DC 18) tran sm utation
(W ill DC 20 nega tes).
your hand, you can expe nd a tu rn u ndead Activation: Swift (command)
Prerequisites: Cra ft M agic Arms and
atte mpt to imbue it wit h divine power for
Ar mor, greater telepo!'t.
I round . If your ne xt successful attack This Iveapon is engraved witlt Il scvercd
Cost to Crea te: Varies .
wit h it h its an u ndead tar get, the we apo n drago ll's head.
dea ls an extra Id6 points of da m age per
DISPELLIN G point of Charisma bonus you possess Wh en wielding a drago ndoom weapon,
Price: +1 bo nus (m in im um Id6 ). you can choose to deliver a smite att ack
Irion
Property: Weapon PrerequiSItes: Craft M agic Arms and against a large or larger crea ture of the
Cast er Level: 5th Armor, sfllrillg light, turn undead, good dragon typ e up 10 th ree times eac h day.
Aura: Faint; (DC 17) abjurat ion alignment. For every ize category ofthe dragon larger
I (rom
Activation: Free (com mand) Co t to Creutc: Varie . than Med ium , the smite arrack deals an
ex tra Id6 points of damage (+l d 6 against
Arca II I' symbols cover tins weapoll, (,ulmallY a Large dragon , +2d6 again I H uge, +3d6
nus
are scmtched out clIId defaced , ob CII rillg nuy
DOM IN EERIN G against Gargantua n, and +4d6 again t
oppo- Price: +2 bonus
meallillg. Colo al). You must declare the smite
pon. Property: Weapon
attack before you make your arrack roll.
and Caster Level: 11rh
When you strike a creature or object wi th If the arrack misses (or the creature you
Aura: Moderate; (DC 20) necromancy
a di pe lling weapon, you can activate it to tr ike is not of the dragon ty pe), the smite
Activation: -
targe t th at creature or objec t with a tar- is was ted .
geted dispel magic effec t (as the spell). PrereCJuisites: Craft M agic Arms and
A illgle, screamll1g shull adoms tIllS weapon ,
A di spelling weapon funct ions th ree Armor, fell tlte grelltest foe ( C 90).
itseyes set withraw blach OPl)'X mlayst'lllt gIve
times per day. Cosl to Crmte: Varies .
it a sOI/l/csslooh.
Prerequisites: Craft M agic Arms and
Armor, dispel magic.
Cost to Create: Varies .
A creatu re hit by 3 domineering weapon DRAGONHUNTER
beco mes shaken for 1 min ute (W ill DC 16 Price: +1 bonu s
nega tes), This effec t doesn't stack wit h Property: Projec ti le weapo n
"' 111'0 11
DISPELLIN G, GREATER itse lf or wi th any ot her fear effec ts (it Caster Level: 9th
TIl. All [S YNERGY] can't render an already shaken creature Aura: Modera te; (DC ( 9) transmu tation,
frig h tened , for example). necroma ncy
w-. ized Pr ice: +1 bo nus
Prereql/isites: Craft Magic Ar m and Activation: -
Cast er Level: i sr h
Ar mor, fenr.
ura: Stro ng; (DC 22) abjuration
Cost to Create: Varies . This weapoll is carvcd from a dragoPl's thigh-
eapon, y n e rg y Prerequisite: Di pell ing
bone, The imag" of n dragoll's s!u letoll is
-before
illlilid illjd.
irget to A sillg/e, illCredibly complex nrcnne formula DOO M BURST
recrion (overs every illch of this tveapOIl , but deep Price: +2 bonus
DU can't
A creature of the dragon type th at is hit
gashes nlld complex scmtches cover it, ns if Property: Weapon
by a projectile fired fro m thi we apon
i space pllrposefully destro yillgits meilnillg. Caster Level: 11th
lakes 1 point of trength dam age in
uls and Aura: Moderate; (DC 20) nec romancy
addition to the normal damage from
Thi s weapon fu nction as a d ispelli ng Activation: -
th e wea pon. In addition, the weapon's
prop- weapon (see above), exce pt that whe n you
critical multiplier increases by 1 if the
activate it, th e creat u re or object struck i This weapon is ellveloped in Il s/lrDud of
target is a dragon. For exa mple, a critical
three affected by a targeted grenter dispel magic dar/mess.
hi t from a dragonhumcr longbow has
effect (as the spell).
ms an d a X4 damage mu ltiplier (in stead of the
A g reater dispelling weapon funct ions W he neve r you score a critical hi t with th is
norma l x 3) agai ns t a dragon, so uch a
three times per day. weapo n, a wave of blackness washes over
crea ture wo u ld take fou r tim es norma l
Prerequisites: Craft M agic Arms and the targe t, causi ng it to become shaken
damage (but still on ly 1 poi nt ofStre ng th
Ar mor, grenterdispcl ll1agic. (no saving throw) for 5 rounds. Th is effec t
da mage) wit h a critical h it,
Cosllo Crea te: Varies. activa tes even if the creature str uck is no t
Other effec ts related to threatening
or confirming cri tica l h its (such as keen
ENERGY SU RGE ENERVATING
edge or bless weapoll spe lls) don't function [SYN ERGY] Price: +2 bonus
Property: Weapon
when placed on a wea pon that h as this Price: +1 bo nu s
Caster Level: l it h
pro perty. Property: Melee weapon
Aura: M oderate; (DC 20) necroma ncy
rm 'eqllisites: Craft Magic Arm s an d Caster Level: 5th
Activation: -
Ar mor , kee'l edge, my ofellfeeb/eme'lt, Aura: Fain t; (DC 17) evoca tio n
Cost to Create: Vari es. Activation: Swift (co m m and)
This weapon looks worn and its blade has
Synergy Prerequisite: Co rrosive,
ruddy tinge, as though It 11l1s bcCII stained
flam ing, fros t, or shock
EAGER WIth blood. Four blood-red rubies sllrround
Price: +t bo nu s the weapon's bronze pommel.
The pO/Plmel of this weapon bem' a single dia-
Property: Melee weapon
/Plond that flashes with all inner radiance.
Caster Level: 9th When you score a critical hit agains t
Aura: M od er ate; (DC 19) evocation a living crea ture with an enerva ting
An energy surge wea pon functions as a
Activation: - weapon, rh e weapon bestows one negative
weapo n of th e prerequis ite type (corro sive,
level on the target.
flaming, frost, or shock).
This weapoll, which is decamted with a Assuming t he subjec t survives, ir
I n addi tion, on a successfu l melee attack
wing motif, vibrates sligfltly, as thollgh wilh regains lost levels after 1 hour. Us ua lly,
wit h an energy surge weap on , you can
exciteme nt. neg ative levels have a chance of per ma -
com mand it to expel a blasr of energy, of
nen tly draini ng a victim's leve ls, but the
the same type as the prerequisi te property,
An eage r wea pon can be d rawn as a free nega tive levels fro m the enervating prop-
which deals an ex tra 3d6 point ofdam age
action. W hile w ielding it, you gain a +2 erty don't last lon g enoug h to do so .
to rhe rarge r of the attack. The synergy
bonus on in itia tive checks and a +2 bonus Prerequisites: Craft Magic Arms 'and
prerequisite property need no t be active to
on damage ro lls made during a surprise Armor, enervation.
activate the energy surge property.
round and th e firs t ro und of combat. Cost to Create: Varies.
T his abili ty is usable a nu mber of times
Prereqllisites: Cra ft M agic Arms and
per day equal to I + your Con bonus (if
Armor, cal'5 grace.
Cos t to Create: Varies.
any). Once you act ivate this property, it ETHEREAL REAVER
can't be activa ted by any othe r creature Price: +3 bonus
until t he followi ng day. Property: Melee weap on
ENERGY AURA A weapon can h ave thi s property more Ca ter Level: 12t h
Price: +2 bonus rh an once, but only once per synergy pre- Aura: Strong; (DC 21) divination
Property: Weapon req uis ite, and each activa tion on ly tr iggers Activation: -
Caster Level: 15th one rype ofsurge . For example, you could
Aura: ' t ro ng; (DC 22) evocation have a +1 corrosive surge flaming sllrge This weapoll appears ghostly, bllt it is ItS solid
Activation: Sta ndard (co m mand) 10llgswonl, and each ac tivation would alldullforgivlllg as nny otherofitstype.
deal eit her 3d6 points of acid da mage
TheStlrface ofthis weapollseems to gleam or 3d6 points of fire damage. An erhereal reaver weapon functions as a
witli ever-sJliftingcolors. From time fo time, Each dia mond set into the po mmel ghost touc h weapon (DMG 224). In addi-
it glows with heal, cmeldes with electricity, or haft ofan energy surge weapon radi- t io n , such a wea pon allows you to see
cmils (ul'id-smelling fllmes, or develops a ares a di fferen t co lor that co rrespo nds invi ible crea tures as if you wer e subject
rimeoffrost. to the ene rgy dam age dealt by the to a sec invisibility spe ll.
weapon : green (acid), blue (cold), Prerequisites: Craft M ag ic A rms and
Once activated, each h it by thi s weapon yellow (electr icity), or red (fire). Armor, sec illvisibilit y.
dea ls an ex tra ld6 point s of damage of Prerequisites: Craft Magic Arms Cost to Create: Varie '
an energy typ e of your choice (acid, col d, and Armor, spell for th e prereq-
electrici ty, or fire, chosen when activa ted ). u isite property.
Thi energy does nor harm you, regard less Cost to Create: Varies .
EVERBRIGHT
Price: +2,000 gp
of the typ e selec ted . T he energy damage
Property: Weapon
remains t he same until you activate the
Caster Level: 12t h
weapo n again.
Aura: Strong; (DC 21) evocatio n
Projectile weapon s bestow th is prop-
Activation : Sta nda rd (com m and)
erty upon th eir ammu ni tio n.
Prereqllisites: Craft M agic Ar ms and
flecks ofmarble alldpearl shilllmeracross this
Ar mo r, chill meta l, fla /Pl e blade, Melfs acid
WCltpOIl, set within images of bursti ng star'
arrow, 5110ching grasp.
and beaming suns.
Cost to Create; Varies .
An everbright weapon can flash with a
brilliant light tw ice per day at your com-
mand. When it is activated, all creat ure
wit hin 20 fee t of you are blinded for I
+1 enervating Imkri rou nd (Reflex DC 14 negates).
An everbright weap on is also immu ne (Knowledge [arcana] or Knowled ge [his- from a force weapon dea ls the same amount
to acid da m age an d rusting effects. tory] DC 30). of da mage a normal ammu ni tion.
Prerequisites: Craft Magic Ar ms an d Prerequisites: Craft Magic Arms and Prrreqursurs: C raft M agic Arms and
Armor, searing ligh t. Ar mo r, Sllll111l01l nronster 1. Armor, magIc mIssile.
Cost to Create: Vades. Cost to Create: Varies. Cost 10 Create: Varies.
+1Sl/lIderilli,
tuarba mmer
ed Images of douds a/lll gu ling lVind COWl' tltis Once so changed, the weapon overcomes A gaping mawwith elongated itlcisorsadol'1ls
ow- strangely flexible urupon . the designated type of damage reduct ion thisweapon. Thefangs shimmer wetly.
for 10 rounds, or until you strike a crea ture
and This property grants you a +2 compe tence th at has a different type of damage reduc- A vampiric weapon deals an ex tra ld6
bonus on any Strength check made 10 t rip tion . In th is case , the weapon transforms in points of damage to any living creature
an opponent w ith t he weapon. th e same manner to overcome tha t damage it hits, and you heal damage equal to this
Prerequisites: Craft Magic Arms and reduction instead. If the target has multiple amount.
Armor, bul/'s strengtlt . types of damage reduction, the weapon Prerequisites: Craft Magic Arms and
Cost to Create: Varies. overcomes all ofthem. Ifthe creature gains Armor, vattlI'il'lc tOl/ch.
a new type of da mage reduction after ini - Cost to Create: Varies.
tially bei ng struck (fro m changing its for m ,
TERRAN for example), the weapon must change again
rv Price : +2 bo nus
before it can overcome the new type.
VANISHING
P rop e r ty:~eapon Price: +8,000 gp
A tran muting weapon does not gain
Cast er Le vel: 7th Property: Melee weapon
an y other benefit of the properties it take s
Itltal Au r a: Moderate; (DC 18) evo cation Cas ter Le vel: lOt h
on, and it alway s deal normal damage.
Activat ion: - Au r a: Moderate ; (DC 20) conjuration
Prerequisites: Craft Magic Ar ms and
Ac t ivation: Swift (com m an d)
Armor, fabricate.
I. the Tltis weapon appears /0 Itave been/lew,!from
Cost to Create : Varies.
efore crystal. Its grip is iniaidlVith gellls ill a cir- The gril' of this weapon is tmnsp'l re'lt,
d ve cular design. and its pommel or gl/l1rd is set wi/II white
ali ng UNHO LY SU RGE diam onds.
lasts A terran weapon automatically overcomes [SYNERGY]
I in a the damage reduction of any creature A vanishing we apon allows you to travel
Price: +1 bonus
that has the air subtype. In addition, short distances instantaneously. Once
P rope rty: Melee weapon
th ree the weapon dea ls a n ex tra 2d6 po ints of pe r day, after a successfu l melee attack,
Ca ster L ev el : t 1rh
damage agains t suc h targets. you can transport yourself and any eq uip-
Aura: Moderate; (DC 20) evocation
I and A terran weapon also bes tows one ment you are carrying to any spot within
Activation : - and swift (com m an d)
negative level on any creat ure that has 60 feet by activating the weapon. This
Sy nergy Pre requis ite: Unholy
th e air subtype and attempts to wield it. movement otherwise conform to the
The negative level remains a long as the limitation given for the dimen sion door
This vile weapon IS decorated with jagged
weapo n is in hand and disappears when it spell (PH 221).
spikes. .11111115, and other ml1cabre designs.
is no longer held.This negative level never Prereqllisiles: Craft Magic Arms and
resu lts in actu al level loss, but it can no t be Armor, dimCllsion door.
Cha racters who serve gods of murder,
overcome in anyway (includ ing restoration Cost to 01'l1le: 4,000 gp, 320 Xl', 8 days.
strife, and other base deeds craft these
pells) while the weapon is wielded.
ion weapons of pure evil for themselves and
Projectile weapons bestow this prop-
erty upon their ammunition.
for others wh o sh are their foul desires. VENOMOUS
This weapon functions as an unholy Pr ice : +1 bonus
Prerequisites: Craft Magic Arms and
weapon (DAl G 226). This is a continuous P r o perty: Weapon
Arm or, earth subtype.
effect and req uires no activation. Caster Level : sth
Cost to Create: Varies.
In addition , on a successful m elee Aura : Moderate; (DC 19) necromancy
vou to attack with an unholy surge weapon, you Activation: Swift (com m and )
proved TRANSMUTING can command it to emi t a burst of un holy
I extr a Price: +2 bo nus energy, which deals an extra 3d6 points of A carved make coil around ml/rh of this
sunder Pro per ty:\Veapon damage to a good-aligned target. If used weapon , itsbody ten sed to strike.
Cas t er Level: 13th against a non-good creature, it deals no
ms an d u r a: Strong; (DC 21) transmutation additional damage, and that use of the When activated, a venomous weapon coats
I'0n of ct ivat ion : - ability is wasted. itself in injury poison (Fort DC 14, ld4
l'<'lll'lHl Th i abi lity is usab le a numberof times Str/ld4 Str), which lasts for 1 m inute or
This odd-looking wea pon Itas both sharp lind per day equal 10 t + your Cha bonus (if until your next successful attack with the
blunt sections. lis pommel or grip issetwith II an y). O nce you ac tivate this property, it weapon, whichever comes first .
Jlamond,a piece ofjel,a sapI'ltire, atld a ruby. can 't be activa te d by any other creature A venomou weapon functions three
In addition, it isill/aid wi/h botlt adatnlllltint' unti l the follo wing da y. times per da y.
nd silver. PrereqUIsites: Craft Magic Arms and Projectile weapons bestow this prop-
Ar mo r, unh oly blrght or unholy word. erty on their ammunition.
W he n you score a successful hit with a Co I to Create: Vade . Prcreql/isites: Craft Magic Arms and
el: 5th tr ans mut ing weapo n against a creature Armor, poison.
nt; that has dam age reduction, tha t ar tack is Cosllo Create: Varie s.
resolved normally. At the start ofyour next
VAMPJRJC
u rarion Price: ..2 bo nu
tu rn , however, the wea pon transfo rm s,
n: - Propert :. leI e weapon
tak ing on the propert ie required to over-
Ca ter Level: rh
come that creature's damage reduction.
ura: . Iod erat ; DC 19) necr omancy
Activation : -
Tw ice pe r day, you ca n ac tivate th is +1
Price: +1 bon us
SPECIFIC whipafter successfully hitting a M ed iu m
or smaller target t hat is sta n d ing on th e
Property: Weapon
grou nd. Doing th is causes tendr ils of veg-
Caster L e vel : 7th The following weapons are usua lly con-
eta tio n to spring forth fro m the ground,
Aura: Mode rate ; ( DC 18) transmutarion structed with the properties described
entangling (he target and dealing 2d6
Ac tivation: - here. You can increase the enhancement
points of damage per ro u nd . This effect
bonus of these weapons or add more spe-
lasts for 3 round or u ntil the affec ted crea-
Four glass eyes cmle this weapOll ,each watch- cial properties just as you would for any
ture escapes from the te nd rils (a DC 20
ing a differellt direction . other item.
rrength check or DC 20 Escape Artis t
The items in rh i section are arranged
check ma de as a full-round action).
A warning weap on grants you a +5 insight alphabetically.
PYl're'Juisites: Craft M ag ic Arms and
bon us on in itia tive checks as long a it
Armor, ent,mgle.
is he ld.
Prerequisites: Craft M ag ic Arms and
ARROW OF BITING Cost to Create: 2,500 gp (plus 301 gp for
Price (I t e m Leve l): 506 gp (3rd ) mas terwork wh ip), 200 XP, 5 days.
Armor, eat's grace.
Bo dy Slot: - (he ld)
Cost to Create: Varies.
Caster Level: 7th
Aura: Mo derate; (DC 18) necroman cy
AXE OF ANCESTRAL
WEAKENING Activation: - (am m u n iti on)
VIRTUE [RELIC]
Price: +1 bonus Weig h t : - Pric e (I t e m Level): 8,530 g p (t z rh)
Property: Weapon Bo d y Sl ot: - (he ld)
Caster Level : 5t h This long arrow feat II res altCl'lllltingballcls of Caster Level: 20t h
Aura: Fai nt; (DC 17) necro m an cy red,yellow, lind blaell, similar to the 1I1llrllings Aura: Strong; (DC 25) tran sm u tat ion
Ac tivation: - of II poisonous serpenL IlISlellti of cHI nrrow- Activatio n : -
head, tile fiHlg of a giglllltic lilli/II' isfastcnctl Weigh t: 8 lb.
Mawbre Ol'llamentation and slrdched bits of to itstip.
leather m a '~ e this weapon look as though it A holy 5)'lIIbolof Momelill deeamles the joint
were madefrom a shriveled limb. This +1 arrow injec t any creature it strikes between tIlt' head allel th,' haft of fhis stu rely
with po i on (inju ry, Fort DC 16, 1d6 adamantine WlIl'Ilxe.
When you score a critical hit with a Con/ids Con).
weake ning weapon, the target take a-4 An arro IV of biting can also be created as When you wield an axe of ances tral
penalt y to its Strength score (to a m in i- a crossbow bolt for the same price. virt ue , it func tions as a +/ I:cen ildanlllntine
mum sco re of I) for 10 minutes. M ultiple Prerequisites: Craft Magic Arms and clwarvell waraxe if you are lawful good,
strikes aren't c um ulative. Ar mor, poison. lawful n eutral, or neut ral good. Prized by
Projectile weapo ns bestow t hi s prop- Cost 10 Create: 250 gp (plus 6 gp for mas- th e faithfu l ofthe Soul Forger, th ese weap-
erty u pon thei r am munition. terwork arrow), 20 X P, 1 day. ons have lon g been u ed in the defe nse of
Prerequisites: Craft M agi c Arms and dwarf h old i ngs.
Armor, my ofCIIfeeblement. Relic Power: If you have establis hed
Cos t to Create: Varies.
ASSASSIN WHIP the p roper d iv ine co n nection, an axe of
Price (I t e m Leve l): 5,301 g p (10t h)
ances tral virtue revea ls its inte llige nce
Body Slot: - (he ld)
an d se ntience (AL LN; Int 10, Wi s l7,
WHIRLING Caster Leve l: Srh
Cha 17; speech, telepath y, d ark vision 120
P r ic e: +1 bo nus Aura: Fain t; (DC 17) transmutation
fr., hearing; Ego sco re 17). In ad d itio n ,
Pro perty: Slas h ing mel ee weapon Ac tivation: Free (com m and)
the axe ca n use ble s, cure modemte wo unds
Caster Level: tt rh Weight: I lb.
(w ielder only ), and faerie fire , each three
Aura: M od erate; (DC 20) tra n sm ut at ion
times per day.
Ac tiva tion: Fu ll-ro u nd (mental) AltllOllgh thi seem s to be nothing more than
To use the relic power, you mu st worship
a tang led, long-leafed ville, one end has been
M orad in and ei ther sacrifice a 5th-level
TIll' hilt of thisweapoll istwisted IIIto a cork- Imotted inlo 11 stUI'd)' Iiallcllc IiIle thaI of a
d ivine pe ll slot or have th e True Believer
screw design, and its blacle is clramatically whip.
feat an d at least 9 H D. If you sacrifice a
curvecl.
.lish ed
I ll w of
ge nce
l'is l 7,
n 120
it ion,
ll'OIHi ds
I th ree
rsh ip
rh-Ievel
e liever
ri fice a A ;l:e ofthe
sea reauers
Crystal
ccboblade
B/azing
sky/anee
Prerequi,iles: Craft Magic Arms Cosl to Create: 2,000 gp (plus 600 gp
and Ar mo r, blade barnCl".
BOWOFTHE for masterw o rk quartersta ff), 160 XP,
Cost 10Creale: 2,000 gp (plus 660 gp WJNTERMOON 4 days .
for mas terwork h eavy crossbow and [RELIC]
masterwork batrleaxe), soXP, 4 days . Price (I tem Leve l): 3,400 gp (8th)
Bo dy Slot: - (held)
CHAIN OF OBEISANCE
Caster Level: 20th
[RELIC]
BLAZING SKYLANCE Aura: Strong; (DC 25) evocation Price (I t em Level): 20,400 gp (t Sth )
Price (I tem Level): 8,310 gp (12th)
Act ivation: - Bo dy Slot: - (held)
Bo dy Slo t : - (h eld)
Weight: 3 lb. Caster Level: zorh
Caster Level: 5t h
Aura: Strong; (DC 25) enchantment
Aura: Faint; (DC 17) evocation
This elegalll composile IOllgbow is Act ivation: -
Ac tivation : Standard (com mand)
carved of rownu alld II1ltl1d wifh silver Weig h t : 12 lb.
Weight : 10 lb.
tracer)' ill LlII rlvell design . lis lIps (1I'e
shod IVIHl silver, and ils grip ;.1 wound Thisspiked elwin isforged oflhid/Ille/al bands
Red alldorallge flames/ielllh e Inlglll of
with blue me/(11 wire. inter persed wilh long, shllrp dagger poin ls.
this silver Inlla. The hafl islvmpped III
,trips of red .1m/cd Jeather.
When you wield this bow , it func tions Followers of Hext or pr ize t hese gris ly
as a +1colliposile longbow if you are chao tic weapon s for keeping t heir prisoners sub-
Three tim es per day, you ca n com -
good, neutra l good, or chao tic neutral. It du ed. A elwin ofobeisllllce fu nc tio ns as a +1
mand thi s +1 lance to fire a Is -foot
adjusts it pull automatically, allowing you unholy spi/wlelwin if you arc lawful evil,
cone ofsea ri ng flames fro m its tip ,
to add your full trength bon us to your n eut ral ev il, or lawful neut ral.
dealing 5d4 points of fire damage
da mage roll wi th each arrow fired.
to targets with in the cone' area
Re l ic Power: I f you have e tablished
(Reflex DC 13 half).
the proper divine connection, this bow
"rerequisiles: Craft Mag ic Arms
gain the fro t and drow bane weapon
an d Ar mor, burn ing hands.
properties (DMG 224).
Co I 10 Creale: 4,000 gp (plu
To use the relic power, you must
3 10 gp for masterwork lance),
wor hip Corellon Laret h ian and either
320 XP, days .
sacrifice a 5th-level divine spell slot
or have the True Believer feat and at
BOW OF SONGS least 9 HD.
Price (Item Level): 12,330 gp (13th) Lore: Corellon Larethian gave the
Bo dy Slo t : - (held) original bow of Ihe winlermoon to the
Caster Level : 8th elfhero eskaya more th an two thou-
Aura: M od era te; (DC (9) san d year ago, but h is cle rics have
evoca tio n si nce made several copies (Knowl- Chain of
807V of tbe
Ac tiva ti on: wi ft edge [religion] DC 20). obeisance
1vinff!1"71100Jl
(com man d) Prerequisites:Craft Magic Arms
We ig h t : 2 lb. and Armor, Sanctify Relic, icc
storm, 51111I11I011 mo nster 1.
This bow i, lII ade offille wood and appeal'S Cost 10 Crcutc:1,500 gp (plus 400 gp Relic Powe r: Despite its size and
10 be ofclven design. for m aster work co mposi te longb ow), apparent unwieldi ness, if you have estab-
120 XP, 3 days. lished th e proper div ine connection, you
'Tnis +1s)lOrlhowbienas music wun can wic\a trus weapon i n a gTapp\e as 11: it
every shot to deadly effect. O n your wer e a ligh t weapon . If you pin you r oppo-
turn, you ca n ex pend one daily use of
BOWSTAFF ne nt while wieldi ng a chain of obeisa nc,',
Price (Item Level): 4,600 gp (srh)
your bardic music abili t y to gai n a bo nus th e foe m ust ucceed on a DC 22 Will
Bo d y Slot : - (h eld)
equal to your Charis ma bonu s on the next save or be dominated as by the dominale
Cas ter Level: 15th
attack roll and (if your attack h its) on the monsterspel l. No mor e t ha n one creature
Aura: tr ong; (DC 22) t ran sm ut at ion
correspondi ng damage roll that you ma ke can be domi nated at a tim e; if you u e
Activation: Swift (com mand)
with th e bow. th is power on a second creature, the first
Weight: 4 lb.
Prerequisites: Craft Magic Arm and effect ends .
Armor, sCIIlpt sound, elf, bardic music. To use the relic power, you must wor-
This Ihin, flexible quarterstnff has a bulge in
Cost to Create: 6,000 gp (plus 330 gp for hip Hextor and eit her sacrifice a 7th -level
Ihe center and lapered III'S.
mas terwork sho r rbow), 480 XP, 12 days. divine spe ll slot or have th e True Believer
fea t and at least 13 HD.
Byactivating a bowslaff, you can change th is
Lore: These weapons are forged from
+1/maslcrworfl quarlerslaffinto a +1 longbow
t he shackles in Hex to r's h ell ish prison-
or back again. Each version perfor ms like a
fortress. The fir st of them were used by
regu lar magic weapo n of irs kin d.
the strongest warriors in H exto r's horde to
Prerequisiles: Craft Magic Ar ms an d
subd ue priso ners taken on th e battl efields
Ar mor, polymorph ,lilY object.
10 gp of th e Outer Plane s To use these spell- This hca vy macc hasaflangcd iron hend and
) XI', (Know led ge [reli - like abilities, you must a lhicklVoodcn shaft wmpped in leatllerco rd.
g ion] DC 20). wor hip Tiamar and At its bnsr is an intrimtely mrved metal rep-
Prerequisites; either sacrifice a resentation of n stem , bearded [ace.
C ra ft M ag ic A r ms d ivine spell slot
E a nd A r m o r, Sa nc- or have t he Tr ue This weapon was created to aid the fol-
ti fy Relic, do minate Believer fea t and a lowers of St. Cuthbert in exac t ing just
monster. ce rtain n umber of Hit Dice. re tr ibu tio n for w ro ngfu l acts, When you
Cost 10 Creak The spe ll slot level an d Hit wield a wdgel thnl ncver forgets , it func-
10,000 gp (plu s Chromatic Dice required are give n for each tions as a +1<1XiOllllltic heavy mace if yo u are
400 gp for mas - rod en tr y in the table, lawful ne utral , lawful good, or n eutral.
terwo rk spiked Lore: The first chro matic rod was R elic Power: If you have established
chain), 800 XI', 20 days . forged in hellfire by the five consorts th e proper divine co n n ec t ion , thi s
of Tiarnar as a gift for their queen weapon reveal s its intelligence a nd se n-
litis (Knowledge [relig ion] DC 20). tience (AL LN ; Int 16, Wi s 10, Cha 16;
15.
HROMATJC ROD Prereqllisites: Craft Magic Ar ms speech [Abyss al, Ce lestia l, Common,
RE LIC] and Armor, Craft Rod, Sanctify Relic, a nd Infernal], dark vision 60 ft., hearing,
isly Pr ic e (Item Level): 12,308 gp (rsrh) dominate perSOIl , find Iltc path, insect Int imidate 10 ran ks for a to tal modi fier
ub- Bo d y Slo t: - (h eld) plagne, veil, wallof icc. of +13). In addit ion , t he mace can pro-
a +1 Cas t e r Level: 20 th du ce a cllrc Pllodemte wounds effect three
vii, u r a: St rong ; (DC 25) co njura tion times p e r day.
\ctivat io n: tandard (com m an d)
CRYSTAL To use the relic power, you must wor-
Weig h t: 1 lb.
ECHOBLADE sh ip r, Cu thbert and either sacrifice
Price (I t e m Level): 4,310 gp (srh) a 5th-level divine spell slo t o r have the
Tllis iron-shod rod is crowlled with five Body Slot: - (h eld) True Believer feat and at least 9 HD. If
ragon heads-olle mch of black, bille, Caster Level: iorh you sacrifice a zrh-level divine slot (or yo u
tree II , rca , alIa IVhitl\ The heaas all Aura: Moderate; (DC 20) evocation have the True Believer feat and at lea st
ace olltward, tlldr jaws partea lIS if Activation : - 13 HD), the c udgel also re members
o brcathe. Weight: 4 lb. whic h foes have struck yOll a nd
deals extra damage to the m in
\\:'he n you wiel d a chrolll atic rod , This 10ngslVord's blade is retribution th ereaft er. If a n
t fu nct io ns as a +.1 nlorn ingstar crafted from jngged violet enemy hit s you wi th a weapon
vit h the corrosive, fro st, flam - crystal. whell you hold it (includ ing a natura l weapon),
ng, or shock property if you close 10 your car, you hear the c udgel t h ereafter has
re ch ao tic evil, neutra l evil, or chaotic afaint hUIIl . an enha nce men t bonus
eu rral, You can select or change the prop - 2 higher than normal
tty by speaking the com m and word , bur A cryslnl ((hob/aae normally against tha t foe . It al 0
t can have no more than one such prop- function s as a +1 10llgswoni, deal an ex tra 2d6 points
tty at a t ime. bur is enhanced by your musi- of damage again st tha t foc .
Re lic Power: I f you have established cal abili ty. Ifyou use your bardic No d isg u ise o r shapechang-
e proper divi ne co nnection, you ca n also mu sic abi lity wh ile w ield ing in g ability can guard agains t
u e the chromatic rod's spe ll-l ike abi litie s, the weapon , the bla de resonate s th is abili ty.
given o n t he table below. Each is usable in h arm on y, dealing additional A wdgel Ihnt never forgets
nee per day. sonic damage on each attack eq ual speaks little excep t during
Cost to Create: 6,000 gp (plus 308 gp to half your bard level. co mbat, d uring which it reminds
r ma ste rwork mo r n in gst ar), 480 XI', Prerequisites: Craft M agic Arms yo u in stentorian tones about the
2 day . and Armor, bardic music. transgressions of each enemy,
Cost to Create: 2,000 gp (plus whe ther it has witnessed them
Spe ll Slot Spell-like Abilit ies 310 gp for masterwork long- personally ('T h at bugbear hath
l e vel/ H D Ga ined sword), 160 XI', 4 da ys. wounded Lidda most grievously")
5th / 9 Wall of ice pOO·ft. ra nge, or imply assumed wrongdoing
cove ring up to twe nt y based on creature type ("T hat suc-
10-foot squares) CUDGEL THAT cu bus hath surely te mp ted ma ny
r- Insect plague (1,200-ft. NEVER FORGETS good men towa rd evil ").The impre-
ei ran ge, crea t ing s ix [RELIC] ca tio ns of a cuagelthnt never forgct s
ad jace nt s wa rms )
er Price (I t e m Level): 20 ,312 gp (15th) count as an attemp t to demoralize
th/13 Dominate person (75 -ft. Body Slot: - (held) an op ponent with the Intimida te
range , Will DC 20
m C ast e r Level: 20th skill (PH 76). Unless it's he aling
negates)
n- Au r a: Strong; (DC 25) you, a c udgel attempts to demor-
Find the path (du ration
bv 20 0 m inu tes) conjuration alize an opponent every ..rou n L
Veil (Will DC 21) Ac t ivat i o n: - ; see tex t during your turn.
W eight: 8 lb. Lore : The first cudgel tl1I1f never
forgets was era fted by a master
Cudgel tbnt
ne«.er forg~/s
wea ponsmi th whose city was plag ued by evil, or c haotic evil, the dagger be trays a dawlIStar, it functions as a +2 Itlomingstar
shapes hifrers th at attacked citizens, then yo u at the first available opportunity, A if you are lawful good, neutra l good, cha-
disappeared into crowds. A select group dagger of dwial starts working agai nst otic good, or neut ral.
of city guards, ar med with the cudgels, yo u by surreptitiously dispelli ng your Relic Power: If you have establis hed
quickly sorred our the guilty from the spells and th ose of your allies, leavin g the proper divine connection, a dall'1I5tar
innocent and restored order to the city. you without the magic you depend on gains the brilliant energy property ( DM G
Thereafter, the cudgels were donated to for battle. 224). Furthermore, if it is ever sundered
the Church of St. Cut hbert (Knowledge Relic Power: If you have established or ot herwise broken, it explodes, dealing
[religion] DC 20). the proper divine connection, a dagger 200 poinrs ofdamage to every creature and
Prerequisites: Craft Magic Arms and of denial reveals its intelligence and sen- object within 10 feet , 150poinrsofdamage
Armor, Sanctify Relic, cure II10derafe tience (AL NE ; Int rs, Wis 10, Cha IS; to all within 20 feet , and 100 points of
wou llds, true seeing. peech, telepathy, durkvision 120 fr., damage to all within 30 feet. Each affected
Cost to Create: 10,000 gp (plu 312 gp for bli ndsense, hear ing, Intimidate 10 ra nks creature can attempt a DC 17 Reflex save
masterwork heavy mace ), 800 XP, 20 days . for a tota l mod ifie r of +13, Spellcrafr 10 to halve the da mage. You are unharmed
ranks for a tota l modifier of +14, Bluff by the exp losio n.
10 ranks for a total modifier of +14, Ego To use the re lic power, you must wor-
DAGGER OF DEFIANCE score 26). In addition, th e dagger can use ship Pclor and either sacrifice a 7th-level
Price (I t e m Level): 6,302 gp (10t h)
detect magic at w il l a nd grellladispelmagic d ivine spell slot or have th e True Believer
Body Slot: - (held)
o nce per day. feat and at least 13 HD.
Caster Level: 7t h
To use the re lic power, you must wor- Lore: Only four datvllStars are known
Aura: Modera te; (DC IS) abjura tion
ship Vecna and either sacrifice a 6t h-level to exist. They were origi na lly gifls from
Activation: -
d ivine spe ll lot or have the Tr ue Believer Pelor to four so lars who rescued one of hi
W eight: 1 lb.
feat and at least 11 H D. If you sacrifice mortal paladins from Baaror (Know ledge
an 8t h-leve l divine spell slot (or you have [rel ig io n] DC 20).
This oruute dilgger seems light, almost fragile,
the True Believer feat and at least 15 HD), I'raequisi tes: Craft Magic Arms and
with its stylized porce!ain hilt. Itsblade is10llg
the dagger grants you a continuous detect Ar mor, Sancti fy Relic, SIInburst.·
alld thin , likea tiny rapier.
scrying effect and can use nrrnue eye once Cost to Create: 4,500 gp (plus 30S gp
per day. for masterwork morningsrar), 360 XP
This +1 dagger grants you a +3 resi ranee
A dagger of denial takes great glee in 9 days.
bonus on saves against enchan tment and
disrupting other spellcaster . It giggles
fear effec ts.
and cackles to you constantly when faci ng
Prerequisites: Craft Magic Arms and
enemy spellcas ters . It generally readies
DEATH SPIKE
Armor, remove fear. Price (I t e m Level): 6,304 gp (LO th)
an ac tion to counterspell such a foe's
Cost to Crente: 3,000 gp (plus Body Slot: - (h eld)
spellcasti ng wi th greater dispel magic.
302 gp for masterwork dagger), Caster Level: 5th
Lore: T he four dagger ofdenia/ known
240 XP, 6 days. Aura: Faint; (DC 17) necromancy
to exist were or iginally gifts from Vecna
Activation : Free (co m m and)
to the wizards he charged wi th keeping
Weight: 6 lb.
DAGGER OF DENIAL h is priests in line (Knowledge [relig ion]
[ RELIC] DC 20).
This long, Il'rollgllt iro'l spear is clear/YCl1 pablt
Prerequisitl~s: Craft Mag ic Ar ms and
Price (I t e m Level): of cawing devastating wounds. Blacke'll,d
A r mor, Sanc tify Relic, arcane eye,
20,302 gp (15th) ritual runes ofdeath appear along ils lmgth.
detect magic, detect scrying, greaterdispel
Body Slot: - (held)
Itlagic.
Caster Level: 20t h A death spil:c allows you to d raw the life
Cost to Crea te: 10,000 gp (plus 302 gp for
Aura: Stro ng; (DC 25) energy our of a dying targe t, granting
master work dagger), soo XP, 20 days.
abjuration you temporary vitality. It functions a a
Activation: - ; see tex t +1 cold iron S!l('llr, bur whenever you re duce
Weight: 1 lb. DAWNSTAR [ RELIC] a living creat ure to - l o r fewer hi t po int
Pric e (I tem Level ): 9,30S gp (12t h) on a melee attack wit h the spear, you can
This blacl:-bladed dagga has a IVllVy Body Slot: - (h eld) activa te it to gain ids temporary hit point
blade and llhilt set with aclnlllkof Caster L evel: 20th and a +2 morale bonus on damage roll .
fool's gold. Aura: trong: (DC 25) evocation These benefits last for 1 hour; multipl
Activation: - uses of the spear don't stack. The spear can
When you w ield this weapon, it Weight: 2 lb. be activated three times per day.
functions as a +1 unholydagger. Ifyou also wear a magic item that grants
Unlike mos t relics, a dagger of This morningslar has a spil:ed adamantine a bonus to your Charisma score, you can
dwial fu nctions for a wielder of 'lJagger of head anti a Imob ofthesame metal bonded to add t he item's bon u s to the temporary hit
denial
any ali gnment , and it retains its tIlt' end of the 11aft. The junctures of the haft points granted by the spear.
se ntience an d basic relic power s and the metal portions arc decom ted with Prerequisites: Craft M agic Arms and
even if you d on 't es ta blis h the proper glowing, cabochon-cllt rubies. Ar mor, death 'mell, magic weapon.
divi ne co nnection, though it wi ll not Cost to Create: 2,000 gp (plus 304 g p for
reve al its intellige nce to you or use any Created to help bri ng the light ofgoo dness masterwork cold iron spear, plus 2,000 gp
re lic powers on your behalf. However, if in to places of th e darkest evil, a dl1ll' nstaris for enhancing cold iro n), 160 X P, 4 day .
you are n' t ne u tra l, law ful evil , ne utra l a favorite of Pelor's clergy. W hen you wield
'Dagger ofdefiance
hed
I.lar Gill/fltlet ofGruu msb
D.\ /G
lered
ling
~a nd
age
ts of
. cred
save
med
I wor-
i-level
Itever
.nown
I from
.ofh is
ledge
and
o gp
Forceful skylanc«
o XP,
It is said that these morningst ars have Lore: The s ix original A ring of /lapped nntnvs has been etelled atone
bee n d ipped in th e blood ofcreatures fro m mOrllingstars of the ,,,,lilY elldofthis /1Icta/ Ijlwrterst!1{f, tvhile arollnd HII'
eve ry known pla ne on the Great W hee l. were taken from defea ted other nUl S a ring ofbrokw 51,11115.
When you wi eld it, a mornings/ar of the champions from the Upper
IIwny functions as a +1 mornings tar if you Planes. The god Ery rhnul Wh ile wielding rhi +1/+ 1 qllarterstaff, you
are chaotic evil, neutral evil, or chaotic dipped them in the blood can attempt ro disarm opponents as ifyou
neutral. Furthermore, the weapon over- of their fallen owner and had the Improved Disarm feat .
co mes dam age reduct ion a if it has all four granted them a bit of his I n addi tion, a qllarterstaff of battle ha
of th e alig nment descriptors (ch ao tic, evil , chaotic essence before dis- t hree abilities you can use w he n you acti -
goo d, an d lawfu l). tributing them to h is own vate the weapon .
Relic Po wer: If you have established champions (Kn ow led ge 1. For the next 2 rounds, the staffauto-
the proper divine co nnec tio n, you can [religion] DC 20). matically deflecrs all ranged attacks from
co mma nd a morningstar of the many to Prerrquisitcs: Craft Magic Medium or smaller attackers, as well a
muta te for 6 rounds , taking on a different Arms and Armor, anctify all ranged attacks created by spells of 2nd
form and wea pon property each round, as Relic , circle ofdeafh . level or lower, that rarget you or any all
given o n th e foll ow ing table. The weapon Cost toCreate: 3,500 g p (plus 30 gp for adjacen t to you. This ability fu nc tion
reta ins its norma l en hancement bonus re- masterwork morningstar), 280 XP, three tim es per day.
gard less of its for m . 7 days . 2. Bo th ends of t h e
ra ff gain the speed
Round
1
Weapon and Property*
vicious morningstar PICK ......i1... llro. weapon prop-
erty (DMG 225
2 flaming burst shortspear OF for 5 round
3 anarchic morningstar PIERCING This ability functions once per day.
4 woundingbattleaxe Price (I t e m Level): 9,308 gp 3. Your next arrack w it h the quarter-
5 unholymorningstar
(t zrb) staffof baltle on this turn is a barrlesrrike.
6 vorpallongsword
Bo dy Slo t : - (held) If t he banlestrike hi ts, the quarters taf
* See DMG 223-22 6 for deta ils of Caster Level: l Ith deals an extra 2d6 poi nts of damage, and
th ese prop er t ies .
Aura: Mode rate; (DC 20) the targe t is knocked prone and stunned
transmutation for 1 round (Fort DC 22 negares the stun
After the srh round , a morningstar of the
Ac tivation: Free (co m m and) and prone effect ). This ability functions
manyagain becom es a +lmorni"gstaruntil
Weight: 6 lb. once per day.
you speak t he com mand wo rd again. Th is
Prerequisites: Craft Magic Ar ms and
abi lity fu nc tio ns five tim es per day.
To use t h e relic power, yOll m ust wor-
The lips of this heavy pick taper to Armor, haste, protectio/l from arrows, Teusrr's
needlelike l'oints. The styltzed Image IrllllSforlllalrou.
ship Eryrh n u l and either sacrifice a
ofastern, bearded dW'lrfglowe rs from Cost to Create: 12,000 gp (plu s 600 for
5th-leve l divi ne spell slot or have the True
the center ofthe tveupon. masterwork/masterwork quarterstaff
Believer feat and at least 9 HD .
960 XP, 24 days.
'Pick 0/ pirrci'lg
any
crre-
( (li l Y
trac k
pell Lash of sands
th e
\ sue-
ect as
i and
~p for
'11t one
1111 the
it~ar/ers/aff of bailie
I ., you
lif you
(DMG 225) while you have
RAPIER OF RAPIER OF UNERRING
'e ha DESPERATE
fewer than half you r full
normal h it points. DIRECTION [ RE LIC]
suacrt-
MEASURES [ RELIC] To II e the relic power, Price (I tem Level): 9,320 gp (r zrh)
ff auto- Price (I t em Level): 9,320 gp (t zrh) you mu st wor ship ou Body Slot: - (held)
~ fro m Bod y Slot: - (held) dam mara and either Caster Level: 20th
,,:ell as Cas te r Level: zorh sacrifice a 5th-level div ine Aura: Strong; (DC 25) divination
.ofznd Aura: Strong; (DC 25) spell slot or have the Tr ue Activation: -
n v ally tra nsmutation Believer feat and at least 9 Weight: 2 lb.
crions Act ivat io n : - HO.
Weight: 2 lb. Lore:The first of these rapiers This rapier has 11 curved blade allli a hallil
o f the was crafted by a rogue/sorcerer gutlrd of deliCl1tt~ golden filigree .
e speed The hill of this mpier i5 set wilh three who had been rescued one too
p rop - 1I100 1ls/o ne5. Al the base of fhe bllllie is many times by her party's pala- This dea dly weapon can find hi dden
rc 225) an inscriptioll HlIlt retlds, "Cnunon is for din , only to hear a lect ur e on her enemies and pierce the protec tive magic
ou nds. the cowardly." erratic behavior. he gave the that veils their true location s. When you
IV. rapier to a disguised Olidarn- wield a rapier of uuerriug direction , it fun c-
quarla - Those who live by thei r wit s often mara when she me t him in a tions as a +1 ghost touch rapier.
e tr ike. find the mselves in situations over tavern. Since then , the Laugh- Relic Power: If you have es tablished
t erstaff their heads. This rap ier is an incompa- ing Rogue has awarded one of the proper divine connection, a rapierof
I 1', and rable boon to those in such situatio ns. the se rapiers to a fellow traveler unerring direction automatically ignores
u n ned When you wield a rapier of despt'rtlle whenever the whim stri kes him all miss cha nces , whe ther they stem from
he stu n mea urcs, it fu nc tions as a +2 rapier if (Knowledge [relig ion] DC 20). concealment, blink, displa ceUlwt, or some
nc rions you are chaotic neutral, neutral, Prerequ isites: Craft Magic other source.
chaotic good, or chaotic evil. Arms and Armor, To use the relic power, you must wor-
m and Relic Power: If you Sanc tify Relic , hew ship Fharlanghn and either sacrifice a
Te nser's have established the edge. 5th -level divine spell slot or have the True
prope r d ivine con nec- CosI to Create:4,500 gp Believer fcat ami at least 9 HD.
600 for tio n, a rapier of despemle (plus 320 gp for masterwork Lore: Originally a gift to Fharlanghn
ers ra ff ), measuresgai ns the keen prop- rap ier), 360 XP, 9 days. from Olidam mara, th is rapier ha s
ert y (DMG 225) wh ile you have since been copie d several times b y
fewer th an your full normal hi t Fharlanghn's mos t powerfu l cler ics
poi n ts , and th e speed prop erty (Knowledge [relig ion] DC 20).
Rapi er of Rapier of
desperat« unerring
measures dir ection
Activation : See tex t
Weight: 5 lb.
Staff of /he
uf/y ieldif/g oak
_ as weap on , it functions as a +1 holylongsword im proving a +1 slVortibow to a +2 slVonibolV
soard 0/ if you are lawful goo d, neut ral good, or cos ts 12,00 0 gp.j ust as if you were im prov-
mighty thews law fu l neutral. ing two +1 weapon s to +2). A slVordbo lV ca n
aver Relic Power: If you h ave es tablis hed have special weapo n properties added to
th e proper di vine co n ne ction an d you it (such as flaming); suc h properties cos t
po n fail a save against an enemy 's ch ar m or twice the normal amount (again , as if
224) compu lsion effec t while wi elding th e improving two separa te weapons) and apply
earth sword , you are im mune to its effects for to both weapon if possible. If a property
lar ily Id4 rounds (DM rolls sec retly). T he effect can't apply to bo th weapons (such as vor pal
is only suppressed d uring th is tim e, not or distance), it app lies only to the swordbow
and ne gated . When the period ofsuppression when it is in an eligible form (for instance, a
ends, any effects received d uring previous +/ 1V0nlbow ofdistanceis a distance weapon
p for rounds take effect. onl y in bow form). Ifa property can apply to
To usc the rel ic po wer, you must wor- the weapon in only one ofits for ms , it does
sh ip H eiron eous and either sac r ifice a no t cos t double the regu lar pr ice.
sth-level divine spe ll slot or have th e True Prerequisites: Craft M ag ic Ar m s an d
Believer [eat and at leas t II H D. Armor, shri rlk item, elf
Lore: Four of these lon gswords were Cost to Crecte: 3,000 gp (plus 375 gp for
com missioned fro m ce lestial dwarves mas terwork longbow), 240 XP, 6 days.
by th e grea t pala din Tardalius the H ead-
stro ng, who won favor from Hei ron eous
for his conspicuous va lor. Tarda lius pre -
SWORDBOW, GREAT
Price (I t e m Level): 6,775 gp (t tr h)
sented the swords to h is four sons, w ho
Weight: 8 lb.
followed in his foot te ps (Kn owledge
of sly1- [relig ion] DC 20).
This massive bow is mC ltle ,'n Urd )' razor-
Prercquisites: Craft Magic Ar ms
shaI1'sleel, yet it clearlyflHtctioJl5ll sapotent
an d Ar mor, Sanctify Relic, mind
T h ree ranged weapon.
blal111.
m shot on Reflex saves against a dragon's breat h
Cost 10 Create: 4.500 gp ( plus
11 you r weapon. T his ite m funct ions as a slVonlbolV (see
315 gp for rna terwo rk long word),
-rirude To use the rel ic po we r, you m us t wor- above), except tha t its two forms are a +/
180 XP, 9 days.
es u lt) sh ip Kord and eithe r sac ri fice a 5th-level composite lo ngbow (+4 Str bonus) an d a +1
div ine spe ll slot or h ave the True Believe r greatslVord.
and feat an d at least 9 HD. SWORDBOW PrereqUisites: Craft M ag ic Ar m s and
Lore: Kord's h igh clerics forged these Price (I t e m Level): Armor, sllrin l: item, elf.
gp for g rearswords in ho m age to t he god 's signa- 6,375 gp (10th) Cosl 10 Crente: 3,00 0 gp (plus
tu re wea po n, Kelm ar. Since their creation, Body Slot: - (h eld) 775 gp for mas terwork composite
Kor d h as awarde d one every deca de to a Caster Level: 5th long bow), 240 XP, 6 days.
hero who has earned h is favor (Knowledge Aura: Faint; (DC 17)
[religion] DC 20). transmutation
Prerequisites: Cra ft M agic Arms and Activation: Free (com m and)
SWORDBOW, LIGHT
Price (I t e m Level): 6,330 gp (iorh)
Ar mo r, Sanctify Rel ic , Ill1fitlragol1 llllra Weight: 3 lb.
Weight: 2 lb.
(SC (4).
Cosl to Create: 4,500 gp (plu s 350 gp for The Ii/nbs of this bow appear to be
Sl11all atld compact, tl1is bow scems madeof
mas te r work grea tsword), 180 Xl', 9 days. Plllld,' of sharpened metal, as if the
thin , bllt strong, metalshll rp enough 10 rival
bow IILld been crafted frolll two thill,
thedCildliest ofswords.
flexib le swords.
SWORD OF VIRTUE
~fcl with
BEYON D REPROACH This +l longboLV changes into a +1
Th is item fu nc t ions as a slVordbolV, except
[ RELIC] that its two forms are a +1 shortbow and
a large longsword (or vice versa ) when act i-
a +1 rapier.
I III Drn- Price (I t em Level): 9,315 gp (t zt h) vated . You ca n interch ange bow and
Prerequisites: Craft M ag ic Ar ms a nd
Body Slot: - (held) s word attacks as pa rt of [he sa me
Arm or, shrink item, elf.
Caster Level: 20th full arrack action.
Cos! to Crea te: 3,000 gp (plus 330 gp for
dragon- Aura: Strong; (DC 25) abjuratio n I n sword for m, the wea pon fea-
m asterwork shorrbow), 240 Xl', 6 days .
eu wield Activation: - tures a bowlike grip and a pommel
ons as a Weight: 4 lb. tha t resemb les the curving tip ofa
led that bo w. In bow form , the weapon is TENTACLE ROD
~ood , or Thebladeof Ihis golden 10llgsword is set witl1 mad e of metal, an d each lim b of Price (I t e m Level): 14,000 gp (t-trh)
foul'cabochon-wi rubies, and itspOllJmel spo rts t he bow resembles a swo rd blade. Body Slot: - (held )
•blished a ruby-centcred go ldfPI sun. In either form, a slVordbow has Caster Level: srh
rou are the same enhance ment bonu s. A Aura: M od erate; (DC 18)
nee of A sword ofvirtue beyond rcproacl1 is designed srvordbow's en ha ncement b onus tr an sm ut ati on
sword. to g ran t a mea su re of re spite fro m charms can be improved as if im p roving Activation: Stan dard (com man d)
bo n u s an d com pu lsions. When you w ield t his two separate wea pons (for example, Weight: 3 lb.
Sword if
eirtue beyo"d
rr:proach
Three long, russel-colored tentacles sprout Cost to Crea tc: 18,000 g p, 1,44 0 Xl' ,
fro lll the endof this 2-foot-long rod, writhing
TENTACLE ROD, 36 days.
sinuously.
GREATER
Price (I t em Level): 36,000 gp (17t h)
When activated , a lentacle rod makes Caster Level: 12th
TRIDENT OF SERENITY
Price (I t em Level): 5,315 gp (10t h)
three attacks (o ne per ten tacle) against Aura: trong: (DC 21) transmutation
Body Slot: - (held)
a single target wi thin your melee reach Weight: 6 lb.
Caster Level : 5th
th at you des ignate. The rod uses its own
Aura: Faint; (DC 17) enchantment
at tack bonu s (+12) rather t han yours , and Six longviolet tentacles sprout fromlheendof
Activation: Sta ndard (com m and)
eac h attack deals 6 point s of bludgeon ing 01;S 2-foot-loJl& rod, writhing siJlllolISly whm
Weight: 4 lb.
dam age. Trea t the rod as a mag ic weapon yOll gras)ll/w lltllldle.
for the purpose of overcomi ng da mage
This tridwt !oob 11111I051 delicate, with fil"
re duction. When activated, a greater tentacle rod makes
points 011 itsgradlhllly curving prollgs. ill'e
I f all th ree ten tacles strike the same six attack (one per tentacle) against a
and pearl inlays form lazy swirls dOlVlI til
living cr eat ure in a ro u nd, th at crea ture single targe t within your m elee reach
ll'cal'oll's IIllft.
becomes slowed (as the S/Oll! spell) for 5 that you de ignare, The rod uses its own
rounds (Fort DC 14 nega tes). attack bonus (+18), and each attack deal 9
When you activate th is +1 tridwt , it ere-
Lore: The secret to crafting the firs t poinr ofbludgeoning da mage. Treat the
ares a Cllim emotionseffect centered on yo
tmtacle rod was learn ed th rough nightmar- rod as a magic weapon for the purpo e of
(W ill DC 16 negates). The effect last s f,
ish visions gra nted by the Elder Elementa l overcom ing damage red uc tion.
5 rou nds an d does not require concenrra
Eye (a vile and mysteri ou s div ine enti ty) If at least th ree of a greater len/acle rod's
t ion . Any crea tu re th at successfu lly save
to its most de vot ed followers (Knowledge tentacle strike th e same living creature
again st th is effec t is imm une 10 furt her
[religion] DC 20). in a rou nd, that crea ture becomes fatig ued
uses of that ability for 24 hou rs.
Wie lding one of these gruesome items (Fort DC 20 nega tes); creatures already
This ability fu nctions th ree tim es pe
soo n bec am e a stat us symbo l among th e fatigued suffer no additiona l effec t. If all
day.
cu lt's leader s, whic h led to a need for a six tent acles strike th e same living creature
Lore: Originally created by aquati
greate r version for the m ost powerfu l in a rou nd , th at crea ture instead becomes
elves for use against the blood fre nzy •
follower of the E lder Elemental Eye exhaus ted (Fort DC 20 nega tes).
sahuagin, this weapon has becom e equalr
(Knowledge [religion] DC 25). Lore: ee tentacle rod, above.
useful in fending off savage barbarian
Prerequisites: Cra ft M ag ic Arm and PrereqUIsites: Craft Mag ic Arms and
who raid coastal areas (Knowledge [arcan
Armor, Craft Rod , animale objects, Evard's Armor, Craft Rod, anillltlt,' objects, Evanl's
DC 15).
black tentacles, SIOlV. blad: lw tacles, ray of exhallstion, ray of
Prerequisites: Craft Magic Arm s an
Cosl toCreate: 7,000 gp, 560 Xl', 14 days. {.ltigllC.
Armor, Cllim emotions.
/0 Create: 2,500 gp (plus 315 gp for / charge: +/d6 damage. you are d ifficult to di sarm. If the wh ip is
asrerwork trident), 200 XP, 5 days . 3 chlll"ges: +2d6 damage. knocked from your grasp, it immediately
- charges: +4d 6 damage. flow back in to your ha nd at the begi nning
Afrerrhesecharges have been expended, ofyour nex t turn (even ifi t is within some-
PE RBLAOE the rod remains a +1 light mace, bu t it no one else's grasp) as long as it is within 30
ri ce (I t cm Level): 6,302 gp (i o rh)
longer provide a bonus on ranged tou ch feer of you . Doing this requires no action
dy Slot: - (h eld)
attack rolls until irs charges are restored. on your part. in add ition, drawing a tvater
te r Level: 7th
Prerequisites: Craft M agic Arms and ivlnp is always a free action.
ur a: Modera te; (D C 18) necromancy
Armor, Craft Rod , bestow rursc, Both a fire elemental and water elemen-
ct ivat io n : Sw ifr (men tal)
Cost to Create: 4,000 gp (plus 305 gp for tal are bound within a tvlltertvhip, allowing
eigh t : t lb.
masterwork lig ht mace ), 320 XP, 8 days . it lO emana te either of two energy prop-
erties, flaming or frost ( DM G 224). You
hilt of Ihis dagger IS shaped lil,e a make,
choose the property when you activate
d thetwisted blade 'oob Wle 1m Impossibly WAT ER WH IP the whip, and it deals an extra ld6 poi nts
g tongue. Price (I tem Level): 20,301 gp (15th)
of the appropr iate kind of dam age (fire
Body Slot: - (held)
or co ld).
ared by cults th at wor hip serpe nt dei- Caster Level: 8th
Lore: The first tvlltcrwhipwas created by
• these +1 daggers are pri zed for their Aura: Mod erate; (DC 19) tra nsm utation
a sahuagin d ru id named Ak'ash'eck, who
rlity to sec ret e toxic veno m. A viperbladc Activation: - and standard (co m m and)
roamed [he fri nges ofa grea t reef a deca de
5 charges, which are re newed each Weight: 2 lb.
ago (Know ledge [his tory] DC 20).
at dawn . Spen ding 1 or m o re charges
Ak 'ash'eck enjoyed preying on u nwary
venoms t he blade (at no risk lO you) for This strange weapon looks less like a tradi-
folk saili ng south to trade with othe r
next att ack you make d uri ng th is turn. liolllll wllip and mOl"c likc a II/be of water,
ahuagin. He was famous for the trick
e poison deal l d6 poin t ofCons tirurion tapering along its length 10 icicle slltlrpnes5
of ensnari ng a victim nea r the raili ng of
mage (both pr im ary and secondary). at one end. The handle is emfted from a pale
a ship passi ng at n ight, the n pulling the
e ave DC depends on th e num ber of bluecrystlll shard.
vic tim overboard before an alar m could be
rges spe nt :
rai sed (Knowledge [ h istor y] DC 30).
I charge: Fortirude DC t 2. T his +1 whip sh im mer and undulates
? charges: Forti tude DC 15.
Prerequisites: Bind Eleme nta l (ECS 51 )
wi th deceprive grace when held. Unlike
or Craft Magic Arms and Ar mor, planar
• charges: Fortitude DC 18. a normal whip, a water whip deals lethal ~
Prerequisites: Craft Magic Arms and damage and can affect armored crea tures.
binding. !'1
Cost to Create: 10,000 (plus 301 gp for
rm or, poison. Furthermore. while wielding a tvaterwhip. ~
masterwork w hip), 800 XP. 20 days, ~
Cosl toCreate: 3,000 gp (plus 302 gp for
"::;
rerwork dagger), 300 XP, 6 days . ";:,.;,
WHIP OF WEBS e-
Price (I tem Level ): 6,301 gp ( to rh)
RLOCK'S SCEPTER Body lot: - (held)
r ic e (I tem Level): ,305 g p (12th)
Caster Level: 6rh
dy Slot: - (held)
Aura: Moderate; (DC 18) conj urat ion
a te r Level: 10t h
Activation: Free (com mand)
ur a: Modera te;
Weight: 1 lb.
(DC 20)
necrom ancy
Complex strands oftight!y braided spider
'1111 fill ct ivat io n : - or
__ilvl" wift (m en tal); see
tvebs have beCllwoVL'n toget her to create
this UIII/SUIl! whip. Tiny, multilegged
It' ll th te x t
blllel, shnpes skitter III' Ilml down its
ei g h t : 31b.
length, hiding 1ll11id itscountless knots.
I, it ere- IS stl/rdy ebollY rod is sUl"molinted bya
When you strike a crea ture with this
o n vo rving ofa demo nic, horned slwll.
last •f, r +1 whip, you can activate ir to wrap
the target in a web oftough , leathe ry
nce ntra- is +1 Iigh l mace confers a +1 pro-
filaments. T he crea ture is entangled
llv save ne bonus on your ranged touch
as if by a ncr (PH 119) for 3 rounds or
[u r ther Hack rolls while you hold it. This
until it escapes. Multiple strikes by a
a co n t inuous effect and requires
act ivation .
whipofwebs aren't cumulative.
rnes per
This ability functions three times
Furth erm ore, a warloc/,'sscepter has
per day.
aquatic ch arges, whi ch are renewed each day
re nzy 01 at daw n. Spe nding t or more charges
Prerequisites: Craft M agic Ar ms and
Armor, web.
equally impro ves the damage of the next
Cost to Create: 3.000 g p (plu s
rbari ans d dritch blast (CAr 7) you ma ke in
301 gp for mas terwork whip).
[arcana] rhar round.
240 X P, 6 days.
rm s and
Lesser: As the least crystal, an d it Cold Assault: Target 's speed is reduced Ir
WEAPON AUGMENT also grants you a +1 insight bonus on the 10 feet for 1 rou nd, to a minimum speed
5 feet (multiple hits on the same creatur
atta ck rol l.
Greater: As the lesser crystal, and it don't stack).
Aug me nt crys tals are a new category of Electricity Assault: Target is dazzled ~
also increases the save DC of the spell or
magic ite ms. ee page 221 for details on 1 round.
spell-like ability by 1.
how they fu nctio n. Fire Assault: Target takes an additions
Prt'requisites: Craft Magic Arms and
Armor, magic weapon. Id6 points of fire damage 1 round late
CRYSTAL OF ADAMANT Cost to Create: 250 gp, 20 XP, 1day (least); (multiple hits on the same creature don
WEAPONRY 1,000 gp , 80 XP, 2 days (lesser); 3,000 gp, increase the next round's damage beyon
240 XP, 6 days (greater). Id6).
Price (It em Level): 300 gp (2nd) (least); Prerequisites: Craft Magic Arms an
1,400 gp (srh) (le ser); 3,400 gp (sth) Ar mor; Melfs acid arrow, ra), offrost, liglt
(g reater) CRYSTAL OF nillg boll, or fireball ; or t'PIag)' bolt (EPf
Body Slot: - (weapon crys tal) ENERGY ASSAULT 100).
Caster Level: 9th Cost to Create: 300 gp, 24 XP, 1 day (lea t
Pr ice (Item Level): 600 gp (3rd) (least );
Aura: Moderate; (DC 19) tran smut ation 1,500 gp , 120 XP, 3 days (lesser); 3,000 g
3,000 gp (7th) (lesser); 6,000 gp (i orh)
Activation: - 240 XP, 6 days (greater).
(grea ter)
Weight: - Body Slot: - (weapon crysta l)
Thi, cia" , holds ,1 small diamo"d orb with tl
Caster Level: 5t h
Aura: Fain t; (DC 17) evocation
CRYSTAL OF
sphere of steel at its center.
Activation: -
ILLUMINATION
Weight: - Price (Item Level): 100 gp (Ist) (least );
A crystal ofadam anI weapon ry stre ng thens 400 gp (2nd) (lesser); 1,000 gp (4th)
your weapon agai nst damage. (greater)
Lea st: This crystal im proves the hard- Acid Assault Body Slot: - (weapon crystal)
ness of a weapon by 2. Thiscrystal seem to contaill all incandescCllt Cas ter Le ve l: 5th
Lesser: This cry tal improves the hard- green fluid . Au ra: Faint ; (DC 17) evocation
ness of a weapon by 5. Activation: wift (com m and)
Greater: This crystal improves the
Cold Assault Wei ght: -
hardness of a weapon by 10.
Covered in a falllt layer of condensation,
Prerequisites: Craft Magic Arms and this clear crystal radiates chilling waves of This faceted, ydlolV crystal glows as ifa sm
Armor, dilHllo/Hlsleel (SC 64). sparl: burns lVithin it.
energy.
Cost 1o Create: 150 gp, 12 XP, 1 day (least);
700 gp , 56 XP, 2 day (lesser); 1,700 gp , Activating a crystal of illwnillation cau s
136 XP, 4 days (g reater). Electricity Assa ult your weapon to glow.
A bl'iIlian' blue color, this crystal sparks alld
Leas t: The weapon sheds bright il.
snaps with electrical discharge.
CRYSTAL OF mina tion in a 5-foot radius and shadov
ARCANE STEEL illumination for 5 feet beyond that.
Fire Assault Lesser: The weapon sheds bright il
Price (I tem Level): 500 gp (3rd) (least); mina tion in a 20-foot radius and shade
This fic ,'Y red crystal appears 10 burn with 'I
2,000 gp (srh) (lesser); 6,000 gp (10th) illumination for 20 feet beyond that.
hea/les> flame.
(greater) Greater:The weapon sheds brig ht il
Body Slot: - (weapon crystal) ruina tio n in a so-foot rad ius and shado
A crystal of ellergy assault adds a particu-
Caster Le vel: 5th illum ination for 60 feet beyo nd that.
lar type of energy da mage ro a weapon's
Aura: Faint; (DC 17) transmutation Prerequisites: Craft Magic Arms a
attacks: acid, cold, electricity, or fire. This
Activation: - Armor, daylig/lt.
bon us damage doesn't stack with any
We ight: - Cost toCn'ale: 50 gp , 4 XP, I day (lea
energy damage of the sa me type dealt by
the weapon. 200 gp, 16 X P,1day (lesser); 500 gp , 40 .
The Ileedlelike iron deposits in Ihis spherical 1 day (greater).
Le a st: This cry ta l adds 1 point of
quartz crystal pulse with arcane energy.
energy damage of its type [Q the weapon's
A cry·talofarcane steel is designed for those
damage.
Les se r: This crystal adds an extra Id6
CRYSTAL OF LIFE
who can blend magical and martial arts
poi nrs of energy damage of its type ro the
DRINKING
into a single strike. It functions only when Price (Item Level): 400 gp (2nd) (lea
weapon's damage.
attached ro a melee weapon. 1,500 gp (srh) (lesser); 6,000 gp (l Ot
Greater: This crystal adds an extra Id6
Least: Th is crystal grants a +1 insight (greater)
points of energy damage of its type to the
bonus on yo u r weapon damage roll Bouy Slot: - (weapon crystal)
weapon's damage, as well as a secondary
whe n deli ver in g a spe ll or spell-like Cas t er Level: 5th
effec t depending on the type of crys tal:
ability through a melee attack with the Aura: Faint; (DC 17) necromancy
Acid Assuult:Target takes -1 penalty to
weapon. AC for 1 round (mult iple h its on the same Activat ion: -
creature don 't stack). Weight: -
Thi5 tran5parent blac/, crystal has a faint, Cost to Create:500 gp, 40 XP, 1 day (least);
51c//ly glow.
CRYSTAL OF SECURITY 1,500 gp , 120 XP, 3 days (lesser); 3,000 gp,
Price (I t em Level): 300 gp (2nd ) (least);
240 X P, 6 da ys (g reater).
1,000 gp (4th) (lesser); 3,000 gp (7t h)
t\ crY5tai of life drinkillg besrows a sma ll
(greater)
am oun t of life energy upon you each
d for
ti m e you damage a liv ing creature with
Body Slot: - (weapon cr ystal) FlE NDSLAYE R CRYSTAL
Caster Level; 5th Price (I tem Level): 1,000 gp (4th)
rional th e weapon ro w hich the crys ta l is
Aura: Faint; (DC 17) t ran smut at ion (least); 3,000 gp (7th) (lesser); 5,00 0 gp
later att ached. Dealing nonlethal da mage with
Activation; - (srh) (g reater)
do n't the weapon doesn 't activate t he crysta l's
Weight: - Body Slot; - (weapon crystal)
vo nd effect.
Caster Level: 9th
Least: Each tim e you deal da mage to a
Thi5 cool,5ilver-tintedcrys tal Cml1llate feeling5 Aura: Moderate; (DC 19) tra n smutati on
and living crea ture with the weapon to which
ofpeacc and 5afcty wlun held. Activation: -
IIght- th is crystal is attached, you heal t poin t
Weight: -
I [ PH f da m age. When the crysta l has healed
A cry·talof 5cCll rity m akes a weapon cling
a tota l of 10 points of da mage , it becomes
tightly to your hand during no rmal use , Thisl'crfcct crystal sphcrt, emits fI faint white
lea t ne tt until the following day.
Least: This crysta l grants you a +2 glow.
Og p Lesser: As t he least crystal , exce pt
bonus on any check m ade to d raw the
that you hea l 3 points of da mage w ith
weapon (such as when grap pling) or to A jicndslayer aystal helps you figh t crea-
ach att ack until rhe crystal has healed
keep the wea pon in you r ha nd (such as on tur es infused with evil.
30 points of da m age.
an opposed disarm check or an op posed Least: A weapon w ith this cr ystal
Gr eat er : As the least crys tal, exce pt
Strength check if you and an opponent attached deals an extra Id6 points of
ha t you hea ls point s of d am age wi th
bot h grab t he weapon). damage to evil ou tsiders.
east); ach attack until the crystal has healed
Lesser: As the least crys tal , exce pt the Lesser: As the least crys tal , and the
.1th ) o poin ts of damage.
bo nus is +5. weapon is treated as goo d-aligned for
Prerequi5ites: Craft Magic Arms and
Greater: As the least crystal, except t h e purpo e of overco ming da mage
\r mor, vampiric touch.
the bonu i +10. reduc tion.
Cost to Create: 200 gp , 16 XP, 1 day
Prcrcqursues: Cr aft Magic Arms and Greater: As the lesser crystal, and if the
least): 750 gp, 60 XP, 2 days (les er);
Armor, bul/'55trmg lh. weapon sco res a cri tical hit against an evil
3,000 gp , 240 XP, 6 days (g reater).
C05t to Crentr: 150 gp , 12 XP, 1 day outs ider, th at creatu re can 't u e any rele-
(l east); 500 gp, 40 XP , 1 da y (l esser); porrarion abilities or spells for I round.
_RYSTAL OF RETURN 1,500 gp, 120 XP, 3 day (g reater). Any evil creature grasping a weapon
Pr ice (It em Level): 300 gp (znd) (least); that bears a jicndslayer crystal gains one
1,000 (4th) (lesser); 4,000 gp (srh) negative level, which remain as long as
(greater)
DEMOLITION CRYSTAL it holds the weapon and disappears when
cause Price (I t em Level); 1,000 gp (4th)
o dy Slot: - (weapon crystal) [he weapon is no longer wie lded. T his
(least): 3,000 gp (7t h) (le ser);
Ca ter Level; 5t h negative level never result s in actual level
6,000 gp (turh) (g reater)
ura: fa int ; (DC 17) tran sm ut atio n 10 . b ui it can not be overcome in any way
Body lot: - (weapon crystal )
ct ivat io n : - (incl uding restomtioll spells) while the
I. Caster Level : t uh
e ig h t : - weapon is wie lded.
ght tllo- Aura: Moderate; (DC 20) transmutation
I'rereqlll silcs: Craft M agic Arms and
hadowv Activation: -
"1115 aystal is thecolor of a c1oudle5s sky. Armor, aligll Wl'fIl'0n, goo d align ment.
hal. Weight: -
Cost to Creak:500 gp, 40 Xl', 1 day (least);
ig ht lllu- cryst'll of rei urn a1I0ws a weapon to leap 1,500 gp , 120 XP, 3 days (lesser); 2,500 gp ,
ha dow diam ond b,',m
Thi 5 blllr-ll'h il,' 'I liny adfl-
nto its owner's hand . 200 XP, 5 days (greater).
hal. lI1a,lIill"l'I1lhlem ofll lHl mmer.
Least : This cr ystal allows you to draw
m and
he weapon to wh ich it is atta ched as a
ree actio n.
Demol ition crystals were designed for PHOEN IX ASH THREAT
y (lea t those who fight constructs, particularl y Price (I tem Level): 500 gp (Brd) (least);
Les ser: As the least crystal , and in
, 40 X P for the ervant of wi zard who battle 2,000 gp (sth) (lesser); 6,000 gp (ruth)
di t ion you can call t he weapon (if u nat-
e nemy golem s. (g reater)
ended) to your hand from up to 30 feet
Least: A weapon with this crystal Body Slot : - (weapo n crystal)
way as a move action.
attached deal an extra Id 6 points of Ca ster Level: 5th
Gr eate r: As th e lesser cr ystal, and the
damage to const ru ct . Aura; Faint; (DC 17) evocation
capon also gains the returning property
Lesser: As the least cr ystal , and the Activation: -
MG 225). This propert y functions only
(lea t .. weapon is treated as adamantine for the Weight: -
r a weapon desig ned to be thrown.
(10th , purpose ofovercoming the damage reduc-
Plwetjui5ites: Craft Magic Arms and
tion of const ructs. Altcl'l1at ing jirc opal5 a",J jacinths compri5e
rm or, mage hand.
Greater: As the lesse r cr ystal, and the lhi) glilln illg dlllirl ofgerm/orles.
Cost to Create: 150 gp , 12 XP, 1 da y
weapon can deliver sneak at tacks and
east); 500 gp, 40 XP, 1 day (lesser);
v critica l h its against constructs a if they The augment crystal known as a phoenix
. 000 gp, 160 XP, 4 days (g reater).
were living creatures . ash thrcat leaves smoldering embers on
Prcrcqlli5itc5: C raft Magic Ar ms and your enemies after every str ike. Each
Ar mo r, di5illtegm tc. round, at the start of your tu rn , the ember
deal fire damage to each target struck by Greater: As the lesser crystal, bur it also As its name suggests, a witchlight reser-
the weapon in the previous round. suppresses active effects on the damaged voir can hold a small quantity of magica
Least: If you h it a creature with a crea ture that grant concealme nt or similar power, which can be used to enhance th e
weapon beari ng this crystal, that target effects (such as blur or displacement) for 1 power of a melee weapon. To imbue rhi
takes 1 po int of fire damage on the fol- round. Th is has no effec t on co nceal ment aug ment crystal wi th power, you m us
low ing ro und. Mult iple hi ts by the granted by th e environmen t (such as fog direc tly ex pose it for 8 ho urs to one 0
we apon against th e same target are n' t o r a dark ness spell). the following su bstances: sunlight, moon-
cumu lat ive. Prerequisites: Craft Magic Arms and lig ht , blood, or w in e (at least one pint oj
Le sser: As the least crys tal , bur th e Ar mor, true seeing. either ofthe last two substances).Eac h on
ta rget takes 3 poinrs offi re da mage. Cost to Create: 200 gp , 16 XP, I day oE th ese substances grants th e item a du
Greater : As th e least crystal , bur the (least); 500 gp, 40 XP , 1 day (lesser); ferent effect, as described below. Exposin
target takes 5 points of fire damage. 2,500 gp , 200 XP, 5 days (g reater). a full reservoir to a new subs tance replac
Lore:This crystal was first employed by the old effect with the new effect.
rnystic swordsmen of t he Golden Desert When activated, a reservoir adds a
(K nowledge [arcana or history] DC 15).
TRUEDEATH CRYSTAL extra effect to its weapon's next successfu
Price (I tem Level): 1,000 gp (4th)
The first signs th at it was in use in mo re melee strike (as long as it is made befor
(least); 5,000 gp (9th) (lesser);
civilized lands were the charred bodies of the en d of your turn). T he effect depend
10,000 gp (12th) (g reater)
Craz'z t cultis ts left p iled ou tside their dark o n t he substance to which the lVitchligl
Body Slot: - (weapon crys tal )
abbey's doo r after Sir Al ax of Berg hold t reservoir was exposed (see above ).
Caster Level: 5th
cleansed the den wi th h is fiery sword Sunlight: +2d6 fire damage (or +4d
Aura: Faint; (DC 17) evocation
(Kn owledge [arcana or h istory] DC 20). fire damage if the target i undead).
Activation : -
Prerequisites: Craft Magic Arms and Moonlight: +2d6 electricity damag
Weight: -
Armor, bllming hands. (or +4d6 electricity damage if the targ
Cost to Create: 250 gp , 20 XP, 1 day is a lycanthrope).
This amethyst is cnrved in the shape of a
(lea r); 1,000 gp, 80 XP, 2 days (lesser); Blood: +2d6 damage to a living target
humanoid skull.
3,000 gp , 240 XP, 6 days (g reater). Wine: -2 penalty on Will saves for
round.
Clerics crafttruedeath crystals to aid them-
A witchlight reservoir functions fi\
REVELATION CRYSTAL selves and ot hers in sending un dead 10
ti mes before it loses its power an d mu
Price (Item Level): 400 gp (z nd) (leas t); thei r fina l rest.
be im bued again. It is considered a great
1,000 gp (4th) (lesser); 5,000 gp (9t h) Least: A weapon with th is crystal
augment crysta I.
(g reater) at tached dea ls an extra ids points of
Lore: Th e first witclllight rese rvoir \\'3
Body Slot: - (weapo n crysta l) damage to undead.
recovered by 199wilv from the vanit
Caster Level: 9th Lesser : As the least crystal, an d the
drawer of one of Craz'zt's previous pa
Aura: Moderate; (DC 19) divination weapon also functions as a g host to uch
amour (Knowledge [arcana] DC 15).
Activation: - weapon (DMG 224).
Who created the firs t sphere I
Weight: - Greater: As the lesser crystal, and the
unknown, but the Witch of the Yati
weapon can deliver sneak attacks and
made severa l more after her discover'
This liger's-eye gem bears a striking resem- critical hits against un dead as if they were
includi ng one for her daughter Drelzn
blance to the qe of a cat, itsgaze seeming 10 livi ng creatures.
who em ployed a bas tard sword called T
dart about. PrerelJ llisites: Craft Magic A rms and
Bleeding Infanta fitte d with a blood-fille
Ar mor, rcnserrnte.
witcltlight reservoir. She carried th e weapo
A revdntion crystal help you battle foes who Cost to Create: 500 gp, 40 XP, 1 day
until i[ was lost in battl e against a gnom
rely on invisibility. (least); 2,500 gp , 200 XP, 5 days (lesser);
army led by a gold dragon somewher
Least: When you da mage an invisible 5,000 gp, 400 XP, 10 days (g reater)
between Ker and Perrenland (Kn owledg
crea t ure using a weapon with this aug-
[arcana] DC 20).
ment cry tal attached, the creature emits a
glowi ng golden aura for 1 round , allowing
WITCHUGHT Prerequtsites: Craft Magic Arms an
r +4d
arnag
tar g
sui t of armor i nice , bu t any adventurer whose list of More than any other category of item , the collec tion in
garb begins and ends wi th "fu ll plate armor" just isn't t h is chapter rel ies on th e body lot entry to constrain your
giving himself a rea onable choice . Unless you' re co m fort-
cha nce of success , From the "Thc nrcn nist's glovcs lVould be halldy, of ab le making a lot of ad ho c
humble nllg of[t'lllher[tlllrllg decisions about wei rd co mbi na-
course, bll! til l' IiglJ tll illg ga l/II/lets matcll
the legendary vest of Ihe arrlllllagl, the t ion s, we rec mm end th at yo ur
weapon .ter ofuseful (even crucia l) rnagk;items /fl Ycloak better. . . ." campaign on ly lise th ese ite ms
gnome rn on the body is vast. -Devi , t ry in g to decide on a designed (rather th an witch-
ewh ere Th is chapter includes nearly 400 his n ext purchase ing abilities around between
wledge gic items desig n ed as clo thing, vario us body slots). 1'1' "Body
ewelry, and the like, orne are fashionable, others crude, but all lots" in Chapter 6 for information on how t he body slo t
ms and rovide usefu l be nefit that can contribute to your charac ter ' ysrern work .
sr.
tOllr rvival,
. 5 days, lvIIIWI"t' bras, bllrld,·. ruu from th,' elllld,' to / charge:+I o-foot enhancement
CLOTHING tile topoftIle ralf on til" " finel y rm flt'd , blll(l~ bonu .
leeltlur boo/so 2 rharges: +1 -foor enha nce -
ment bonus.
A pair of I1CrObt11 boots gram ' you a +2 3 rlllIrgts: +20-foot en ha nce-
competence bonu on Tumble checks. ment bonus.
This i a continuous effect and require Prcr"'1"i rtes: Craft \I:'ond rous
CROBAT BOOTS no activarion. Item cat's gmre,longstndrr.
Price (I t em Level): 900 gp (4th) I n add ition , these boot have 3 charges, Cos/ toCreate: 450 gp, 36 XP,
Body Slot: Feet wh ich are re newe d each day at dawn, 1 day.
aster Level: 3rd pending 1 or more charges gra nts you
Au r a: Faint ; (DC 16) tran sm ut ation an enhanc ement bonus to you r speed
ti vat io n: - and sw ift (co mma nd , for I rou nd.
eigh t: lIb.
AMBER AMUL ET O F V ERM I N
ADAMANTINE MIND Market Price
BLADE GAUNTLETS Vermin CL Aura (Item Level)
Price (I tem Level): 2,000 gp (srh) Giant bee 7th Moderate (DC 17) sao gp (3rd)
Body Slot: H and s Gian t queen ant 10th Mod erate (DC 20) 700 gp (3rd)
Caster Level: 9t h Giant praying mantis 10th Moderate (DC 20) 700 gp (3rd)
Aura: Moderate; (DC 19) tra nsm u tat ion Huge mo ns trous ce nt ipede 10 th Mod er ate (DC 20) 700 gp (3rd)
Activation: - Huge monstrous scorpion 10th Moderate (DC 20) 700 gp (3rd)
Weight: I lb. Large monst rous s pider 10t h Moderate (DC 20) 700 gp (3rd)
Giant wasp 15th Strong (DC 22) 800 gp (3rd)
Giant sta g beet le 19th Strong (DC 24) 1,200 gp (4th)
Each of these heavyleathagloves bears a violet
crystal set on a small plate of adamantine.
Adamlltltine mind blade glluntlclsallow you nature's ally). At the end of this dura tion, you, for 9 rounds. If any creature in rhi
to give your mind blade the properties of the creature vanishes. area (including you) atte mp ts to manife r
adamantine. If you are able to en hance Eigh t var ieties of the amber alllulct of a power, it must ucceed on a DC 17 w il
you r mind blade (w ith the m ind blade vermin exis r (see the tab le for the de rails save or pay 4 more points th an it other-
enhancemen t class feat ure), whenever of each version ).An amberamu/et of vermin w ise wou ld for that power man ifestation
you materi alize your mind blade wh ile works once per day. The limit on the number of power point.
weari ng these gau ntlets, you ca n choose Prerequisites: Craft \'qond rous It em , a subjec t can spend on a power remai
[0 trea t it as an adama nti ne weapo n for the giant vcrunn. in effec t, so a crea ture tha t fails its savin
purpose ofignoring hardn ess or overco rn- Cost toCreale: Varies. th row mig ht not be able to manifest it
ing damage reduction. This abi lity takes highest-level powers .
the place of a property with a +1 enhance- An 1tr11ulct of catapsi functions onc
ment bonus value .
AMULET OF per day.
For exa mp le , a 6th- level so ulk nife AQUATIC SA LVATION PrereqUisites: Craft Wondrous Item, 1II1t
wearing the gauntlets could eithe r choose Price (I tem Level): 500 gp (3rd) magic field or CIltapsi (EPH 82).
to ap ply the gauntlets' effec t or app ly Body lot: Throat Cost to Create: 8,000 gp, 640 Xl', 16 day
one of I he +I enhance ment bo nus value Caster Level: 5th
pro pert ies given on the table (EPH 29). A Au ra: Fain t; (DC 17) conjuration
10th-level sou lkn ife coul d apply bot h the Activation: I mmed iate (men tal)
AMULET OF
gaun tle ts' effect and a +1 en ha ncement Weight : - EMERGENCY HEALI NG
bonus value pro perty rather than apply- Pr ic e (I tem Level): 6,000 gp (i crh)
ing a combina tion of properties from the This small pendant contaillS a perfect sphere of Body Slo t : Throat
table totaling +2. aquamarine hung from II blue metal chain. Caster Level: 5th
Adamantine mind blade gauntlets func- Aura: Faint; (DC 17) conjuration
tion an un limi ted number of time per Th ese necklaces are boons to sailors and Activation: Immediate (command)
day. The gau ntlets req ui re no separate spe lun kers alike, because the y prevent Weight: -
activation; usi ng them is part of the action accidenta l drowning. When activated,
to materialize your mind blade. an amulet of aquatic salVlltion g rants you Thisglobe-shllped citrine is bisected bya s l u~
Prerequisites: Craft Won drous Item,fab- the abili ty to breat he water (as the water silverdlllit!.
nrn te, m in d blade. breathing spell) for 5 rounds.
Cost ro Crea te: 1,000 gp, 80 XP, 2 days. An amuletof aquatic SI1 /lIlltio n functions The weare r of an amulet of CI1H'rgency hea
once per day. ing can provide instantaneous aid to a
Prerequisites: Craft Wondrous Item, injured ally. When it is activated, you ca
AMBER AMULET OF wllter brelltlling. hea lld4+5points of damage to yourself
VERMIN Cost 10 Create: 250 gp , 20 XP, 1 day. a creature withi n 30 feet. You can use rh
Price (Item Level): See table effect to prevent the death of a creatur
Body Slo t : Th roat reduced below -9 hit points, as long
Caster Level: ee table
AMULET OF CATAPSI the healing provided returns the targe t
Price (I tem Level): 16,000 gp (t-trh)
Aura: See table; (DC varies) hit poin ts to - 9 or hig her. (For exarnp l
Body Slot: Throa t
trans mu tatio n you cou ldn 't save a creature whose h
Caster Le vel : 9th
Ac tivatio n : Standard (command) points had been reduced to - 19 or low
Aura: Moderate; (DC 19) enc ha ntment
Weight: - since the am ule t can't p rovide more th a
Ac tivation: Standard (men tal)
9 points of hea ling.)
Weight: -
This irregularly shaped pieceofn'ltura lamber This amu let has no effect on unde
is fa stened lit the end of a long golden chain. creatures or crea tures im mu ne 10 hea
Thiscrimson-tinted metal amulet is rimmed
Within the amber a tiny creuture ~ li ll ~eenl ~ ing pells,
with dozensofcoppern ra mids. Hllum s cheer-
to twitch . An anll4letof emergency healingfuncti o
fully wilen grasped.
three t im es per day.
This item sum mons a g iant vermin that Prerequisites: Craft Won dro us Item , d
When activated, this amulet emits a 30-foot-
appears and obeys your com mands for wounds (SC 48).
radius area of telepathic noise, centered on
1 m inut e (as if su mmone d by summon Cost to Create: 3,000 gp, 240 XP, 6 day
Wh ile you wear an amulet of inCl1rnum time a charge is expended, one garnet
M ULET OF shielding, you are immune to any effect th at turns a dull black color.
ORTUN E PREVAILING would drai n your incarnu m or unshape Prerequisites:Craft Wondrous Item, breal~
Pr ice (I t em Level): 5,000 gp (srh) one of your sou lmelds. An amulet of inrnr- enchantment.
Y lot: Throa t num sllie/ding ha 7 charges when created. Cosllo Create: 5,500 gp , 440 XP, 11day.
ter Level: 9th Each time your amulet negates an effect, it
u r a: Moderate; (DC 19) abjuration expends 1 charge. When an amu let loses
tivation: Immediate (com mand) its last charge, it crumbles into dust.
AMULET OF
eigh t: i lb, Prerequisites: Craft Wondrous Item , must RETR IBUT IV E
have an essentia pool. HEALIN G
15 delica te gold amul et is sllspended Cost to Create: 1,050 gp . 84 XP, 3 days. Price (It em Level): 2,000 gp (s th)
m a fine gold chain and set with three Body Slot: Throat
turines. Caster Level: 9th
A MULET OF Aura: Moderate; (DC 19) transmutation
can activate an IHnulet offortlme PJ"l~ INVIO LATE FORM Activation : Swift (com man d)
IIIg to rero ll a saving throw. You must Price (I tem Level): 11,000 gp (13th) Weight: I lb.
ivate this ability before the success Body Slot: Throa t
failure of the saving throw has been Caster Level: 9th This stra nd of ceram ic beads is painted with
ermined,and you must use the second Aura: Mod erate; (DC 19) abjurat ion sedate earth tones.
It, eve n if it's lower. Youcan't use th is Activation: Immediate (command)
lily if you have already rerol led the save Weight: t lb. Devoting yu u r life to healing is often a
any reason. thanklessjob. An amulet of retributive heal-
n amuletoffortlmeprevailingfunction s This piati/ullli amulet is set wilh seven red ing ensures that if you tend to your allies,
per day. gamets. you are renew ed in turn.
requisites: Craft Wondrous Item, brea '~ When you activate your amu let, the
ntment. Th is am ulet protects you from spe lls and next effect you use before the end of your
I to Creale: 2,500 gp , 200 XP, 5 days. effect thai wou ld signi ficantly change turn that heal s ano ther creature's damage
your bodily form or composition. When- also heals you ofan equ al amount, as long
ever you are the target of such an effect, as you could be healed by that same effect.
ULET OF you can expend 1 charge to negate the If the effect heals multiple creatures, you
ARNUM SHIELDING transformation. You must decide whe ther onl y gain the retributive healing once
.ce (I tem Level ): 2,100 gp (srh) to use the charge before you attempt a per effect.
Y lot: Throat savin g throw. Effects that the amu let pro- For example, a human cleric casting curr
te r Level: 3rd tects against include, but are no t limi ted light wounds on an ally after act ivating thi s
a: Faint; (DC 16) abjura tion to, polymorph , petrification, the touch of amulet would gain the same amount of
ti vat ion : - an abolerh's tentacle, and the att ack of a healing, but a human wizard casting repair
ig h t: t lb. chaos beast. light dlll1l<lge on her warforged ally wou ld
An amuletof inviolatefOrtll has 7 charges not benefit from activat ing the amulet
ornate silver nee/dace is set wilh a bril- whe n created, one [or each garne t. Each (since that spell only affects cons tr ucts).
blue stone.
An l1l11ulet of rclributivr IWIling In addition , you can acrivat
fu nc tio ns th ree tim es per day. the am ule t 10 g ra nt both you a
Prerequ isit es: C ra ft W ondrous an adjac en t ally a +5 comperenc
[tern , mnss cure light 1V0ulids. bon us 10 AC for 1 ro und. You rnu:
Cos f 10 Create: 1,000 g p, 80 XP, be adjacen t ro an ally to ac tiv at
2 days . this pow er . T his abi li ty ca n be
use d onc e per d ay.
Prere'luisiles: Cra ft W on d ro
AMULET OF lrem.Ireroinu.
SECOND CHANCES Cost to Create: 1,000 gp, 80 .
Price (I t e m Level): 40 ,00 0 g p 2 days .
(17t h)
Body Slot: Thro at
Caster Level: 17th
AMULET OF
Aura: Stro ng; (DC 23)
TEARS
transm u tat ion Price (It e m Level): 2,300 gp
Activation: Swi ft (com m an d) (sth)
Weight: - Body Slot: Thro at
Caster Level: 4t h
This tiny, goldell Ii ourglass han gs fro m Aura: Fain t; (DC 17)
'I tlllll mithral chaill . enc ha nt m ent
Activation: Swift (co m m and
An llmul et of secolld chll/lces gives Weight: -
you th e abil it y ro rever se dis astro us
c ho ices. Wh en yo u activat e th e Adol'1li ng aglossysilverchaill,a 51'1
am u le t, you undo all the eve n ts of of pea rl tea rdrol1s circles a color!
you r current tu rn an d beg in th e tu rn crystal sphere.
again. This includes mov ing you r e lf
and an y o th er c reat ures back 10 the An am I/lei of tellrs h as 3 cha rg
pos irio ns they occ upie d ar rhe sta rt w hich are re newed eac h da y
o f your turn , rem oving any d amage dawn. Spe ndi ng 1 or more char
o r oth er cond it ions (harmfu l o r be n- when yo u activa te the arnu
eficial) tha t have occu r re d du ri ng gra nts you temporary hi t p oin t
you r turn (to you rse lf or ot hers), and as described below. Th ese
in a ll o th er ways "rese tt ing " even ts. po ints las t for up to 10 m inut
All affec ted c reat u res are aware of they don't stack wi th any o th
the eve nts of th e now -n onexi stent te m po ra ry h it po ints.
round , bu t th ey arc free to m ak e I charge: 12 te m p ora r y
entirely d ifferent choices fro m the po int s.
ones they origi na lly ma de. 2 charges: 18 tempo rary
An llml/let of SCCOfld chalices fu nc - poin ts.
tion s once per d ay. 3 charges: 24 temporar y h
Prerequisites: Craft Won d ro u s po ints.
Item , time stop or time regressioll Prereql/isilt~s: Craf t Wo nd r
( EPH 138). Ite m, aid.
Cost fo Create: 20,000 gp, 1,600 XP, Cost to Create: 1,150 gp, 92. '
4 0 day s. 3 d ays.
AMULET OF AMULET OF
TEAMWORK TOXIN DELAY
Price (Item Level): 2,00 0 g p (srh) Incarnum items: ring of soulbound protection, ring of essentia, Price (I t e m Leve l): 400 g p
Body Slot: Thro at cloal: of sOlllbowld resistance, amule! of incarnto» shielding, (z nd)
Caster Leve l: 3rd glo·ve of incarnton theft Body Slot: T hroat
Aura: Fai nt; (DC 16) e nc ha n tme nt Caster Level: 3rd
you successfu lly use the aid ano ther
Activation: - and sw ift (co m m and) Aura: Faint; (DC 16) conjurat io n
action , th e bonu s gra nted to you r ally
Weight : - Activation: Immediate (com m an d)
im proves from +2 to +3. When you flan k
Wcight: -
an ene my, you and any allies als o flanking
This silverCh il i ll com es together in the f0 1'1II of
th at creatur e gain a +2 bonus on damage
a I'air oflinkedlIalids. Tile tran sparent crysl!11 ha ngll1g from t
rolls. Th ese ar e co ntin uous e ffects an d
naklaec colilains several drol'S of vise
requi re no acti vatio n.
A n amuletoftell rmllorl, all ows you to work green fluid.
mo re effec tively as parr of a team . When
en you activate an amulel of toxin delay, When you activate an alll,h of ascellsioll,
reates a delay poison effect on yo u (a
ANGELHELM you must sacrifice a prepared divine spell
Pric e (I tem Level): 10,000 gp (12t h)
pell, bUI with a duration of only 2 or divine spell slot. The caster level ofany
Body Slo t: Hea d
nds). You can activate th is item when- divine spells of that level or lower that
Ca ste r Le ve l: 9th
you wou ld be required to at tempt a you cast before your next turn increases
Aura: Moderate; (DC 19) tra nsmutation
ing th row against poison ( before ro ll- by 4.
Activation: - and standard (com m an d )
the save). An ankh of nscension functions three
Weight: 2 lb.
n amulet of toxin delay func tions once tim es per day.
day. Prerequisites: Craft Wondrous Item,
This winged '1lIlhral helm shines ill the light
OXP Prerequisites: Craft Wondrous Item, gate.
likea pricelessheirloom.
Y poisoll. Cost to Crcate: 4,500 gp , 360 XP, 9 days .
I to Create: 200 gp , 16 XP, 1 day.
An angclhelm allows a good-aligned
wearer [0 emulate certain traits ofcelestial ANKLET OF
ULET OF beings. Your me lee attacks are treated as TRANSLOCATION
gp
RDTWISTING good-aligned weapons for the purpose
Price (I t e m Level): 1,400 gp (5Ih)
of overcoming damage red uc tion. This
e (It e m Level): 6,000 gp (10 th) Body Slot: Feet
is a continuo us effect and requi res no
Y lot: Throat C as t er Level: 7th
activa tion.
te r Le vel: 5th Aura: Modera te; (D C 18) conjuration
In addition, your angelhclm allows
: Faint; (DC 17) divination Activation: Swift (co m m an d)
you to use rl/re rriliwl wOl/tldl, dill'eI evil
iva t io n : - and standa rd (command) We ight: -
(DC 17), and resist energy (acid or co ld
a nd ht:-
only) as spe ll-like abilitie each once
A pewter clllIne hangs fmlll this simple leathcr
per day.
of 10m alld Imolted scrolls seem 10 mal,e an/de-band.
The helm grams no benefit ro nongood
. 11 I',r , 11Il1 ulet. You call discern a fcw letters
wearers.
colorlt trll, Oil the tightly rolled parchmcllt, bul An anklet of tran slomtion allows you to
Prerequisites: Craft Wondrous hem,
Ylllbolsare W11rl'cd a,,,lllleallillgless. make short dimensional hops. When it is
dispel evil, wrc critical lvollllds, resist energy,
activated, you can instantly teleport (With
good alig nment.
lII ulel of l\!onitwisting grants you a no chance of error) up to 10 fee t. The new
Cost to Creutr: 5,000 g p, 400 XP,
n iglu bo nus on Bluff, Dip lomacy, space mus t be within line of sig h t and
10 days .
mi dare, and Sense Mot ive checks. line of effect.
i a contin uo us effect and requires You can't use the anklet to move into a
tivation. ANKH OF ASCENSION space occupied by another creature, nor
vou are an ore wearing an alllulet Pr ice (Item Level): 9,000 gp (12th) can you teleport i nro a solid object; if you
rdltvislil1g, you instead gain a +4 Body Slot: Throat attempt to do so , the anklet's activation is
ht bonus on the indicated skill Cas ter Le vel: izrh wasted. You can bring along objects weigh-
. In addition, once per day, you Au r a: Strong: (DC 23) conjurarion ing up to your maximum load, bur you
ra ry act ivate a tongues effect on yourself Activation: Free (com m and ) can't bring another creature with you .
rhe pell). W eight: 31b. An I1nklet oftmn slocatiol1 functions two
ra r y Prerequisites: Craft Wondrous h em , times per day.
IUS. Crudely Cllrvcd from splintcring lVood and Prerequisites: Craft Wo ndro us Item,
ra ry Cost to Crea te: 3,000 gp, 240 XP, 6 days . danglillgfrom frayed twinc, this simple anl,1! dimcnsion door.
100115 brit tIe and anciwt. Cost to Crcate: 700 gp , 56 XP, 2 days .
Mesmerist's
glovl!s
OO gp
rio n
m and)
Caster Level: 17th This glass lens is rimmed with gold and has a
ARCANIST'S GLOVES Aura: trong: (DC 23) conjuration fine gold e/rain attached to 'III ear clip.
Price (Ite m Level): 500 gp (3rd)
Activation : Sw ift (m ental)
Body lot: Hands
Weight: 1 Ib. Putting on a monocle is a standard acrion.
Caster Level: 3rd
While wearing an artificer's monocle. when-
Aura: Faint; (DC 16) transmutation
Numerous small diamonds adom tllis silver ever you successfully use your artificer
Activation: Swift (co m m and)
armband rihe filly constellation s. knowledge class feature (ECS 31) to detect
Weight: -
an item's magical aura or you cast detect
When you activate an armband of maxi- magic and have at least 5 ranks of Knowl-
These slee!. blue gloves bear tiny golden star s
mized healjllg, the next healing spell of 6th edge (arca na), you can spend 1 additiona
aero s the hnue/des.
level or lower tha t you cas t on your turn minute st ud ying the item. If you do, you
is automa tica lly m axim ized (as the Maxi- can identify the abilities of that item as it
When yo u activate arcani st's gloves, you
mize Spell feat , but with no adjus tment to yo u had cast identify upon it.
add 2 to the caster level of the nex t isr-
spell level or casting time). Prerequisites: C raft Wo ndro us Item
level arca ne spell you cast before the end
An armba nd of maximized hea ling func- identify, artificer k nowledge or Knowledg
of your t urn.
tion s th ree ti me per day. (arcana) 5 ran ks.
Arcani st's gloves functio n two tim es
Prerequisites : Craft Wo ndrous Item , Cost to Create: 750 gp , 60 XP, 2 days .
per day.
M axim ize Spe ll, heal.
Prerequis iles: Craft Wond rous Item ,
Cost to Create: 3,600 g p, 288 XP, 8 days.
fox's C11lml/lg. BADGE OFTHE
Cost toCreale; 250 gp, 20 X P, 1 day. svrRFNEBLIN
ARMBANDS OF MIGHT Price (I t e m Level): 15,000 gp (14th)
Price (I t e m Level): 4,100 gp (9th)
ARMBAND OF Body lot: Arms
Body Slot: Throat
ELUSIVE ACTION Cas t e r Level: 3rd
Caster Level: 3rd
Aura: Faint; (DC 16) illusion,
Price (I t e m Level): 800 gp (3rd) Aura: Faint; (DC 16) tran sm u tatio n
transmutat ion
Body Slot: Ar ms Activation: -
Activation: - and standard (com mand
C as t e r Le vel: 3rd Weight: 2 lb.
Weight: -
Aura : Faint; (DC 16) tran smuta tion
Activation: Immediate (ment al) These bron ze aTlnbands 'lre engra ved with
This brooch is litll ,' more than a Illmi. ofgra
Weight: I lb. imagesof bulls' horn s.
roch slwid eclwith II PIIlmberof colorflll, Il IlC
gems lind wm pI,ed in fam ished meta/wire
This solid gold band is polished to a bright When you wear these armbands, you
shine. gain a +2 bonus on Strength checks and
While weari ng this item, you gai n dar
Strength-based skill checks.
vision out to 30 feet and a +5 competen
An armband of elusive action allows yo u If yo u have the Power Attack feat, you
bonus on Hi de chec ks. These are contin
to protec t yourse lf fro m the h azard s of also gain a +2 bonus on melee damage rolls
OllS effe cts and req uire no activa tio n.
battlefield chaos. When it is ac tivated for any arrack on which you use th e Power
th e ba nd allows you to avoid provokin~
Once pe r day, you ca n activa te the bad
Attack Iea: an d take a penal ty of at least
to give yourself a blllr effect (as the spell
a sing le at tac k of opportunity th at you r -2 on your att ack roll.
I'rere'luisitcs:Craft Won drous It em , blr
actions wo uld ot he rwise in cur. Prerel]llisiles: Craft Won d ro us Item,
darl,visiotl, virfneblin.
An armband of eilisive action funct ion s bull's strellgt h.
Cost toCreate: 7,500 gp, 600 X l', 15 da
on ce per day. Cost to Create: 2,050 gp , 164 Xl', 5 days.
Prerequisites: Craft Wondrous Item , mt 's
gmce o r evade attach (CP 89).
Cost to Creutc: 400 gp, 32 Xl', 1 day.
ARTIFICER'S MO NOCLE BEAR HE LM
Price (I t e m Level): 1,500 gp (Srh)
Price (I t em Level): 1,500 gp (5th)
Body Slot: Head
Body Slot: Face
Caster Level: 7th
ARMBAND OF Caster Level: 5t h
Aura: Mo derate; (DC 18) abjuration
MAXIMIZED HEALING Aura: Fai nt; (DC 17) divination
Activation: Immediate (me ntal)
Activation: See text
Price (Ite m Level): 7,200 gp (11th) Weight: -
Weight: -
Body Slot: Arms
Arlijicer's monocle
I has a This Illrge helmet is wmpped in the hide of
II be'lr's head, with met<11 teeth worked into
BE LT OF BATTLE BELT OF THE
jts visor.
Price (I t em Level): 12,000 gp (13th) CHAMPION [ RELIC]
Body Slot: Wais t
[lion. Price (I tem Level): 4,500 gp (9th)
Caster Level: 9th
'h en- While ragin g, you ca n ha lve the da mage Body lot: Waisl
Aura: Moderate; (DC 19) transm utation
uficer dealt by a single snea k attack or critical hit Caster Level: zorh
Activation: - and swift (ment al)
erect scored against you. You can activate this Aura: Strong; (DC 25) transmutation
Weight: -
Id eet item after the damage from the attack has Activation: -
owl- been determ ined. Weight: 1 lb.
This leat her belt be'lr II pill/inum bl/ckle set
ional A bea r helm fu nctio ns once pe r day.
with IJm',~ mlllll blac/; pearls.
D, you Prere'lilisites: Cra ft Wondrous It em , This belt is forged of thick go/dell lillllS, each
as if ston,' sldn. set withll mbocholl-cut sWlipreciou5 stone. lis
Cos t to Create: 750 gp, 60 X P, 2 days. larg,\ ov1l1 buckle is embossed witll the closed
he m , fist of Kord.
ledge BEHOLDER CROWN These gem-studded belts are sacred to fol-
Pr ic e (Item Level): 20,000 gp (15Ih)
lowers ofKord , the god of strength. When
Bo dy Slot: Head
you wear one of these items, it functions
Cast er Level: 13rh
as a belt of gill/If strellgth +2 if you
Au ra: Strong; (DC 21)
are chaotic goo d, neutra l good ,
necroma ncy
or chaotic ne utr al. All of Kord '
Activat ion: Swift (ment al)
followers vie for the honor of win-
We ig h t: 1 lb.
ning one of these items, and each be lt
is passed down thro ugh generations of
Ten mel'll st,tfb sprold from this
his fairhful.
grotes'll/ely for med bronze crown. At
Relic Power: If you have established
/he tip of "lldr sIa l);, II different gern
and) the proper d ivine connec tion , you gain
gaw liI;e a glistening 1')'1'.
a +5 competence bonu s on Strength
checks an d a +4 morale bonus on saves
These strange crowns can shoot
(gm y against fear effects while wearing a belt of ~
rays from eyelike gems , much like
UlIC ut the attacks of their nam esake. Each
rilechallipion. Ifyou ever fail a ave against
IWlrc. a fear effec t while weari ng th is be lt, its
gem can fire a d ifferen t ray a ing le
relic po wer is negated for 1 hour.
time at a target (doing thi s burns out the
d ark- To use the relic powe r, you must wor-
gem). Eac h ray extends up to 30 feet and
ship Kord an d eit her sacrifice a 3rd -level
requires a range d rouch attack to success -
divine spell slot or have the Tr ue Believer
fully stri ke a target. Each ray funct ion s Bebolder crman
n. fear and at least 5 HD.
as a particular spell (thoug h the ray on ly
ebad Lore: The first belt of fhe cllall1J,ioll wa
affecrs a single target):
JX'1l). A belt of battle helps you avoid being caugh t forged by a priest of Kord in a tiny village
• charm momter(W ill DC 17 nega tes)
, blur, offguard in comb at and allows occasional for a traveling hero who , having failed
• cha rm person (Will DC 17 negates)
bursts of ex tra activi ty. Wh ile worn, it to persuade rhe villagers to flee before a
• deell sll/mber (W ill DC 17 negates)
• days. grant s you a +2 co mpele nce bon us on ini- horde of orcs , offere d to stay an d defe nd
• disintl'gmtc (Fort DC 17 partial)
tiat ive checks. Th is is a continuous effec t them. Each decade since then , Kord has
fea r(Will DC 17 partial)
and require no activation. given one of these belts to a favori te fol-
finger ofdeath (Fort DC 17 partial)
In add ition, a beltofbllttle has 3 charges. lower (Knowledge [relig ion] DC 20).
• fle sh to stone (Fort DC 17 negates)
which are renewed each day ar dawn. Prerequisites: Craft Wo ndrous Item,
• infhct moderate wOl/nds (W ill DC 17
Each time you activa te the belt, one of anctify Relic , bllll's slrellg/h.
half)
the black pearl set inro its buck le tu rn s Co t to Creole: 2,250 gp , 180 XP, 5 days.
n • sloti' (W ill DC 17 nega tes)
wh ite. The pearls ret u rn to normal whe n
tc1ebnl'sis (violent t h rust agai ns t a
the ring's charges renew. Spe nd ing 1 or
target of up to 325 pou nds; will DC 17
m ore charges grants you an ex tra actio n,
BELT OF GROWTH
nega res) Price (I t em Level): 3,000 gp (7th)
which must be raken im mediately (before
Prerequisites: Crafr Wondrous It em , Body lot: Waist
you take any other action).
charm monster, charm person , deep slwnba , Caster Level: 10th
1 chargc: 1 move action.
lisintegmte,fellr,finga of deat h,flesh to stone, Aura: Mo derate; (DC 20) transmuration
2 charges: 1 standard action.
mflict modemte WOII/ Ut S, slow, telebnesis. Activation: Standard (command)
3 rhurgcs: 1 fu ll-round act ion.
Cos/ to Crea te: 10,00 0 gp , 800 xr, Weight: -
Prerequisites: Craft Won d rou s Item,
20 days.
11",t e.
This thick brass belt looks like it is liddled with
Cost /0 Creute : 6,000 gp, 480 X P,
craclls. It bellds (IS thollgh i/lw5beell stretchcd
12 days.
out of shape.
Ida s.
T HLET ICISM Body Slot: Torso
Caster Level: 7th
Pr ice (I t e m Level): 3,600 gp (srh)
Aura: Moderate; (DC t 8) co njuration
Body Slot: Waist
Activation: Move (com m and )
Ca s t er Level: 9th
Weight: -
Aur a: Mo derate: (DC 19)
Vth) tra nsmuta tion
Goldenlighlrling bolts Me embroidered along
Act ivat io n: Swift (com m an d)
thesleeves of this sturdy Iwtic ofblue linCII .
We ig h t: -
arion You can teleport (w ith no chance oferror)
Th; simple cloth bell isa braid ofblack, green,
to a ny location wi thin 60 feet , as long as
and gold thrmds.
you have bo th line of sight and line of
~
effec t to that destina tio n. A harmless
adorns A belt of ultim a It' athleticism allows you to
trail of crackli ng sparks trace the p ath
reli ably perfo r m nor mal athletic feats, or
from you r original locat io n to your des-
occasionally pu ll of[ a tru ly amazing stunt.
tination, m aki ng it obvious where you
rvmbol. W hen you activa te th e bel t, you can take
have landed .
of tha t 10on a II Balance , Climb,Ju mp, Swim, and
Tumble checks m ade in that round, even
BLINDFOLD OF You can't use th e shirt to move into
afcly,
garive If you are in a stressful sit uation.
TRUE DARKNESS a pace occupied by ano ther creat ure,
nor can you telepo rt into a so lid object;
e nega- ln addition, once per day, you can acti- Price (I te m Level): 9,000 gp (r arh)
if you attempt to do so , the hirr's acti-
I as the \ te rhe belt ro treat the next Balance, Body Slot: Face
vation is wasted. You can bring along
el ne ver Climb.j ump, wi m, orTu mble c heck you Caster Level: 3rd
objects we ighing u p ro your maximu m
t cannot att e mpt as if you had rolled a 20. Aura: Faint; (DC 16) divina tio n
load, but you can't bring another creature
g resto- PrereqHlsites: Craft Wo ndrous Ite m, bllll's Activation: -
with you.
rn. lrt'tlglh, eat's grace. Weight: -
T his ability function once per day.
I gain a Cost to Create: 1,800 gp, 144 XP, 4 days.
Prerequisites : Craft Wo ndrous Item ,
tr exist- This black, sill.)' piece of cloth is completell'
dimellSion door.
OplllJlle ll'hell held Ill' to the ligllt.
creatu re LIGHT ER'S HEX-EYE Cost 10 Create: 2,500 gp, 200 XP, 5 days.
UTec tive Price (I t e m Level): 1,40 0 gp (5t h)
belt also When yOll wear thi s blindfold, you gain
Bo d y Slot: Face
IOn us to Cas t e r Level: 7th
t he bli nd sigh t abili ty our to 30 fee l (M"..t BONE RING
306). Because your eyes are protec ted, you Price (I t e m Level ): 20,000 gp (15t h)
ura: Mode rate; (DC 18) tra nsmut ation
• Item. are also immu ne to gaze attacks and spells Body Slot: Ri ng
Ac tivat io n: Swift (co m m and)
or effects that rely on sight. You cannot Caster Level: 12th
We igh t : -
6 days. use vision in any way while weari ng the Aura: Stro ng ; (DC 21) abjuration
blindfold. Activation: -
This blad. leather eyepatdl bears a blood-red
Prerequisites: Craft Wondrous I tem, see Weight : -
pelltngmm.
invisibility.
Cost to C reate: 4,500 gp, 360 XP, 9 days. SectllinglyfragilcmJ(l IlcarlylVcighflc5S, this }'illg
W hen you activate a blighter's hex-eye, your
thJ appears to be a sillgle10Ilg.(Jnger bone,blcadlCd
melee attacks agai ns t elves and creatures
white <lntl somehol\' bellt illto acircle.
of the plant lype dea l an extra 2d6 points BLINDHELM
of damage. This effect lasts for I round . Price (I tem Level): 15,000 gp (14t h)
u tation W hile wearing a bone rillg, you are pro-
A hex-eye func tions three times per Body Slot: Head
tec ted from ene rgy d rain and ability drain
day, but it ca n't be activa te d in consecu- Caster Level: i u h
( but not abil ity damage). A bone ring ha s
tive rou nds. Aura: Strong; (DC 20) d ivi n at io n
3 charges, whic h are renewed each di fficult terrai n and th rou gh
day at dawn. Every negative level or sq uares occ upied by allie
point of abil ity drain preven ted uses when making a charge afte r
1 charge. for examp le, a success- activa ting the boot s.
ful slam attack from a vampire, Youcan use this ability rw
which normally bestows two rimes per day.
nega tive levels, ins tead drains Prereqursites: Craft Wondrou
2 charges from th e ring. Item, eat'sgrace, longstrider.
Prerequisites: Forge Ring, negative Boots of Boots of Boots of Cost to Create: 1,00 0 gp , 80 XP
energy protection. agile leaping noift passage sidweppillg 2 days.
Cost toCrea te: 10,000 gp , 800 XP,
20 days.
BOOTS OFTHE BOOTS OF
BATTLE CHARGER BIG STEPPING
BOOTS OF Price (Item Level): 2,000 g p (srh) Price (Item Level): 6,000 gp (ruth)
AGILE LEAPING Body Slot: Feet Body Slot: Feet
Price (Item Level): 600 gp (3rd) Caster Level: 3rd Caster Level: 7th
Body Slot: Feet Aura: Fain t; (DC 16) tran smu tation Aura: Moderate; (DC 18) conjura tio n
Caster Level: 3rd Activation: Swift (com mand) Activation: - and standard (com mand
Aura: Faint; (DC 16) tra nsm ut ation Weight: 2 lb. Weight: 2 lb.
Activation: -
Weight: 2 lb. These heavy leather boots bear thiel/ copper These IVolfiticie boots are secured with leath
bandsjllSt above thealiI/Ie. thongs thaI IVmp Iwice about the ankle. Th
These aococlile-sbn bootsfed slightlyclastic. fur isexceptionally soft and hasa faIII t shee
When activa ted, boots of the battle cll<1 rger that malus the boots appear to shimmer I
Wh ile wearing boots of agile leaping, you allo w you to make a charge attack as a the light.
can add your Dexterity modifier (instead standard actio n (rather than a full-round
of your Strength modifier) on Jump act ion), th ough the charge on ly includes The spirit of a blink dog has been har
checks. movem ent up to your peed (rather than nessed wi thin these boo ts. While you at
If you have at least 5 ranks in Balance, dou ble your speed). You must make the wearing these boors , your caster level f,
you can stand fro m pro ne as a swift action. charge attack in the round you activa te all releportation spells is increased by •
W hen standing from prone, you do not the boots, or the effect is lost. This is a continuous effect and req uir
provo ke attacks of opportunity. If you also wear a magic item th at grants no activa tion.
Prereq uisites: Cra ft Wondrous Item , an en hancement bonus to your Dext eri ty In addit ion , when you speak the COlT'
eat's grace. score , you can move across ma nd wor d, you can teleport up to
Cos t to Create: 300 g p,
24XP, 1 day.
Regdar tests O1/f boots of stomping, boots qf the bnttte cbarger, boots of big Jleppillg,
sandals of springi7lg, sandals of sprinting, alld boots 0/ drag01lSfridillg
eet with no chance for er ror, as if using a These comfortable, black leatlrer boots have
reater teleport spell. This ability function s
BOOTS OF UIIUSHall )'sprillgy soles.
th ree times per day. DRAGONSTRIDIN G
Prerequisites: Craft Wondrous Item, Price (I tem Level): 1,500 gp (Srh) Boots of jumping allow you to jump excep-
two allllcllsioll door. Body Slot: Feel tionally long distances. You on ly need
Cost to Create: 3,000 gp , 240 XP, 6 days. Caster Level : 9th to move at least 10 feet in a st raigh t line
rou Aura : Mo derate; (DC 19) trans mutation to at tem pt a running ju m p (ra th er tha n
Activation: - and sw ift (ment al) 20 feet). This is a continuous effect and
XP
OOTS OF We ight: 1 lb. requires n o activation .
ESPERATION In addition, boots of jumpillg have 3
Pr ice (I tem Level): 2,800 gp (7t h) Thcse boots havc a scal)'look, as thougll thc)' cha rges, which are renewed each day at
Bod y Slot: Feet were madcfro m rcptilc Illde. dawn. Spendin g 1 or mor e cha rges grants
Caster Lev el: 3rd you a competence bonus on Jump checks
ura: Faint; (DC (6) transmutation Yougain a +2 competence bonus on Climb for 1 round.
ct ivat io n : Sw ift (com mand) an d Jump c hecks while wearing the se I cll<lrge: Gain a +10 competence bonus
Weig h t: - boots. Th is is a continuous effect and on Jump check s.
require s no activation. 2charges: Gain a +15 competence bonus
n TIlese sof t-soled boots look comfortable alld Once per day, you ca n activ ate boots of on Jump checks .
mand uiet. dmgollSll'idillg to gain a clim b speed equ al 3 charges: Gain a +20 compete nce bonus
to your land speed for 10 rou nd s. on Jump check s.
You can acti vate boots of despernlioll only Prercquisites: C raft Wondrous Item, Prerequtsues: Craft wo ndrous Ite m,
-hen your cu r rent h it point tot al is equal jump, spidcl' climb. jum p.
ro or Ie s th an half your full normal h it Cost to Creale: 750 gp, 60 XP, 2 days. Coot to Creale: 1,250 gp, 100 P, 3 days.
poi n ts. When activated , the boots grant a
· 30-foot enh ancement bonus to your base
peed and a +5 dodge bonus to AC again st
BOOTS OF JUMPING BOOTS OF LANDING
Price (I te m Level ): 2,500 gp (7th) Price (I tem Le ve l): 500 gp (3rd)
attacks ofopportun ity.These benefits last
Body Slo t: Feet Bo dy Slot: Feet
har- or 1 round.
Cas ter Le vel: 3rd Cas ter Leve l: 3rd
u are Th is abilit y functions th ree times per
Aura: Faint ; (DC 16) transm utation Au r a: Faint; (DC 16) t rans m utation
'el for day.
Activation: - and sw ift (com m and) Activation: -
by 2. Prereqljisites: Craft Wondrous hem,
W eight: 2 lb. Weight: I lb.
ui re xpeditiolls rel reat.
Cost to Crcnlc: 1,400 gp, 112 XP, 3 day s.
com-
to6
Tardel:sbops fo r lIe1U boots, fryillg ant rock boots, boots if tbe mountain "'iI/g,
stcadfa s: boots, boots if tremorsense, and boots if lon dil/g
These light blue leath er boots'IIIVe very thid,
BOOTS OF BOOTS OF STOMPING
soles, Walbng in thelll is li/,e dancing in
douds.
SIDESTEPPING Price (Ite m Level): 600 gp (3rd)
Body Slot: Feet
Price (I t e m Level): 6,000 gp (i orh)
Caster Level: 3rd
W hi le wearing boots oflandltlg, you land on Body Slot: Feet Aura: Faint; (DC 16) evocation
your feet no ma tter how far you fall , and Caster Level: 12th Activation: Standard (m an ipu latio n)
you take 2 few er dice of da mage from t he Aura: Strong; (DC 21) tran sm utat io n
Weight: 1 lb .
fall than nor mal (t h us, a fall of 20 feet or Activation: Swift (m en tal)
less dea ls you n o da m age). Weight: - Th e tltiel, metal sales of these airt-browli
Prereq uisites: C raft Wo n drous Item, bootsarc slightly wider thallthe vamp. BraSS\
feather fall or mtfall (£ 1'H 82). These soft leather boots are adonred witlt a metal band s 1'1111 from the sides ofthe soles to
Cost 10Crea te: 250 gp, 20 X l', 1 day, copper elwin around till' an'''e. the tops.
Boots of sidestepping allow you to sli de our
BOOTS OFTHE of range of an ene my's attacks. W he n you
When you sto mp yo ur feet and activate
MOUNTAIN KING boots of stomping, you ge nera te a 15-foot-
activa te the boo ts, you ca n take as-foot
long co ne -sha ped burs t of psychok i ne ti
Price (Item Level): L,500 gp (5th) step (PH 144). Unlike a normals -foo t step,
force th at tr avels along the ground, top'
Body Slot: Fee t you can ta ke this ac tion eve n if you have
pling crea t ures an d lo ose objects, Th e
Caster Level: 7th alrea dy mo ved during t he ro u nd , and it shoc k wave affects on ly creat ur es standing
Aura: Mod erate ; (DC 18) abjurati on doesn't preven t you fro m movin g again o n the grou nd with in the are a. Creat ure
Activation: - afterward (o r even rak ing your norm al th at fail a DC 13 Reflex save are th row n 10
Weight: 1 lb. 5-foo t step). For example, you co uld act i-
the grou nd, p rone, and tak e 1d 4 points ot
vate the boots to move 5 fee l aw ay fro m
n onlethal d amage.
These Iron-sllOd red leatlurbootsappea r n fgged an adjacent monster, spend a move ac tio n
Boots of stomping funct ion th ree time
and wonr . to m ove anothe r 20 feet away, t he n take :I
per day.
s ta ndard action. Prerequisltcs: Craft Wondrous Item, SOIll
W hile weari ng boots of tlte mOllntaln king, Boots ofsidestepping fu ncrion three tim e
blllst (SC 195) or stomp (EPH 133).
you can mo ve more easily than u su al over per day. Cost to Create: 300 gp, 24 XP, 1 day.
rough and difficu lt terrain. Prerequi sites: Craft Wondrous Ite m ,
The e boo t allow yo u to ignore haste.
increased movem ent cos ts and ski II check Cost to Creulc: 3,000 gp, 240 Xl', 6 days . BOOTS OF SWIFT
DC increases for light and dense rubb le. PASSAG E
In addit ion, you ca n move u p stai rs and
slope at norm al speed an d run or charge
BOOTS OF SKATING Price (I t e m Level): 5,000 g p (9t h)
Price (I t e m Level): 7,000 gp (t t rh ) Body Slot: Fee t
d ow nhill w it h out mak ing a Balance Caster Level: 7th
Body Slot: Feet
c heck ( DM G 89). T hese boots req ui re no Aura: M oderat e; (DC 18) conjuration
Caster Level: 3rd
activation . Aura: Faint ; (DC 15) transmu ta t io n Activation: Move (com m an d)
Prereqllisites: Craft Wond ro us ltem.jrcc- Activation: - Weight: 1 lb.
dom of movement. Weight: 2 lb.
Cosllo Crea te: 750 g p, 60 xr, 2 days. These co mfo rfllb!l~ hig!1 boots Ilrc nwdl' from
Tllese white leat her boots extcnd 10 mid-mlf de,'p rell !eatllt' r with brillian t Cop!)l'r-colored
BOOTS OFTHE 1l11d lure lip fro m toe 10 top. Tltey sport two Icather sales.
MOUNTAIN KING , dull metlll edges that s[allt downward from
Whe n act ivated, boots of swift pllsSllge tele-
the boltom ofeach side.
GREATER port you up to 20 fee t in an y d ir ec tio
Price (Item Level): 21,500 g p (15t h) (w ith no cha nce of error).
Th ese boots allow you 10 slide alon g th e
Activation: - and swi ft (com mand) You must have li ne of sigh t and line 01
grou nd as if on smoo th ice. You ca n grace-
f ully ska te along t he ground, tu rn , or stop effec t to you r de tin ation to use the boot
This rough-looking boots an' made of craggy suddenly as de ired. You gai n a -to-foor You can' t use the boo ts to move in to a spac
leathertltal resembles a rough granite cliffface, e nha ncement bonus to your land spee d occ upied by an other cr eature, nor can you
and tile)'are shotlwilh thickiron. wh ile wear ing th e boo ts.T his is a co ntinu- te leport into a solid objec t; if you attempt
ous effect and requi res no activation. to do so , the boots' ac tiva t io n is wasted
These boots fu nc tion as bootsof IIll' moun- You can bri ng along objects weig hing up
Skating up an incli ne rem oves the
lain king. In addi tion , you can activa te bonus to peed, w hile ska ting down a to your maximu m load , but you can't brin
grea ter boots to gain the be nefi t of a another creat u re wit h you .
decline increases th e boot s' enhancemen t
stonesllin sp ell. This abilit y functions Boots ofStVifl plls.llge funct ion five times
bon u s to land speed by a n additional 10
on ce per d ay. per day.
feet.
Prerequ isites: Craft Wondrous Item,frcc- Prerequisites: Craf t Wo ndrous It em
Prerequisites: Craft Wo ndro us Item, expe-
dom ofmovel11C111, sloHeskin. ditious retreat or slmte (E1'H 132). dimemion door.
Cost to Create: t 0,750 gp, 860 xr, Cost to Crente: 3,500 gp, 280 X P, 7 d ays. Cost to Crellte: 2,500 gp , 200 X P, 5 day ,
22 d ays.
These serviceable black leather boots a/ways
OOTS OF TEMPORAL scem to beur the dllSt of the road, regardlessof
CCELERATION YOllr effort to clean them .
Pr ice (I t e m Level): 43,000 gp (17th)
Bod y Slot: Feet Travel is a way of life for the fo llower s
Cas t e r Level: 17th of Fharla ng hn, an d these boo ts give h is
ura: Stro ng; (DC 23) co nj urat ion chosen followers a spring in their step.
ctiva tio n: Swift (com mand ) Wh ile wearing boots of the unendiJlgjollfllCY,
Weigh t: 1 lb. you gai n a -tu-foot enhancement bo nus to
your speed ifyou are neutra l good.lawful
rh n ' darlilellther boot fea ture a small image neutral , neutral, chaotic ne utral, or neu-
aSlIl1dial sewlI into each side. WllelllVOrll, t ral evil. This is a continuous effect and
rey pulse slightly once every second. requires no activation.
Relic Power: Ifyou have est ablished
ne e per day, you can e nter another the proper divine connection, you are
im e fra me for 2 rounds, speeding up consta n tly u nder a pass without trace
g reatl y that all other creatures seem effec t. Boots of the unending journey also
rozcn , tho ugh t hey are actually m ovin g rende r you immune to t he effec ts of
t no r m al speed. O ther creatu res are n or- fatig ue an d exhaustion .These are continu-
ally im mune to your attacks, powers, Boots of tbe IIIte"dingj ollrnc)' ous effects and require no ac tivat ion .
r spell s, b u t if yuu create an area effect To use t h e relic power, yo u must wor-
-hat lasts longer tha n 2 rounds, that effect This i a co n tinuous effect and requires hip Fharlanghn and either sacrifice a
pplies norma lly once the duration of the no activatio n. -trh-level d ivin e spell slot or have the True
e m's effec r expires. Once per day, you can activate the boots Believer feat and at least 7 H D.
rrn
W h ile under the effect of the boots, to become invisible (as greaterinvisibility) Lore: The first pair of these boots was
u can not enter an area protected by an for 7 rounds. made by an adventurer who had grown too
" nllmagic field , lIull psiollics field , or by a
pell o r power tha t ne utrali zes 9 th -level
Prerequisites: Craft Wondrous lrern ,
grellta invisibility, pass lVitholl! tracc.
o ld to travel wi t hou r m ag ical aid . When
she died , the boo ts were offe red to the god
pells o r powe rs. Normal and mag ical fire, Cost to Create: 5,500 gp, 440 XP, Fh arla nghn, who wore them h imself in
- ld,acid, and the like ca n st ill har m you . 11 days . h is ea rth ly travels. It is said that once per
cept as descri be d he re, this effec t func- centu ry, Fharla nghn give s his pair of boots
ions as a time stop spell. ofthe ullelldingjo urney to a fello w traveler,
W hen the duratio n exp ires, you resum e
BOOTS OF then endows an ordinary co bb ler with the
ti ng during your curr enr turn in norm al
TREMORSENSE power to make him a new pair (Knowledge
nne, bu t you are shaken for 1 round . Price (I t e m Level): 5,000 gp (9 th) [religion] DC 20).
pli nte red or partitioned minds wi thin Body Slot: Feet Prerequis ites: Craft Wondrous Item,
ur ow n mind, such as m ig h t be in effec t Caster Le vel : 5th Sanctify Relic , restoration, pass without
roug h the use of psion ic power suc h as Aura: Faint: (DC 17) transmutation tmec.
"i sm, are no t tempora lly sped up , even if Activation: Swift (com m and ) Cost to Create: 2,000 g p, 160 XP, 4 days.
ur seco nd mind ma ni fested this power. Weight: 1 lb.
o ur primary mind gains t he benefit,
h ile your seco nd m ind re mai ns st uc k The sales of these blaell boots arc IHiusually
BRACERS OF
e tandard time frame. wide 11 1111 their shape stnmgely cylindrical, ACCURACY
cn'quisites: Craft Wondrous Ite m, tillll' like tlte fcel of (HI elephallt. Price (I t e m Level): 4,000 gp (sth)
or temporal accc/eratioll (EPH 136). Body Slot: Arms
Cosl to Create: 21.500 gp, 1,720 XP, When you activate boots of tremcrsensc, Caster Level: 5th
days. you gain trem o rsen se out to 30 fee t [or Aura: Faine; (DC 17) divinatio n
5 rounds. This ability function s three Activation: Swift (m en tal)
times per day. Weight: 1 lb.
OTS OF Prerequisites: Crafr Wond rous It em ,
ACKLESSNESS trcmorsense, Each of these brollle bmrcrs IS ellgrtlved with
rice (I t e m Level): 11,000 gp ( i a rh) Cost to Crente: 2,500 gp, 200 X P, 5 days . an Image of aJl opl~ n eye.
YSlo t : Feet
te r Level: 7t h Weari ng bracers of ClCCllrtlCY allows you to
r a: Mo derate; (DC t8 ) illusion
BOOTS OFTHE make ra nge d attacks wi th ex tre me preci-
rivario n : - and sta ndard (m ental) UNENDING J OURNEY sion. The bracers ha ve 3 charges, which
ig h t : lib. [ REU C] are renewed each day at daw n . Spe nding
Price (I t em Level): 4,0 00 gp ( th) 1 or more c harge s gra n ts a benefi t to all
II
e pale green boots ure slim alld elegallt, Body Slot: Feel ranged attacks you make before the end
II perfectly smooth sales. Caster Level: 20th of you r turn.
;1
Aura: Strong; (DC 25) co nju rat ion I charge: Ignore AC bonus from cover
e n you wear th ese boo ts, you leave no Activation : - (excep t to tal cove r) for all targets.
ks (as if affec ted by p llSS witho ut trace). Weight: 1 lb.
Four times per day, you can turn the dia
to the right position as a standard action
and aim the len at a target, un leashing
searing light effec t (as the spell). The dia
automatica lly returns to the middle po 1-
tion after each use of thi s ability.
Even though on ly one brace r i
equipped wi th the lens-and-dial appar a
lUS, both must be worn for the magic t
be effective.
Prerequisites: Craft Wondrous It e
Bracers of da7UIl seaTi ng light.
Cost to C reat e: t 3,000 gp , 1,040 X
2 charges: Ignore mis s cha nce from Bmrersof the bltlst bllrricr allow you to turn 26 days.
concealment (except total concealment), a spell or pell-likeability in to a temporary
including miss cha nces from effects such wall of magical energy. When you activate
as bluror displacemellt(but not incorporeal- these bracers , the next spell you cast or
BRACERS OF THE
ity), [or all target s. spell-like ability you use befo re the end ENTANGUNG BLAST
3 charges:Ignore both cover and conceal - of your tur n in stead appears as a lo-foot- Price (I t em Level): 2,000 gp (6th)
ment (as previous en tries ) for a 11 targets. long , 10-foot-high opaque wall that lasts Body Slot: Arms
Prcrcquistrcs: Craft Wondrous Item, for 1 ro und per level of the spell, O ne end Caster Level: 3rd
c1almlld iellcelclurrvojuncc, of the wall must be placed at any corn er of Aura: Faint; (DC 16) conjura tion
Cosl to Crea te: 2,000 gp , 160 XI', 4 days. your space, and the wall can exte nd in any Activation: Swift (com mand)
d irection. The wall mu st be continuous Weight: 1 lb.
and unbroken when created. If its sur-
BRACERS OF face is broken by any object or creature, Each of thest' jet b/ach bmcers is scI with
ARCANE FREEDOM the wall fail 10 form and the spell and oval of lin )', ruby-reel stones.
Price (I tem Level): 2,300 gp (srh) activa tion are lost.
Body Slot: Arms Any crea ture passing th rough the wall Brnrcrs of the l'IItnngling bl'lsl allow you
Caster Level: 7th takes damage equa l to that normally dealt red uce the damage dea lt by your rna
Aura: Mod era te; (DC 18) abjuration by the spell or spell-like abili ty (with a to en snare those affected by it. w h
Activation: Swift (com mand) m inimu m of 1 point per level of the spell you activate these bracers, the n
Weight: t /2 lb. or spell-like ability). A successful Reflex spell you cast or spell-like abili ty v
save (using the norma l ave DC for a use dea ls on ly half its normal darna
Theseoruntc blue'Clllherl1nllbl1l1dstlre stitdled spell of that level cast by you) ha Ives this however, an y cre ature damaged by I
lVith depictions ofgO/dCII etlgles ill flight. damage . spell become s entangled for Id3 rou n
Thi s ability functi on s th ree rimes pe r taking an additional 1 point of dam
Bracers of arCClIlC freedolll allow you to cast day. per level of the spell each round on y
arcane spe lls wi thou t th e normal complex Prerequisites: Craft Wondrous I tem, turn. This damage is of the arne typ
gestur es requ ired. When you act ivate wllll offireo normally dealt by the spell (or your cho
these bracers, you omi t the somatic com- Cost to Creute: 1,600 gp, 128 XP, 4 days. if th e spell dea ls more than one type
ponent of the nex t arcan e spell you cast damage). These bracers have no effect
before the end of your turn (as ifapplying a spell or spe ll-like ability that doe.
the Still pell feat to it, but without alter-
BRACERS OF DAWN deal damage.
Price (It em Level): 26,000 gp (t srh)
ing the spell's level or cast ing ti me). Thi s abili ty fu nction three time
Body Slot: Arm s
This effect funct ions two times per day.
Caster Level: 6th
day. Prerequisites: Craft Wondrous It
Aura: Moderate; (DC 18) evocatio n
Prerequisites: Craft Wondrous Irem. jrec- web.
Activation: Move (man ipulatio n) and
clam of movemellt. Cost toCreate: 1,000 gp , 100 XP, 2 da
standard (manipulation)
Cost to Create: 1,150 gp, 92 XP, 3 days.
Weight: 1 lb.
BRACERS OF
BRACERS OF THE Thest' Imther bmrers areset with bmss studs. GREAT COLUSION
BLAST BARRIE R ail e of the pair also feat ures tI lens-alld-dilll
Price (Item Level): 1,500 gp (5th)
cOlltmption.
Price (Item Level): 3,200 gp (8th) Body Slot: Arms
Body Slot: Arms Cas ter Level: 5th
When you tu rn th e dial to th e left, both
Caster Level: 7th Aura: Mo derate; (DC 17) transmutati
bracers appear normal. When you tu rn the
Aura: Moderate , (DC 18) evocation Activation: Free (com m an d)
dia l to the middle posit ion. a beam oflight
Activation: Swift (command) Weight: -
emerges from the lens, illuminating your
Weight: 1 lb.
surroundings as a bullseye lantern wou ld.
These thicl1 platinum al'lnb'llids are el
Turning the dial to the left or back to the
These silvermltl red bmrers are setlVith round, wilh llpattem of crossed hammers.
mid dle is a move act ion.
jet-blacll stones,
raca sofgreat collisiollaIlow you to deliver opportunity granted to you by an oppo' You must wear bracers of quick strike
rtic ularly crushing attacks with blud- nent,even ifyou have already reached your for 24 hours before you can access their
coning weapo ns . When you score a norm al li mi t of at tacks of opportunity abilit ies. Ifyou take them off, they become
uccessful critical hi t with a bludgeon ing in the round. This ability fu nctions two inactive until worn for an additional 24
elec weapon, you can activate the brac- times per day. hours.
ers to deal an ext ra 2d6 point s of damage Prcrequiritrs: Craft Wondrous It em , Prerequisites: Craft Wondrous Ite m,
with that attack (or 3d6 points of damage Comb at Reflexes, ml 's gmce. haste.
f you wie ld th e weapon with two ha nds). Cost to Create: 1,150 gp, 92 XP, 3 days. Cosllo Create: 700 gp, 56 XP, 2 days.
a u must activate the brace rs before you
-oll da mage for the cri tica l hit.
Bracers of great collision function two
BRACERS OF BRACERS OF
mes per day. QUfCK STRIKE REPULSION
Prerequisites: Craft Wondrous Item, Price (I tem Leve l): 1,400 gp (Sth) Price (It em Leve l): 4,000 gp (s rh)
Ilt a magIc IveapOIl , keen edge. Body Slot: Arms Body Slot: Arm
Cost to Create: 750 gp , 60 XP, 2 days. Cas t er Level : 5th Caste r Lev el : 11th
Aura: Faint; (DC 17) transmutation Aura: Moderate; (DC 20) evoca tion
Activation: Swift (com mand) Activation: Swift (com mand)
ACERS OF We ight: 1 lb. Weight: -
PPORTUN fTY Each of these ll1ithral braccrs bears all inillge
Pr ice (It em Level): 2,300 gp (s rh) ofa l1I'edle-shllrpdagger. Each of these slee! bmcers bears /HI oVlll of
ody Slot: Arms smoky quartz CII rved witll the inlllj!.c of elfl
Caster Level: 3rd When you activa te bracers of quid, strille, upraised lllltid.
ura: Faint; (DC 16) transmutation you can make one extra attack with any
ct ivat ion : - and immediate (mental) weapon you are ho lding if you already Bracers of repulsiou produce an instan-
eigh t: 1/2 lb. made a fuJI attack on this turn. This attack taneous wave of force that pushes back
h is made at your fuJI base attack bonus, plus enemies. When you activa te the bracers,
e e matching I(~ather wristbands fcc/light any modifiers appropriate to the situa- all enemies within 10 feet must succeed
t strong. tion . This effec t is not cum ulative with on a DC 19 Forti tu de save or be pus hed ....
any ot her effect that grants you an ex tra 5 feet away fro m you. Huge and larger ~
rucers of 0J'!'0rtllllity allow you 10 rake attack when making a fu ll attac k, such as creatu res are unaffec ted by bracers of .::rr
vant age of oppo nents who let down the Rapid Sho t feat, a spee d weapon, or repuholl, tho ugh incorporea l creatures
eir defe nses . the hlls!e spell. can be affec ted.
If you have the Combat Reflexes feat, Bracers of quick strike function once This ability functions three times per
u gain a +2 compe tence bonus on any pe r day. day.
tack of opporrunity you make (whether
e attack of opportunity is granted
the brace rs or not ). This i a
nti nuous effec t and req uires
o activation.
When you activate these brac-
t , you can take an attack of
Bracers of
arcan efreedom
Armbands
ofmigbt
:2 day
urarion
7Jispelli'lg
cord
SUBLE OF Chronocbarm
of tbe
L POWE R fate7vea1Jer Cbranocbar m
e (I tem Level): 8,000 gp (t irh) of tbe borizo»
, lot: Throa t 7valker
te r Le vel: 6th
ra : Moderate; (DC 18) evoc ation
ivat io n : - Chr01locharm
ig h t : - of the celestial
Cbronacbarm
7vande t'er
Th is tong strip o] scarlet cloth is embroidered
of the grand
m aster
I'lth llrClltie sigils IItid mystic desiglls.
a
Tflis brightblue opaque eye covering extellds up
CRYSTAL MASK OF to the hairline,dOlVn below thenose, andback
MINDARMOR to the ears. Though easy to pull off if desired,
Price (I tem Level): 10,000 gp (12th) the lIlask fits snugly and needs no slmlls to
Body Slot: Face keep it in place.
Caster Level: 5th
Aura: Faint ; (DC 17) enchantment A crystal masll of psio"ic
Activation: - cmft grants you a +10
Weight: 1/ 2 lb. competence bonus
on Psicraft chec ks.
The front portion of Ihis l'eriwin/:le crystal Prerequisites: Craft
lIIasl: drops down below the eyes. Narrow Wondrous Item, Psicraft
slits in the mask allow the wea rer full mnge 10 ranks.
of vision. Cost /0 Create: 5,000 gp,
400 xr, 10 days. Crysta! mask ofvisual imigbt
A crystal III ask oflllilldarll1o r gran ts you a +4
insig h t bo nus on wi ll saving th rows.
Prrreqll;sifes: Craft Wondrous Item, remove
CRYSTAL MASK OF Whe n activated, a crystal lIlask of vislI
fellr or concca l lfloug hts(EPH 85). VISUAL INSIGHT illsight allows yOll to ignore the effects
concea lment (but not invisibility) on an
Cosl toCreatc: 5,000 gp, 400 XP, 10 days. Price (Item Level): 10,000 gp (t zr h)
creature wit hin 30 feet for 1 round.
Hody Slot: Face
Prerequisites:Craft \Vondrous Item, IT
Caster Level : 15th
CRYSTAL MASK OF Aura: Strong; (DC 22) divina tion
strilu or mOlllent ofinsight (Cl' 93).
PSIONIC CRAFT Activation: Swift (command)
Cost to Create: 5,000 gp, 400 Xl', 10da.
Pr ice (Item Level): 10,000 gp (12th) Weight: 1/ 2 lb.
Body Slot: Face
Cas te r Level: 7th This transparellt balld extcllds arollnd the
Aura: Moderate; (DC 18) divination head at eye level.
Activation: -
We igh t: 1/2 lb.
'IJcalbguarditlfl
bracers
THGUARDIAN
ACERS
e (I t em Lev el): 6,000 gp (10th)
y Slot: Arms
sre r Level: 7th
r a: Moderate; (DC 18) abjuration
ivat io n : Immediate (com mand)
igh t: 31b.
" a ''' acefeatures a large, clear crystal set This (wudet is a fist-sized orb pain ted to
r, alld tile silhouette of a dragon has resemble a dragon'seye. It hangs from a heavy
etdlcd OlltO if. gold chail!.
by dragon sha m ans (l' H 2 11), a W hil e wearing this am ulet, you gai n a +10
" spirit amulet expands th e rang e com pe tence bonus on Searc h and Spot
dracon ic aura ch an neled by those checks , an d bl lndsen se out to 30 feet.
ter s. W hen you activate th is amule t, Prerequisites: Craft Wond rous Item,
d raconic aur a affects you an d all allies dragollSight (SC 73).
III 60 feet to whom you have line of Cost to Create: 27,500 g p, 2,200 X P,
T h is effect last s for 1 ro u nd. 55 days.
ough or iginally des igned for dragon
ans, th is amu let functions equally
or any other cha racter who gains a
DRAGO NSCALE CLOAK
nic aur a (see Dmgon lvfagic page 86). [REUC]
i abili ty functions three tim es per Price (I t em Level): 5,000 gp (9t h)
Body Slot: Sho ul ders
TClll/isHes: Cra ft Wo nd ro u s It em , Caster Level: 20th
n type or d ragon bl ood su btype. Aura: Stro ng ; (DC 25) transm ut at ion
t to Create: L,OO Og p, so X P, 2 days. Activation: Sw ift (com m and)
Weight: 2 lb.
GON SPI RIT Tjlis long,flo wingdoa" issewnfrom ,m asso rt-
CTURE ment ofchroma ticdrago n sca les.
e (I tem Level): 2,00 0 g p (sth)
lot: Wais t Dragouscal« W hile wea r ing th is cloak, you have resis-
r Le ve l: 6th cloak tance 5 to an energ y type of your ch oice
: Mo de rate; (DC IS) evoca tio n Activation: - and free (m ental); (acid, cold, elec trici ty, or fire) provided
at io n : - see tex t that you are chaotic evil , neut ral evil, or
ht: - weight: I lb. chaotic n eutral. You can selec t or cha nge
th e resist an ce by spe aking t he co m ma nd
Ide, el1l llroidered licit sash is e/11 111tlZoned These thief,leatllC1"glllHltlets sport real dmgoll's word .
magesof fire-lIrcathing dragO/IS. teeth fo r studs. Relic Power: If you have est ablished
the proper div ine con nection, you can
you wear a drago n spirit cinctllfC, your Dragonfa'lg glllHltlets funct ion as master- also tra ns fo rm a dmgonscale doak into
h weapo n damage is inc reased by one work spi ke d gaun tlets an d also grant you functional d ragon win gs upon comm and.
r by 1 point if your breath weap on a +2 enha ncement bo n us to Streng th. The w ings (wh ich last for 2 hours per
'r de al dam age exp resse d in dice). In addition, th ree tim es per day, you can day, d ivided up as you w ish ) allo w you
u are also hold in g a mag ic weap o n activa te th e gau ntle ts to treat your nex t to fly wit h a speed of 60 feel an d aver-
eal the same type ofdam age as your melee att ack against a weapon or shi eld as age m an euverab ility. Add itio nally. the
h weapo n, you r breat h weap on save though you h ad the I mp roved Su nder feat, valu e of the cloa k 's resis tance to ene rgy
creases by 1. even if you don't meet its prereq uisit es. inc reases to 20.
rrquisitcs: Cra ft Wondrous Item, If you have Im proved Unarmed Strike, To usc the reli c po we r, you must wor-
h weapon . drago nfimggatHltletsallow you to ove rco me ship Tiamar and either sacri fice a 6th-level
t to Create: 1,000 g p, SOX P, 2 days. damage reductio n w it h you r unarme d divine spell slot or h ave the True Believer
st ri kes as th ough you were wi eld ing a feat and at least 11 H D.
magic weapon . In this case , you deal Lore: The firs t dmgonscale dO'lk is said
GONFANG u n armed st ri ke da ma ge instead uf sp ik ed to ha ve been cr ea ted Irorn the sc ales uf
UNTLETS gaun tle t da mage. Tiarn at he rself by a devoted h igh priest
e (I tem Level): S,610 gp (i zrh) Prerequisites: Craft Wondrous Item, 11111/'s who visi ted the dragon queen on her
Y lot: H and s strenglh, magicwenl'Oll , shattfl". hom e pla n e. Since th en , th ose w ho ally
- er Level: 3rd '0
Cos t Create: 4,00 0 gp (plus 610 gp for with evil d ragon s ha ve occasion ally col-
: Faint; (DC 16) evocation, ma st erwork spi ke d gau n tle ts), 320 X P, lected assort m ents of scales w ith which
n mut ati on 8 days .
to du plica te t he process (Knowledge [reli- Pt"e requ isilcs: Craft Wond ro us It em , This reddish crystal shard is lIIscribeci W I
gio n] DC 20). drea m, /Iigll/mare. arcane symbols, banded with mi/hral, ar
Prerequisi tes: Cra ft Wondrous Item , Cos/to Create: 3,750 gp , 300 X P, 8 days. hanging from a sll1allsilver chain.
Sanc tify Relic, polymorph, resist energy.
Cost toCreate: 2,500 gp, 200 XP, 5 days. An empowered pellshard is keyed to a
EAGLE CLAW cific spell of up to 3rd level. W he n y
TALISMAN cast the attuned spe ll, you can use yo
DREAMING BLINDFOLD Price (I t em Le vel) : 1,000 gp (4th) empowered spellsllard as a focus in additi
Pr ic e (Item Lev el ): 7,500 gp (i n h)
Bo dy Slot: Throa t to the spell's nor mal compone nts (ifan
Bo dy Slo t : Face
Caster Level : 5th Doing this empowers the spell (as thou r
Caster Le vel : 9th
Aura: Faint; (DC 17) transmuta tion using the Empower Spell feat, but with
Aura: Mod erate; (DC 19) illusion
Act ivat ion: Swift (com mand) adjus tment to spe ll level or casting tim
Ac tivation: 1 m inute (com mand)
Weight : - The spellsha rd is activated as a parr of t
Weight: -
spellcasring process. The markings
All eagle claw worked froll1 adamall/inc the shard reveal the spell to whic h it
This blaell silk blindfold is embroidered with
dangles fro111 a silver elwin. attuned to a character who make a
mys/iea1 symbols clone ill silver thread.
cessful DC 30 Spel lcrafr check. The pr i
The wearer of an eagle elal\! lafisll1(1P1 is and levels of empowered spe llshards
W hile wearing a dreamillg blindfold, you
capable of deliveri ng ruinous strikes described on the table below.
are effec tively bli nd ed, but you can send
against doors, locked ches ts, or ot her
a u sefu l or terrible dream to a sleeping
objec ts. When you activate an eaglc claw Spell level Price (Item level)
creature. Once per day, the bl indfo ld can
Itllisll1an, you gain a +5 competence bonu 1st 1,500 gp (5th)
p roduce either one of two effec ts (but no t 2nd 3.000 gp (7th)
on the nex t St rengt h check (or un armed
bot h in the sa me day): 3rd 6.000 gp (10th)
strike da mage roll ) you ma ke to break or
Dream: You send a phant asmal message
burst an ite m. This effec t last s for 1 round
to a specific known livin g crea ture. This
or un til used. An cmpowered spellshardfunc tions th
effec t functions as the dream spell, except
This abili ty funct ions th ree ti mes per times per day.
that the range is LOO m iles and you can 't
day. The school of magic an ..,IIPOII'
deliver the d ream through a messen ger.
Prercejllisitcs: Craft Wo ndrous It em , sJlellsll<1 rd radia tes is the same as th at
Night m are: Yousend a hideous phan-
sllal/er. the spell to wh ich it is att uned.
tasma l vision to a specific kno wn liv ing
Cost /0 Create: 500 gp, 40 XP, 1 day. Lo re:These shards were created du
crea tu re. Th is effect functions as the
the last g reat war to assist battle rna
nighlmare spell, except tha t the range is
on the front lines (Knowledge [h isto
LOO miles. EMPOWERED DC 10). As a result, many CPllP 0 1\' ,
If you are also wearin g a psicro wn (EPH SPELLSHARD sJlellslIards are keyed to des tructive ev
169), you can target [he rec ipient of the
Price (It em Level ): See text tion spells (Knowledge [h istory] DC 1
dream or n ight ma re with a single psion ic
Bo dy Slot: Throat Prt'l"cqlllsite : Craft Wondrous It
power generated by the psicro wn as if you
Caster Level: 9th Empower Spell . spe ll to which the sh
were adjacent to that crea ture. However,
Aura: Moderate; (DC 19) varie s is att u ned.
the power cos ts twice the normal number
Ac tiva ti on: ee text
of power points and rend ers the dreaming
We ig ht: 1/ 4 lb.
blilrdfold inert for seve n days.
Brooch if
stability
Eagle clm«
talisma n
A"klrlif
translocation
t toCreate: 750 g p, 60XP, 2 days (t st chosen by you when you activate it) for I
. 1.500 gp , 120 XP, 3 da ys (2nd level): ro u nd. Effectively, the helm temporarily
gp, 240 XP, 6 days (3rd level ). adds essenria to th e affec ted receptacle s
(sou lmelds, incarn u m feats, m agic item s,
and so on ) until it reaches its maximum.
URING AMU LET While th is ability is in effect, you can't
e (I tem Level): 1,500 gp (srh)
re allocate essentia from the affected
lot: Throat
receptacle .
er Level: 3rd
1 charge:M axim izes essentia investment
: Faint; (D C 16) abjura tio n
in one receptacle.
tio n: - and immediate
2 charges: Maximizes essentia invest-
rnrnand)
ment in two recept acles.
ht: -
3 charges: Maximizes essentia in vest-
ment in three re ce ptacles.
ITCu/ar, coin -s~ll1ped talisman 15 half
Prerequisites: Craft Wondrous Ite m,
ml alld halfice blue.
essentia pool, meldshaper.
Cost to Create: 1,500 gp o 120 X P,
lur illg afllldel protects you fro m
3 day.
mes of temperature, as if by the
t ele fll elltsspe ll. Th is is a ccnrin u-
n you activate a [.mgetl llIask, you Thiseye-catching tunic shifts and moves Uhe
make a natural bi te attack. The bite liquid flame. A crystal shanl burus a brilliallt
Id6 points of damage plus your red in themiddle ofthechest,fllsed seamlessly
ngrh modifier (ass umi ng you are lVitll theclothofthe shirt.
iu m; see DMG 28 for de tai ls on
ge for larger and sma ller crea- A fi a )' tunicgrants you resistance to fire 5.
.Th is attack is treated as a magic Th is is a continuous effect and requires
po n for the purpose ofovercoming no activa tion.
ge reduc tion, and the bite da mage When you activate the run ic, it gener-
n't stack wi th any bite attack you ate s a fire shield, as the spell (warm shield
dy have . effe ct o nly), th at last s for 5 rounds . In
"hrce times per day, upon biring a target addition, any me lee wea pons you h old
e act ivating the mas k, you can force while the fire shield is act ive are treate d
creature to make a successful DC 13 as flam in g wea pons (DAIG 224). You can
n ude save or be stunned for I round . deact ivate thi s effec t at any tim e w ith
Fiery tunic
another swift action. This ability func- Aura: Strong; (DC 21) abjura tio n To gain the benefit of a flesh ring ofscot
tions once per day. Activation: - or immediate you must wear it as a piercin g rhrou
PrereqUIsites: Bind Eleme ntal (ECS 51) or (com mand ) th e flesh of your upper chest. You c
Craft Wondrous Item, pll11ll1r bindillg. Weight: - activa te it whenever you score a crit i
Cost to Create: 2,500 gp, 200 XP, 5 days. threat on a creature. Th e critical threat
Thisfmgile pendallt is constructed from rose automatically confirmed, but the Jlesll n
gold and shaped into the form ofaJlower. It is ofSCOYII deals damage to you based on y
FINNED GAUNTLETS set lVith many tin)' fire opals. weapon' critical multiplier.
Price (I t em Level): 3,500 gp (St h)
Body Slot: Ha nds
A fireflo lVCI' pelldallt provides you with Critical
Caster Level: 5th
resis tance-or even br ief imm uni ty-to Multiplier Damage
Aura: Faint; (DC t 7) transm utation x2 2d6
fiery attacks. While it is worn, you gai n
Activation: - x3 3d6
resistance to fire 10. This is a continuo us
Weight: 1 lb. x4 4d6
effect and requires no activation.
When you activate the pendant, you
SlVeeping fins adorn these sharkskin
gain immunity to fire until the start of A Jlesh dug of SCOI'll functions rhr
gaulltlets.
your nex t tu rn . However, doing this ren- ti mes per day.
ders the pendan t powerless for 1 hour Prerequisites: Craft Won dro us Item , c
You gain a natural swim speed of 30 fee t
thereafter. rllpt weapon (DMG 182).
(which also gra nts you a +8 bon us on Swim
Prereq llisites: Cra ft Wondrous Item, Cost to Create: 4,000 gp, 320 XP, 8 da
checks to perform some special action or
energy imrmmily, Te~hl energy.
avoid a hazard ). You can always take 10
Costto Create: 6,500 gp, 520XP, 13 days.
on a Swim check, even if distracted or FORMLESS VEST
endangered, and can use the run action Pric e (Item Level): 3,200 gp (s th)
while sw im ming. FLESH RING OF SCORN Body Slot: Torso
Prerequisites: Craft Wondrous Ite m, Price (Item Level): 8,000 gp (t t rh) Caster Level: 9t h
S\Vi/II(SC 217). Body Slot: Throat Aura: Moderate; (DC 19) transmutati
Cost to Create: 1,750 gp, 140 Xl', 4 days. Ca ster Level: 3rd Activation: Imme diate (mental)
Aura: Faint; (DC 16) transmutation We ight: -
Activation: -
FIREFLOWER PENDANT Weight: - Th,s simple tunic seems misshapen, but it a
Price (Ite m Level): t 3,000 gp (13th)
allyfits perfectly well.
Body Slot: Throat
Barbs protrude from this tiny iron ring.
Caster Level: 13th
rmlm vest allo ws you ro bri efly make Gauntlets of arrow reflection allow you to
r body amo rp hous, allowing you to Gallntlets of redi rect a deflected th rown or projectile
part icu larly deadly st rik es. Once per mindfire weapon back at you r attac ker . When you
you can activate thi s vest to take half u se the Deflect Ar rows feat (PH 93) to
he damage dealt to you by a critical h it deflec t a ranged weapon attack, you can
neak att ack. You can activate th e vest activate the gauntle ts to cause the weapo n
r damage has been determ ined, but to fly back at the character who made the
; re it has actually been dea lt. attack. Use the attacker's original attack
u requisites: Craft Wo ndrous hem, roll to det ermine the attack's success, an d
usform. roll damage as normal as if your attacke r
st toCreate: 1,600 gp , 128 XP, 4 days. had successfully hit with th e weapon .
This ability functions three times per
day.
UNT LET OF Prerequisites: Craft Won dro us Item , pro-
UU M SH tection from arrolVS.
e (I tem Level): 8,302 gp (t t rh) Cost toCreate: 1,000 gp, 80 XP, 2 days.
Y lot : Hands
rer Level: 5th
ra: Faint; (DC 17) necroman cy
GAUNTLETS OF THE
ivat ion : Stan dard BLAZING ARC
rig ht : lib. Price (I t e m Level): 6,30 0 gp (i orh)
Body Slot: Ha nds
s of dried gore encrust this a ude iron Caster Level: 7th
nl1et. Upon its bac/1 is sl<lined tIle image Aura: Mod erate; (DC 18) evocation
ngle bloodshot eye. Activation: Standard (command)
Weight: 1/ 2 lb.
ree times per day, this +1gal/lltlet allows
to make a melee touch attack to blind These finelycraftedmelal gauntletsarc etched
target cre ature for 1 hou r (Fort DC 14 Galintlels with flames . Each is setwith small red cITstals
gales). Elves take a - 4 pen alt y on qf extended that rest on th ,~ tops ofthe knuckles.
i save. "alrge
Prerequisites: Craft M agic Arms and W hen activa ted, gauntlets of the blazing
rmor, Craft Won drous Item , blindness/ arc create a 1s-foot cone-s hape d burst
jness, ore. of flame that deals 4d4+4 point s of fire
Cost toCreate: 4,000 gp (plus 302 gp for damage to all creat ures in the area (Reflex
a rerwork gauntlet), 320 XP, 8 days. DC 14 half).
This ability func tions three ti mes per
day.
UN T LET OF Prereq uisites: Craft Wond rolls Item ,
FIN IT E BLADES bunting hands.
Pri ce (I t em Level): 6,500 gp (toth) Cost toCreate: 3,150 gp, 252 XP, 7 days.
ody Slot: Ha nd s 1 charge: +3 dagger.
ter Level: 12th 3 charges: +3 dagger ofseel1ing.
ura: Strong; (DC 21) conj ur ation , 5charges: +3 bane dagge rof seebng (choose
GAUNTLETS OF T H E
divination the creature type and sub ty pe, if needed , BLOOD- LORD [RELIC]
ctivat ion: Swift (mental) whe n acti vating the gauntlet ). Price (Item Level): 5,120 gp (t orh)
eig h t : 1 lb. Prerequisites: Craft Magic Ar ms an d Body Slot: Hands
Armo r, Craft Wondro us Item, greater 'llagic Caster Level: 20t h
is gl1l mtlet is made of braided mithral weapon, m'ljor creatioll, summon monster J, Aura: Strong: (DC 25) necromancy
nb . true seeing. Activation: -
Cost to Create: 3,250 gp, 260 XP, 7 days. Weight: 2 lb.
ga l/lltlet of infinite blades allow s you to
roduce a weapon at a momen t's notice. These fleavy spilled gauntlets are madefrom
hen it is activated , a dagger appears in
GAUN T LETS OF ARROW overlapping metal plates. Blood drips slowly
be hand wearin g th e gau ntlet. This abil- REF LECTION from the junrtu res, coating the mrfilce of the
tv func tions as of ten as need ed, though Price (It em Level): 2,000 gp (srh) gallntlets with a thick, red ooze.
he dagger disappear s 3 ro unds after it is Body Slot: H and s
cr eate d . Caster Level: 3rd Said to harbor th e b lood of 3 thousa nd
In addition, the gaun tle t has 5 cha rges, Aura: Faint; (DC 16) abju ration victims, each pair of these gau ntlets has
which are renewe d each day at dawn . Activation: Imm ediate (comm and) a long and grisly history. They func tion
pe ndi ng 1 or more ch arges creates a more Weight: I lb. as +1 spiked gau lltlets if you arc lawful evil,
potent dagger than norma l, as described lawful neu tral , or neutral evil.
below. These leather gauntlets have small polished Relic Power: If you have establishe d
steel disks set in theirpalms. the proper divine con nec tion, galHlt1e ts
of the blood·lord gra nt you a +2 luck bon us dama ge (the type of energy dep ends on
on melee touc h attacks while you wear the type of gauntle ts) instead of its norma
th em . damage type. You can't apply the gaunrle
To use the relic power, you must wor- effect to any blast alrea dy affected by an
sh ip Hex tor and eithe r sacrifice a 4th-level eldri tch essence invocation .
divine spell slot or have the True Believer Four varie ties of these gaun tlets exist
feat and at least 7 H D. If you sacrifice a Each appli es a different type of en erg)
6th -level divine spell or have the True damage to your eldriteh blast: gauntle
Believer feat and at least 11 H it Dice, every of delriteh frost (cold), g,HHltlels of delrit
3rd·level or lower melee touch spell th at lightrling (electricity), glllmtlets of ddr i!
you cast is automatically empowered as by fire (fire), and glll/Ilt /ets of ddriteh Hnma
the Empo wer Spell feat (although such a (sonic).
spell doesn't use a h igher-level spell slot This abili ty can be used three tim
and [he casting time of the spell isn't per day.
increased). Prerequisites: Craft Wond rous It em
Lore: The first pair of these gauntle ts cldritelJ billst.
was worn by a pri est of Hextor who mer- Cost to Create: 2,500 gp, 200 Xl', 5 day
cilessly slew ent ire villages to make way
for rhe Blood-Lord's approaching army
(Knowledge [relig ion] DC 15).
GAUNTLETS
Upo n the prie st's de ath, Hextor OF ENE RGY
reclaimed the gauntlets. Since then , he TRANSFORMATfON
has given a pai r to a favored follower at Price (It em Level): 1,000 gp (4th)
least once every centu ry (Knowledge Body Slot: Hand s
[religion] DC 20). Caster Level: 3rd
Prereqllisites: Craft Mag ic Arms and Aura: Faint ; (DC 16) evocatio n
Armor, Maxim ize Spe ll, Sanctify Relic, Gl1lmtlefS '!f tbe blood-lord Activation: Swift (command)
iplflid ,eriol/5 woullds. Weight: -
Cost to Create: 2,250 gp (plus 620 gp Activation: Swift (com mand)
for pair of masterwork spike d gauntlets), Weight: 1/2 lb. This pllir of leather glo ves is imprinted
180 xt, 5 days. arcllne sigils representing diffe rent f
These black leathagmlPltld s are studded with energy.
Ill llltirolorcd gellls,
GAUNTLETS OF G'Hmtlels ofenergy tmnsfonlliltioll allov
ELD RfTCH EN ERGY Gmllltlets of e1dritch energy ler you imbue to temporari ly cha nge the type of e
Price (Item Level): 5,000 gp (9th) your c1drifdl bl'lSts (CAr 7) with a particu lar produced by any weapon you hold.
Body Slot: Hands typ e of ene rgy. When you act ivate these you activa te the gaun tle ts, you ch
Caster Level: 10th gaun tlets, th e next ddr ilcl, bl'lSt you usc one type of energy damage product'
Aura: Moderate; (DC 20) tran smut ation before the en d of your turn deals ene rgy melee weapon you hold in to another
GI()'tJl!s if tbe
GI()'tJes if titan's!!.,·ip
lightIJiIJg
GIlJ'ves if
fortunate striking
arges, which are renewed eac h day at In addi tion, th ree ti mes per day, you
w n . Spe nding 1 or more charges grants
GLOVES OF can imbue any melee weapon held in your
u a co mpetence b on u on the nex t Dis-
SPELL DISRUPTION hand wit h the frost propert y (DMG 224)
Ie Device, Forgery, Open Lock , leighr Price (I t e m Level): 1,000 gp (4th) for 5 rounds.
Hand, or Use Rope check you make. Body Slot: H ands Prerequisites : Craft Wondro us Item,
u must begin the check within 1 round Caster Level: 5th myoffrost.
ac tivat ing t he glove. You can't apply Aura: Faint; (DC 17) abjuration Coslto Create: 1,550 gp, 124 XP, 4 days.
till bonus whe n you take 10 or take 20-it Activation: -
Weight: -
Iy applies on a check you actua lly rol l.
I charge: +5 compe tence bonus.
GOGGLES OF DAY
Price (I t e m Level): 4,500 gp (9t h)
2 chllrges: +7 co mpetence bo nus. Blacll striatiom ruu across tlre .~ lI gers of'hese
Body Slot: Face
' cllIl rges: +10 co mpete nce bonus . red leaffler gloves.
Caster Level: 3rd
Prerequisite : C raft Wo n drous Item,
Aura: Faint; (DC 16) tra nsmutation
f, gmce. If you h it a creat ure wi th a melee at tack
Activation: -
Cosl 10 Crcnle: 1,500 gp, 120 X P, 3 days. wh ile it is cas ting a spel l, add 5 to the
Weight: -
DC of the Co ncentration check required
to avoid losing the spel l.
OVES OF Prerequisites: Craft Ma gi c Arms ami
Tht' lenses of Ilrese goggles are made of ilvcred
Sl ECT READING Ar m or, dispd magic.
ayslal, llild Ihe fmmes are helVIl fro lll 5111011)'
qimrtz.
r ic e (Ite m Lcvel): 3,000 gp (7th) Cost to Create: 500 gp , 40 XP, 1 day.
dy Slot: H ands When you place these goggles over your
a tcr Level: 3rd
ura: Faint; (DC 16) div ination
GLOVES OF THE eyes, you can ope rate without pe na lty in
c rivat io n : -
TITAN'S GRIP preternaturally brigh t light, such as m ig ht
result from a flare , SHllhea III , or sunbur t
eigh t : - Price (I t e m Level): 14,000 gp (i -trh)
spell. These goggles also allow a vampire
Body lot: H ands
wearer to rake a full-rou nd act ion prior
Ie pa/Ills alld finger/iI's of Ihese white lace Caster Level: 9th
to dissolution when co nfronted with
v,'s urc IIlreadeclwilh plal;lIll1l1. Aura: Moderate ; (DC 19) transm utat ion
sunlight, as opposed to jus t a move or
Activation: -
standard action.
'hi le wear ing these gloves and han- Weight: 2 lb.
Prerequisites: Craft Wondrous Item,
mg an inanimate object, you can learn
darkl'isioll.
tai l about that object's previou owner Blinded lVilh aged wood, rough me/Ill, IIl1d
Cost to Crente: 2,250 gp, 180 XP, 5 days.
roug h the psychic impressions it has chullb of stoue, these oversiud gloves rumble
cu mu lated .T he amount ofinformation when flexecl.
realed dep en ds on how long you study GOGGLES OF
e objec t. W hi le wearing these gloves, you gain a +8 DRACONIC VISION
I I IIH1lu le: Last ow ner's race. en hancement bon us o n gra pp le checks.
Price (I t e m Level): 16,000 gp (r-trh)
211 d nuuute: Last owner's gender. These g love automatically activa te when
Body Slot: Face
Jrd millute: Last owner's age . you e nter a grapple, and the effect lasts
Caster Level: 9th
-ftl l mim lle: Last owner's align ment. for 7 rou nds.
Aura: M od erate; (DC 19) t ran sm u tat ion
-fh millllte: How lust ow ner gained an d This abi lity func t ions three ti mes per
Activation: - and standard (com ma nd)
t rhe object. day.
Wcight: Jib.
61h+ min I/Ie: Next-to-last owner's race, PrereqUisites: Craft Wondrous Ite m , hull's
nd so on. strellgth or grip of ;1'011 (EPH 11J).
Thesr goggl,'s have 1II1l1S 11l1lly large, yellow-
G/oves of objeci rendillg will not iden- Cost to Crcntc: 7,000 gp, 560 XP,
tintecllenses, lVith a dark stripe resclIlblillg 'I
fy cas ual users as ow ners. (A n yon e 1+ days .
vertiCllI pupil in the cwler of ellch.
ho uses an objec t to arrac k someone or
merhing is not thereafter considered a
2 ua l user.)
GLOVES OF THE Goggles of ilmcon;c visioll grant you a +5
A n objec t w ithou t any previous owners,
ULDRA SAVANT bonus on pot checks, low-light vision,
a nd darkvision ou t to 60 feet. In addi-
r wit ho ut any owners in the pa t ten Price (I t em Level): 3,100 gp (sth)
tion, while wearing them , you cannot be
ea rs, reveals no information. If you Body Slot: Hands
blinded by th e cloud a hoveri ng dragon
rnploy th ese gloves additional rimes on Caster Level: 5th
crea tes (t houg h the cloud still provides
'he same objec t, the information yielded Aura: Faint; (DC 17) evocation
concealment for all within it). These
the same as the firs t time. Activation: randard (com m and)
are co ntinuous effects and require no
Prerequisites: Craft Wondrous Item , SC))'- Weight: 2 lb.
activa tio n.
"g or object rea dillg (EPH 123). O nce per day, you can ac tivate the
Cost to Creafe: 1,500 g p, 120 X P, 3 days. Mllde from a pale bluelIleflll and lldonlCd \Vith
goggles to gra nt you bli ndse nse OUlt 30
glowing, faint bllle runes, these gloves IIrc' CIlIICcl
fee t for 1 m inute.
\V ith lllyers offrostlllllj ice.
Prerequisites: C raft \'{Tondrou s It e m ,
dmgollsight (SC 73).
W hil e wear ing these gloves, you ca n
Cost to Crea te: 8,000 gp, 640 XP, 16 days.
cre ate a my offrosl at will.
GOGGLES OF TH E
EBON HUNTER
Price (I t e m Level): 18,000 gp (14th)
Body Slot: Face
Caster Level: 6th
Aura: Moderate; (DC 18)
transmu tation
Ac t iva t io n: -
Weight: -
IMPERVIOUS
VESTMENT
Price (I t e m Le vel): 34,000 gp (te th)
Bo dy Slot: Torso
Caster Level: 18th
Aura: Strong; (DC 2+) evocation
Ac t ivation: - and sta ndard (co m ma nd)
Weight: 3 lb.
UISITOR BRACERS These tllill, yellow 'luartz lellses are the size These lenses urr small, clear, crystallille COII-
ice (I tem Level): 1,500 gp (St h) oftwo reins . structiolls set illto II golden fmme.
Y lot: Arm s
ter Level: 5th Lenses of bright ViSIOIl allow you to project
W hen you place th ese lenses over you r
r a: Faint; (DC 17) conj uration light fro m your eyes. W he n placed over
eyes, t hey becom e all bur invisible (SPO[
rivat io n: Swif t (co mmand) your eyes (a standard action), these len ses
DC 30 to no tice ). Wh ile wea ring the
ei g h t : lib. mel d into your face, and the irises of your
lenses, you gai n a +10 circums tance bon us
eyes take on a faint yellow hue.
on Spot checks to see th rou gh a disguise .
harsh SU IIS ca rved illto these heavy sleel W he n you activa te t he lenses, th ey
This is a contin uo us effect and req uires
a s resemble grim versiolls ofthe IIonnel lly crea te a Is-foot cone of b righ t lig h t ema-
no act ivatio n.
, Img visage of Pclor, god of the Stili. nating fro m your eyes. Un like normal
I n addition, once per day you can
l ight sources, t he le nses produce no
activate the lenses to force a single shape-
II itor bmcersprovide a pote nt met hod sha dowy illu mi nation. The ill umination
shifted crea ture within 30 feet to resu me
ort ing out normal townsfolk fro m lasts for 10 minutes or unti l you expe nd
irs natu ral for m. The target crea ture
n iving vampi res or sim ilarly stealthy ano t her swift action to douse it. Treat t his
can attempt a DC 14 Will save to resist.
ead. After you activa te these bracers, Failure means it im me dia tely assumes
next melee attack you make before the
its natural form, shape. and size , an d it
of you r tu rn includes a CIIre 1II0demfe canno t assume a different shape for the
ltd effect (in addition to the norma l next 2d4 rounds.
mage deal t by t he arrack ). Ideally, this Pren'quisites: Craft Wondrous Item, true
eci damages its undead target and seeing, JiJ'</,I'J magit or greater dis/,el magic.
cah it",c\li\ 1\atuIl.~, bu t \1\ cases of ffi\S- Cost to Create: 5,000 gp , 400 XP,
en ide ntity, at least the hea ling helps
10 days .
u nteract the damage deal t to a living
nd poss ibly in nocent) target.
You can't use these bracers as part of LIGHTNING
ch attack-only as parr of a normal GAUNTLETS
ce attack. This abil ity funct ions three Pricc (I te m Level): 1,000 gp (4th)
es per day.
Body Slot: Hsnd s
l'relltlisites: Craft \1Vond rous Item, WI'l'
Caster Level: 3rd
a ale tlIolmds. Aura: Faint ; (DC (6) evocation
sf toCrea te: 750 gp, 60 XP, 2 days. Iuqnisitor bracers
Prerequisites: Craft Won - Rivulets of blood gush down ti,e
rous Item , legend lore, secret f1e nsed fllee of this redlllel,tl mask.
I'.
Cost to Crea te: 3,750 gp, If you are weari ng a mash ofb/ooti
xr, 8 days. when you enter a rage or frenzy,
that ability lasts for 1 round longer
than normal. Th is is a continuous
NTLE effec t and requires no activation.
SECOND Th e liquid flowing over a
ANCES mask of blooti is normally har m-
rice (It e m Level): less, but when you activate the
12,000 gp (i s rh) mask, you can spit a stream of
dy slot: Shou lders blood as a ranged touc h attac k
tc r Level: 10t h (range 30 feet). T his st ream deals
u ra: Modera te; (DC 20) 4d 6 poi nts of acid damage to th e
di vination larger.Th is ability fun cti ons two
crivat io n : Immed iate tim es per day.
mental) Prerequisites: Craft Wondrous
eigh t : - Item , Melfs acid arrow, rage.
Cost to Create: 1,650 gp, 132 xr,
IS mantle is madeof brillian t 4 days.
e doth that is SlllO~tll to tIlt'
ueh, like silll. Symbols rcprc- MASK OF LIES
ting various elemen tsofgood Price (Item Level): 4,500 gp
tunc lire embroidered 'llong its (9th)
III in white llild silver.
Body Slot: Face
Caster Level: 5th
nee pel' day you can tap into
Aura: Faint; (DC 17)
e power of good fortu ne.
abjuration
'hen you do so, you can reroll Ac tivation: - and swift
ne roll that you have just (ment al)
ade befo re the OM declares
W eig h t: 1 lb.
he rh er it res ulted in success
r failu re. You must accept M'l1It/~ of secondchances
This blad:, fetlfurdcss mask has cross-shapcd
e resul t of the rero ll, eve n if it's worse
slits where tlu wearer's eyes a nti mouth
an the origi na l roll. You can access the
shollld be.
ma ntle's po wer even if you already have a
mi lar abi lity fro m a class feature (such as
Wh ile wear ing this mas k, you gain a +5
e g ranted power of th e Luck domain).
compe tence bo nus on Bluff checks
Lore: A hu ma n ba rd nam ed Elva, who
and your align ment is disgu ised as
ad a knack for getting herself into tight
if by an IIl1 dd a tablc alignml'P11 spel l.
tua tion s, desig ned the origina l maili/e
This is a con ti nuo us effec t and require
saond ehrmm (Kno wledge [h istor y]
no activat ion .
C IS). W he n you activa te t he mask ,
A nll1l ltl" of second ehllnccs make you
you can alter your appearance as
ucky an d allows you second chances
if by 3 di guiscsclfspell. This ability
-hen no ne sh ould be poss ible (Knowledge funct ion s three times per day.
isrory] DC 20). Prcrequisiks: Craft \X'o ndrou s Item,
Prrrcqnisites: Cra ft W1on d rous Ite m,
disgllisl' st'1f, IItldetcctable alignment.
~uc k domain.
Cosf to Create: 2,250 gp, 180 X l', 5 days .
Cost to Create: 6,000 gp, 480 xr,
_ days.
MASK OF MENTAL
SKOF BLOOD ARMOR
ice (I tem Le ve l): Price (I t em Le ve l):
3.300 gp (s th) 4,000 gp (s rh)
y Slot: Face Bo dy Slot: Face
rer Level: 7th Ca ster Level: 9th
ra: Moderate; Au r a: Moder ate; (DC 19)
DC (8) enchantment abjurat ion
tivat ion : - and sta ndard Activa t ion : -
men tal) We ig h t: -
eight : lib.
Mask of lies
Moonstone Alask oJ
ma sk mental armor
Broad lines radiale from the eyes of this blue penalty on Bluff checks. This is
leather mask, each ending ina spiml. a continuous effect and requ ire s no
activation .
You gain a +3 resist ance bonu s on saving MASK OF SWEET AIR Three tim es per day, you can activate
throws against mind-affecting spells and Pr ice (Item Le vel) : 2,000 gp (sth) the med al to use sanctuary on yours el f. If
abil ities. Body Slot: ra ce you attack while protected by this effect .
Prerequisites:Craft Wondrous Item , spd l Ca ster Level : 7th you take a - I morale penalt y on th at
resis tance. Aura: Moderate; (DC 18) conjuration attack and all subse quent attacks for I
Cost to Create: 2,000 gp , 160 XP, 4 days. Act ivat io n: - hour afterward.
Weight: - Prerequisites: Cra ft Wondrou Item,
MASK OF SILENT sanctuary.
Cut to coverthe lIIollth and nose, thisd ear crys- Cost to Crcnte: 675 gp , 54 XP, 2 days.
TRICKERY talhalf-mask has tiny, bubb/dikeimperfections
Price (Item Level): 5,000 gp (9th) HilI! mar the itlterior SlIrfa ce of.
Bod y Slot: Face
MESMERIST'S GLOVES
Pr ice (Item Level ): 8,000 gp (n rh)
Cas ter Level : 3rd While wearing a masf, ofsweet air, you can
Body Slot : Hands
Aura: Faint; (DC 16) tran smutation breathe freely in air fou led by smoke , dust,
Cast e r Level : 13th
Activat io n: Swift (mental) and fumes wit hour fear of suffocation . You
Aura: Strong; (DC 21) enchantment
Weight: - gain a +5 bonus on saves again st air borne
Act ivation: Free (mental)
stench attacks and inhaled poi sons , such
This pale gmy nU1SI, is designed to cover the Weight : I lb.
as the stench of a troglodyte or the effect
left Iwlfof your face. A moonstone is sci i/110 of dOlldbl/.
These dark leatlter gloves Itave pattern s 0
its chet'k. Prerequisites: Craft Wondrous Irern .jree-
swir ling, mlllticoloredlines embroidered OlltO
dom of breath ( nd 116), neutralize poison .
A maskof silent trickery allow s you to cast
tlte palms.
Cosl to Crentc: 1,000 gp , 80 XI', 2 days.
certain spells without others hearing you.
When you activate this mask,you can omit
Mesmenst's gloves allow a spellcaster to
Ril1/!, of 7110ler
brealhi"f!,
This ring isCI1rVt'd fro m n single pial'of Inpis W he neve r a crea ture score a crin
law li and hns a lightning bolt etched along hi t on you wit h a mele e weapo n, thi s t'
its rim. unleashe an arc of divin e energy I
deals Sd6 points of damage to the creal
You can acti vate thi s ring as a swift (com- that scored the cr itical hit . This abi
ma nd ) action to ma ke a melee touch functio ns three tim es per day.
attack before the end of your turn that Lore: Originally given by archon:
deals ld8+S poi nts of elec tricity damage their morr al champions in the lost
if successful. T his ability func tions three of the world, the oldest of these n -
times per day. were ancient when the elves firs t be
Once per day. up on successfully using to record their histories.
the ri ng to damage a target, you can acti- Prcrequtsitcs: Forge Ring, vellge
vate a second ability of the ring as a free halo (BaED 111), good align ment.
(com mand) action to crea te a powerfu l Cost to Create: 2,250 gp, 180
thu nderclap that mimics a shout spell. 5 days.
Prerequisites: Forge Rin g, shocking
grasp, shout.
Cos l to Crcnte: 3,000 gp, 240 XP, 6 days.
RING OF
WATER BREATHING
Price (I t em Level): 6,000 gp (10th)
RING OF UNIVERSAL Body Slot: Rin g
ENERGY RESISTANCE Caster Level: 5th
Price (I te m Level): 60,000 gp (is rh) Aura: Faint; (DC 17) transm ut at ion
(m inor); 120,000 gp (21 r) (major); Activation: -
180 ,00 0 gp (24th) (greater) Weight: -
Body lot: Ring
Caster Level: 1St h This silver rillg is siJ 'lpcd fa depict a
Aura: Strong; (DC 22) abjura tio n hilillg its OIVII tail. Thefish has filly CIII
Activation: - for eyes.
Weight: -
While wearing th is ri ng, you can bre
This golcl ri ng is imprinted with symbols rep- freely underwater. This has no effer
l't'Se nti ng theJille cnergy typcs. you r abil ity ro brea the air.
Prerequisites: Forge R i ng , I
A ring of universal energy resistnfl ce fun c- breathillg.
tion s as a ring ofeflergy resistance (DMG 232) Cost to Crrule: 3,000 gp , 240 XI', 6
for all typ es of energy: fire, cold , electric-
Robe of arcane migbl
ity, acid, and so nic. A m in or ring provides
resista nce 10, a major ring resistance 20,
RINGS OF
and a grea ter ring resistance 30.
rounds. Spells or effec ts that detec t invis - FORCE ARMOR
ible crea tures (such as Se t' invisibil,tyor true
Prerequisites: Forge Rin g, resist cnergy. Price (I tem Level): 30,000 gp (t s th
seeing) sti ll func tion normally.
Cost to Create: 30,000 gp, 2,400 XP, 60 Body Slot: Rin g; see tex t
Th is abili ty functions three times per
(til'S (minor); 60,000 gp . 4,800 XP, 120 Caster Level: 9th
day.
days (major); 90,000 g p, 7,200 XP, 180 Aura: Mode rate; (DC 19) evoca tion
Prerequisites: Forge Ri ng, greater
days (g reater). Activation: -
ilJllisibilily.
Weight: -
Cost to Create: 15,000 gp , 1,200 XI',
RING OF VANISHING 30 days .
Each ofIII esc blnc!llroll Y1l1gs IS set lVith Sl
Price (I tem Level): 30,000 gp (t s rh)
pieces ofjet all nrOlllltl itsband.
Body Slot: Ring
Caster Level: 12th
RING OF VENGEANCE
Price (It em Level): 4,500 gp (s rh) Thi pair of black iro n ri ngs must be
Aura : Mod erat e; (DC 21) illu sion
Body Slot: Rin g as a se t, one on each ha nd, ro fu nc-
Activation: Swift (com mand)
Caster Level: 15th When so worn , I hey shea the you in a
Weight: -
Aura: tro ng; (DC 22) abjuration of magica I force , gra nting you a +Sar
Activation: - bonu to AC. This bonu s app lies
This object is a featurele 5, clear glllss ring.
Weight: - against incorporea l touc h attack
sheat h is harm ful to the touch, de
A ring of vnnishiflg allows you to br iefly
Sevcn sllI illllwlf-sphcrcs ris e fro111 the shi ning, ld4 point s of force damage ro any ere
become al most entirely imperceptible.
rejJa tive surfilce of this golde n l·ing. tha r succe sfully st rikes you with a
Wh en )'O U activate this rin g, you become
reach weapon . In add ition, your u nar
invisible (as grcater invisibility), as well a
A ring ofvengeance glows softly when worn stri kes deal an extra Id 4 poi nts ofda
un detectable by hearing, scen t, blind-
by a good -alig ned creature. Nongood crea- and can affect incorporeal crea ture s
sense , blin dslgh t, or tre rnorse nse , for 2
tures gai n no benefit from th e ring. they were force effects.
Prereqmsitcs: Forge Rin g, mage arillor, Prerequisites: Craft Wondrous Ite m, The robe can also be activated as a swift
magic weapon, wall offorce. lIlage a1'11Ior, specialist wizard in the rel- (command) aerio n by speak ing a word in
Cost to Create: 15,000 gp, 1,200 X p, evant schoo l. Ignan that causes four fiery orbs , each
30 days. Cost to Create: 10,500 gp , 840 XP, about 6 inches in diameter, to spring from
21 days. the sleeves. They circle slowly around
your bod y at waist height as long as the
ROBE OF robe rem ain active , but don 't interfere
ARCAN E MIGHT ROBE OF THE INFERNO with your actions in any way. As long as
Price (It em Level): 37,000 gp (17th)
Price (Item Level): 21,000 gp (15th) they are active , the y collectively provide
Body Slot: Body
Body Slot: Body light equal to that ofa torch and grant you
Caster Level: 10th
Cast er Level: 5th resistance ro fire 10.
Aura: Modera te; (DC 20) abjuration,
Au r a: Faint ; (DC 17) abjura tio n Two times per day, you can send one of
evocation
Activation : - the fiery orbs streaking toward a single
Activation: See text
Wei gh t: 1 lb. ene my wit hin 60 feet as a ranged rouch
Weight: 1 lb.
attack, which is a stan dard (com mand)
M)'s tica l sigils line the hems of this bull,)', action. Failure mea ns the orb misses and
The coal-colored doffl of this robe is decorated
thicl,-shouldered robe. Milluscule gelllsadorn explodes harm lessly in a shower of sparks.
with crimsoll-stitched runes. The ru nes ruu
thecuffs, colla r, and hems. Success means it explodes in a 5-foot-
aroulld thc bot toIII and up the length oflile gar-
radius burst aroun d the target,dealin g 8d6
menlillllleatllJering lillI'S, andarea llllxlure of
A robcof amme might grants you a +4artnor poin ts offire damage and leaving affected
nrruuc fomlu/'15 and pmiscstojirc wriltCll in
bonus ro AC. creatu res dazzled fur 1 ruu nd (Reflex
Ignall. The robeemits'1 faint odo rofbrimstonc,
In addition, each robe is attuned to DC 16 halves the damage an d negates the
andagentle warmth ulTounds it.
one of the eight schoo ls of magic, chosen dazzled condition).
during creation (and identifiable with Lore: The firs t robe of the inferno was
W hile you wear thi robe, it provides
a uccessfu l DC 20 pellcrafr check). crafted by an elf evoke r nam ed Killaith
you with a +4 armor bonus ro AC. This
When casting a spe ll from that school, Marcaun , who was badly burned in a battle
is a conti nuou effect and requires no
vou gain a +1 competence bonus 10 your agains t a large number of sum moned
act ivation .
ca tel' level. rhoqqu a, Deep ly humiliated by the scar ~
""
l"'
~
;::
.'i
ttl
~
;,-
§..
RibbollS ofelectricity cme/de over these glea m- A surge crystlll allows you to exceed your
mg, blue-tinged metalga unllets. ]Ilgged white nor mal man ifestin g limits briefly. A crys-
bolts arc be/weenlh e pa ir, fil/itlg the II iI' Witll tal has 5 charges, whic h are renewed each
tltescen t of ozone. day at dawn . pe nding 1 or more charges
increases your maniles ter level for the
When worn together, th is pair of +1 spiked nex t psionic po wer you manifest in tha t
'auntletsgrants you resis tance to electric- round. The manifesrer level boost gives
ry 5. This is a continuous effect and you the abili ty [Q augment the power
requires no act ivatio n. [Q a hig her degr ee th an you otherwise
In addi tio n, storm gll untlets have 4 coul d; ho wever, you must sti ll pay
ha rges, which are renewed each day the ext ra po wer point cost for thi s
at dawn. pe nd ing I or mor e charges augmenta tio n.
llows you to ge nera te a nu mb er of 1chllrge: +1 manifesrer level.
lectrciry-based effec ts. 3 charges: +2 manifeste r level.
1 charge: shoching gmsp. 5 chllrges: +3 manifester level.
:2 chl1l'ges: lightning bolt (Re flex DC 14 The be nefi t fro m a Sllrge crystlll doesn't
alf). stack with wil d surge or t he Overcha n-
charges: electric spllCres. These act like nci feat.
aming spheres, exce pt that you create four A sllrge crystal can be activated on ly after
pheres of crack ling elec tr icity. You can S urcoat ofvalor being worn con tinuo usly for 24 hours. I f
irecr any or all of t he sp heres wi th th e it is taken off, it become inac tive unt il
me action. Mu ltiple spheres directed at it is again donned and worn for a full 24
e same creature deal da mage epara rely hour .
eflex DC 13 ha lf). These sp heres deal
SURCOAT OF VALOR PrereqUIsites: Craft Wondrous Item, wild
Price (I te m Level): 4,000 gp (s rh)
lecrric damage. surge (EPH 31) or Ovc rchan ne l feat.
Body Slot: Torso
Prerequisites: Craft Magic Arms and Cos t to Create: 9,000 g p, 648 XP ,
Caster Level: 5t h
rmor, shockinggrasp, lightning bolt. 18 days .
Aura: Fai nt; (DC 17) tran smu tat ion
Cosl to Create: 5,000 gp (plus 604 gp
Activation: -
r two master work gauntle ts), 400 XP,
days.
Weight: 1 lb. SYMBOL OF
TRANSFIGURATION
This is a fine blue linen surmat , with gold
Price (I tem Level): 500 gp (Brd)
RONGARM BRACERS a/lll lvhitetrim andagolden dmgon mmpllnt
Body Slot: Th roat
rice (Ite m Level): 6,000 gp (10th) wlblllzoned 011 thechest.
Caster Level: 3rd
ody Slot: Arms
Aura: Faint ; (DC 16) tran smutation
a ter Level: 3rd If you are a k nigh t (PH2 24), a surcolI! of
Activation: Swi f t (com mand)
u ra: Faint; (DC 16) tra nsmutation valor gra nts you variou benefits associ -
Weight: -
crivario n : - ated wi th your challenge ability. You can
ei g h t: 1 lb. increa e the save DC of your knigh t's
This holy symbol is wllrm ami mdillh's a sense
cha llenge by 1.
of peace and security, as if 1111 ange/hlld been
hese flexible, blue-green ICl1tha armbands If you also wear a magic ite m tha t
wellring it close to Iter hea rt.
rtcovered with gold studs. prov ides a bonu s on Will saves (or on all
saves), the Juratio n ofyour k n igh t's ch al-
Many goo d-alig ned religion s have so me
hen wearin g stronglln n bracers, you can lenge increases by 1 rou nd .
es pecially well-wrought ho ly symbols
, eld weapons as if you were one size Despite t he described appea ran ce, a
that are actually symbols of tmJlsfigumtion.
tegor y larger th an normal. (You don't surcoar automatically changes its colors
Three times per day, a symbol of tmlls-
ke any pe na lty whe n using weapon and image to match your official symbol
figllmtion allows you to pr oduce a purify
nor mal for you r size.) For exam ple, or he rald ry.
food and drink effect. O nc e per day, you
can u se align wea pon (good only) on any To use th e relic power, you must wor-
weapon you ho ld, tho ugh the dura tio n is ship Neru ll and either sacrifice a 7th-level
on ly 1 rou nd. divine spell slot or have the True Believer
Prercqllisitcs: Craft Wond rous Item, align feat and at least 13 H D.
weaJlon, purifyfoo d anddrink. Lore: The first of these tabar ds is said
Cos t to Crerue: 250 gp, 20 XP, l day. to have been amo ng the bur ial raim ents
of Shed lazzar I V, a legendary wizard-
ki ng who haunted his castle for decades
TABARD OF THE after h is death . His grandson , a noted
DISEMBODIED [REUC] necro manc er in h is own right, wrested
Pr ice (Item Level): 6,000 gp (10th) the secret of the tabard's c reat ion from
Body Slot: Torso hi s ances tor's ghost usi ng an exception-
Caster Level: 20th ally cru elrorture technique des igned to
Au ra: Stro ng; (DC 25) transm ut ation psych ically flay the spirit (Knowledge
Act ivat ion : Standard (mental) [religion] DC 20). r
WINK BROOCH
Price (I t em Level): 600 gp (3rd)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint ; (DC 16) enc ha nt ment
Activation: Swift (mental)
Weight: -
DOSS LUTE
DAYLIGHT PELLET Price (It e m Level): 4,100 gp
Price (I t e m Level): 150 gp (t st) Body Slot: - (held)
Body Slot: - (he ld) Caster Level: 5th
Caster Level: 5th Aura: Faint; (D C 17) conj urer
Aura: Faint; (DC 17) evo catio n enchan tme nt , illusion
Activation: ta nda rd (t h row n) Activation: - and sta ndard
Weight: - (com m and)
Weight: 3 lb.
Within a thiel~ black pouch, you see a
handful of tiny ceramic beads. T/lln This graceful lute is carved of aId
veinsof light shine through cmcb in inlaid with abstract designs in co
ellel, bead.
Domain dral4gbts This m asterwo rk lute grams
A daylight pellet can be thrown up to +2 circumstance bonus on Pe
50 feet ; when it lan ds, it shatters and cre- 1 dra llght: Damage reduction 2/ada ma n- (st ri ng instruments) c hecks. If yo
ates ill umination equivalent to a daylight ti ne , which lasts for 1 hour until 20 points at least 6 ra nks in Perform (st r ing i
s pell, but with a d urat ion of 10 rou nds. of da m age have been prevented. merits), you can also co mmand
These sma ll stones are usu ally fou nd in 2 dra ughts: Dam age reduction 3/ada- prod uce o ne of three spell effect
pouc hes co ntaini ng 3d4 pellets. Us ing a mant in e, which lasts for 1 hour or u ntil 30 poison, hold person, or mirror imag~
pellet destro ys it. po ints of damage have been preven ted . once per day.
Prerequisites: Craft Wond rou s It em , 3 dm ughls: Dam age red uc tion 4/ada- I f you pick up a Doss lute but d
daylight. mantine, wh ich lasts for 1 ho ur or unt il 40 have 6 or more ranks in Perform (
Cost 10 Crea te: 75 gp, 6 X P, 1 day. poi nts of da mage have been pr evented . ins tru me nts ), th e ins t rument besrov
Pre requisites: Craft Wond rou s Ite m , nega tive level on you, which persi
sloneshi,!. as lon g as you ho ld it. This negative
DIAMONDSKIN Cos t to Create: 2,500 g p, 200 X P, 5 days. never resu lts in act u al leve l loss,
DECANTER ca nnot be overcome in any way (incl
Price (I t e m Level): 5,000 g p (9th) restoration spells) whi le the insrru
Body Slot: - (held)
DOMAIN DRAUGHT is h eld .
Price (Ite m Level): 3,300 gp (Srh)
Cas t er Level: 7th Lore: See Anstrut]t harp (page 1-
BodySlot: -
Aura: M od erate; (DC 18) abju ration Prereqllisiles:Craft Wond rous Item
Caster Level: 20t h
Activation: Standard (m an ipulation) poison, hold persoll, nnrro r imnge, bar
Aura: Strong; (DC 25) transmuta tion
Weight: 1 lb. Cost to Create: 2,000 gp (p lus 100
Activation: Standard (m an ipu lat ion)
masterwork lute), 160 XP, 4 days.
Weight: -
This glittering pitcher is wrough t of platinutll
worked into theshape of dragon scales.
This jewel-toned liqu id comes in a small, DOVE'S HARP
trallS/ucent via/ illScribed wi th religious Price (I t e m Level): 12,100 gp (13th
When tipped, a diatllondskin decanter pours
iconography. Body Slot: - (held)
out a thin, silve r oil sho t th rou gh with
Caster Level: 9th
flickering mot es of ligh t. A diamondskin
A domain draught is the d i tilled essence Aura: Mode rate; (DC 19) conjurario
decanter ca n pour fort h up to 3 d raughts.
of a cleric domain . A successfu l DC 15 Activation : -
which are rene wed eac h day at da wn .
Knowledge (relig io n) che c k iden tifies Weight: 3 lb.
Pouring 1 or more draughts onto yourself
the specific dom ain with which a given
or an adjacent creatu re gra nts it da mage
d raugh t is asso ciated from the markings A fligh t ofsculpted porcelnill doves adorn
red uction.
on t he bot t le, elegant hnrp.
xrhen you play this masterw ork harp DRAGO N'S DRA UG HTS
while using your bardic music ability, all Color Breath Weapon Price (Item Level)
allies withi n 60 feet gain fast healing 3 Brass 60-foot line, 6d6 fire (DC 23) 1,200 gp (4th)
ior 1 minu te. White 30·foot co ne, 6d6 cold (DC 23) 1,200 gp (4th)
Pre requisites: Craft Wondro us [tern, lIlass Black 80 -foot line, l 2d4 acid (DC 24) 2,400 gp (7th)
CIIn' light wounds. Copper 80-foot line, 12d4 acid (DC 24) 2,400 gp (7th)
CosI to Create:6,000 gp (plus 100 gp for Bronze 100·foot line, l 2d 6 elect ricity (DC 25) 3,500 gp (8th)
masterwork harp), 480 XP, 12 days. Gree n SO-foot cone, l2 d6 acid (DC 25) 3,500 gp (8th)
Blue 100-foot line, l2 d8 elect ricity (DC 25) 4,500 gp (9th)
Silver SO-foo t cone , l2d8 cold (DC 25) 4,500 gp (9th)
RAGON'S DRAUGHT Gold SO-foot cone , l 2dlO fire (DC 26) 5,500 gp (lOth)
Pr ice (Item Level): See text Red SO-foot cone , l 2dl Ofire (DC 26) 5,500 gp (l Oth)
Body Slot: -
Cas ter Level: 12th
u ra: Strong; (DC 21) evocation Dmgon's dra ughts come in ten differen t DRAGONDOOM
ct ivat io n : Standard (manipulation) varieties ,one for each kin d oftrue dragon. SCEPTER
Wcigh t : - See the table [or the size, shape, damage,
Pri ce (I tem Level): 18,000 gp (t -tth)
Reflex save DC (for half damage), and
Body Slot : - (held)
-\ ing/eilmgon'sloollzsavers as IIll' sto pper for marke t price of each dmgo n's dmught.
Ca ster Level : itth
IS ovm ized }Jask. The liq uid within bubbles Prerequisites: Cra ft Wondrous It em ,
Au r a: Moderate; (DC 20) evocation
urbulm lly wit/, bard )' contained mel'S),. drago n ty pe or dragonb lood subtype.
Activa tion: - an d swift (com mand)
Cost to Create: 600 g p, 48 XP, 2 days
Weigh t: 3 lb.
When a d ragon or a creat ure that has (brass or white); 1,200 gp, 96 XP, 3 days
he drago nb lood sub type (see Races of (black or cop per); 1,750 gp , 140 XP, 4 days
Carved chrolllatic and lIletallic dmgon scales
II( Drago n or Dmgon Magic) consu mes a (bronze or gree n); 2,250 gp, 180XP, 5 days
descend like lC<lves down the length of this
mgon's dmugltt, it gains th e ability to use (blue or silver); 2,750 gp , 220 XP, 6 day
regal scepter.
particular type of breath weapo n once (gold or red).
uri ng the nex t ho ur as a standard action .
A dmgondoolll scepter aids spellca ters in
, you dr ink a second dmgo n's dml/gh t
defea ting dragons. W hen you hold this
fore using the firs t, the effec t of the
scepter, you gain a +2 com petence bonus
rsr is lost.
V oss lute
GI/amb bnrp
on caster level checks made to overcome Creatures wi thin the clo ud ma ke ranged • The acorn func tions as a sp lash wea
the spell resis tance of dragons. This at tacks norma lly. that dea ls nds points of fire da
is a contin uo us effect and requ ires no The cloud per sists for 3 mi nutes, but a upon impact. This effect o the r'
act ivat ion. mod erate w ind (11+mp h) d isperses it in 4 funct ion s li ke the fire seeds spell, e
J n add ition, when you act ivate a dragon- rou nds. A strong wi nd (21+m ph) dis perses t hat the da mage isn' t spli t up a
doom scepter, the next spe ll of 6th level or th e cloud in 1 round , an d any spell t hat m ultiple acorns.
lowe r you cast before the end ofyour turn deals fire damage burns away any pan
dea ls an ext ra 50%da m age to any creat ur e of the clo ud in its area . Dus! of dispeYSlon To use th e rel ic power, you m ust wo
with the d ragon typ e. Spe lls that don't deal cannot be used u nd erwater. Eh lonna and eit her sacrifice an 81h-
da mage are unaffec ted. This abi lity can be O nce activated, th is dust is ex pe nded divine spe ll slot or have the True Bel
activated three times per day, but not in and cannot be u sed agai n. feat and at least 15 H D.
consecutive rou nd. Prerequisites: Craft Won drous Item, blur, Lore: Legend ho lds that Ehlonn
Prerequ isites: C raft Won dro us Item, glitterdllst. ated the first of these pouches and u
E mpower Spel l. Cost to Crcnle: 250 gp, 20 XP, 1 day. to seed the wo rld's g reat forests wi th
Cost to Create: 9,000 gp, 720 XP, and trean ts. Since t hen, she has occa
18 days . ally given a pouch to one of her fa\
EHLONNA'S SEED clergy in recognition of service (Kn
POUCH [ RELIC] edge [religio n] DC 20).
DRUMS OF MARCHING Price (I t em Level): 1,400 gp (5t h) Prereljuisiles: C raft Wo ndrous It
Price (Item Level): 1,100 gp (4t h)
BodySlot:- Sanctify Relic, cl1I1 ngestllff, fire
Body Slot: - (h eld)
Caster Level: 20th goodberry.
Cas ter Level: 3rd
Aura: Stro ng; (DC 25) tra nsmutation Cost to Create: 700 gp , 56 X P, 2 day
Aura: Fain t; (DC 16) tran sm ut at ion
Activation: ta n da rd (m anipu lat io n
Activation: See text
and th row n); see text
Weight: 5 lb.
Weight: 4 lb.
ELECT RIC EEL ELIX I R
Price (I t em Level): 400 gp (znd)
Each of these two drullls benrs n line of runes BodySlot: -
TJlis brolVn fill'/,OIl C" isseCllred Witll 11 lea ther
engmvcd arouud its base. Caster Level: 3rd
IluJllg t"rmded througll a large brass bllckle.
Aura: faint; (DC 16) transmutation
This pair ofdru ms includes a harness th at Activation: Standard (manipulatio
When first opened, this pouch holds three
allo ws them to be strapped to a humanoid Weight: -
ord ina ry-looki ng acorns. If you are neu -
crea ture. A charac ter who plays drllllls of
tral goo d, lawfu l goo d, chaotic goo d, or
marching during overlan d movem en t an d This vial contaim blue liq uid WIth spa
neut ral, these acorns function as goodher-
succeeds on a DC 15 Perform (percussion yellow motes dancing lV i/hill it.
ncs, Each morning, the pouc h once again
instru men ts) check gra nts allie within 120
holds three acorns, no matter how many
fee t a +4 bon us on the Co nstitution check I mbibing electriceel elixir turns you r
were in it before.
to avoid non lethal damage from a forced silvery and g rants you a +1 enha nce
Relic Power: If you have esta blished
m arch (PH 164). Usi ng th e dru ms does n't bonus to your existi ng natu ral a
th e proper divi ne con ne ct ion , you ca n
adverse ly affect a performer's spee d . bo nus. (A creature wi thout natural a~
crea te one of the following effec ts (you r
Prcrcqrusites: Craft Wondrous It em, has an effective natural armor bon
choice) to occur whe never you fling an
longstrider. +0.)
acorn from the pou ch , An acorn can be
Cost fa Crea te: 500 g p (plus 100 g p for Furt hermore, o ne tim e w hile the
th row n up to 100 feet .
master work d rums), 40 XP, 1 day. is in effec t, you ca n make a melee t
• A trea nt emerges fro m the acorn into
attack that dea l Id8+1 poin ts of el
any pace in whi ch it will physically fir.
ity damage. You gain a +3 circum t
DUST OF DISPERSION Th is effect othe rw ise functio n like th e
bo nus on t he arrack ro ll if th e larg
Price (I t em Level): 500 g p (Brd) challgestaff spell, last ing for 1 hou r.
wearing metal ar mor. The elixir' e
BodySlot: - • A Will! ofthorns (as the spell) springs up
last s for 12 hour s.
Caster Level: 3rd from th e grou n d
Prerequisites: Craft Wond rous 1
Aura: Faint; (DC 16) co njura tio n, where the acorn
aller self, s"od~ing grasp, Craft (aleh
ill usion lands.
5 ranks.
Activation: Sta ndard (throw n)
Cost to Create: 200 gp , 16 XP, 1 dav
Weight: -
W hile the artifice rs have been search- Price (Item Level): 350 gp (2nd)
This well-cmfled wooden box i carved
ing for ways to strea mli ne the process Body Slot: - (held)
runes denoting abunda nce.
of creatio n, the technique is still in its Caster Level: 5th
infancy. Currently, the wan ds are rarely Aura: Faint; (DC 17) conjuration
W he n activated, a fidd provisio ns bo\
seen except in mil itary units, but a few Activation: - duces a full day's sustenance (food
sold iers who served in the war bro ught Weight: z lb,
water) for up to fifteen hu mans or
their eternal wands of IWlgic missile home horses.
from the front lines (Knowledge [history] This nondescript, small leather pouch has a
A field provinous box func tion
DC 20). fight blue sill,drawstring.
per day.
Prt'l'equi ites: Craft Wand, Craft Won- Prerequisites: Craft Wond ro u I"
drous Item, the spell contained in the This pouch contain eno ugh trail rations
create food and waleI'.
t'leYllalwe1l1d. to feed a Medi um creature for one day.
Cost to Create: 1,000 gp, 40 XP, 2 d
Cost to Creetle: ee table. Every morning at unrise, the pouch
magically crea tes ano ther day's worth
EVERFULL MUG of ration . FLESHEATER
Prerequisites: Craft Wondrous Item, Price (Item Level): 12,000 gp (13th
Price (Item Level): 200 gp (znd) Body lot: - (held)
create food and water.
Body Slot: - (held)
Cost toCreale: 175 gpo 14 XP, 1 day. Caster Level: 91h
Caster Level: 3rd Aura: Moderate; (DC 19) conjurari
Aura: Fain t; (DC t 6) conju ration Activation: Standard (command)
Activation: Standard (command) EXPLODING SPIKE Weight: 3 lb.
Weight: - Price (It em Level ): 1,500gp (5th)
Body Slot: - (held)
Titisbrown srepter is lopped with adevrc
This conllnon-Iooking broiun clay mug has Caster Level: t u h
looks Iii" a toolh-filled mOll lit.
persisfent stainsjust WIder the rim. Aura: Modera te; (DC 20) evocatio n
Activation: Standard (man ipu lation)
Th ree times per day, whe n you reci te the Weight: 1/2 lb.
comma nd word, this mug fills with 12
ounces of water, cheap ale,or watery wine This IJlain, iron spikefeels warm tothe touch
(your choice). and pulses with slored energy.
Prcrrqu isttcs: Craft Won drou Item,
create water. An exploding spike becomes invisible
Cost to Create: 100 gp, 8 XP, 1 day. I round after you plant it firm ly in
the ground. Thereafter, as soon as any
creature comes within 10 feet of it. rhe
EVERLASTING spi ke explodes in a fireball that
FEEDBAG deals rods points of fire
Price (It em Level): 800 gp (3rd) damage (Reflex DC 14
Body Slot: - (held) half) to every creature
Caster Level: 5th wi thin 20 fee l of it.
Aura: Faint; (DC t 7) conjuration This blast destroys
Activation: - the spike.
Weight: t lb. Duri ng the round
that an eXIJloding
This leather feedbag is adorned with a SIl1l11l spike remain vis-
medallion bearing I1n embossed cornucopia ible afrer being
symbol. planted. any crea-
t ure can safe ly
'h e n yo u ac t ivat e a fles1lealer, yo u hold in g the sea l; doi ng this is called
m rno n forth horrible, hu ng ry appa- keying the sea l. You can safely transport
-u ions o f green e n e rgy re se mb ling a keyed glyph swluntil you activate it by
in uscu le imps o r qua sits . T he se ap pa- pressing the seal to the d esired surface.
-n ion s surrou nd a livi ng creature you The seal can adhere to any nonmagical ,
esig nare wit hi n 30 feet. Tha t crea ture nonliving object, An activa ted glypll seal
us r succeed on a DC 18 For tit ude save funct ions as the spe ll g lyph func tio n of a
r take 3d6 points of damage each roun d glyph of lVarding and can be d etect ed and
r the next 4 ro u n ds. disa bled as a m ag ic tr ap (DC 30).
A flesheater fu nc tio ns two times pe r A glyph seal is u naffected by the spe ll
v, within it. Once act ivated, [he now-empty
Prerequisites: C raft Wo n dro us Item , glyph seal can be re tr ieved (tho ug h it
mlllO tl monster Ill. req uires a successfu l DC 30 Searc h ch ec k
Cost to Create: 6 ,0 0 0 g p , 480 XP, Hammerspbere to find ) and used. You c an always rem ove
• d ays. any glyph seal yo u keyed an d activated to
invisib le creat u res in the area become redeploy it elsewhere.
coated in g littery du st , m ak ing t he m Prerequisite s: Craft Wondrous It e m ,
CHLUCAN BANDORE visible for 3 rounds. Any coated c reat ure glyphofwardillg.
r ic e (I t e m Level): 1,350 gp (5t h)
takes a-40 penalt y on H ide c hecks for the Cos t to Create: 500 gp, 4 0 X P, 1 d ay.
dy Slo t : - (h eld)
duratio n of t he effect.
- rer Level: 3nl
Prerecjllisites: Craft Wondrous It em ,
u ra: Faint; (DC 16) evocation ,
glitterdml.
GLYPH SEAL, GREATER
transm ut at ion Price (I t em Leve l); 4,000 gp (8th)
Cost toCreate: 225 gp , 18 XP, 1 day.
t iva t io n : - an d stand ard (com mand) Caster Level: i t th
e ig h t : 3 lb. Aura: Moderate ; (DC 20) transm u tatio n
GLOBE OF SUNLIGHT
tJm e-strillged bando rc iscarved ofstrialed Price (I t em Level): 6,000 gp (10th) This opal glows with multi/wed light, <lIId
pIealld Scl l.\! itll tiger's-eyt~ stones, Body Slot: - ( held ) orllate armlle symbols have been etched into
Cas ter Level: 15th ifs swIrlce.
I ma s terwo rk ba ndo re gr a n ts you a +2 Aura: Strong; (D C 22) evocation
u m stance bo nu s on Perfo rm (stri ng Activation: Standard (t h ro w n) A greater glyph seal fu nc tions like a glyph
tr u rneru s) c hecks. if yo u have at least W eight: 1 lb. seal, with the following exceptions: It can
-anks in Perfor m (string in stru me nts), be keyed with any spe ll of 5th level or
can also comma nd it to prod uce one of Tilis goldell, fist-sized orb is set with faceted h igher, it funct ions as the greater glyph of
r pell-lik e abilitie (jl are, light, l1l w diug. rubiesandyello lV topazes. warding spe ll , d etect ing an d d isabling it
Image), each once pe r d ay. requ ires a successfu l DC 33 check, and a
Lo re: See Anslrulh harp. You can h url a globe ofm nlight u p to 50 feet. successful DC 33 earch check is n ee ded
Prert'quisiles: Craft Won d ro us l rem .jlnre, W hen it arrives at the end of its trajecto ry, to find it.
I, l1lt'tlditlg, tllt~ss age, ba rd . it detonates as a sllnbursl spell (Reflex PrerelJltisites: Craft Won d ro us Item,
ost to Create: 675 gp (plus 100 gp for DC 22 p art ial), except that the rad ius of greater glyph oftvardillg.
terwork bandore), 54 XP, 2 d ays. th e burst is on ly 40 feet. Once activated , Cost 10 Create: 2,000 gp, 160 XP, 4 days .
t h e globe is ex pended and cannot be
use d again.
ITTER STONE Prerequisiles: C raft Won d rou s Ite m ,
HAMMERSPHERE
ice (I t em Level): 450 g p (3rd) Price (I t e m Level): 1,500 gp (5th)
sunburst.
y Slo t : - (h eld ); see tex t Body Slot: - (hel d)
Cost to Create: 3,000 g p, 240 XP , 6 d ays.
ter Level: 3rd Caster Level: 7th
r a: Faint; (DC 16) conjurat ion Aura: Moderate; (DC 18) transmu tatio n
iva t io n : St an dard (t h ro w n) or GLYPH SEAL Activation: Standa rd (com m and)
- (am m u n ition) Price (I t em Level): 1,00 0 g p (4t h) Weight: 1/2 lb.
e ig h t : - Bod y Slot: - (he ld)
Caster Level: 5th Th is sphere is If illches ill diameter, mrlde
rkles of light glitter Otl this stone's Aura: Fain t; (DC 17) transmutation of silver, and covelTd in sm'lll rubi es. The
<lee. Activation : Standar d (man ip ulation) 11l1rmller-rmd-anvil symbol of Moradin is
Weight: - etchedonto its surface ill four places.
lIt tel' stone re nde rs hidde n crea tures
ble. The stone m ust be thrown (range This IIllllticolored, th ulIlb-sized opal is carved Once per day , when held aloft an d acti-
rr em en r 10 fe et) or hurled f ro m a sling with 11 Iitlriety ofareal/i' symbols, vated , thi s sphere conjures for th a giant
lll g th at weapon 's norm al ra nge incre - ha m mer. Th is h amm er f u nction s as a
nr) as a ra n ged tou ch att ack. W hen t he A glypl1 seal allows you to co nve rt an y spiritual weapon except th at it dea ls 3d6
ne stri kes its targ et or a hard su rface , arcane or di vin e spell of u p to 2nd level poin ts of da m age on a successful h it. You
a ls no d am age, but explodes in a to - into a sy mbol si rnilar to a glypll of warding. do not have to concentrate on the ha m mer
-rad ius burst of gl ittering shards. All To do so, you m us t cast the spell while or keep the sphere aloft while it at tacks.
Prerequisites: Craft Wondrous Item, This short, slightly ClIrved hom looks like a
greater magic weapon, sI,irillHlllVellpon. cOrPlucopill and bears engravings of vnrious
INFINITE SCROLLCA
Price (I tem Level): 2,800 gp (7th)
Cost to Crente: 750 gp, 60 XP, 2 days. foods.
Body Slot: - (he ld)
Caster Level: 91h
Once pCI' day, you can blow a horn ofplenty
HARROW ROD to create a heroes' feast , as the spell, for
Aura: Moderate; (DC 19) conjuratio
Price (Ite m Level): 14,000 gp (i-trh) Activation: Move (manipulation);
twelve participants.
Body Slot: - (held) see tex t
Prerequi ites: Craft Wondrous Item,
Caster Level: 9th Weight: 3 lb.
/uroes' feast .
Aura: Moderate; (DC 19) co njuration
Cost to Create: 6,000 gp, 4S0 XP ,
Act ivat ion : Standard (com mand) Tllis elaborate mahogany tube hus a slIt
12 days.
We ight: 3 lb. rum Illong itslengtll.A wooden dowel, CIl
on theends lVith gold, fits against tile lit, I
TillS sliglltly tlVisted metlll rod is black as ICY STRAND OF ing into place with jeweled clasps.
pitcll. THE NORTH
An infinite scrolfcasl' holds up to fifty scr
Price (I t em Level): 2,500 gp (7th)
W hen activated, a lmrrow rod sprays forth or other parc hments, whic h can be pi
Body Slot: - (held)
a 30-foot cone that dea ls 9d6 point s of within it or remove d as with any no
Caster Level: 7th
acid da m age to all with in the area (Reflex scrol lcase, Whe n you activate an in '
Aura: Moder ate: (DC IS) evoc ation
DC 17 half). scrol/case, the desired scroll unfurls th r
Activation: Standa rd (th rown)
A llCl rrolV I'od function three time s the slit, rf'~cly to read or cas ! from.
Weight: 1 lb.
per day. you cast a spe ll from a scroll unfurled
Prerequisites: Craft Rod , Mclfs acid an infinite scrolfcase, you gain a +4 co
'eveml jagged shards oficearc frozen outo this
urrmv, tence bonus on Concentration ch
wllite cord. These ice crystals are still coldalld
Cost to Create: 7,000 gp, 560 XP, made to cast that spell defensive ly.
sh01ll no evidence of melting.
14 days. I f you have at least a +1 base at
bo nus , you ca n retrieve a scroll fro
You can de tach and throw one of the ice
infinite scrolfcase as part of a move a
HEALING SALVE crystals on this cord as a sta ndard action.
similar to drawing a weapon.
Price (Item Level): 2,250 gp (srh) Each crys tal can be thrown up to SO feet.
Prerequisites: Craft Wondrous I
Body Slot: - (held) When it reaches the end ofits trajectory, it
Ll'oltlund's sard chest.
Cas te r Level: 5th exp lodes to crea te an ice storm or led storm
Cost to Cnu Ie: 1,400 gp, 112XP, 3 d
Aura: Faint; (DC 17) conjuration (as the spells) centered on its endpoinr.
Activation: Standard (man ipu lation) Each of two opaque crystals creates a
Weight: t lb. s/l~et storm effec t, while each offour trans- JUMPING CALTROPS
pare nt crystals creates an ice storm. Price (It em Level): 250 gp (z nd)
Tllis jar colltlliPlS a greasy, yt'llolV, jelly/il:e Prerequisites: Craft Wondrous Item, icc Body Slot: - (held)
suhstnurc. storur, sleet storm. Caster Lev el : t it h
Cos t 10 Crrnte: 1,250 gp , 100XP, 3 days. Aura: Mo derate; (DC 20) tr ansmur a
A single app lic ation of lIealillg sa lve Activation: Standa rd (com mand)
smeared across a wo u nd heals tds- r Weight: 2 lb.
points of damage. A do ub le app licat ion
INCENSE OF
hea ls 2ds+3 po int s of damage. A triple
CONCENTRATION This it'll/ herbagperiodica llytwitches IlIl d
applica tion heals 3ds+5 points ofdam age. Price (Item Level): 250 gp (z nd) as though it holds something alive.
No matt er how much salve is use d, each BodySlot: -
application takes a standard action to Caster Level: 7th Jumpingcaltrops function just like n
ap ply. A 3-inc h-d iamete r, 2-inc h-deep Aura: Moderate; (DC 18) transmu tation ones, except tha t each round at the Sl
jar holds eno ugh salve for ten single Activation: Standard (ma ni pula tio n) your turn, if no targe ts are in th eir sq
app licat ions. Weight:- th ey move 5 feet toward the nearesr e
Prerequisites: Craft Wondrous Item , cure (chosen randomly if more than 0
serious1V0ullds. This golden yellow block ofincense isimprinted eq uidistant). Upon enreri ng an occup
Cost to Create: 1,175 gp, 90 XP, 3 days . with a rune represelltillg memory. square, the jumpin3 ca/trops "arrack " t
creature as norm al for caltrops.
If burned while you prepare spe lls, this remain capab le of movement for 5 rour
HORN OF PLENTY incense allows you to prepare one extra after bei ng activated, then fu nc tion
Price (It em Level): 12,000 gp (13th)
1st-level spell for the day. You can benefit normal caltrops until dawn the next
Body Slot: - (held)
from only one exposure to incense of con- Prerequisites: Craft Wondrous It
Caster Level: 12th
cenh'ation in a 24-hour period. 1lIlimate objects.
Aura: Strong; (DC 21) conjuration
prerequisites: Craft Won drous It em, Cosllo C reate: 125 gp. 10 XP, 1 day.
Activation: Stan dard (m an ipulation)
Rary's mnemonic enhancer.
Weight: 2 lb.
Cost to Crente: 125 gp , 10 XP, 1 day.
This woo/en sleeplllg bag 15 "mbrold red with edge (geograph y) and Survival checks if ally given one to a large tribe of hal
stars and mOOI1Sin silver alid bluethrcad. alili you are neut ral good , lawful goo d, chaotic in ten ding to st rike out for new territ
it smellsoflavender. good, or neut ral. (Knowledge [religion] DC 20).
Relic Power: Once per day, if you have Prereq uisites: Cr aft Wo n drous I
A magic bedroll gra nts you a comfortable establis hed th e proper d ivin e co n nection, Sanctify Relic, discern lomtioll.
and peacefu l n ight's sleep. As long as you you can co mma nd a Cost to Create: 2,700 gp, 208 XP, 6 d
lie in it, you gain t he be ne fit of an endure map of unseen lands
elements spell. After sleepi ng for 8 hours to spe nd 2 minutes
in the bed roll , you reco ver 1 h it point per red rawing itself. Doi ng
MEMENTO
character level, in addition to the h it points so causes it to map th e MAGICA
you recover nor mally. Ge tt ing in to or ou t terr ain wi thin a Price (I t em Level):
of a magic bedroll is a full-round action . See table
Prerequisites: Cr aft Wond rou s Item, wre BodySlot: -
light \Voumls. endure clements. Caster Level : 17th
Cost to Crcute: 250 gp, 20 XP, Aura: trong; (DC 23) transmuta tion
1 day. Activation: Standard (com mand)
Weight: -
MAGIC SIPHON Map of
unsee» lallds Carved into theshape of" dmgoll's scale, tillS
Price (I tem Le ve l):
ofamethystswirls with foggy images ofru
25 ,000 gp ( 15t h)
Bo dy Slot: - (he ld) to -mile rad ius with tot al accuracy but
When activa ted, a memento mag,ea a
Caster Level: 20th only middli ng detail. This ability doesn't
you to regain anyone spell slot rhar
Aura: Stro ng; (DC 25) abju ration function un de rgrou nd .
have p reviously used t h is day. The
Ac tivation: Stan dard (com man d) When t he redraw command is issued,
slot is available j us t as if th e spe ll ha
Weight: 3 lb. the DM shou ld spe nd no more th an 2
been cast. A mementomagiea recalls a
mi nut es of real time ske tc h ing out a map,
slot of the level it was created to hol d
This short /J urgrmdy sreptcr has a spiral des ign adding items from the following list in the
ferent mementos magiea exist for each
n mning alollg its length II lid all open, dCllvlike given or der of priori ty.
fro m 1 t through 9th.
swlpture at each end. • Genera l ter rain features (mou n tains,
A memellto magjea functions one
rivers, and so forth), labeled if th eir
day.This item h as no effect for spellc
A magic siphon drains the magical energy na mes are widely k nown.
who pre pa re th eir spe lls.
from ex isting spell effects, renderin g • Str uc t ures encompas sing more tha n
Prereq uisites: Craft Won d rous item
the m powerl ess and ineffec tive in the 5,000 square feet (castles, temples, and
ity to spo ntaneo usly cast spells of the
same mann er t h at dispel mllgic wou ld. ru ins), n am ed eit her speci fically ("for-
level to be regain ed .
Every crea ture adjace nt to you when you t ress of the Undyi ng") or generally
Cost to Creulr: ee table.
activa te a magicsi!,hon is affected as though ("bardic college").
by a targe ted greater dispel magic spell. This • Str uctures important fortravel (bridges,
rod fu nctions once per day. dungeon en trances, an d magic portals), METAMAGIC RODS
Prerequisites: Craft Rod, grwter dispel labeled only if they are u nusu al in some A metamagic rod holds th e e sen
magic. resp ect. a met amagic feat but does no t eh
Cost to Create: 12,500 gp, 1,000 XI', • Lair s of crea tu res of CR 12 or h igh er, th e spe ll slot of t he altered spell.
25 days. label ed by crea ture type only. met amagic rods presented here fun e
in all respec ts as those described on
To use th e relic p ower, you must worship 236 of the Dungeou Master's Guide.
MAP OF UNSEEN Yondalla and eit her sacrifice a 5th-level Lesser and Greater Me ta m agic R
LANDS [RELIC] divine spe ll slo t or have the True Believer Norma l rnetarnagic rods can be used
Price (Item Level): 5,200 gp (10t h) feat an d at least 9 H D. spells of6t h level or lower. Lesser rod
Body Slo t: - (held) Lore: The first iliaI' of unseen /and s was be used wi th spe lls of 3rd level or I
Caster Level: 20th sketc he d out by f harlanghn as a gift for wh ile grea ter rods can be used with
Au r a: Strong; (DC 25) evocation Yond alla. Since t he n, she has occ asion- of 9t h level or lower.
Activation: - and standa rd (com m an d)
Weight: -
MEMENTO MAG ICA
Spell Slot
This rolled-upslreetofvellum is generally kept Rega ined Price (Ite m Level) Cos t to Create
in a dark-colored scroll tube decora ted witlr 1st 1,500 gp (5th) 750 gp, 60 XP, 2 days
wagon wlreel motifs. 2nd 6,000 gp (10th) 3,000 gp , 240 XP, 6 days
3rd 13,500 gp (14th) 6,750 gp , 540 XP, 14 days
A mapof unseen lan ds is a boon to caravans 4th 24,000 gp (l 5th) 12,000 gp , 960 XP, 24 days
of halfling pilgrim , who use it to avoid 5th 37,500 gp (l7th) 18,750 gp , 1,500 XP 38 day s
danger and make th ei r way through the 6th 54 ,000 gp (l 8t h) 27,000 gp , 2,160 XP. 54 days
wil dern ess. While ho ldi ng the map, you 7th 73,500 gp (l9th) 36 .750 gp , 2,940 XP, 74 da ys
gai n a +5 com pe tence bo nus on Knowl- 8th 96 ,000 gp (20t h) 48 ,000 gpo 3,840 XP, 96 da ys
9th 121,500 gp (22nd) 60,750 gp , 4,860 XP, 122 da ys
\1eta magic Rod (Chaining) Afeldllldgic rod
Pr ice (I tem Level): 14,000 gp (t-trh) V'each)
(lesser); 54,000 gp (18t h) (n ormal);
121,500 gp (zznd) (greater) Melnmagic rod
Body Slot: - (held) (scll/pling)
Cast er Level: 17t h
Au r a: Strong; (DC 23) no sc hoo l
cti vat ion : - M elnmagic rod
Weigh t : 3 lb. (m bstillllioll)
You can cas I up 10 three spells per day You ca n cas t up 10 three spe lls per day Till' tam ishetl pewter back and Il andleof this
that are ch aine d as tho ugh affected by t he whose areas are mod ifie d as though small hand mirrorare engraved lVith complex
Chain Spe ll feat. affected by the Sculpt Spe ll feat. swirling patterns.
Prercq rusites: Craft Rod , Chain Spell Prerequisites: Craft Rod, Scu lpt Spe ll
(CAr 76). (CAr 83). W hen activ ated, a mirror of suggestion
Cost to C reate; 7,00 0 g p, 560 XP, 14 Cost to Cre ate : 1,5 0 0 gp, 120 x r, J da ys mu st be held in such a wa y as to force
days (lesser); 27,00 0 g p, 2,160 X P, 54 days (lesser); 5,500 gp, 440 XP, 11 days (norm al); a crea ture wi th in 30 feet to see its own
nor mal); 60,750 g p, 4,860 XP, 122 days 12,250 gp, 980 XP, 25 days (grea ter). reflection. This functions as a gaze attack;
greater). any crea ture tha t fails a DC 14 will save is
subject to .1mgg/'J/ion madeby the mirror's
Metamagic Rod wi elder.
ta rnaqic Rod (Reach) (Subst it ut ion) A mirror of SIIgge fio n functions two
Pr ice (I tem Level): 9,000 gp (12th)
Pr ice (I tem Level ): 2,700 gp (7th) times per day, and each activa tio n of the
(lesser); 32,500 (16t h) (n ormal); 73,000
(lesser); 10,500 gp (13th) (normal); mirror can affect on ly a sing le creature.
(t srh) (greater)
24,300 gp (15th) (g reater) The m ir ror's wie lder is immune to its
y lo t: - (h eld)
Bo dy Slot : - (held) effect.
te r Level: 9th
Caster Level: 17th Prerequisites: Craft Wondrous Item, sug-
ura: M oderate; (DC 19) transmuta tion
Aura: Strong; (DC 23) no school gestion or psionic suggestion (EPH 133).
crivat ion : -
Activation: - Cost toCreate: 1,800 gp, 144 XP, 4 day.
eigh t: l ib.
We ig ht: 3 lb.
I Ihick iron rod IlllS a handle wrapped in
This fragile- looking glass rod is filled lVith
MIRROR OF TIME HOP
rn leather, and a small golde n icon of an Price (Item Level): 9,000 gp (i zrh)
elementalenergy-flickeringflames, crackling
t Iretched hand at its lip. Bo dy Slo t : - (held)
clalricity, cllllrn ing greeH acid, or frosty rime,
Caster Level: 7th
depending upon its type.
u can cast up to th ree spe lls per day as Aura: Mod erate; (DC 18) conjuration
ough their ranges were affec ted by the Activati on: Stan dard (com mand)
Fou r di ffer en t versio ns of t his rod exis t,
ach Spe ll feat. We ight : 1( 21b.
each keyed to a different ty pe of energy
Prerequisites; Craft Rod, Reach Spell
(acid, cold, electrici ty, or fire).Three times
D 84). This silver Il<l nd mirror isexceedingly smooth,
per day, you can cast a spell as thou g h
Cost to C reate: 4,500 gp, 360 XP, 9 days even slippery, to tile touch.
using th e appropriate Energy Substit u-
e ser); 16,250 g p, 1,300 XP , 33 days
tion feat.
ormal): 36,500 g p, 2,920 XP, 73 days When act ivated, a mirror of tillle 11011 m us t
Prerequisites; Craft Rod, Ene rgy Sub -
reater) be held in such a way as to force a crea ture
stitu tion (CAr 79) for the appropria te
wi t hi n 30 feet to see its own reflec tio n.
energy type.
This func tions as a gaze attack; any crea-
eta magic Rod (Sculpting) Cost to Create: 1,350 gp, 108 XP, 3 days
ture tha t fails a DC 14 W ill ave is pus hed
Pr ice (I t em Level): 3,000 gp (7t h) (lesser);5,250 gp , 420 XP, 11days (normal);
5 rounds forward in time. In effect, the
(lesser); 11,000 gp (13t h) (nor mal); 12,150 gp , 972 XP, 25 days (greater).
creature disappears in a shi mmer ofsilver
14,500 gp (t srh) (g reater)
energy. then reappea rs af ter t he duration
ody Slot: - (h eld)
Ca s te r Le vel: 17th
MIRROR OF expi res in the same p ositi on , orienta tion,
ura: Stro ng; (DC 23) no sch ool SUGGESTION an d cond itio n. From the crea ture's poi nt
of view, no tim e has passed . Any active
c t iv a t io n: - Price (Item Le ve l): 3,600 g p (8th)
effec ts on the creat u re si mply resume
ei gh t: 3 1b. Bo dy Slot : - (h eld)
whe n it appears as if no time had passed .
Ca st er Level: 5th
The creatu re can act normally on its ne xt
Ie haftof Ihis elegant rod isscu lpted ofsilvt'Yy Au ra: Faint; (DC 17) enc ha nt me nt
tu rn after the effec t ends.
etal ill graceful curves. At its tal' glitter a Activation: Stan dard (comm an d)
A mirroroftime hal' fu nctio ns tw o tim es
",ted sapphire. Weight: 1/2 lb.
per day, and each activat ion of the m irror
includ ing restoratroll spells) wh ile the TIllS trallSparent crystal splrere failltly glows or another. To use the orb, you mu st hol d
instru ment is held . green alld is tht' size ofa slllall plulII. it wh ile touch ing the target to be affec ted
Lore: See AIIStYll tl1 Ira rp (page 150). (or merely hold the or b, if affecti ng your-
Prl'Yequisifes: Craft Wondrous Item , COII- An orb offIll1ironnrenlal adapfalioll provi des elf). The orb has 3 charges, wh ich are
lrol weather, eyebite, repulsio n, bard . a group of crea ture relief from ex treme renewed each day at dawn. Spending 1 or
Cost to Create: 25,000 gp (plu 100 gp for environ me nts. When you hold the orb in more charges heals damage to one or mo re
masterwork har p), 2,000 XI', 51 days. you r hand and activate it, it transforms mental ability scores.
into a fain tly glowi ng sphere of prote ction 1 charge: Heal 4 points of Int, Wis, or
centered on you . The radi us of this sphere Cha damage (your choice), or 2 points of
RB OF BUNDING can vary between 5 and 30 fee t (and can damage to all three abili ty scores.
Pr ice (I tem Level): 5,000 gp (9th)
be altered by you as a move action). All 2 charges: Heal 6 point s of Int, Wis , or
Body Slot: - (h eld )
crea tures and objects wi th in th e sp here Cha damage (your choice), or 3 point s of
Cas te r Level: 3rd
take no har m from bei ng in a hot or co ld da mage to all three abili ty scores.
u ra: Faint; (DC 16) illusio n
environme nt. They ca n exist comfor t- 3 charges: Heal 8 points of Int , Wis, or
c t ivat ion : Standard (com mand)
ably in condition between - 50 and 140 Cha dam age (your choice), or 4 points of
"eig h t: -
degrees Fahrenheit, and th eir equipme n t damage to all th ree abili ty score .
is like w ise pro tec ted. Prerequisites: Craft Wond rous It em ,
1115 round, fisHized opalescent 0')'5talglOIVS
An orbofenvironmentaladaptation fu nc- lesser restoratio n.
IIIt!y.
tion s for up to seven co nsecu tive days, Cost toCreate: 1,550 gp, 124 XI', 4 days.
aft er wh ich it is dormant for seven days.
n arbafblindi'lg ca n e mit a bri ll iant burst
Prereq uisites: Cra ft Wondrous It em ,
light th at blin ds all creat ures with in
endure elements.
PEARL OF BRAIN LOCK
15-foot co ne for 1 rou nd (Fort DC 16 Price (I t em Le ve l): 900 gp (4th)
Cos t toCreate: 1,000 gp, 80 XI', 2 day .
gates). An orb of blinding ca n generate Bo d y Slot: - (held)
i effec t th ree tim es pe r day, but it ca n't Caster Level: 3rd
activated in consecutive rou nds . ORB OF Au ra: Fain t; (DC 16) enc ha ntme nt
Prerequisites: Craft Wond rous Item , MENTAL RENEWAL Ac tivation: Sta ndard (th rown)
lor spray. Weight: - ~
Price (I tem Level): 3,100 gp (s th)
Cos t to Create: 2,500 gp , 200 XI', 5 days.
Body Slo t : - (held) ~
Thi tilly pcarl is cngravetllVith thedraconic ~
Caster Level: 3rd
symbol for the mind. ~
RB OF Aura: Faint; (DC 16) conjuration
~
VIRONMENTAL Activation: randard (comm and)
Youca n hurl a pearl ofbrain/ocl, as a ranged ~
APTATION Weight: 1 lb.
touch attack wi th a range increment of ~
'ce (I tem Level): 2,000 gp (6th) to fee t. If the cugcr Fails a DC 13 Will ~
Tllisorb ofbrollZe andgold shines li/u the sun
ody Slot: - (held); see [ext savi ng th row, the pea rl see ms to im pact
risl llg over thedesert.
Cas ter Level: 3rd and then enter (he flesh of the creature,
u r a: Faint; (DC 16) abjuration dazing it [or 3 rou nds. This is a mi nd -
An orb ofmenfal rene wal allows you to hea l
ct ivario n : Standard (com mand) affec ti ng abili ty.
ment al abili ty da mage taken by yourself
Weig h t: -
Aberrant
sphere
A flying creature affected by a pearl of This set of plln pipes is made of hollowed-o
bramlocl: is allowed to descend to the near-
PERSONAL OASIS reeds lashed together withsturdy vlIles. _
Price (Item Level): 4,600 gp (9th)
est safe, level area rather than be dazed, where on the surface of eelCh ret'd is tlu sp
Body lot: - (h eld)
wh ile a sw im mer incapable of breathing of oIJdam ilia 1"11 .
Caster Level: 5th
wate r is allo wed to he ad d ire ctly for the
Aura: Faint; (DC 17) conj urat ion,
surface. I n eit her case, the cre ature is When you play these pipes, you ga
evocat ion
dazed for the remain ing dura tion once it +5 com pe te nce b on us on Perfor m (\\
Activation: Standard (com mand)
has reac he d safety. instruments) chec ks if you are ch
Weight: 3 lb.
O nce activated, a pearl is expe nde d an d ne utral, ne utral, chao tic good, or ch
can no t be used again. evil.
A brightly colored oasis complete with fruit-
Prereqllisiles: Craft Wondrous Item, dau Relic Power: 1f you have esrabl is
beelYlllg desert trees alld bright blue water
monster or braill lock (EPH 81). the proper divine connection, you
covers the sllrface of this 1V0vell blc1Ill:et. It
Cosllo Create: 450 gp, 36 XP, 1 day. attempt a DC 25 Perfo rm (win d in
smells slightly ofold illcense.
merits) check each round th at you
playing th e pipe . If you succeed , e
PEARL OF W he n you u nroll th is i u-foor-by-t e -foor
living crea ture withi n 30 feet m ust
BREATH CRISIS bla nket and activate it, a 5-foot-by-W-foo t
a successful DC 16 Wi ll save or be affe
tent springs fro m the bla n ket , along wit h
Price (Item Level): 2,000 gp (s th) as if by a confusion spell, wi t h one ex
a ca m pfire, a bowl ofdates, an d a gallon of
Body Slot: - (h eld) tion: Wheneve r the die roll ca lls for
coo l water. The lent func tio ns in all ways
Caster Level: 5th su bject to arrack ano ther crea ture
as a Leolll ll'I<l's tillY 1wl spell. The campfire
Aura: Faint; (DC 17) encha ntment subject in ste ad makes a mildly am o
burn conti nuously, neve r needing fuel,
Activation: Standard (thrown) advance (such as an embrace or
an d the date provide enough food to sus-
Weight: - toward the targe t crea ture. For
tain a person for one day. W hen you speak
affected creature, thi effec t lasts a
the command word again, a persollal onsrs
A dmco ,ucrwlt' represt'lltillg the body hIlS bWI as the piping con tinues (a randard a
rolls back up into blanke t form.
((Ireflllly l'ugmved 011 litis smelll pearl. each rou nd ) and you are wit hin 30 e
A persollal oasis functio ns once per day
tha t creat ure at the end of you r ru
for up to 10 hours.
You can hurl a peell'l of brent'l crisis as a your playing is interrupted , or you
Prt~reqllisites: Craft \Von d rous Item,
ranged touch arrack w ith a range incre- Perform check and the n resu me pi
creale food and lVater, LeorlllHld's lilly 11111,
me nt of 10 fee t. If it stri kes a humanoid wit h a successful check, every crea
prodl4cc flame.
th at fails a DC 14 Will saving throw, the withi n 30 fee t can m ake a new
Cost to Create: 2,300 gp , 184 xr, 5 days.
pearl seems to im pac t and then enter attempt. Subjects that successfull
t he flesh of th e crea ture, co mpelling it are im mune to the pipes offrenzied n
to purge itself of breat h. For the nex t for the next 24 ho urs.
5 rounds, th e creature can continue to PIPES OF FRENZIED To use the relic power, you mu I
breathe only by taki ng a standard action REVELRY [RELIC] hip Olidarnrnara and either sacrif
each round to do so. This is a mind-affect- 5th·level divine spell slot or have the
Price (I t em Level): 3,100 gp (s rh)
ing abil ity. Believer feat and at lea t 9 HD .
Body lot: - (held)
At the en d of each of t he target's turns Lore: Th ese pipes we re originall
Caster Level: 20th
in which it chooses not to consciou ly ared by a secretive order of bard /cl
Aura: Strong; (DC 25) enc hant ment
take a breath , it m ust succeed on a DC 14 devot ed to Olida mmara. For t he pa t
Activation : randa rd (m an ip ulation)
Fortitude save or begi n to suffoca te, fall- eral centuries, membe rs of th e order
Weight: 1 lb.
in g to 0 hit points and pot en tially dying distributed them to m u ically in c!
in later rou nds (DMG 304), as lo ng as th e followe rs of the deity (Knowledge
dura tion co nti n ues. If the effeer ends gio n] DC 15).
before a suffoca ti ng cre ature has died , the Rumor holds that a satyr named Eli.
creat ure is no longer considered to came into pos es ion of a set of I
be suffocating. pipes and used them to woo
O nce ac tiva ted, a pearl is princess while she was on a p
expe n ded an d ca n no t be use d in th e woods wi th her court.
again. then , members of t hat nation'
Prerequisites: Craft Wondrous family have occasiona lly d isp
Item , sugges tioll or cmls of breath od d ph ysical quirks, suc h as un
(EPH 89). ally h air y legs and vestigia l h
Cos! to Create: 1,00 0 gp, 80 XP, as well as an unusua l aput
2 days. for music (Knowledge [reli
DC 20).
Prerequisites: Craft Wondrou I
Sanctify Relic, confusion.
Cost to Create: 1,550 gp, 124 X P, 4
'Pip~J of
fre11zied revel ry
as needed, such as when the
RCUPINE ELIXIR wearer nee ds to eat or access a
Pri ce (I tem Level): 800 gp (Br d)
back pack. Hel d items or ite ms
Body Slot: - (held)
speci fica lly excluded are not
Caster L evel: 3rd
covered up .
Au r a: Faint; (DC 16) transmutation
Up to three skins can be worn
Ac tivation: Standard (man ipu lation)
si m ulta neously, although
Weight: -
only the outermost is
active in any given round
The liquid i" this vial is dM" browll, shot
(t he powers of the hidden
tlrl'O lIgll with vertical threads of white
skins cannot be activated
,mel Inn .
or accessed). Sk in layers
can be changed as a standard
Imb ib in g )'orcupille elixir tough-
(ment al) action, which causes
ens your skin, granting you a +1
the des ired lower-layer skin to
hanccmenr bonus co your exist-
come to the su rface,
natu ral armor bonus. (A creature
uhout natural armor has an effective
atu ral ar mor bonus of +0.) In addi- Skin of the Celestial
n, hundreds of needle-sharp quills Pr ice (I tem Level): 6,000 gp
ro ut [rom your body. These quills (t orh)
able you to deal ids points of pierc- Bo dy Slot : -
damage with a successful grapple Caster Level : ioih
ack. The quills sproUl through Aura: Moderate; (DC 20)
hr ar mor or hide armor, bur heavier rra nsmutation
-mors prevent them from growing. The The ef]i!el 0/ a porcupin« elixir is dramatic Activation : wifr (mental)
eCI of th is elixir lasts for 12 hours. Weight: 2 lb.
Prerequisites:Craft Wondrous Item, aller
Craft (alchemy) 5 ranks. Thissoot )', blael, powdercollies ilia slllall 1m, Oncr llctivllted, thestainless white skin ofthe
Cost to Create: 400 gp , 32 XP, 1 day. which is set with pieces of jet in the sha)'e of celestial bathes ),OU ill a shimlllerilig go/dell
dark-coloredgoggles. halo.
RTABLE FOXHOLE When you cast this soo ty, black powder When activated, t his skin grants you the
ice (Item Level ): 5,000 gp (9th)
into an area , it creates a lO-foot-bigh cloud followi ng abilities for 7 round (if you
dy lot: - (h eld)
in a iu-foot spread, centered on you (but already have one of these abili ties , use
rer Le vel : I Ith
nor moving wit h you). The cloud remains your own values if higher):
r a: Moderate; (DC 20) tran sm u tation
for 2d4 rounds, and any creature, other • Damage redu cti on 5/magic.
ti vat ion: Standard (com mand)
than you , caugh t in the area (or one that Darkvision 60 feet .
~ight : -
enrers it) i blinded for as long as it stay • Resistance to acid 10, cold 10, and elec-
in the cloud and for 1d4 rounds after it tricit y 10.
It' of till)' runes lilles Iheedge ofthis lIIafle
leaves (W ill DC 13 negates). • Smite Evil (Su): Once during the skin's
ck piece ofcirwlar ca"vas.
Once activated, a dose of th is powder is duration, you can att em pt a no rm al
expended and cannot be used again. melee atta ck to dea l an extra 10 points
en placed on a flat su rface, a par/able
PrerelJlIisiles: Craft Wondrous Item , of damage agains t an evil foe. If you
ole creates a sh allow exrradimcnsional
bUll d11 ess/deafllcss. accidentally sm ite a creature that is
. : feet square and 3 fee t deep. A foxho le
Cost to Create: 375 gp , 30 XP, 1 day. not evil, or if your smite attack misses,
ides cover against ra nged atta cks . Any
the sm ite has no effect, but the ability
or creatur es in a portable foxhole when
is still used up for that day.
pic ked up (anot her standard action) PSYCHOACTIVE SKIN • Spell resis tance 15.
du mped our un h armed in the space This fi st-sized blob of 111111'1,)' ecloplaslll shim-
foxhole occupied. nrm faillt ly in thelight.
A ski'l ofthecelestilll functions once per day.
,'n'qllisites: Craft Wo n drous Item,
At the end ofits duration, it falls dormant
,·arth. Once a psychoactive skin is donned, the
until the follow ing dawn.
~os t to Create: 2,500 gp, 200 XP, 5 days. ball unfolds, ext end , and surrounds a
Prercquisucs: Craft Wondrous Item, lesser
Medium or smaller wearer' entire body
holy tmnsforll1ation (SC 116) or planar npo-
in a variegated second skin, g rant ing the
WDER OFTHE wearer access to a particular array ofabili-
lheosis (CP 93).
CK VEIL lies (see below). Donning a psychoa tcive
Cost toCreate: 3,000 gp , 240 XP, 6 days.
ce (H em Level): 75u gp (3rd) skin requires a menial com ma n d as a
y Slo t: - (h eld) standard action.
rer Leve l: 3rd A dep loyed skin completely covers the
ra: Faint; (DC (6) necromanc y wearer and all hi s equipment , but allows
rivat ion : Standard (t h rown) him to see , hear, and breathe norm ally. It
ei g h t: - rolls away from various pans of the body
Th is skin grants you a +8 ar mor bon us.T
Skin of Celestial Embrace Skin of the Claw skin has a maximu m Dexterity bo nu
Pric e (I tem Level): 24,000 gp (15th) Price (Item Level): 12,000 gp (13t h)
+2, a -6 armor check pen alt y, and a 25
BodySlot: - BodySlot: -
arcane spell failure chance. It is t reated
Caster Level: 15th Caster Level: 5th
light armor for the purpose of affecti
Aura: Strong; (DC 22) t ran sm utation Aura: Faint; (DC 17) transmutation
class features and move ment.
Activation: Swift (ment al) Activation: Swift (ment al)
Prerequisites: Craft Wondrous Item , "111
Weight: 21b. Weight: 2 lb.
armor or inertial armor(EPH 113).
Cost to Create: 3,000 gp, 240 XP, 6 dav
This iridescent white skin bathes )'011 in a shim- TIllS skin ri)/ples with sllppressed power once
mering golden halo when activated. wOnJ.
Skin of t he Fiend
When activated , a skill of cdestial embmce A sid" of tile claw benefi ts you only if you Price (I tem Level): 6,000 gp (i orh)
gra nts you the followi ng abili ties for 15 are a psychic wa rrior. If you are a psychic BodySlot: -
ro unds (if you already have any of these warrior and you wear th is ski n, you can Caster Leve l: torh
abili ties, use your own values if hig her): transfor m your hands in to dead ly claws . Aura: Modera te; (DC 20) rran srnutatio
• +4 bonus on Fortitude saves against You gain two prima ry natural claw attacks, Activation: Swift (men tal)
poiso n. each dealin g ld 6 poi nt s ofdamage (if you Weight: 2 lb.
• Damage reduc tion lO/magic. are Med iu m) plus your Strength mod ifier.
• Darkvis ion 60 feel. You can't comb ine th e e claw attacks wit h This deep red skin raises tiny horus from )
• Feathered wings that allow you to fly at ot her weapon or natu ral weapon attacks as fOre ltClld.
twice your base la nd speed wi th goo d pa rt of the same fu ll attack action. You can
maneuverab ili ty. ret u rn your han ds to t hei r previous for m W hen activated, a skill of the fiend gra n
• Immunity to d isease. wi th ano ther swift (mental) act ion . you [he following abilities for 7 round
• Resistance to acid 10,cold 10,and elec- Prerequisites: C raft Wondro us Item, you already have any of these abilirle ,
trici ty 10. claws of thebellI' (SC 47) or claws of the beast your own values if h igher):
mite Evil (Su): Once during the ski n's (EPH 83). • Damage red uc tion 5/magic.
duration, you can attempt a nor mal Cost to Create: 6,000 gp, 480 XP, • Darkvision 60 feet.
melee attack to dea l an extra t5 points 12 days . • Resistance to co ld to and fire 10.
of damage agains t an evil foe. If you • Smite Cood ( u): Once during the ki
accidentally smi te a creature that is duration, you can atte mp t a nor m
not evil, or if your smite attack misses,
Skin of t he Defende r me lee attack to deal an extra to po i
Price (I te m Level): 32,000 gp (i srh)
the smite has no effect, but the ability of damage against a good foe. If y
BodySlot: -
is still used up for t hat day. acciden tally smi te a creature th at is
Caster Level: 5th
pell resistance 25. good, or ifyour smi te attack misses, [
Aura: Fain t; (DC 17) transmutatio n
mi te has no effect , bur the ability is t
Activation: -
A sbll of celestial embrace fu nctions once used up for [ha l day.
Weight: 2 lb.
per day. At the en d of its duration, it falls • Spell resisranee 15.
do r ma nt unt il the following dawn.
This thick, rough ski" gives ),our bod)' a"
Prereqllisites: Craft Wondrou s Item , holy A ski" of thefic/ld functions once per d
appCllml1Ce similar totree bl1rl..
ImllSformatioll (SC 1 t6) or plallar embrace A[ [he end ofits dura tio n, it falls donna
(CP 94.). u n ri] the fo\\owing dawn.
Th is sk in co nti nually gra ms a +4 en hance-
Cost to Create: 12,00 0 gp, 960 XP, Prcrcljllisites: Craft Wond ro us Item, I
me nt bon us to your natural armor bon us.
24 days. infenlaI tmnsformation (SC 122) or pill
(A creature wit hou t natu ral ar mo r h as an
ll)lo theosis (CP 93).
effective natural armor bonu s of +0.)
Cost to Create: 3,000 gp, 240 X P, 6 d
Skin of the Chameleon Prereq uisites: Craft Wo ndrous Item ,
Price (I t em Level): 15,000 gp (H th) bl1rb kin or thicken skill (EPH 137).
BodySlot: - Cost to Create: 16,000 gp , 1,280 XP, Skin o f Fie ndish Embrace
Caster Level: 3rd 32 days . Price (I te m Level): 24,000 gp (15t h)
Aura: Faint; (DC 16) evocation BodySlot: -
Activation: - Caster Level: 15th
Weight: 2 lb.
Skin of Ectopl asmi c Armo r Aura: tro ng; (DC 22) transmutation
Price (Item Level): 6,000 gp (10t h)
Activation: wifr (men tal)
BodySlot: -
This51,ill adjllsts itHolorCllH/ text lireaeconlillg Weight: 2 lb.
Caster Level: 9th
to yoII I' sl4lTollndings.
Aura: Moderate; (DC 19) conj ura tion
TIllS glistening, blood-retl skin mises horns tile
Activation: -
A sldn ofthechameleon adjusts to your sur- color ofbloodied bones from yourforehead.
Weight: 2 lb.
rou nd ing textu res an d colors , continually
gra nt ing you a +10 com pe tence bonu s on W hen activated, a skill of fiendish embmcc
This silver)', trall5hICt'IIt skill appea rs to sur-
Hi de checks. grams you the following abilitie for 15
round you In 11 suit ofcrystalline plates.
Prereq llisiles: Craft Wondrous Item, darl.- rounds (if you already h ave any of th ese
ness or chameleon (EPH 82). abilitie , use your own values if higher):
Costto Crente: 7,500 gp, 600 XP, 15 days.
Damage red uction 1O/magic. est-level spellcasting class (your choice)
o
ROD OF GRIEVOUS
WOUNDS
Price (Ite m Level): 2,0 00 gp (sth)
Body Slot: - (held)
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: Standard (com m and)
We ight: 3 lb.
INOR SPELL uncertain prrn:ennllCl! into their mys teries draws you near to the
ESISTANCE border be tween life and death. When·
ever you spend an ho ur reading scrolls of
Pri ce (I tem Level): 1,350 gp (srh)
ullcerlaill provemlllce, you m ust roll o n the
o d y Slot: - (held)
This blllldle of rough parchmen t rontmus following table, whe ther or not you learn
Cast er Level: 9t h
scmpsof VI1Yyilig shl1pcs alld size; SOt/H' appear anything useful.
ura: Mo derate; (DC ( 9) abjuration
old millo/hers lIew.1I is bOlllld with a braided
ct ivat ion : fu ll-round (m anipulat io n)
cord llild seCll l"etl with II Illedallioll bearingtllc d% Effect
eigh t: 1/ 21b.
holysymbol ofWce jns, 01-1 0 Go insane (as the insanity
s pe ll); Will DC 20 nega tes.
ms glass callister is filled with tl gray StlIt'e 11-30 The scrol ls bes to w a
Scrolls of lIlIccrttlin provcuunce are no t
,It seems to be fleclled with crushed bits of perma nen t cur se upon
spells stored in wr itte n form, but col-
erts. you, a p plying a - 4 pe na lty
lections of dea t h-o bsessed wri ti ngs in
an unknown hand. Pop ular myth holds on attack ro lls , saves,
po n spreading this salve upon your ability checks, and skill
[hat those who can com mand the lore
in, you ga in spe ll res ista nce 17 for 5 checks; Will DC 20 ne gat es.
contained in a set of these scrolls have
"lin Ules. 31-60 Receive a geasjquest to
power over life and death. As long as
Prerequisites: Craft Wondrous Item, spell perform for Wee [as:
yo u possess scrolls of ullcertain provenallce,
Slstllllce. Will DC 20 negates .
you gain a +5 competence bonus on
Cost 10 Create: 675 gp, 54 XP, 2 days . 61- 90 Gain 1d6 negative levels
Knowledge checks, provided that you (Fort DC 20 removes them
are lawful neutral, lawful evil, lawful after 24 hours).
EPTER OF THE good , or neutral. 91-100 Become a ghost for a year
ETHERWORLD Relic Power: If you have established and a day; Fort DC 20
a proper divine co n nec tio n, you can nega tes.
Pr ice (I tem Leve l): 9,000 gp (i zrh)
attemp t to read from the scrolls once per
Bod y Slot: - (h eld)
day for 1 ho ur. Understanding their lo re,
Caster Level: 10th To use the relic power, you m us t worship
however, is not an easy task. To be gi n
ura: M od erat e; (DC 20) necromancy Wee las and either sacri fice a s th -level
with, [he scrolls are written in nearly
. ctivat io n : - divine spell slo t o r have the True Believer
every language, ancient and modern, and
:Veig h t : 3 lb. feat and at least 11 H D.
the text sometimes switches lan gu ages
SCIJillg sbard
Eternal wand
Lor e: Srroll of I/llcer/ail/ prOVL'llancc SCRYING SHARD sto ne of th e pai r is des troyed, the oth
have long been associ ated wit h Wee Ias, Price (I tem Level): 1,350 gp (5th) becom es use less.
although even h er lorekee pers do n't kno w Body lot: - (held) Prereljllisites: C raft Wo n dro u It
wh ere th e firs t ones ca me from (Knowl- Caster Level: 7th sending.
edge [relig ion] DC 15). Aura: Mod erate; (DC (8) di vination Cost toCreate: 700 gp, 56 X P, 2 day .
In fact, the y were pen ned by beings th at Activation: -
lost their sa nity in th e pursu it of arcane Weight: 1 lb.
knowledge and collected by age nts of Wee
SHACKLES OF SILENCE
Price (I te m Level): 6,000 gp (10th)
[as for th e sake of th e knowledge [hey con- Ever-shifting, deep red swirls wl,ithe wilhin
Body lot: - j see text
tai n (Knowledge [relig ion] DC 20). this fis t-sized pillilcrystal.
Cas te r Le ve l: 3rd
PI"Cl"I'ljllisites: C ra ft Wond rou s Item ,
Aura: Fai nt; (DC 16) illusion
anctify Relic, death pari (SC 60), relll'lvai A character of any class can cast scrying
Activation: -
pari (SC (73), trlle reSllrreetion. usi ng a scryi ng shar d a a foc us.
Weight: 2 lb.
Cosl \0 Cre ate: 4 ,0 0 0 gp, 320 xr, 8 days. Pverequisitcs: Cr aft W on drous h em ,
saying.
Thesc iron 111lll1ucies 1001/ oid, slightly )"II I
Cost to Create: 675 gp, 54 XP, 2 days.
SCRYING BEACON and hCtllli/y denkd.
Price (Item Level): 750 gp (Brd)
Body Slot: - (h eld) SENDING STONES SJ1lIckles ofsilw ce fit any Small , Mediu m,
Cas te r Level: 5th Price (Item Level): 1,400 gp (5th) Large creat ur e. A creatu re ma nacled WI
Aura: Faint ; (DC (7) d ivin ation Body Slot: - (held) th ese shac k les is affected by a silellcc err.
Activation: - ; see tex t Caster Level: 7th (as [he spe ll) that fills th at creature's spac
We ight: - Aura: Mod erate; (DC 18) evoca tio n A creature ca n slip free fro m shacll
Activation: randard of silwee wi th a successful DC 28 Esca
Thisbllflon-sized, blttell half-sphereappears 10 Weight: 1 lb. Art ist chec k.or break free w ith a succ
bemlldeofebony or jet. ful DC 28 trength check. How ever, if tl-
These Jis t-sized rhl/n11 of I/ lllVorlud stone are crea ture bound by shacllles ofsilellce esca
If you spend [ m inute attu ni ng yourse lf mirror images of one another. by breaking them or usin g Esca pe Am
to a scrying belleon, you ca n choose for the th e silCPIre effec t ends and the hackl
nex t clainllldience/elairvoyllllre spell you cast Thes e unremarkable-loo king stone come ring for 1 round , a an alarm spell's audib
to be centered on the beacon , as long as you in pai rs. O nce per day, th e hearer o f each alar m, Bro ken shacillesof silence lose th
are within [ mile ofit. Once this power has sto ne ca n se nd a me ssage (as the sending power after sou nding th is alarm, heco
been used, the beacon beco mes dor ma nt spell) to the bearer of t he ot her stone. If a ing non magical an d useless,
until you att une your self to it again. sto ne's mate is not in a creatu re's pos ses- Prercljuisites: Cra ft \X'o n dro us Ire
Prereljllisites: Cra ft Won d rou s Item, sion, no message is se n t and you k now I1I"r m, silence.
rlaimlldicnce!clairvoyanrl'. th e co m m u n ication has failed . If either Cos t to Crmte: 3,000 gp, 240 XP, 6 da}
Cos t to Crea te: 375 gp, 30 XP, I day.
When you fling slashing 51111d onto the
SHARD OF THE SUN SKILLSHARD ground, it covers an area of up to four con-
~ RE UC] Price (It em Level): 50 gp (1/ 2)
tiguous qua res wit h razor- harp obsidian
(normal); 300 gp (2nd) (greater)
Pr ice (I t em Level): 3,500 gp (s rh) shards for I hour (the equ ivalent ofa spihe
Body Slot: - (held)
Bo d y Slot: - (held) stOIlCS spell). At least one affected square
Caster Level:7th
Czster Level: 20th must be adjacentto yourspace. Once acti-
Aura: Modera te; (DC IS) tra nsm utation
u ra: Strong; (DC 25) evocation vated, this item is expended and canno t
Activation: Swift (com mand)
crivat io n : - or standard (com mand) be used again .
Weight: -
eig h t: 1 lb. Prerequisites: Craft Wondrous Item,
spiJu stones.
ThistillYfmglllent of(list-offcrystlll glolVslI'ith
I brightly glowing holy symbol of Pelor is CMt to Crentr: 1,000 gp , SO XP, 2 days.
alllinuswle bitofpower.
Ie of 11Il1lllllaed gold cHId set with sll1all
monds.
W hen held, a sldll slum/ telepat hically SLEEPI NG SPIKE
whispers its com man d word into your Price (Item Level): 3,500 g p (sth)
11Il rd of the sun is mention ed in severa l
m ind. Whe n you activa te it, you gain a Body Slot: - (held)
ligious tex ts as "Pelot's gift, which I
com pe tence bonu s on your next check Caster Level: 9th
rry into darkn ess- a sun tha t never
with a specific skill, chosen during the Aura: Moderate; (DC 19) enc hant ment
t ." When you hold th is item , it con -
item's crea tion . The chec k mus t begin Activation: Standard (man ipulation)
uously em its a war m light equiva lent
before the end of you r turn and m ust be Weight: 1/ 2 lb.
a daylight spe ll he ighte ned to 5th
comp leted withi n lO mi n utes. A sbll shIm!
I, provi ded tha t you arc neutral good ,
disint eg rate when use d. This twisted 1V00d,'n spilw Wl1S carved fro m
'ful good, chaotic good, or neu tral. The
Normal : +2 competence bonus. the misshapw limbof all ash tree.
mbol mus t be covere d completely to
Greater: +5 competence bo nus .
I' its light.
Prereq uisites: Craft Wondrous Item , A leeping spike becomes invisible 1 round
Reli c Power: If you have established
specified ski ll 2 ranks (lesser) or 5 ranks afte r you plant it firm ly in the gro und .
e proper d ivine connection, you can
(greater). Thereafter , as soon as any creature comes
mmand a slllmi of the sun to fire two
Cosl toCreate: 25 gp . I XP, 1day (lesser); wi thin 10 feel of it, the spi ke emits a slecp
mu lraneous searing light spells, though
150 gp , 6 XP, 1 day (greater). effect (W ill DC 17 negates) in a 20-foot-
h must be aimed at a differe nt target.
radius bur t tha t affects all crea tures with
h beam deals rods points of damage
10 Hit Dice or fewer.The spi ke is destroyed
undead, sd6 points to constructs and SLASH ING SAND when the slap effect is triggered .
jee rs, and sds points of damage to Price (It em level): 2,000 gp (6th)
Durin g the round tha t a sleepil1g spilu ~
her crea tu res. Creatures part icularly BodySlot: -
remains visible after being pla nte d, any ~
lnerable to bright ligh t, such as varn- Caster Level: iorh
creature can safely remove it from the
res, take rods po ints of damage from Aura: Moderate; (DC 20) transmutat ion
gro und (a stan dard action) to render it
I' e bea ms. Th is ability func tions three Activation: randard (th row n)
harmless and ready for reuse.
me per day. Weight: -
Prerequisites: Craft Wo ndrou Item,
To use the relic power, you must wor-
sYPllbol of slccp.
ip Pelor an d eit her sacrifice a sth-Ievel A hom/ful of thic1~ , glassy blael: s(ll1d fills this
Cost to Create: 1,750 gp, 140 XP, 4 days.
ivine spe ll slot or have the True Believer s1l1011 lizards):iH sock.
at and at least 11 H D. If you sacrifice
n s rh-Ievel spell slot or have th e True SOUL ANCHOR
liever feat and at least 15 H 0 , you Price (It em Level): 10,000 gp (12th)
a n fire four searing light beams wit h Body Slot: - (held)
ach activation (no two at the same Caster Level: 9th
ar ger), Aura: Moderate; (DC 19) enchantment
Lo re: The first shards ofthe Still were Activation: tandard (com mand)
ewn by Pelor himselffrom the orb Weight: 3 lb.
f the sun and molded into the
hape of his symbol. Over the Thill iroll ballds twine llroulld jagg,' d frag-
enruries, he gifted them to ments of jt'l-black obsidiall to form thc
i mos t favored high priest . and haft of this crud-Ioolling rod.
most of th em rem ain in the hands
f his clergy today (Knowledge \Vhen you activa te a soul al1chor,
religion] DC 20). each creature adjacent to you mus t
PrereqUisites: Craft Wondrous succeed on a DC IS will saving
Item, Sanctify Relic , daylight, throw or be una ble to move from
,,'aring light. its cu rren t space for 1 round. Crea tures
Cost fo Create: 1,750 gp, 140 XP, that are ny ing or sin king wh en the spe ll
days. takes effec t are magically held in place.
However, affecte d crea tures are neither
paralyzed nor enta ng led, so they can fight
and cast spe lls normally.
SUMMONER'S TOTEM
Price (I t em Level): 3,100 gp (St h)
Body Slot: - (h eld)
Caster Level: 3rd
Stencb stone Aura: Faint ; (DC 16) conj uration
Activation: - ; see text
Weight: 2 lb.
TRANO OF STRANO OF This crudelycarved, foot-long woodcn rod bears
CIO PEARLS LIGHTNING a vaguely animalvisage at ilshead.
Pri ce (I t em Level): 10,700 gp (13th) Price (I tem Level): 4,350 gp (sth)
Bod y Slot: - (held) Body Slot: - (held) A boon for those who magically conjure
Cas ter Level: t ir h Caster Level: 7th ani mals to aid them in combat,a SlImm Oller'S
ura: Moder ate; (DC 20) conju ration Aura: Moderate; (DC 18) evocation lotcm allows instantaneous enha ncement of
ct ivat ion : Standard (thrown) Activation: Standard (th rown) your summoned allies. When you um mon
Weig h t: I lb. Weight: 1 lb. a single animal using a swmllonllClt urc's ally
spell , you can cast ano ther spell target ing
'l'CII greenI,earlsshill thissilvcychaill. One is Seve n coifs of brightly polisht'd copper wire the ummoned creature as a swift actio n.
rge, alld theothers an' ill tlll-et' progrmively dangle from this slmlld of interwoven si/wr The secon d spell must be no higher than
",1l1rr pairs. The sloues slosh asthough filled andcopper threads. 3rd level, it must target the sum moned
'Ith Iilluid. creature (and only the summoned creature),
Each of the seven coils on this chain can its casting tim e must be no longer than I
Each of the seven pea rls on this chain be detac hed and throw n. When thr own , a standard action, and it expe nds the spell or
an be det ach ed and thrown up to 50 coil explodes into a 30-foot line oflightning spell slot as normal.
et. When a pearl str ikes its dest inat ion, orig inating from you. Each creature in the For exam ple, im me diately after sum-
explodes in to a 20-foo t-radius, 20- area rakes electricity dama ge based on the moning a brown bear with mml1101lllatllrc's
t-hig h, cylinder-s haped clo ud of acid size of the coil (Reflex DC 14 half) . lilly 1V, you could cast bill/'s strctlgth up on
entered on the end poi nt. This cloud Each of the four smallest coil deals 3d6 that bear as a sw ift action (as long as you
eals acid damage to any crea ture in the points of damage. The next larger two each were adjacent to the bear). Youcouldn't use
rea (Reflex DC 19 half). deal Sds damage, and the largest coil deals the totem to cast obscuring mist (since that
tmnd ofacid I,earls has four different 7d6 points of da mage . spell does n't target the bear).
zes of pearls, each of which deals a dif- Prerequi itcs: Craft Wondro us Item, Prcrequisitl'S: Craft Wondrous Item, speak
rent amount of acid damage. The two lightning bolt. with allilllals, summOil nuture's ally II.
allest each deal 3d6 poi nts of damage, Costto Crmte: 2,175gp, 174XP, 5 days. Cost to Create: 1,550 gp, 124 XP, 4 days.
ac h of the next larger pair deal 5d6
tn t of da mage, each of the next larger
ir dea ls 7d6 po ints of damage, and the
STUNNING SPIKE SURVIVAL POUCH
Price (Ite m Level): 9,000 gp (t zrh) Price (It em Level): 3,300 gp (s rh)
gest pearl deals 9d6 poi nts of damage.
Body Slot: - (held) Body Slot: - (held)
Prere'l uisites: Craft Won dr ou . Item , aCId
Cas ter Level: 13th Caster Level: 9t h
I'm (SC 7).
Aura: Stro ng; (DC 21) enc ha ntment Aura: Moderate; (DC 19) conj ur ation
Cost to Create: 5,3 50 gpo 42 " P,
Activation: Standard (manipulation) Activation: Standard (manipu latio n)
days.
Weight: 1/2 lb. Weight: 5 lb.
This pouch looks like it's sml its share of increases by 100 pou nds per point of A talismanofundyingfortitude funct io
TOugh IHe. n is tattered and stained from use bonu s gra nted by the ite m. two times per day.
in the wild. Prereq uisites: Craft Wondrous Item , bull's Prerequisites:Craft Wond rous Item, t
strength, Tenser'sfloating di k. of IIndeath (SC 229).
Five tim es per day, you can reach in to a Cost to Create: 250 gp, 20 XP, 1 day. Cost to Create: 4,000 gp, 320 XP, 8 day
SIIrviva l pouch and retrieve your choice of
one of the followi ng items . You can draw
out the same ite m five times in one day,
TALISMAN OF TANGLEPATCH
draw out five different items , or pro duce UNDEAD MASTERY Price (I t em Level): 200 gp (znd)
Body Slot: - (held)
any combi nation of up to five ite ms. Price (I tem Level): 3,000 gp (7th)
Caster Level: 3rd
Each item lasts for 8 hours or u ntil indi - Body Slot: - (he ld )
Aura: Faint; (DC 16) transm ut ation
cated below, whi chever comes first. Caster Level: 3rd
Activation: Standard (th rown)
• Trail rat ions [or one Me dium crea t ure Aura: Faint; (DC 16) necromancy
Weight: 1 lb.
[or one day. Act ivation: Swift (ment al)
• Two gallons of water sto red in a water- Weight: -
Vine s, creeplllg ivy, and gnarled r
ski n. The waterskin disappears if it is
knot logetlter to forlll this dellse tangl
em pt ied completely. Tllis famis hed silver skullfits comfortably in
vegetation.
• A ten t an d two be drolls sized for a htH/lIIII 11l1lld.
Med ium crea tures.
To use a langlepatch , you must th ro
• A 50-foo t coil of hempen rope. A talisman of undead mastery be nefits
(it can be thrown up to 50 feet ). w h
• A shovel. any character capable of either turni ng
lands, it crea tes an entangle effect (
• A campfire (about 2 feet square). The fire or rebuking undead. The talisman has
spell) centered on the poi nt of im
can be left to burn, or it can be pulled 3 charges, which are renewed each day
with a duration of 5 rounds. Once
apar t to pro duce eigh t lit torches . Each at dawn. Spending 1 or more c harges
vared, a tanglepatclt is expended and ca
removed torc h lasts for 1 hour and increases your effective cler ic level for the
be used again .
reduces th e remai ning burning time purpose of a single turn or rebu ke u ndead
Prerequisites: Craft Wo ndro us I
of the ca mpfire by 1 hou r. If the fire check, whic h must be made before the end
entangle.
is exti ng uis hed, the u nbu rnt portion of your turn.
Cos/ to Create: 100 gp , 8 X P, 1 day.
vanis hes. 1 charge: Increase effec tive turning
• A composite shortbow (+1 rr bonus) level by 2.
an d a quiver of 20 arrows. The bow 2 charges: Increase effective turning THORN POUCH
disa ppears 1 rou nd after th e last ar row level by 3. Price (I tem Level): 4,400 (9th)
has been dra w n fro m the quiver. 3 cha rges: Increase effective turni ng BodySlot: -
• A mul e with bit, br idle, saddle , and sad- level by 4. Caster Level : 9t h
d lebags (treat as a su m moned creat ure, Prerequisites:Craft Wondrous Item, CO/ll - Aura: Moderate; (DC 19) conjurau
excep t th at it wi ll not fight [or you). mand undead. Activation: wift (m anipulation)
Prerequisites: Craft Wo ndrous Item, Cost to Create: 1,500 gp , 120 XP, 3 days. Weight: 1 lb.
major crealion.
Cost to Creole: 1,650 gp, 132 XP, 4 days. This greenish sad. is stid,y with sap.
TALISMAN OF
UNDYING FO RTITUDE A thorn pOlich allows you to bring
TALISMAN OF Price (I tem Level): 8,000 gp (11th) severa l types of magic al plant effe
THE DISK Body Slot: - (held) offensive and defensive purposes. A
Price (I te m Level): 500 gp (3rd) Caster Level: 15th has 5 charges, wh ich are renewed eac
Body Slot: - (held) Aura: Strong; (DC 22) necroman cy at dawn. Spen di ng 1or more charg es
Caster Level: 3rd Activation: Swift (com ma nd) you place your hand withi n th e bag
Aura: Faint; (DC 16) transmuratio n Weight: - you to draw fort h a single thorn [
Activation: Standard (command) one of the followi ng effec ts (each
Weight: - This plum-sized skull carved fro m silver is spell of the same name, but wit h
tam ished blael•. tion of 9 roun ds):
This convex Ie PISofcrystaldangles from achain 1 dlllrge: Entangle.
carved from blue glllss. A talisman of undying fortitude allows you 3 charges:Spike grow/h .
to take on some of the ph ysical qualities S charges: Wall of thorns.
Act ivatin g a talisman of tile disk creates a of undead. When you activate th e tali s- To use a th orn after drawing it fo
Tense r'sfloati ngdisl. (PH 294).The dis k ca n ma n, you gain immunit y to poison , sleep drop it in to your own space or any a
hold 300 pou nd s and lasts for up to 3 hou rs effec ts, par alysis,stunning, d isease, dea th square (a free actio n). After 1 rou r-
(or un ti l d ismissed with anoth er standard effec ts, critical hits, nonleth al damage, th orn produces th e desired effect
act ion). Th e disk 's maximum range fro m physica l ability damage, abili ty drain, don' t drop a th orn wit hin 1 rou n
you is 30 feet . energy d rain, fatigue, ex hau rion , death drawing it, it d isapp ears wit h no er
If you are also wearing a mag ic item fro m massive damage, and any effec t that Prerequisites: Craft Wondrou
that provides an enhancement bonus to requires a Fortitude save. Al 0, you do entangle, spike growth , wall of thorn
St reng th , the d isk's carryi ng capaci ty not need to breathe. Th is effect fa rs for Cost to Create: 2,200 gp , 176 XP, -
3 rounds.
casting d ragons, and powerful wizards
(Knowledge [religion] DC 20).
Prerequisites: Craft Won drous Item,
Sancti fy Relic, secretpage.
Cost to Create: 2,750 gp, 220 XP, 6 days.
TOME OF T H E STILLED
TO N GUE [ RELIC]
Price (Item Level): 7,500 gp (t i rh)
Body lot: -
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: See text
Weight: 5 lb.
When att ached to mediu m or heav y This heavygold mcdal is engraved with a grif- SHIELD OF VIGOR
arm or, this lesser augm en t crys tal (see fon aboul to tallc flight. Pr ice (It em Level): 6,170 gp (iorh
page 221 for det ails) grant s you a +5-foot Body Slot: - (held)
mora le bon us to your land speed . If you are knocked pro ne, you can acti- Caster Level: 5th
Prerequisites: Craft Mag ic Ar ms and vate a medal of sleadfast honor to instantly . Aura : Faint ; (DC 17) conjuration
Armor, longstrider, posses sion of a piece regain your feet in the space where you Activation: Swift (command)
of the set. were stand ing. Weight: 15 lb.
Cost 10Create: 1,750 gp, 140 Xl', 4 days. A meda l fun ct ion s once per day, but
if you have th e knight's challenge class This solid shieldis lacquered ill w/lite II.
feature (PH2 25), you can activate the
MEDAL OF medal again by expendi ng a daily u e of
image of a gold dragoll althe renter,
Yt,d learfallsfro 111 the ,1ragoll's Icft e.
STEADFAST HONOR that ahiHty.
Pr ice (Ite m Le vel ): 1,500 gp (5th) Prerequisites: Craft Wondrous Item , Th i +1 heavy slcel shield reward
Body Slot: Throat feather fall, possessi on of a piece of the your unw avering loyalty and self-
Cast er Le vel : 5th set. Wh en you activate the sh ield, you
Au ra: Faint; (DC 17) transmutation Cos t to Crcute:750 gp , 60 xr, 2 days. healing 5 for 3 roun ds.
Act ivat io n: Immediate (ment al)
We ig ht: -
A shield ofvigor functions once per day, The warriors received pieces of th e fleet
bur if you have the k n ight's cha llenge FLEET warrior's armyas an indica tion of rank. The
class feature (PH 2 25), you can activa te
the shield again by expending a daily use
WARRIOR'S h ighest-ran king mem bers owne d all th ree
and were elevated our of the ranks of the
of tha t ability. ARRAY legion to serve as an elite cad re of Green
Prerequisites: Craft Magic Arms and The fleet warrior's urrny is a work of art, Runner guards for the royal family. Each
rrnor, vigor (SC 229), possession of a bot h in craftsmanship an d magic . Apart, of the elves in this group effec tively held
piece of the set . the ite ms prove a great boon, but together the rank of general and acted as an advisor
Cost fo Create: 3,000 gp (plus 170 for they make their wearer as swift as the to the king and queen, a position to which
masterwork heavy steel hield), 240 XP, wind and jus t as elusive . The items in this every Green Runner could aspire.
6 days. set ena ble the elfwarriors it was designed Tales of the Green Runners have trav-
for to mo ve exce ptionally quickly, a well eled wide ly, and in many of the lands
as to fight effect ively u nder any con d itions su rrounding their forme r kingdom, elves
TAN DA RD OF VALOR and in all types of terrain. Wh ile weari ng and ha lf-elves tell rales of th eir braver y
Pr ice (Item Level): 1,400 gp (5th)
th is set, these warriors were almost im pos- and prowess. An elfor half-elf weari ng an
Body Slot: Shoulders; see tex t
sib le to capture or even slow down. ite m from the fleet Wlll'rioy'sarray is often
Cas te r Level: 10th
The flee t warrior's arra)' should appea l to mi staken for one of the Green Runners
Au r a: Mo de rate; (DC 20) abjura tio n
virt ually any character, though spellcast- by those who kno w the stories.
Act ivat ion : I m media te (com mand)
ers get less benefit from bracers ofb/jnt/jug DC 20: When the elf kingdom was
Weigh t : 4 lb.
strike than adve nt urers wh o focus on conque red by its ene mies, the Green
weapon attacks. Rogues and other stealthy Ru n ner gene rals wem In to h id ing, taking
This Imlgni[rcen t standard isemblazollCd with
characte rs in particu lar sho uld co nsider wi th them the preg nant queen and th e
h,' inll1ge ofa red griffon.
th e fleet warrior's nrmy. Gaining an extra last hope of preserving the dynas ty. Th ey
sne ak attack while flan ki ng can be criti- vanished into the depths of a huge and
Thi magic banner is part of a wide mantle
cal, and th e benefit s to mob ility provided ancient fores t, and effort to locate their
u can wear attached to your shoulde rs.
by the array allow a rogue to focus less on hi deou t proved futi le.
he randard ca n also be affixed to a pole,
sk ills such as Tumble an d Escape Artist, W hen the Green Runners fled into
pear, or polearm, thus free ing up your
and instead inves t in othe r useful skills. the forest wit h the elf quee n they plit
houlders slot but requiri ng you [0 wield
into many small group to confuse their
• e weapon to whic h it is attached in order
pursuers. T he group that guarded the
gain the item 's benefit. LORE queen never rejoined the res t, and now
The sta ndard en hances your abi lity characters who have ranks in Know ledge
the Green Runners who remain search
inspire your allies on the battl efield. (arcana), or who have the bardic knowl-
for clues to what happened to their leader
'he n you activa te a standard of Vlllor, you edge ability, can research rhe fleet warrior's
and he r child. If the queen gave birth, the
n granr one ally wit hin 60 feet another l1ITa)' to learn more abou t rhese items.
royal heir wou ld now be an adu lt, perhap s
'e agains t a fear effect currently affec t- When a characte r succeeds on a check,
ignorant of his or her heritage.
him or about to affect him. the [ollowing lore is revealed, including
DC 25: Some say that th e Green Run ner
stlltHlnrd of valor fu nctio ns once per the information from lower DCs.
gene rals were traito rs to rhe elfki ngdom,
y,but if you have the kn ight's cha llenge D C 15: The flat warrior's army was
and they kidnapped the quee n for some
feature (I'H 2 25) or the mars hal's created by an elf ki ngdo m for a leg ion
personal gain. Those who tell these tales
ram move act ion class feature (MH 13), of warriors chosen for their speed and
bla me the fall of the emp ire on the gen-
can activate the standard ofvaloraga in endu rance. Called the Green Ru nners,
erals, because the king lacked h is best
expending a daily use of one of those th ese warriors received special rrai ning
fighters an d advisors when the kingdom
ilities. that built upon their talen ts. They were
was attac ked and was forced to div ide
Preretjllisites: Cr aft Wond rous Item, no red for tirel essly runni ng long distances
his atte ntion bet ween two foes. Tha t
ovc fear, possession of a piece of the and for act ing as expert sco urs an d com-
the Gree n Run ners now seek the queen
mandos . The Green Runners were the
and he r child ther e can be no dou bt , but
Cosl to Create: 700 gp, 56 XP, 2 days. kingdo m's elite fighting force , and band s
whet her the Green Run ners who eek
of Gree n Runners were occasionally sent
them are the generals or those from the
to aid the kin gdom's allies .
rank and file, none can say.
Clau' gloves
was killed, t he vic tors di scovered not a and direct the PCs toward some loca tion or
monster but a m an wearing the garb of story you wou ld like t hem to explore.
the hunting en t.
DC 20: Th ose wh o att acked t he
elves and hu m an s we re mem bers
COLLECTION BENEFITS
The gllrb of tlte hUllting cat provides you
of a cul t of rak sh asa worshipers.
wi th a dea dly rend ing attack and t he
Each of th e cultists was outfit-
power to disa ppear from sight. When
ted with a set of th e gnrb of the
wearing th e entire garb of the huntingcat ,
hunting rut, an d participat-
you tak e on th e appea rance ofa humanoid
ing in a "hu nt" agains t o ther
tiger duri ng com bat. When th is occ urs,
hum anoids was a necessary
the fur on the various ite ms appears to
par t of th e r ite of passage to
be th at of a living creature, ma ki ng you
receive a set. M ost of th e sets
appea r so me th ing like a best ial rak sh asa
ended up in th e hands of those
or weretiger.
who survived cult ist assa u Its
2 Pieces: If, d uri ng your tu rn , you h it
and we re later sold. Ma ny who
a single foe wi th bot h a primary claw
now wear parts of t he garb of the
glo ve attac k and an off-hand claw glove
hunting en t are ignoran t of t he set's
att ack, th e secon d attack ren ds, dealing
bloody h isto ry.
an ex tr a 3d6 poi nts of dam age. You
DC 25:The raksasha at the center
can re nd on ly once per round.
of the c u lt was conf ro nted, bu t it
3 Pieces: O n ce per day, you can
e caped and mig ht sti ll be alive. It's
use invisibility on yourself (C L 3rd)
aid tha t the evi l creat u re ca n be
as a standard (m ental) action.
recog n ized in an y fo rm it adopts
ecause its natu ral form has pure
-hire fu r wi thout stripes, and it CLAW GLOVES
em inc apabl e of crea ting hair Price (I tem Le ve l): 5,604 gp
uh any pig me nt w he n it ado pts (i orb)
no rh er shape. Bo dy Slot: H ands
Ma ny of those who have Cas te r Level: 5th
llecrcd th e entire garb of the Au ra: Faint; (DC 17)
wlting cal set have died by transmut at io n
he claws of some kind of Activation: -
n anim al. Stori es abound Weight: 1 lb.
hunti ng tr ips go ne w rong,
pposedly dom est icated beasts These gloves are made from tiger
m g w ild , and even of ter- skin and fitted with sharp sted
ble bloody deaths behi nd cllllVS on theend ofeach finger.
ked doo rs th at no animal
ould be able to penetrate. The Claw gloves are tr eated as a
m mo n th read t h rough all th ese pai r of +1 plUlc!Jing dllg-
series is that the de ath occ urred wh en gel's for th e purp ose
e ow ner of the gar b was not wearing it. of fig ht in g w it h th em
th e rakshasa is at fau lt, as m any suspec t, when both are worn.
mot ives remain a mys te ry becau se the Howe ver, wearin g clnlV
eces are always left behind w ith the body gloves does not in hib it your
their owner. abi lity to wield other weap-
DC 30: A check resu lt of 30 o r h igher ons or ot h erwi se use you r h and s.
-eals the loca tion ofano ther piece of the Garb oftbe bll1lting cot In add it ion , if you cha rge or use Spri ng
t Use th is to drive fu rt he r adventure Attack while you are wearing cI'lW gloves
BANDS OF
BLOOD RAGE
Price (Item Level): 2,600 gp (7th)
Bod y Slot: Arms
Caster Level : srh
Au r a: Faint; (DC 17) enchantment
Activation: Swift (ment al)
Weig h t : 2 lb.
This blood rage can't be ended pr erna- 1£ you have th e dragonblood subtype Prerequisites: Craft Wondrous Item, bear's
rurely except by unconscio usness or an y (see Races ofthe Dmg on or Dmgon Magic), endumllce, vllftll"ric touch. possession of a
effect that would end a rage (such as a enlm you can in stead acrifice you r own h it piece of the set.
..,noliolls spell). Un li ke a barbarian's rage, point s whe n ac tivati ng t he barb s. You Cost to Create: 6.000 gp, 48 0 XP,
th e blood rage doesn't lim it your act ions m us t sacri fice at least 5 hi t point s, and 12 days.
III any way. th e reroll ed save is m ade with a pe nalty
W hile in a blood rage, a charac ter eq ual to - 1 per 5 hi t po int s expende d
gains a +5 mor ale bon us on melee wea pon (m aximu m - 5 for 25 hi t po inrs spent). RAIMENT OF
dam age rolls. H owever, each affec te d
creat u re also ta kes 5 points of da mage
This effec t mani fest s as a st ream of fiery
blood flowi ng from your hands toward
_ _ _I.t:ILFQUR
The items of the milllcnt of the four are
each rou nd at th e end of its t u rn as its the target .
ene rgized by th e four corner tone s of the
ow n bo dy suffe rs u nd er t h e strai n . i f Bllrbs of retribu tion fu nc tio n once per
worl d: eart h , sky , ea, and sun. When you
vou are a sorc erer or you have the d rago n- day.
don piece of the four, you become mo re
blood sub type (see Rurcs of the Dmgoll or Prerequisites: Craft Won d ro us It em,
att uned wi th realit y itself, even ga ining a
Dmgon Magic), you also ga in a +5 m orale bestol\! curse, sorc ere r or d rago nb loo d su b-
mea u re of control over it.
bonus on dam age w ith your arca ne spells typ e, possession of a piece of th e set.
Ind ividu al ite ms from the raiment are
wh ile in a blood rage crea ted by ban ds Cost toCrea te: 2,250 gp, 180 X P, 5 days.
useful to any character, an d the entire set
vou wear.
is part icu larly usefu l for d ru ids, ranger ,
Bands of the blood mge function three
ti mes pe r day.
BLOOD CLAW CHOKER and any other spe llcas rers who travel to
Pr ic e (I t em Level): 12,00 0 g p (13th) difficu lt, dan gerou s places.
Prerequisites:Craft Wond rous it em , mge,
Body Slo t : Th ro at
orcerer o r d rago nblood subtype, po sse s-
Caster Level : 12th
<io n of a piece of th e set.
Aura: Strong ; (DC 21) necro ma ncy an d
LORE
Cosl lo Crea le: t ,300 gp , 104 XP, 3 days . c ha rac ters who have ra nks in Kn owledge
tran smut ation
(arcana) or Knowledge (natu re), or wh o
Activation: - and sw ift (m ental)
have the bardic knowledge ability, can
ARBS OF Weight: -
research the mill1wt of lhe four to learn
ET RIBUT ION mo re abo ut these item s. When a charac ter
This ullusua! deviceappears to besomesort of
Pr ice (I tem Level): 4,500 g p (9 th) suc cee ds on a check, th e followi ng lore is
mmdet worn as a choker Il eddacc. Howcver,
Bod y Slo t : H and s revealed , incl uding the in form ation fro m
sl1<1rp barbs poin! illward. and 1001, capableof
Cas ter Le vel: 7th lower DCs .
shredding /Iluscle andflesh.
Au r a: Mod erate; (DC 18) necro m an cy DC 15: A charisma tic drui d named
Activat io n : i mmed iate (ment al) Alain m ade h is hom e in the village of
Each time you do n a blood claw choker,
Weigh t : i lb. Ra'anan, The village was th e target of vari-
it dea l 1 poi nt of da mage to you. Thi
ous n atura l disas te rs-droughts, floods ,
da m age ca n't be healed as long as you
These barbed chaitlS are fo rged of reddish torna dos, and mo re. Alain was able to fend
wear the ite m .
Hl etal. off m any of th ese disasters because of h is
A blood " [ltV c11O!,e r g ra n ts yo u a
bond with natur e. O ne nigh t a vision came
+2 enh anceme nt bo nus to you r Co n-
Each ti me you don ba rbs of retri butioll, they to hi m, ins tr ucting h im in the me thods to
sti t ution score. This effe ct fu nc tions
deal t po i 111 ofdam age to you.Th is dam age create a set of magic ite ms tied to the earth,
co ntinuously.
can't be healed as long as you wear th ese sky, sea, and sun. Following the ins truc-
In addi tio n, when you act ivate a blood
barbed ha nd wrappings. tion s from h i vision , Alain traveled to
claw choher, you regain an y on e so rcerer
W he n you activate barbs of retributioll th e four co rners of th e worl d to gathe r th e
spe ll slot that you have al ready used today
and sacrifice a so rce rer spel l slot of 2n d ne cessary compo ne nts for eac h item.
(up to a m aximum of srh level). Th e slo t
level or h igh er, you can force an enemy O nce constructed, the mimcllt of/hefo ur
become s available as if you had never cast a
w it h in 30 feet to reroll a savi ng th row aid ed Alain in hi s exploi ts, whic h event u-
spe ll of th at level. At the tim e you activa te
that jus t succeeded , w ith a penalty equal ally expa nded beyon d t he sma ll village in
it, the choker dea ls damage to you equal to
10 hal f th e level of the spell sacrificed. wh ich he was born . W ith th e rai ment he
twice the level of t he spel l slot regain ed .
Th is effect man ifest s as a stream ofarca ne cou ld trave l safely th rough dead ly areas of
This ability fu nc tio ns tw ice per day.
energ y Ilowi ng from your hands toward the wo rld , and survive o nce there. Alai n
the target .
RA IMENT OF T H E FOUR PIECES AND AB I LIT IES
Body
Piece Slot Price (Level) Ability
Gloves of the starry sky Hands 1,100 gp (4th) Emit light; 3jday spontaneously cast magicmissile
Goggles of the golden sun Face 4,000 gp (8th) Immune to blindness, dazz ling; 3jd ay spontaneously cast fireball
Periapt ofthe sullen sea Throat 6,000 gp (lOth) Hold breath 12 hours; 2jday spontaneously castfreedom cfmovemem
Belt of the wide earth Waist 8,000 gp (11 th) Carrying ca pacity doubled; 2jday sp o nta neou sly cast teleport
traveled the worlds for the rest of his days, you have fro m yo u r race , cla ss , or can ask four questions of the spirit of th
never again return ing to Ra'anan, template. dr uid Alain, as th e COIIHIllIl1C spel1(Cl 9th
DC 20: Alain 's spi rit is said to be drawn 3 Pieces: You gain resis tance to cold 5 but using this ability negates the ene r
to pieces of the raiment. If all four pieces and electric ity 5,wh ich stacks as descri bed resista nces gra nted by th e rai me nt unt
are brought toget her, Alain's spirit can above. the next sunrise.
co rn rnu n icare w it h tht· w ear er, imp ar t ing 4 Pi ec es: YOII ga in re si s tan ce to co ld
sec rets of the mu ltiverse. 5, elec trici ty 5, and fire 5, whic h stacks
DC 25: The ore sha man Crorarb the Sly as described above. Once per day, you
BELT OFTHE
once wore the mimcllt of tht' fOil 1', bu t on ly
WIDE EARTH
br iefly. The orcs of Grotarb's tr ibe heard Price (I tem Level): 8,000 gp (t tt h)
strange cries in the night from the Body Slot: Waist
shaman's private cavern. The next Cas ter Lev el: 9t h
day, the orcs of the tribe found the Aura: Moderate; (DC 19) conju ration
drowned, burned, and par tly di '- Ac ti va ti o n : - and standard (menrah
membered body of their shaman, but Weight: -
no piece s of the rai ment. It's said to
this day that Crotarb 's dark spirit is Madc of thiel. Icathcr, Ihis bclt is covcrcd
sometimes dra wn to those who find cmcksalld fis5llres reminiscent ofdryearth a
two or more pieces of the raiment, filStflled by a farge, obsidian buckle.
ho ping to visit upon the m the same
harm th at the grea t spiritual force While wearing a bclt of the wide ea
visited upon h im. your carrying capacity is dou bled . Th
DC 30: A chec k resu lt of 30 or is a continuous effec t and req uire s
hig her reveals th e location ofanother activation.
piece of the set, Use this to dr ive In addit ion , two times per day you c
fur ther adventure an d direct the PCs activa te the belt and sacrifice a prepar
toward some location or story you spell or spell slot of 5th level or h ighe r
would like them to explore. lise teleport (as the spell), using your 0\
caster level or that of the belt, whichev
is hig he r,
COLLECT ION Prerequi sites: Craft Wond rous Item , t
BENE FITS port, possess ion of a piece of the set.
Weari ng multiple piece of the Cost to Create: 4,000 gp, 320 XP, 8 da
mimcllt of the fo ul' gra nts you an
increasi ng nu mb er of pro tection s
derived from aspec ts of the ky,
GLOV ES OF THE
un , sea, an d earth.
STARRY SKY
When you wear al1 four Price (I tem Leve l): 1,100 gp (4th)
parts an d usc a bcll of thc wide Body lo t: Hands
carth to teleport , it seems as Cas te r Leve l: 3rd
if a pillar of fire strikes down ura: Faint; (DC 15) evocation
from th e sky to engulf you (and Act ivat ion : - and standard (mental
anyone else being transport ed). Weight: -
W hen the flam e dissipates, the
travelers are gon e. TIICe 1l1'ple glovcs arc vel
2 Pie ces: You gain resis- blllck. III thcir dar/mess, sf
tanee to cold 5; th is stacks seem to swim.
with an y similar resistances
Raiment of the four
While wearin g gloves ofthe starry sl,y, you While wearing a )'CYia)'t of the sullen sen, the title ofSrorrnwalker have been pa sed
emit a bright , silvery radiance equivalent you can hold your breath for up [0 12 on to others.
o a liglrt spell. You can douse or ren ew this ho urs before having to make Cons titu - DC 20:The fir r tormwalk erwas killed
19ht with a standard (ment al) action . tion chec ks. Th is is a continuous effect by h is half-sister in revenge for h is deadl y
In addition, th ree times per day you and requ ires no activation. attack on th eir hu man mother's hom e.
an activate these gloves and sacr ifice a In additi on, two times per day you he was killed out of vengeance as well,
prepared spell or spell slot of 1st level or can act ivate the per iapt and sacrifice a dying at th e han ds of the Stor rnwalker's
higher to use magic missile (as th e spell), prepa red spell or spell slot of 4t h level or ore father, who desired the power of his
sing you r own caster level rath er than hig her to use freedom of movcnlent (as the son 's creatio ns. The secrets of the rai ment
,hat of the gloves. The missiles crea ted spe ll), using your own caster level or that thu s passed into the possession of bot h
v the gloves appear as a series of ti ny of the periapt, whic hever is higher. orcs and hu ma ns, and now druids ofboth
-ailing stars . Prerequisites: Craft Wo nd rous Item , races claim the tormwalker title,crafting
Prrrcquisucs: Craft Wondrous Item , freedom ofmovelllellt, possession ofa piece item with the same name.
'tlllgic missile, possess ion of a piece of of the set. DC 25: An inesca pable vortex of ven-
he set. Cost to Create: 3,000 gp, 240 XP, 6 days. geance seems to follow th ose who wear
Cost toCreate: 550 gp, 44 XP, 2 days. th e whole raiment. No curse can be
detected on th e items, but putting on the
JOGGLES OF THE RAIMENT whole raime nt an d becoming one of th e
Clo udwa lker anklets allow you 10 move W he n activa ted, a robf of tllll
BRACERS OF th rou gh th e air as if affected by an air surrounds you in an invisible, fain
LIGHTNING wall. spe ll. ru mbling aura of thunder that lasts
Price (Item Lev el ): 11,000 g p (13th) A dru id benefits from wearing th is item 5 rounds (Listen DC to to hear the au
Body Slot : Arms even while in wild shape. Th is aura deals 2d6 points ofsonic dam
Ca ste r Leve l: 5th Prerequisites: Craft Won dro us It em , air to any creature striki ng you with a naru
Au r a: Faint ; (DC 17) evocatio n walk, poss ession of a piece of the set. attack or nonr each melee weapo n. T'
Activation: Swift (mental) Cost to Create: 25,000 gp , 2,000 XP, ability functions three times per day.
Wei gh t: 1 lb. 50 day . A druid benefits from weari ng
item and can activate it even whi le
Each of these wide, faintly glowillgbmccrs is wild shape .
made oftour thin, rectangularquart: crystals
ROBE OF THUNDE R Prerequisitfs: Craft Wondr ous It
Price (It em Level): 38,000 gp (i zrh)
joilled by narrow silver blllHis. COliIrol weather, posses ion of a piec
Body Slo t: Body
the et.
Cas ter Level: 13th
A set of bmrers of lightlling allows you to Cosl to Create: 19,000 gp, 1,5::!
Aura: Strong; (DC 21) transmutation
charge your melee and ranged weapon 38 days.
Activati o n: - or standard (mental)
attacks with electricity. When you acti-
Weight: 1 lb.
vate th e bracers, they visib ly crackle wit h
elec tr icity for 1 round. During th i time,
STORMFI RE RIN G
This silk robe roils with the colors of storm Pr ice (I tem Leve l): 4,000 gp (s rh)
you r melee and range d att acks gain the
clouds, constantly shifting in shadeand hue. Body Slo t: Ring
shock prop erty (DMG 225). Eve n your
Caste r Level: 12th
melee touc h attacks deal this extra elec-
While you wear a robeof thunder, you take Au ra : tran g; (DC 21) evocation
tricity damage.
only half dam age fro m sonic attac ks. Activation: Standa rd (mental)
A d ruid can activate this item while in
If such an attack allows a save for half Weight: -
wild shape.
damage, you ins tead take no damage with a
Prereq uisites: Craft Wond ro us Item , call
successfu l save. This is a con tinuous effect TIJlsrrngoffacereddCllrcr)'stalcontaim a
lightning, possession of a piece of th e set.
and requ ires no activation . bIlle-whiteglo w.
Cos t to Create: 5,5 0 0 g p, 44 0 XP,
11 days.
Wh en you activate a sronnjire n
creates a faerie fire effect of crae
CLOUDWALKER ligh tning tha t lasts for 5 round s.
ANKLETS effec t fun ct ions as the spell, except
each creature affected take Id6
Pr ice (Ite m Level ): 50,000 gp (is rh)
of elec trici ty da mage each rou nd f,
Body Slot: Feet
dur ation. Using the ri ng on a ere
Cas te r Level : 7th
that is already affected doesn't inc
Au r a: Moderate; (DC 18)
the da mage dealt, but it does exten
tran smutation
effec t's durat ion .
Act ivat ion: -
A stormjirc ring func tions five
We ight: -
per day.
Adruid can activate thi iterr
Designedtogo aro und thewea rer's anl.les,
wh ile in wild shape.
eachofthese bands consists oftwo half-
Prereq uisites: Fo rge Ri n g,.f.t
circles of Cllnled qumiz joined bya
possession of a piece of th e
silver lringeandclasp.
Co t toCreate: 2,
160XP, 4 days.
plan s and codes, but before the ra iders DC 25: The Coalit ion of th e Bu lwark
REGALIA OF cou ld retreat, the cre atures m ounted a persists yet, always vigilant to the pos-
fier ce co untera ttac k. Reynard fo ught sibili ty of another grea t ore invas ion
in the rear gu ard as they ret reated , his into civil ized land s. The Coa lition seeks
Th e th ree pieces of the regalia of the hero
en coura ging sho uts an d skill with his acco mplished spies and advent urers to
are excellent too ls for in spi ring trust in
blad e allowing his fellow soldie rs to supplement their own patrols,They occa-
oth ers. The trappings aid their wea rer by
escape. Reynard, however, failed to return sionally send such groups in to orc-in fested
enabling h im to aid oth ers.Through me re
through th e breach . W hile holding off wi lderness to monitor the orcs and gauge
desi re, th e wearer can inspire tru st and
the ene my, he was slain by the th rong the probability of a new leader arising who
greatness, and pull victo ry from seem-
of orcs . could pull thei r dispa rate tribes toget her.
ingly ins urmountable odds.
The pilfered plans and codes allo wed Anyon e applying at the Fortress of the
The regalIa of the hero is useful for a bard
the Coalition of the Bulwark to finally Bulwark could be assigned such a mission,
or a marshal (MH I I), oranyone who want s
thwart the invasion. In the aftermath, as well as given aid and assis tance in the
to motivate allies (or oneself) to grea ter
some of Reynard's items were recove red, fulfillment of that mission.
heig hts of abili ty and inc rease his chance
includi ng his hel m, horn, and badge. The DC 30: A check res ult of 30 or h igh er
of success.
inte nsi ty of Coalition members ' thank- reveals th e location of anot her piece of
fulness and remo rse over Reyn ard's loss the set. Use th is to drive further adven-
LORE is said to have dire ctl y transfigured the tur e an d direc t th e PCs toward some
c haracters who have ranks in Knowledge items, cre at ing the ite m set now called location or story you would li ke them
(arcana), or who have th e bard ic k nowl- the regaliaofthe hero. to explore.
edge abil ity, can research the regalia of
the hero to learn more about th ese item s.
When a character succeeds on a chec k, th e
COLLECTION BENEFITS
Wearing multiple parts of th e regalia ofthe
following lore is revealed , inclu di ng the
hem awakens your abili ty to inspire and
information fro m lower DCs.
command ot hers . When you wear two
DC 15: The th ree items of this set
items, your eyes par kle with the clarity
belonged to a co urageo us soldier named
of convictio n, and your post ure straight-
Reynard. He sacrificed his life 10 allo w
ens with confidence. Wh en you sound a
his fellow soldiers to escape fro m an army
hont of resilience wh ile wear ing th e ot her
of orcs. Ma ny be lieve that his sacr ifice
two pieces , all three items flash wi th gold
empowered the regalia, allow ing th em to
light, like th e prom ise of sunrise chasing
inspire fu ture generations.
away nigh t's d reary doub ts.
DC 2 0 : Bards fondly recall in ong
2 Pie ces: You can gra nt a single ally
and pro se th e Coalition of the Bulwark,
wit hin 30 feet (other than yourself) a +5
whose brave sacri fices enabled the defeat
ins ight bo nus on a single attack, ave, or
of a grea t ore invasion . One of [he great
kill check as an im mediate (com mand)
eroes of th e war was a you ng sold ier
actio n. This ability func tio ns once per
named Reynard Ell ison .
day.
Reynard served as an elite scout for the
3 Pieces: You use a standard (com-
army, but his bes t talents lay elsewh ere.
man d) act ion to gran t a single ally w ithin
His songs were elect ri fyi ng, his words
30 feet (other than you) an ext ra move
calmed fear s, and his very presen ce in
act ion, taken im me diately. (If you have
ombat see med to steady the ha nd s of his
th e marsha l's g ram move action class fea-
llies on th eir weapon s.
tu re, this benefit ins tead affec ts all allies
Duri ng th e war, Reynard conducted
wit hin 30 feer of you .) This ability func-
raid into th e heart of the or cs' offense.
tions once per day.
e raid successfully d iscovered the ore's
Badge 0/ 'IM I or
~ O L L ECT I O N BENEFITS
eari ng parrs of t he regal ia of t he phoe-
IX grants its ow ner protectio n from fire
d even the im munity to flames t ha t th e Rt'gn/in ofIh~ phOMi.\·
en dary phoe nixes enjoy. When a crea-
re wears all rhe pieces of the regalia oflhe The tille of this gem-eurrn ted rrown arc
tim es per day. Only after all five use of
cllix and wields t he tnlou sceptcr,all the this power are expended does the set's lwislcd alldsharp, lil,e a ring offlames f rozen
em ap pear to tran sform into pure fire,
re isrance to fire co llec tion benefi r (see in gold.
nd the phoCllix cloak takes on th e sha pe of
above) function.
ery wi ngs, Shou ld the user of th e whole A crown offlames co nt inuously gra n ts you
4 Pieces: The regalia automa tically
galla fall in ball le, he r bod y see ms to be
produces a heal effect (Cl t ir h) on you if a +2 enhancement bo nus to Cha risma. In
n umed by th at fire and then rema de, addition , o nce per day, it ca n be act ivated
you are reduced to 0 to - 9 hi t poin ts. Th is
hole and ha le again, in a bur st of r ub y-
abil ity func tions once per day. to surround you in a sheath of red flames
lored lig ht. th at funct ions like a fire shield spell (warm
2 Pieces: When you are dealt fire
only ) last in g for 5 rounds.
ma ge, the set auto mat ically provides CROWN OF FLAMES Prerequisites: C raft Wo ndro us It em ,
u wi th res ista nce to fire 5 against th at Price (I tem level): 8,5 00 g p (i zrh)
eagle's splcndor, fire shield, possession of a
rrack only. Th is abil it y fu nc tio ns five Body Slot: Head
piece of th e set.
imes pe r day. Cas ter Level: 8t h
Cosllo Create: 4 ,250 gp , 340 XP, 9 day s.
3 Pieces: W hen you are dea lt fire Aura: M oderate; (DC 19) transmutation
amage, the set auto m at icall y provides Activation: - or im m ediate (m ental)
ou w ith im munity to fire against th at Weight: -
track on ly. Th is abi lity fu nctions five
Caustic vel !
Da r!: purple like a day-old bruise, this VEIL OF WHISPERS
veil is fell' heelvier theln an)' gel uze of sill: Price (Item Le vel): 7,000 gp (1 1rh)
sllO uld be. Body Sl ot: Face
Cas ter Level: 7th
Wearing a veil ofdoors gives you immu- Aura: M od erate; (DC 18) enchantme nt
nity to th e viole t effect ofany pr ismatic Activation: - and swift (ment al)
spel l. Th is is a co nti nuous effec t and Weight: -
requires no activa tio n.
W he n you act ivate a veil ofdoors, it This thin mesh veil is scarcely more theln el
magic ally d ismisse s (as th e .Ii.missal cloud ofilldigo mist.
spell; Will DC 27 m inus crea ture's
H D negate s) a sing le exrraplanar Wearing a veilofwhispers gives you immu-
creatu re wi thin 30 feet of you that was n ity to the in digo effect of any pr ismatic
damaged in this round by a creatu re spe ll. This is a continuous effect and
vou sum mo ned or called with an arcane req u ires no activa tion.
conjur ation spell. Th is ability funct ion s W hen you act ivate a veil of whispers, it
tWOtim es per day. renders confused a single creature within
Prerequisites: Cr aft Wondrous Item , dis- 30 feet th at failed its save again st an arcan e
missel l, posses sion of a piece of the set. enc ha n tme nt spe ll you cas t in this round
Cos f 10Create: 5,500 gp, 4+0 XP, 11 days. (W i II DC. 20 negates). Th is effec t lasts
for 2 ro u nds an d fu nct ions three times
Vri/ qf sI01"1/IS
per day.
A veil of whispers can be worn co nc ur-
When you activate a veil of storms, it
rently wit h a turquoise veil, bur no t wi th
darkens in color [ 0 that ofan angry storm
any other ite m for th e face slot .
wi th lead en clo uds marked by wh ite-gold Prerequisites:Cr aft Wondrous Item, COII-
lig htning. It deals 4d6 poi nts of electric-
fusioll, possession of a piece of th e set.
ity da mage to a single creature that has
Cost to Create: 3,500 gp , 280 XP, 7 days.
already taken elec trici ty da mage fro m an :::
arcane spell you cast in this rou nd. Thi s
effec t func tions t h ree times per day.
Prerequisites: Craft Won drous Item ,
VESTMENTS OF
lightning bolt, possession of a piece of
the set. The vestments of divinity are a set of h al-
Cost to Create: 2,000 gp, 160 XP, 4 days. lowed items t hat allow you to de ny sin ,
wage war against ev il, and pur an end to
ma levole nce wherever it is found .
The vestmCPIts of divlllity are mo st
useful if you are a goo d-alig ne d cleric or
a palad in , ince they en ha nce your divine
abi lit ies to co mba t evil and dest roy
unde ad. However, any character can
appreciate the be nefi ts of at least
some of th e items in th is set.
El L OF STORMS LORE
r ice (I te m Level) : 4,00 0 gp (s th) Cha rac ters who have ra nks in
ody Slot: Torso Knowledge (arcana) or Kn owl-
a te r Level: 5th edge (rel igion), or who have
ura: Fai nt; (DC 17) evoca tion t he bardic knowledge abi lity,
ct ivat io n : - and swift (men tal) can research the vestments of
ei gh t: - divinity to learn more abo ut
these items. W he n a char-
IStapestrylike veil is the coror of el acter succeeds on a check,
toml sunrise. the following lor e is revealed ,
in cl ud in g t he in fo r ma tio n
caring a veil of storms gives you fro m lower DCs.
rnu n iry to th e yellow effec t of any D C 15: The vestments of divlfl-
smaric spell.This is a conti nu ous effeer ity wer e revealed to a holy man na med
req u ires no act ivation. Rees h N'Faeren in a vision. H e spe nt years
Veil of 1vIJispers t racki ng down each sacre d relic unti l h e
gathe red th em all.
DC 20: W hen Reesh N 'Faeren was a
child, his village was terrorized by flail-
Vestments of divinity
wielding cultists calling themselves the
Heralds of Hell. The cull was eventually
driven off, bur nor before Reesh's family
was taken from him. Reesh was spared, bur
he grew into an adult with an unflinching
hatred ofall those unaligned with his own
sense of righteousness. His purity of pur-
pose was given expression in the temple
where he began training as a cleric. One
night, whi le still an acolyte, Reesh received
a visio n , imparti ng to him vague knowl-
edge concerning the locat ion offivesacred
relics. He was given to understand that ifhe
gathered all the items together, he could use
them to des troy th e Heralds of HelL
Reesh spent years adve n turing, fol-
lowi ng treasure maps , tracking leads,
and following up cl ues, until he finally
located all the ite ms his vision h ad shown
him years before. Wi rh these vestmen ts,
Reesh set out to fu lfill t he pe nultima te
quest of his life . Whether he succeeded
or ultima tely failed , h isto r y does not
record.
DC 25: A group of destruction wor-
shipers called the Heralds of Hell has
cells in several large cities. The Heralds
utilize both devils and undead in their
destructive rites. Some t ime back, sev-
era l of their cells were eradicated by a COLLECTION BENEFITS BADGE OF GLORY
holy vigilante. It's uncl ear whether t his Wearing the vestmentsofdivillity grants you Price (I t em Le vel): 3,+00 gp (s th)
vigilante was Rees h N'Faeren himself, powers t hat bolster your ability to battle Bo d y Slot : Throat
or so meone to whom Rees h passed along evi l creatures, from a stronger resolve Cas ter Level: 5th
his vestments . Ultimately, a few cells against their attacks to a srronger resis- Aura: Faint; (DC (7) transm utation
escaped destructio n, and the Vigilante tance agains t their mac hina tions. Wi th Activation: Swif: (com mand)
disappeared. I t is wh ispered rhat he was eac h new ite m added, you gain additional W ei ght: 1 lb.
ki lled in a conflict with the cult, and rhat divine confidence. When all five pieces
the cells of the He ralds that remained arc worn together, your body takes on a This ornate platillulIl badge is set with r
eac h took one of th e ves tments, hopin g silve ry sheen, and your eyes becom e t he large cabochon aquamarines.
to ensu re th at n o one co uld gat her them colo r of g lowi I1g aqua marine.
a II toge ther agai n. 2 Pieces: You gai n a +1 sacred bonus When you activate a badge of glory, t
DC 30 : A check result of 30 or higher on saves against effects cre ated by evil next me lee attack you make on the sa
reveals the location ofanother piece of the creatures. rum against an evil creature deal
et . Use this to drive further adventure 5 Pieces: Your melee attacks deal extra 1 point of damage per two cha r
and direc t the PCs toward some location or an extra Id6 points of da mage to evil rer levels . A badge of glory functions r
story you wou ld li ke t hem to explore. creatu res . times per day.
pieces of the lVmi/Il's woe, much a the 3 Piece s: You can activate lVmith's woe as
order's founder rewarded the origina l a sta nda rd (ment al) action to cure all abil-
GAUNTLETS OF
mem bers . Being a member has other ity da mage you have, as well as restore all GHOST FIGHTING
benefits, since Blades Against Death points drai ned from a sing le ability score Pr ice (I t e m Lev el ): 4,000 gp (8th)
has decades of experience confronting of your choice. This abili ty can be used Bo dy Slot: Hands
undea d, and ib me rub ei s have learned once per day. C aster Level: 13th
much duri ng that ti me that can aid those Aura: Strong; (DC 21) conjuration
who share their cau e. Activation: -
DC 25: High-ranking members of the
CHOKER OF Weight: 1 lb.
Blades Against Death have been heard to LIFE PROTECTION
speak of the order's founder a though Pr ice (Item Level): 14,000 gp (t -tth) This pair of hcavy, black leather gloves
she sti ll lives and speaks to them. If it's Body Slot: Throat SlIIISand s/1IIlIs of golcl all the 11tIuchl,~
true, she must be undead herself, [or no Caste r Level: 7th arollPld each IVris/.
human coul d live so long. Those who Aura: Mo derate; (DC 18) conjuration
open ly suggest this possibil ity are labeled Activation: - or immediate (mental) The wearer of gClIllItlets of ghost fight
blaspheme rs by the Blades Against Death We ight: - dea ls damage nor mally to incorpor
and exiled fro m the order. Such indivi du- creatures with spells or attacks , ignor
als are then never seen again, leading some This slim blllcllleatller collar is sel with three an incorporeal creature's 50% miss cha
to think that the Blades Against Death is goldeu stones thesize ofslllall gmpes. In addition, melee attacks made b .
capturing or killing these ex-members. wearer deal an extra 1d6 point ofdam
of course, to suggest such or question As long as a collar of life protcctioll can still against incorporeal foes.
the order about how it handles blas- protect you as described below, you gain Prercquisites: Craft Wondrous Item, pi
phemers causes a me mber to be labeled a a +2 dodge bonus co Ar mor Class again t shift, posses ion of a piece of the set.
blasphemer, a fate all members take grea t rhe attac ks of undead. Cost to Crcatc: 2,000 gp, 160 X P, 4 da
pains to avoid. A chollcr of life protection also pro tects
DC 30: A chec k resu lt of 30 or higher you from energy drain attacks. Whe n you
reveals the location of another piece of the wou ld normally gain up to three nega-
SHIRT OF
set. Use this to drive fu rther advent ure tive levels, you can activate the choker to WRAITH STALKING
and direc t the PCs toward some location or negate the negative levels. A choker can Price (It em Level): 6,000 gp (i orh)
story you would like them to explore. negate three negat ive levels per day, so Body Slo t: Torso
it can be u ed three rimes to negate one Cast er Level: 3rd
negative level with each activa tion, once Aura: Faint; (DC 16) abjuration
COLLECTION BENEFITS co negate three negative levels all at once , Activation: Standard (mental)
Wearing two pieces of the wmi/Il's woe
and so on . We ight: 1 lb.
grants you the ability to know where
Each negative level prevented renders
undead hide and to pierce th e ir disg uises .
one of the collar's three stones gray and This shiny black Icat/ll'r hirl bears
Wearing the who le set also allows you
dul L Every day a t dawn, all three scones goldcn sun alld skullemblems around ItSCt
10 undo the effec ts of enco unters with
automa tica lly d issipate the co llec ted shoillders, alldcuffs.
undea d th at damage or drain ability
n egative energy and once again become
scores.
golden. When you activate a shirt ofll'mith stllik
A cha racter weari ng all of the wmi/Il's
Prerequisites: Craft Wondro us Item, resto- you gain the benefit of a hide from WI d
woe takes on a hau nted and pale appear-
ration, possess ion of a piece of the set. spell at will, except that undead are
ance. "You look like you've seen a ghos t"
Cost to Crcntc: 7,000 gp , 560 XP, allowed a saving throw regardless ofth
is commonly heard by those who regularly
14days. Intelligence.
dress in all three pieces.
Prcrequisites: Craft Wondrous Ire
2 Pieces: You can activate cleteclullclead
hide frolll wltl,~ad , posse sion of a pi
(CL 3rd) as a standard (mental) action at
of [he set.
wil l.
Cost to Create: 3,000 gp, 240 XP, 6 d
agic ite ms do n't fu nc t ion by th em selves-they typ i- pel/era t: A cha racter using th e actect lIIaglc pell ca n attem pt
rIa cally req u ire so me effort or action on th e part of th eir a pe llc rafr check to det erm ine the chool of mag ic a ocia ted
t. ow ne r. Ge nerally, usi ng a magic ite m has four epa- with the item 's power . I f th e character exceed th e DC forrh is
da rate steps : ident ifyin g th e item, wearing th e item, check by 10 or mo re, th e character magi cally divine the item 's
activat ing the item , and re olving the item's effec t. funct ions , its mea ns of act ivation, and the number ofcharges
Each of th ese steps is di scussed in de ta il below. rem ai ni ng.
Of course. to use a magic item -you have to get your ha nds o n A cha racter ca n also use Spe llcraft to idenri y potions. T he
it. Later sections of thi s cha pter d iscuss how to place m agic items DC is 25, the chec k takes 1 m in ut e, and she cannot re t ry if
h in the cam pa ign, ho w to buyand sell th em. and how to create and she fail .
improve t he m . Use M agIC Device: I fa cha rac te r succeeds on a Use Mag ic
Device check to act ivate a m agic item and exceeds the DC by
5 or more, the character magically div ine the item's func-
tions , its mea ns of activat ion , and t he nu mb er of charges
When PCs find magi c items as tr easure, t hey ne ed to determ in e remain ing.
wha t th e items do. The following met hod s are availa ble to iden- Bardic,Kntlll'ledge: Whi le not qui te as useful as the ski lls
m tify mag ic items. d iscu ssed above , a uccessful bardic k no wledge chec k
kill Checks: Certain sk ills allo w a charac ter to accurately m ig ht reveal the bac kground. functio ns , and mean of
Ident ify an item. act ivati ng legendary or otherwise well-know n ite m . If
Kllowlt'dge (arcalla ): A charac ter can arrcrnpr a DC 30 Knowledge th e item is Standard equipment for a we ll-k no w n faction
arcana) check to determine if he remember reading ofan item or per on , rhe DC is 20 . If the ite m is uncommon or
.11 one point d uring her studies. A ucce ful result m ight give ancien t, bur many item like it are in circ u lat ion, th e DC
are
" hin t to th e item's fu n ctio n or reveal everv de tai l about it. This is 25. If the item is known only in lege nd, the DC is 30
of ( met h od is m ost appro priate for legendary items or items that have or h igher. II successfu l re su lt sho uld reveal so meth ing
a tr aditional sh ape associated wit h their funct ion . of th e item's h istor y an d give at least a h in t about th e
It Search: You mi g ht allo w close tud y ofan item to pr ovi de some irern's func t ion .
pi m for rnnt io n. A command wo rd cou Id be etched in tiny lett ers on Spells: Spe lls are th e mos t reliable way to identify
the inside of a ring, ora feathered de ign might hint th at an item ite ms .
allows its weare r to fly. In such a ca e, a uccessfu l DC 15 Sear ch Defect Ma gIC Obviously, the easiest way for cha racters 10
check shou ld reveal the clue . discern whe ther a n obje ct is magic is to use ,letat IIltlglC.
When focused on an item, a character can attempt a Spellcraft For items you create, if more than one spe ll is given as a prer
check to determi ne the schoo l (or schools) of th e h ighest-level uisi re, th e high est-level spell used in the item'screation deterrnin
spell (or spells) involved in the ite m's crea tio n, as well as the the stre ngth of the item 's au ra, If no spells are included in t
stre ngth of the item's au ra (based on its caster level). Also, a char- pre requis ites, use th e following defau lt guidelines.
acter m ak ing suc h a check can divine the function of an item by
succee ding by 10 or more. Item Nature School
When a character uses de ted magic on a mag ic ite m, the infor- Armor and protective items Abjuration
ma tion you provide often ser ves as a clue to a smart player for Weapo ns or offe ns ive item s Evocat io n
ide ntifying the item. See the detcct IMgic spe ll descript ion, PH Bonus to abi lity score, on skill check, Transmutation
219, for details. and so on
Identify: Th e idcntify spell determines the fu nctions, means of
activation, and number of charges remaining for any item of less
th an art ifact power. It takes an hour to cast and has an expensive BODY Sl.QTI
material compo nent, bur it's also th e su rest way to identify most Each item's description has a Body Slot entry that descri
magic items. See th e idetltify spell description, PH 243, for details. wha t pal'! of the body it mus t be worn on to function . A nor
Analyzc Dweorner: This spe ll functions like idcntify, but the hu manoid creature has twelve body slots, en umerated here WI
casting time is shorter, there's a foc us ra ther [han an expensive some examples of the kinds of items th at m ight be worn there 1
materiaI component, and the caster can determ ine the pro pe rties nonhu manoid creatures, see Size and Shape, below).
of severa l items wit h one casting of the spe ll. This spell is the Arms: ar mba nds, bracelets, bracers .
swiftest and sures t way to identify many magic items. See the Body: armor, robes .
,ItHllyze ,/wcumn spell descr iptiun, PH 197, (or details. Face: goggles, lenses, masks , spectacles, third eyes.
Hired Help: The PCs migh t wa nt to consult bards, sages, or Feef: boots, sanda ls, shoes, slip pers.
high-level spellcasters to identify ite ms thro ugh the means our- Hallds: gauntlets, gloves.
lined above. Such NPCs m igh t also know some details or rumors Head: circlets, crowns, ha ts, hea d bands, h el m e
about an item's hisro ry. They always want some th ing in return for phylacteries.
th is in formation.Th e prices for spe llcas ring services are note d on Rirlgs (2 slots): rings.
page t29 of the Player's Handbook and described in more detail 011 Shoilldcrs: capes , cloaks, ma ntles , shaw ls.
page 130. If an NPC call identify the item without using spe lls, Throat: amu lets, badges, brooches, collars, me dals , medalli
the ch arac ter might ask for an amo unt of gp eq uiva lent to the necklaces , pendants, periapts, scarabs, scarfs, teres.
typical spell cos t. ofcourse, an NPC might ins tead demand some Torso: shirts, t unics, vests, vestments.
service or trade ins tead of money. Waist : belts, girdles, sashes.
DM Explanation: It might be sim pler to tell the pl ayers wha t Each body slo t ca n acco mmoda te only a single active rna
an item is. This appro ach is part icu larly usefu l when the item pro- item (except for the rings body slot, wh ich allows two active nn..-
vides a bonus you must track on actio ns the PC is alrea dy taki ng. worn one on each hand or bot h on the same hand). Additio
Ifyou have a PC using an u n iden tified +2 short slvonl, for example, magic items could be worn in the same bod y slot , but only
use this option when it becomes a burden for you to kee p mentally first-worn item confers its magical abilities upon the wearer.
addi ng +2 to all the character's att ack rolls and dam age rolls with Some body slots are described as a match ed pail' of body pa
tha t un iden tified (to him) ite m . (such as arms, feet, or hands). I f an item uses one of these b
Trial and Error: The last refuge of desperate ch aracters with slots, it takes up both "halves" of the body slot even if worn
an unidentified mag ic item , th is process is often comical, but it on ly one of the pair. For example, a glovc of storillg takes up [
can become an annoying waste of time, The tria l-and-error pro- entire hand s body slot , even though it's only one glove. Simila
cess usually en tai ls a PC att emptin g to use the item. A character items that come in pairs m ust be worn toget her in order to fu
ho ping that the cloa k he's just fou nd is act ua lly wings offlying tion-wearing a single gallntlet of ogre power has no effect.
mig ht say, "I put the cloak on and jum p up and down, flapping my The Magic Item Record sheet on page 286 in dica tes all the \
arms ."Previous D&D supplements, inclu ding th e DlIl1geoJl }"faster's body slots on a cha racter. Feel free to pho tocopy this page for .
Gilide, have advised reward ing clever cha racters who purs ue this personal use; it can provide a useful visual aid to reme mber IV
line of inq uiry. As long as you an d the players find tria l and error your cha racter is wearing and whe re.
to be a fun met hod oflearning abou t magic items, that's stil l fine Some ite ms- particularly th ose that have a li mi ted num
advice . If, however, your player s turn it into a tedious checklist of uses per day-indicate that they mus t be worn for a cert
of tests ("Now I try to breathe un derwater. Now I try to walk up length of time before they can be used. Th is attunement per
the wal l. N ow 1 think about turning invisible. No luck ? Maybe prevents characters fro m treati ng them as dis posable tools to
it only works for dwarves; Torde k, now you try it."), it's time to do nned and stowed repea tedly th rough out the day.
step in an d move the ga me along . It's perfectly reaso nable to rule
that un til a character has deter mined a magic item's powers, com-
ma nd word, or othe r secrets in one of the man ners not ed above,
NONWORN MAGIC ITEMS
Some magic item s aren't worn on th e body, but are ins tead cal'
no amou nt of crazy experime ntat ion will help.
or held by the owner to gain their benefit. Such items have
of the follow ing entr ies on the Body Slot line.
MAGIC ITEMS AND DETECT MAGIC - :The item func tions or can be act ivated as long as it is carr
When detect magic ident ifies an item's school of magic, thi s somew here on your body (but not if it's stored in an ex tradirn
inform ation refers to the school of the spell placed wit hin the siona l or n ond irnen sion al storage space, such as a bag of hold.
pot ion , scroll, or wand, or the prereq uisite for the ite m's creation. Some rare items in th is category might describe a parr icu
The description of eac h ite m provides its aura st rength and the manner in which you must carry t hem for th e item to funct
school it belongs to, (such as iotm stones),
- (h eld): You m ust hold the item or otherwise manipu late d% Size
the ite m wit h your h an d for it to function or be activated. All 01- 30 Sma ll
weapo ns and shiel ds have this entry, as do man 1001 . In the 31-90 Medium
case of a shield, simply carrying it isn't enough-vou must wear 91- 100 Large or larger*
It pro perly as described on page 125 of the Pia)' r' Hlllldbook. * DM's choice
- ([a r m or, s hield , or weapon] crystal): Augment cry rals are
magic ite ms tha t fu nc tion only when at tached to a suit of armor, As a defau lt rule, treat crea tures of any hape a having all the
hield, weapo n, or other appropriate item. Like properties, you normal body slots available. Crea tures never gain ex tra bo dy
can only gain an augment crys tal's benefi t while you 're wearing slots for h avin g ex tra body parts (for exa mple, a marilith still h as
r hol di ng the item in th e app ro pr iate manner. ee Augment on ly one hands bod y slot and two rings body slots). For unusual
Crystals, page 221, for det ails. cases, here are some guidelines to help a DM particularly dedi-
cared to det ails:
Amorphous Crea tures:Creatu res without any shape, uch as mos t
TEM PROPERTIES oozes an d the ph asm (in its nor mal form), have no body slots and
Propert ies are part of ano ther ite m (a weapon, shield, or suit of
ca n't wear mag ic ite ms at all.
armor), and t hey func tion or ca n be activated as long as th e item
Armless Creatures: Creatures witho ut forel imbs, uch as sna kes,
I worn or held prop erly. A shi eld pro pert y offers no ben efit if
don't h ave the ar ms, ha nds, or rings body slot (but see multilegged
the sh ield is slu ng over your sho u lder, and a weapo n (ty pically)
crea tures, below). A crea tu re wit h only a single forelimb retai ns
do esn't offer any b en efit if it's shea the d.
these body slo ts, an d can wear bot h of a pair on the same li mb
Instead of a body slot entry, a pro perty h as a proper ty entry,
(such as both gloves on th e same hand, an d so on ).
which describes t he types of item s to wh ich t hi s p rop er ty can be
FingerlelsCreatures: Cr eat ures w it hou t Oc:xiblc: JigiLs or extremi -
applied.
ties, suc h as ho rses, lack th e rings body slot. A creature need no r
Un like most ot her ite ms, propert ie h ave no weigh t.
be able to manipula te objec ts to wear rings-a hell hound ca n
wear a ring on a toe of irs for elimb.
Hel1clless Creatures: Creatu res without an identifiable head,
suc h as sha mbling mounds, lack th e face, head , and throat body
lost of th e ti me wh en a magic item is di scover ed , a cha rac ter's
slots.
ize or sha pe shou ldn't be an issue. As a r ule.size shou ld nOIkeep
Legless Crmtures: Crea tures witho ut hind limbs, such a lillends,
verweigh t characters, cha rac ters of various ge nders, or charac-
do n't have the [ee l body slot.
er of various races from usi ng magic items. Players shou ldn 't
,',,(ullilegged Crent nrcs: Creatures with more than two legs can
pena lize d for choosi ng a halfling charac ter or decidi ng that
treat thei r fore most pair of limbs as their arm (allowing them
he ir charac ter is especially tall, so as a ru le any mag ic item auto-
access to th e ar ms, hands, and rings body lots), even if tho e limbs
matically adjusts to fit its wea rer.
are used for locom ot ion ra ther than for man ipu lation. Creatures
A few exceptio ns to this ru le are g iven below.
wi th mul tipl e legs t hat also have ar ms (such as centaur or drid-
Ar m o r : As lon g as you're th e sa me size ca tegory a nd t he
ers) don 't lack any body slots.
arne general sha pe as th e ar mor's origi nal owner, the ar mor
u nction s no r mally for you. Hal flings ca n wear ar mo r made
r gobli ns, and centau rs ca n wear arm or made for wemics.
owevcr, inappropria tely size d or sh aped ar mor ca n't be worn .
To use a magic item , it mu st be act ivated, alt ho ugh some times
r rnor doesn 't resize to fit a wea rer of a d iffere nt size ca tegory,
activation si mply means purring a ring on your finger. Some items,
-~--d"1 7l1t/? -c&71:J'2t r/c:: (?t;'f/J~[q -..,Pfhll?~,nl'V;bJ...r:rf~cp~&c.~?tll~.D
once donned , [unction co ns tantly. In man y cases, usin g an item
a non huma noid-s hape d crea ture. In cas es wh er e a no n h u-
req ui res an act ion of some kind.
anoid-shaped crea t ure tri es to wea r armor cre ate d for anot her
You can no t activa te an ite m th at you do not pro perly possess,
n h u rna no id , you m us t use your best judgme nt. A blink dog
h old, or wear. A rod or wand must be held in your ha nd , a cloak
u ld certa in ly fit into bard ing cra fted for a ri di ng dog or other
m ust be worn on your back, an d soon. Some item s merely requi re
tediu m quad ruped , but it p rob ably co uldn't wear armor cra fte d
tha t you ca rry th em on your person but not spe ci fically worn in
r a Med iu m mons t rous spider.
a slot or carried in a hand (in a backpack, floating aro u nd your
Weap on s: Weapon s do n't change size to match t he wielder.
head , and so on). Each item in thi s book descri bes ho w you m ust
u can wield an inappro pri ately sized weapon wit h a penalty (see
carry it to ben efit fro m its capabilities in the Body Slot entry of
1-/ 113). Regardless of a weapon's size, as long as you can hold a
its description. A "- " in dica tes that rhe item merely need s to be
apon you ca n act ivate its abili ties; for example, a hu man cou ld
car ried on your person.
111activate the wishes held wi thin a Huge luck blade even tho ugh
Every magic item in thi book has an Activation entry in its
cou ld n't wie ld it in combat.
description tha t describes the type of actio n necessary (if any)
hields: Like weapons, shield don't change size to ma tch the
to activa te rhe ite m and the mea ns of activa tio n. The action typ e
l~lde r. Unlike wi th weapons, you gain no benefi t from using
migh t be standard, full-round, move , free, sw ift, or immedia te.
n inappropr iarely sized shield. You can use the following table
For definit ions of sta ndard, fu ll-rou nd, move, and free actions,
deter m ine the size of armor, shields , and weapons found at
see pages 138-139 of the Player's Hal1dboofl. Swift an d im me dia te
n dom . H owe ver, it's us ua lly best to choose the size for an item
actio ns are des cribed in th e sidebar on page 220.
determ in ing who in th e adventuring group cou ld ge t the most
Following the act ion type is a parent hetical descriptor th at
e out of ir,
furt her de scribes the mean s of activation; these ar e describ ed
below.
- : A dash on the activation line indicates that the item is to cast the spell alreadyIf he can 't already cast the spell, the r
always active so long as you wear, wield, or possess it in the proper a chance he'll make a mistake (see Scroll Mishaps, DMG 23 "
manner. Sim ply wearing a cloak ofrcsistancc provides you with its possib le conseq uences).
bo nus; you do not need to activate it. Similarly, a +2 flaming bat- Activating a spell completion item provokes attacks ofop
tleaxe grants the benefit of its magic on attacks you make with it runiry exactly as casting a spell does. You cannot activate a
without any special action on your part. comp letion item if you would normally be prevented from casu
Using an item of this type does not provoke attacks of the spell (for instance, you're in the area ofa silence spell and t
opportunity. spell has a verbal component).
[Act ion Type] (com m a n d): Command activation means that [Action Type] (spell t rigger): pell trigger activation is i
a character speaks a com mand word and the item activates . 0 lar to spell completion, bur it's even simpler. No gestures or
ot her special knowledge is needed. finishing is needed, jus t a knowledge ofspellcastingand a si
A command word is the key to the item's lock, a it were. It can word that must be spoken. Thi means that if a wizard pick
be a real word such as "Vibrant," "Square ," or "Horse," but when a spell trigger activation item (such as a wand or a staff) and t
this is the case, the holder of the item runs the risk of activating item stores a wizard spell , she knows how to use it. Specifica
the item accidenta lly by speaking the word in nor mal conversa- anyone with a spe ll on his or her spell list kno ws how to u
tion. More often, the com mand word is a seemi ngly nonsensical spell trigger item that stores that spell. (Th is is the case
word , or a word or ph rase from an ancient lang uage no longer in for a charac ter who can't actually cast spells, such as a 3rd·(
com mon use. paladin.) The user must sti ll determine what spell is stored in •
Activating a command word magic item does no t provoke item before she can activate it.
attacks of opportunity. You cannot activate a comma nd word Activati ng a spell trigger item does not provoke attack
item in the area of a sire/Ice spell or if you are unable to speak. opportunity.
[Act ion Type ] (m an ip u lat io n): Activating this type of item - (a m m u n it ion) :This type ofirern must be fired from a
requ ires some physical manipulation of it, such as moving an jecrile weapon, suc h as a bow, crossbow, or sli ng. It acrivat
immovable rod or pulling a patch from a robe of uscful item. This f1 ighr or upon reaching its targe t. Activating magic arnmuru
movem ent is simi lar to the somatic component ofa spell, in that requires no special action; uch items are activa ted as part I
you need a free hand to perform the action. action of firing the projectile weapon. orne kinds of magic am
Activa ting a manipulation item provokes attacks of nition can also be activated by throwing them (see below).
opportunity. [Act ion Type] (t h row n): ThL type of item must be thr
[Act io n Typ e] (men t al): Thi type of item merely requires and is activa ted upon impact or in flight. It has the same Opt
that you will it to function. Activating the item is a purely mental for targeting as a splash weapon (PH 158).
action. You can use the item in the area of a silence spell , while Throwing an item is a ranged attack and provokes attac
grappled, while paralyzed, and so on, as long as you have control opportunity. Unless stated otherwise, a thrown item is de t
of your own thoughts. after its effect is resolved , and it cannot then be reused .
Activat ing such a magic item does not provoke attacks of
oppo rtunity. You cannot use a mentally activated item if you are
dominated, unconscious, sleeping, turned to stone, or otherwise
incapable of conscious indepe nde nt thought. (However, someone A magic item's descript ion either pecifica lly de tails its e
who dominates you could make you use a me ntally activated whe n activated or refer you to a particular spell, power, C
item or give you free rein to use it wit hin the bounds of his other feature , or ot her ent ry to learn the effect. Don't assu me that
instructions.) because a spell is a prerequisite that the item necessarily repli
[Action Type] (sp ell completion): This is the activation that spell-in ma ny cases , the pell is sim ply the closest rea
meth od for scrolls. A scroll is a spell that is mostly fin ished . The able effec t to the item 's power.
prepa ration is done for the caster, so no preparation time is needed
beforehand as wit h normal spel lcnsring. All that's left to do is
perform the sho rt, simp le, finis hing parts ofthe spellcasting (the
SAVE DCS AND CASTER LEVELS
Most item descriptions indicate the save DC (if any) forthe it
fina l gestu res, word s, and so on). To use a spell comp letion item
powe rs. In cases where the save DC isn't given, the DC i
safely, a character must be ofhig h enough level in the right class
(1-1/2 x the level of the spell or effect [rounded dow n]). (E
_ _ _ _ _ _ _ _ --.;FJ.lll.5 speed, bllt its 11lVeSO '11l' teeth did ll'l sill/: into Brn udor's armored body.
Imtead, they closed all his grellt sIVord, shattering thesteel as Ihollgh it
Th is book presents a variety of new or revised su bca tegories of were brittie glass. The dl'l1gon'seyes took on II wicked glfll /tl as Sllllrds
m ag ic ite ms t hat sha re certai n att ri bu tes or game ru les. Eac h ofbroketl steel fell like min, bIll it waSll't prepMed for whllt happell ed
ubcaregory is d escr ib ed below . next. Bmndorcastaside the useless sword hilt and, IVith 1I ijuidl prayer
to Konl, seized the dragoll's lrorus alld wrellched at the mllssive head.
UGMENT CRYSTALS Befuddled allddismayed, thedmgon tried to shake off the PIlIlY hllman
with 1I toss of its head. But Brandor held all , wrellchillg at the great
To rdel< fO lllld a glowillggreell ge m ill the dmgoll's hoard. When he
head wilh all his might and maill . Th e dragoll resisted the illexomhle
tOlld led thegem to his axe'shaft, it attached to file weapoll's base. Ton/e/:'s
force of Bmndor's gripfo r a heartbeat; then it was lifted off ils feet and
.lxe IlOll' glowed with the SlHlle green m ergy, acid drippillg a/ollg its
thrown down W:e /111 immense rag doll. Olltraged, the dmgoll writhed
Im g lh. whl'll he removed thegem alldaffixed it to his dagga, the aXI'
alld tore at the IlIlIIlall willi it claws, bllt Bnnuior pressed hisadvallt/lge,
10 t this ability, but thedagger dripped with acid illStead.
EHIND TH ECURTAIN: charac ter to be p repa red fo r m ore even t ua lit ies . Paying fo r t he
UGMENT CRYSTALS ghost touch we a po n p rop e rt y is no t only a significant inves tm e nt
gm e nt c rysta ls offe r ch aracters a chea p m eth o d o fi mproving in gol d, bu t a lso fe e ls like wasted space whe never th e characters
apo n s and a rmor. Unl ike ad d ing a n ormal ar m o r or weapon ar e n' t fight in g sh a d o ws and w rait hs. On the other ha nd , a lesser
o pe rt y, buying and usin g an augment crystal d o e sn' t re quire truedeath crystal (page 66) prov ides t he same effect bu t c a n be
king a pe rm anent d e cis ion about the item-if it la ter p roves s wa p pe d for a nother cr ys ta l wh en you don 't fa ce inco rpo re a l
nte res t ing, it can be sold or traded to hel p pa y fo r a mo re c reat u res. Even lo w-level cha rac ters can affo rd to ca rry a couple
.....e rful c rysta l or item . of le as t cr ys t a ls, a nd high -leve l charac ters ca n eas ily afford to
he "s wa p pa ble" na tu re of augment crystals a lso allows a keep a few e xt ras in a bag of holding for s pe cial situations.
jJlfllllllg thc drago ll to the gro lHld. As his allies dosed ill, the p!'oud good (th at is, wit hin one step of Mora di n's LG align ment). I
drago ll was fo rced toyield, alld Bnmdor stood aSIde wllile the dragoll the hands of a cha racte r no t of one of these alig nments, the ire
lVas bOllnd. Flexillg his muscles once, he allowed himselfa broad grin has no magical abilities whatsoever and is sim ply an adarnanrin
and casually /t oo),ed his tllll1 nbs into the bdt of thiel" gem-sltldded dwar ven waraxe.
goldell lillks that he wore. Wit h a successfu l DC 20 Knowledge (religion) check , a cha
tel' can identify any relic on sight. You might consider gra ntin
A relic is a mag ic item that provides its fu ll functio n on ly for a character a +5 bo nus on chec ks made to identify a relic dedica t
ch ar acte r devoted to the deity to whom the relic is ded icated. to his ch urch.
Th e use r mu st devote a measure of spiritua l energy to mai ntain Furthermore, a character can improve an exist ing relicju r
a d ivin e connectio n bet wee n t he relic he wie lds and his deity's he could any other magic ite m. An axe ofancestral virtue ha
power. (Relics appear th roughout Chapters 1 th rou gh 4.) effective enhanceme nt bonus of +2 (+1 plus another +1 for t
Th is d ivine connection can be opened in two ways. kee n property), so improving it to a +2 ),CCII adflmalltilledWll n
• A d ivin e spe llcaster devoted to the relevant deity can tempo- wamxe would cost 10,000 gp , just as it would for any orb
rari ly sacri fice a spe ll slot of the level specified in the re lic's weapo n. In ge nera l, a character can add only to th e item 's n
description . He can't use the spe ll slot anymore, bur he can re lic power s; however, you might allow a par ticularly dedic at
use the relic. Whenever the character prepares or readies his cha racter to add a new rel ic power (with an appropriate cost). A
d ivine spells, he decides whether he wants to keep the divine addit ions to a relic- wh eth er relic powers or no t- mus t fit t
con nec tion to the relic active by sacrifici ng the spell slot. the me of the deit y to which the item is dedicated. For exam
• Wh eth er the character is a d ivine caster or no t, he can wie ld a adding the me rciful weapon property to th e morni ngs/ar of
relic 's power if he has the True Believer feat (see sidebar) an d mallY(a relic ded icated to the murderous god Erythnul) wo
a sufficiently high charac ter level (measured by H it Dice), as be in appropriate, The DM Is always th e fina l arb iter of u
described in th e item descr iprion . Typically, his character decisions.
level must be h igh eno ugh th at he could cast spells of th e level
requ ired for sac rifice if all h is levels were in th e cleric class . Putting Relics into Play
Relics are genera lly nOI avai lable for pu rchase, no r wi ll a ch
For exa mple,[ozan is a 9th-level cleric of Pelor who finds himself acrer trying to sell one auto matically find .1 bu yer. These ire
in possession of a dawllstm' relic . At dawn (that is, when prepar- are rarer than other magic ite ms ; usually no more tha n a h
ing h is cleric spells), he can sacrifice a 4th -level spell slot to gain doze n copies ofeach relic exist. Seco ndly , they're tied so tigh
the fu ll usc of the daumslar for the day. Alternatively, he can to wors hip of a partic ular deity th at on ly a few character c
pre pare all his 4th -level spells and choose not to use the magi c use them .
of the dawllstar. Item desc rip tions provide market prices for each relic , b
If Alhand ra the paladin has the True Believer feat and worsh ips PC will never find a price tag on a relic . Prices are given for rei
Pelor, she can use the a<llllflstaras long as she's 7th level or higher, to help the DM design appropriate treasure for the monste rs
because th at's th e level at which she wou ld first have a 4th-level NPCs in the campaign, A church might offer a finder's fe
spell SIOI if she were a cleric. If Jozan had the Tru e Believer feat, gifts equivalent to half the market price if a party were to ret
he could like wise use rhe dawllsta!' at 7th level or higher, and a lost relic , bur such a situation sho uld be roleplayed , sinc e '
would n't have to give up a spell slot to do so. dea l depends greatly on the re lationship be tween the church 3
Some relics have two or more tie rs ofrelic powers , each requir- the PCs who acquired the relic .
ing a differ ent level of spell sacrifice (or character level, for those Here are a few ways a DM can put a relic into play.
wit h the True Believer feat). Un less indicated othe rwise, paying • The tradit ional enemy of a PC's church-i-kuowlngly
th e seco nd cos t (or mee ting the second level req uire ment) grants unk now ingly-c-has acquired a holy relic dedic ated to
the cha rac ter all the relic powers of the item . character's deity. You migh t send the PCs look ing specifi c
All relics have a caster level of 20th , regardless of the creator's for the relic or let them stu mble across it accidentally.
caster level. • A relic once wielded by a great hero might show up in
In additio n to its relic power, each relic has a base effect or treasure hoard of the powerful monster (such as a d ragon)
power available to any ch aracte r whose alig nme nt is wi thin one caused the hero 's deat h many years (or decades or cenru n
ste p of the associated de ity'S. For example, the axe of allcestral virtuc earl ier. The characters mig ht d iscover the relic unex pect
funct ions as a +1 kec li adamantine dWl1Yvcn Wl1mxe in the hands or (using Gather Information or div ina tion magic) inren ri
of any cha racter who is lawful good, lawful neu tra l, or neutra l ally follow its trail.
RELI C FEATS
The fol lowing feats prev iously appeared in Co mplete Divine, a nd True Believer
a re rep rinted he re for co nve nie nce. Your deit y rewar ds your unqu estio ning fa ith and devotion ,
Prerequis ite: Must choose a s ingle de ity to worship. Mus t
Sanctify Relic [Item Creation] with in o ne st e p of that dei ty's a lignmen t.
Yo u can create mag ic items that a re im bued with a co n nection Benefit: Once pe r day whe n you are a bou t to attempt a savi
to yo ur de ity. throw, yo u can dec lare that you are us ing this fea t to ga in a -
Prerequis ite: Any ot he r ite m creat ion fea t. insi ght bonus on that saving throw.
Benefit: Yo u ca n craft relics-mag ic items that rely o n a This feat also allows you to use a relic of the deity yo u wors h
d ivine connection to a specific deit y to func tio n. wit ho ut sacrificing a s pell s lot.
• In exchange for a gre at service to the church, a PC could be
awarded the use of a relic-perhaps in place a a monetary
reward of similar value. Thi s loan might be a reward for a task
already completed, or a tool provided to accompli h a newly
acqui red quest.
The Sanct ify Relic feat (see sidebar) allows a character to craft
a relic for which he meet s th e requirements. While the prereq-
uisite for th is feat (any other item creation feat) is easy for any
caster to meet , a DM could int roduce story-based requirements
or ramificat ions for a character who wants to craft such an item.
Certai n ly, any local church dedicated to the same deity would
take an interest in a character who sudd en ly appears with a
hiny new relic .
A runest aff allow s its wielder to use her own arcane energy to You ca n apply the effect of me rarnagic feats th at you kn ow
generate magica l effect s. Typica lly, a runestaff has any where spells from a runestaff, but you mu st expend a spell wh ose le
from two ro five spe lls. By expending a prepared arc ane spe ll or equ als or exceed s th e adjusted level of the affected spell. Conti
arcane spell slot , the wielder can cast a spe ll of the same level or ing the example given above, M ialee could apply her Empow
lower from the runesraff's list , as lon g as that spell also appe ars pell feat ro the ru nestaff ice storm, but she'd have to acrific
on th e wielder's cla s spell list, The spell is treated exactl y as if th e prepared spell of 6th level or high er (since Empower pell ad
wielder ca t the spell herself, in cluding caster level, save DC, and two to th e spell's level).
any other effects related ro the spell. Unle ss stated otherwise in A run est aff appear s essentially ident ical to a normal Star
the runes taffs description, each pell can be cast from a runesraff th e same nam e, though it alway bears arca ne runes (lar ge a
three times per day. bold on some staffs, faint on other s) that reveal it name and t
Exa m p le: Mialee wield s a nlllestaff of frost, wh ich hold s In' spells it holds to anyone who uses read magic or succeeds on a
storm, IVaI! of ice, and cone orcold. she can sacrifice a prepared 20 Spellcraft check.
dimension door (a 4th-level spe ll) to cast either ice stnn n or IvaI! Run est affs appe ar in Chapter 4: Tools.
or icc, since those are 4th-level wizard spells. 1f she sacr ificed a
prepared Ideport (a 5th -level spell ), she could cast any of the staff's
th ree spells (since they are all 5th level or lower on the wi zard
Creating New Runestaffs
Ifyou want to create a runestaff of your own design, it should
spell list).
two to five arcane spells associated with it, and the spells sho
Exa m p le: Hofgren the hexblade (CW 5) could sacrifice a 2nd-
be thematically linked in some way. The lowest-level spel l i
level spell slot to cast SIIgg(~s/ ion from a rIlII estaff of enchallfrn,mf,
runestaff hou ld be at least 3rd level.
since th at's a 2nd-level hexbladc spe ll. He cou ld n't use the staffs
Crafti ng a runesraff requ ire the Craft tafHeat,along with
crus/lingdespair, mind fog,or masssuggestion pell s,since tho se aren't
spe lls held by the runestaff. You don 't need to su pply any m
on the hexblade spell lis I.
ria l compo nents or foci required by the spells in a runestaff
In order to use a ru nestaff, you mu st att une yourself ro it as part
do you need to pay any XP co t required by the spe ll, since
of your preparation or readying ofarca ne spell. You can't attune
wielde r of [he staff pay tho se costs.
you rself ro more than one runes raff at a tim e; attuning yourself
To set the pric e of a runesraff mult iply the level of the hI
to a second rune taffbreaks your previou s arrunement ,
est-level spell in the runes taff by itself, th en by 400 gpoFor
Activating a runest aff'(rhat is, ca ting a spe ll from it) i almost
add itiona l pell in th e runestaff, square [hat spell 's level and
like casting the pell your elf, including ca ting ti me and even
tiply by 200 gpoAdd th e values together to find the final pric
provok ing attacks of opportunity. You mu st supply any com-
the runestaff. Ifa spell can be used less than three rime s per
ponents or cost s normally required by th e spell cast fro m th e
redu ce th e gp multiplier for th at spell by 100 per use below tr
runestaff, just as if you had cast it your self.
(or 50 per use below th ree. for pells after the first).
• If the spe ll has a verbal component, activati ng the runesraff
Exam p le: Steve's sorcerer want s to invent the rulles/a!!of
req uire s you ro perform that verb al compo ne nt (and thu s the
fravel , wh ich would provide dll1lell5ioll door(4th),jly (3rd),and
spell can't be cast if you're in capable of speaki ng).
ditiolls ret reat (I t), The pr ice for th is item would be 6,400 (4
• If the spe ll has a somatic compo ne nt, you don 't need to have
400) plu s 1,800 (3 x 3 x 200) plu 200 (I x 1 X 200), or 8,400 g
an ext ra hand free; simply manipulating th e staff can meet
he only wanted to be able to u e dilllCllSioll door onc e per da .
th e requirement (though arcane spe ll failure chance still
pri ce would be redu ced to 6,800 gp (4 x 4 x 200 gp for dml' lI
applies ),
doo r, plu s the other costs a norm al).
• I f th e spell has a materi al compone nt or focus , you must supply
it as part of the cast ing. For example, if a ru nestaff held stollcsb n,
you'd have ro supply 250 gp of diamond dust each ti me you cas t SYNERGY PROPERTIES
that spell from th e runestaff. orne of the ar mor, sh ield, and weapon properties describ
• If a spell has an XP component, you mu st pay it each tim e you Cha pters I and 2 incl ude th e term [ ynergyJ after their na
use a runestaff to cast that spe ll. A synergy property has a prerequisite, much as a feat d
Specific ally, the item must already po ssess another part ie
BEHIND THE CURTAIN: s imply inc reasi ng the power of existing abilities or gran
RUN ESTAFFS entirely new ab ilities) .
A runestaff al lows an arcane spellcaster to augment her In general , runestaffs are priced so that they are most like
normal versatility without rel ying on charged it e m s or to appear in a character 's hands shortly after he becorn
simply add ing mo re spells or s pel l-like a bilities per day . capable of casting spells of the ite m' s high es t level. A ru
Since a run estaff relie s on the character's own spe ll s lots staff offire, for examp le, costs 8,4 00 gpo Th at' s nearly no
to pro vide pow er , it s p rice might seem artificia lly low. How- of the average character we alth fo r a 7th-lev el character (,
ever, a lthoug h inc reas e d versatility can resu lt in a powe rful min imum level to cast 4th-l evel spe lls), so it 's likely ou t
cha racte r, it typ ically does so in d irect ly (by rewa rd ing good his p rice ra nge. By 9t h level, though, it' s on ly a qu arte r of
strategy and ch ar acte r-buildi ng) ra t her than di rec tly (by character's expecte d wea lth, and we ll with in reach .
TABLE 6-1 : VARIANT SYNERCY ABI LIT I ES For example, +1 greater allChoring fllll plate has a to ta l effect ive
(A RM OR/SH I ELO) enhancement bonus of +3 (+1 enhan cem ent + 1 anc h or ing + 1
Armor/Shield Pre requis ite Base Price greater anchoring), w ith a value of9,170 g p and an aura strength
Pro pe rty Property Modifi er equal to th at of +3 fullplate. However, +1greaterllnchoringfllllplate
Ene rgy res istance, Energy resis t a nce -24,000 gp does not still give it wearer the anchoring property's +5 bonus on
im p roved * checks to resi t being tripped, overrun, or bull rushed. It instead
Energy resistance, Energy resistance, -24,000 gp gives the wearer the greater anchoring property's benefit (a +10
greater* im pr oved bonus on such checks).
Fo rt ifica tio n, Fortification , light - 2 bonus A synergy property still count as any of its synergy prereq-
mode rate
ui ite properties for the purpose of qualifying an item for still
Fortification, he avy Fortification , moderate +2 bonus
more synergy properties. For example, a +1 acidic bllrst longslVord
Sha d ow, improved' Shadow -11 ,250 gp
is still considered a corrosive weapon for the purpose ofqualify-
Shadow, greater' Shadow, improved +18,750 gp
ing to receive the energy surge synergy property (see Chapter 2
Sile nt moves , Silen t moves +11 ,250 gp
for de tai ls on the e weapon properties).
improved"
Silent m oves, greater' Silent moves, improved +18,750 gp Many exis ting armor and weapon properties cou ld be consid-
Slick, improved" Slick +11,250 gp ered sy nergy abilities ; see Tab les 6-1 and 6-2 for some optio ns.
Slick, greater' Slick, improved +18 ,750 gp This doesn't really change the end price of t he ar mo r or weapon,
Sp ell resistance (15) Spell resistance (13) +1 bonus but it creates an inexpensive sta rting poi nt and obvious up g rade
Spell resistance (17) Spell resistance (15) +1 bonus path to reach what wou ld otherwise be an exceptiona lly expensive
Spell res istance (19) Spell res istance (17) +1 bonus end point. Typically, these synergy abilities supersede or simply
*Includes acid, co ld , elec tr icity, fire, an d sonic resist a nce , replace the prerequisite property.
A: Pro perty only a p plies to a rm o r.
N PC Le vel 7t h-2 0th : Starting two levels below the NPC 's
ch aracter level, selec t one item per level until you have five magic US ED WANDS
items. Then choose one addi tiona l item two levels below the N PC's Particu larly w hen equipping an N PC, affording a fully charged
level. For example, a 12th -level NPC wizard would selec t one item wand ca n be difficult. Since the typ ical N PC won 't ha ve a
per level of 6th through 10th level , plus an extra iorh-level item. c hance to use more t ha n a few wand cha rges in a ny co mbat,
ee the tab le be low. cons ider equi pp ing such characters wit h partia lly us ed
wands-that is , wan ds with fewe r than full charges. This is
NPC Level Item Levels also a good way to put a cheap wand into a treasure hoar d ,
7th 5,5,4, 3, 2, 1 and you can even allow PCs to se lec t a wand or two th is wa y
8th 6, 6, 5, 4, 3, 2 as well.
9th 7, 7, 6, 5. 4, 3 Use the table below to assign an item level for less than fully
10th 8,8 ,7,6,5,4 charged wands .
11th 9, 9, 8, 7, 6, 5
12th 10, 10, 9, 8 , 7, 6 Wand (Charges) Item Level
13th 11,11 ,10,9,8,7 l s t-level spell (10) 1st
14th 12,12,11,10,9,8 1st-level spell (20) 2nd
15th 13, 13, 12, 11, 10,9 2nd-leve l spell (10) 4th
16th 14, 14, 13, 12, 11, 10 2nd- level spell (20) 5t h
17th 15,15,14,13,12 ,11 3rd -leve l spell (10) 6th
18th 16,16,15 , 14, 13, 12 Jrd-level spell (20) 9th
19th 17,17, 16, 15,14,13 4th-leve l s pell (10) 8th
20th 18, 18, 17, 16, 15, 14 4th-leve l s pe ll (20) 11th
pe r En counter on page 51 of the Dungeon MllSter's Guide and al
o n Table 6-8: Sample Treasures. O bviously, you houldn'r place
I nc1uding magic items as parr of a treasure is a vira l ra k of t he ite ms wo rth significantly more th an a monster 's expected treasure
OM; it's also delicate and difficu lt. It ca n be tem pt ing to hand value w ithout a good reason; o therwise you 're over reward ing th e
OUI po wer fu l or particula rly in te res t ing items toO soon or too charac te rs (and contributing to u n necessa ry po wer inflation
of le n . (Some DM s make the oppos ite m ist ake, being too stingy Si milarly, if more than half of a mo ns ter's treasu re consists of a
an d ha ndi ng out too few m agic ite rns .) A single overpowering single ite m, t his ca n lead to argume nts over whether any char-
item can ruin a wh ole camp aig n- but if the PCs don't get enough acter "des erves" to get such a valu able item when th e ot hers get
magic ite ms, they wo n't be power fu l e no ug h to deal with the little or nothing. (O f course, if you have a lot of hoards like th i ,
challenges t hat h ave been bala nced for ch aracter of their level. the tota l equa ls out over time, bu t m ake ure that you r player
The ran dom m agic ite m tables in Appendix 2 were de igned recognize t hi s to be tru e.) Finding items th at fall in an appropri·
to hel p in th is reg ard . Freque n tly, ho wever, you 'll want to give ate pr ice range is much easier if you use th e li L of item level
your pla yer s items you h ave hand-picked a especially uitable by price found in App endix 1.
for their cha r acters. Feel free to do this more and more as you T he sec ond im po rt ant value is the recommended wea lth of
gain experience as a DM and-most im porta nt-as you beco me PCs based on th eir level. Table 6-9: Ch aracter Wealt h by Level
fam ili ar wit h wh at items can an d ca n't do . reproduces this infor m at ion , w hic h was pr eviou ly pre ented in
Remember that magic item s can and probabl y w il l be used t he Dungeon Master's Guide and Epic Level Handbook, coll ect ing it
by th e NPC s wh o own th em . If an ore chi ef has a +210ngslvord in o ne loc at ion for easy reference. When you place magic ite ms,
in h is tr easure h oa rd, he is likel y to use it in h is bat tle w it h t he any thi ng worth less th an 5%ofa PC 's expected wealth often falls
PCs. Creatures suc h as a m edu sa o r a lammasu mi ght be able below h is notice- not onl y is it probably too weak to be us efu l,
10 use ce rta in items, such as a necklace of adaptatIon, an d eve n but it's barely eve n wo rth w r iting down on the loo t li t for ale
a dragon can d ri nk a pot ion. See Size an d Sh ape, pa ge 219, for later . Exce pt ions exis t, to be su re-an 8t h-le vel fighter won 't
ad vice on ho w to h an d le odd-shaped creat ures using magic pass up a potion ofcuresertous lVolwds-but even th e e exce ption s
Hems. are n't very exciting. Co nversely, an item worth more than 50%of
When pl aci ng ma g ic ite ms, keep two im portant nu mb ers in a charac ter's ex pec te d wea lth is almos t certainly too big a ch u n k
m ind . Firs t is the expected treasure value for th e mon st er o r to swa llo w all at once; most PCs are sorely tempted to II uc h
challen ge overcom e, as described on Table 3-3: Tre asures Values an item to buy m ultiple chea pe r items (and you 're al 0 pr ob ably
faced with th e "do you dese rve this item" arg ume nt describ ed
earl ier, nor to mention th e power infla tio n issue).
CHOOSING THE RIGHT ITEMS
Placing magic item s in a treasure hoard is more th an just cru n
As an example, it's just as ina ppro priate to place a suit of +5
ing nu mbers. It doesn' t do much good to put in items worth
filII platr in th e nes t of an errercap as it is to place a +11ollgslVord right amou nt if none ofth e PCs finds th em inte resti ng enoug
in the hoard of a beho lder. In th e formcr case, th e item is well
keep. Players are ofte n coldly an d br utally efficient in rating
beyon d th e recommend ed treasure value for a creature of the
perceived value of magic items found in a dungeon . No rna
et terca p's Cha lle nge Rating, as well as signi ficantly higher than
how lovingly crafted or integral to your world's h istory an it
the exp ected total wea lth of any PC who would fin d the errer-
might be, if it doesn't fit the need of any of th e character
cap a challenging oppone nt. In th e latte r case , not only is the
going up for sale.
weapon a relatively in signifi cant por tion ofa beholder's average
To increase th e odd s of a magic item find ing its way in'
treas ure hoard , it's unlikely that any PC involved in th e beh older's
ch aracter's list of gear, th in k carefu lly about th e kinds of
defeat will find suc h a wea k magic item useful cn ough to keep.
tics your players (and the ir charac ters) prefer. If Neil's fig ht
You're bcrter offj ust inclu ding a piece ofjewelry worth a si milar
extremely risk-averse , cha nces are he favors defen sive itcm.
amount, or at least a couple ofscro lls or pot ion s th at are likely to
boost his AC or saving th rows. On the othe r hand, sin ce V
find use.
paladin values offens ive might over every thi ng else, he's alv
A useful tool in trod uced by th is book to help you place appro-
looking for ways to increa se th e amoun t of damage he deals. E
priately valued magic items is th e conce pt of item levels (see
though both cha racte rs fill a similar role in the party, the
page 226). That sec tion includes advice on placing magic items
magic item won't necessaril y appeal equally. Neil's more li
in treasu re hoard s as well as in th e hands ofN PCs.
WHERE TO BUY To create mag ic ite ms, spel lcasrers use specia l feats. They in"
Large one-stop-shop "mag ic em po riu ms" are unrealistic an d rare tim e, money, and the ir own personal energy (in the for m of expe
even in metropolis-sized cities. Instead, a community's tota l ence poin ts) in an item' cre ation. Th is sec tion reiterates th e ba I
stock of magic item s for sale is wide ly dis tribute d amo ng dus ty of m agic item creat ion: for more details o n creati ng the differe
alc hem ist's shops, boo kstores , scrib ers' boutiqu es, pawn shops, type s of magic item s, see th e informa tion on item cre ation fe
elixir brewers , th e reside nces of reti red adven tu rers, th e old mage in Chapter 5 of th e Player's Hn/ldbook, as well as the appropris
on the co rne r, curio shops, and so on. sec tions in Ch apt er 7 of the DungeonMasler's Guide.
Exce pt whe n you wan t to advan ce an adventure or campaig n All item s have prerequi sites in the ir desc riptio ns. Th ese prer
story are, abstract the purch ase of a parti cul ar magic item such uis ires mus t be met for the item to be crea ted. M ost of th e ti
that, given a few hou rs ofeffort ask ing aro un d an d tr ack ing down th ey take the for m of feats an d spells that the item's cre ator m
the sough t-for item, a PC finds and purc hases th e item she eeks if k now, altho ugh acce s thro ugh ano ther magic item or spellca
it market price i equal 10 or less tha n the town 's gp lim it (g iven is allowed. It 's perfectly acce ptable for two or mo re character .
in th e "PC Purch ase Lim it" co lu mn of Table 6-10: Co mm u ni ty work together to crea te a magic ite m , wit h eac h character
GP Lim its). plyi ng some of the pr ereq ui sites. (I n all places wh er e rh i re
If time is an issue in th e purch ase of an item (for exam ple, a pair refe rs to th e "cre ato r" of a mag ic ite m, it incl udes all charact
of gogg les of /light is needed before nightfall), you migh t requ ire supp lyi ng at least one pr erequ isite [or th e ite m's cr eatio n.) T'
the PC to att emp t a Gathe r In formation chec k to tra ck th e item XP cos t must always be paid by the cha rac ter wh o sup plies t
down. Set th e DC of the Gath er Infor mat ion check equal to the item cre ation feat requi re d by the item, no matter ho w rna
DC in th e Aur a entr y ofeach item (wh ich is equal to 15 + 1/ 2 the othe r cha racters cooperate in its crea tion.
PSIO NICS AND CRAFTIN G ps ionic power that repl icates the same effec t can be used to sa
MAGIC ITEMS isfy the prerequ isite . For example, a character can create a he
Many of the items in th is book can also be created by a charac te r ofteleportation us ing psionic teleport as a power p rereq uis ite.
with the appropr iate ps ion ic item creation feat. energyburst as a power to create a necklace offireballs,
For the purpose o f mee ting ite m prerequ isites , a cha rac te r The p rerequis ites of some items , su ch as the eldritch bla
who has the Craft Psion ic Arms and Armor feat is treated as requ ired for gauntlets ofeldritch energy, have no psion ic eq ui
having Craft Magic Arms and Armo r. Likewise, a cha racte r who le nt, and so cannot be created by a ps ion ic character with
has Craft Un iversal Ite m meets the feat p rerequis ite for items the aid o f a character who does meet the requ irement.
that requ ire Craft Wondrous Item . If yo u are using the Psionics Is Different var iant (EPH 6_
If an ite m includes a spell prerequisite, but the effect of the then an item created by a ps ion ic cha racter us ing a ps io
ite m does not directly im ple m e nt that spell, then a psionic item creation feat would be a ps ion ic ite m. The guidel ines giv
power of sim ila r flavo r can be substitu ted. If the ite m rep licates above should be used to determ ine the ps ion ic ite m' s fea t a
a spell effect, then only the psionic vers ion of that spell or a power prerequ isites .
The creator also needs a fairly quiet, comfortable, and well-lit (98,315 - 2,315 =96,000 gp). The character improving the magic
place in which to work. Any place su itable for preparing spells item must meet the same prerequisi tes a if he were creating the
(see Preparing Wizard Spells, PH 177) is suitable for making items. item from scratch.
Creating an item requires one day per 1,000 gp in the item's base It's recommended that you add new magical abilit ies only to
price (rounding up), with a min imum of at least one day. Potions items that occupy the same body slot as the added effect would
are an exception ro thi s rule ;they always take just one day to brew. normally occupy. f or example, it's okay to add the power of boots
The character must spend the gold and XP at the beginning of of slridillglllld springing to slipI'm ofspidel' climbing,since both of
the constr uction process. those items occupy the same body slot, However,adding the power
The creator works for 8 hours each day. He cannot rush the ofboots ofstridingllndspringing to a cloall of rcsis lllllCe doesn't make
process by working longer each day. But the days need not be much sense. This isn't a hard and fast ru le, but it's a reasonable
consecutive, and the caster can use the rest of his time as he ees guide th at helps maintain some levelof flavorand verisimilitude
fit. Acharacrer who takes a break from item creation to adventure in the magic item system.
should keep track of how many days of work remain on the item In most cases, if the item is one that occupies a body lot, the
currently being crafted. cost of adding any additional ability ro that item is 1-1/ 2 time the
Acharac ter can work on only one item at a tim e. If a character value of the added power (or the value of the added power plus 1/ 2
starts work on a new item, all materials used and XPspent on the the value of the existi ng item, if the added power normally costs
under-construction item are wasted . more than the existing item). For example, if a character adds the
Magic supplies for items always cost half of the base price in power to confer feilihafll ll to her ring ofjwnping, the cost of adding
gp and 1/25 of the base price in XP. For many items, the market this ability is 3 ,300 gp, the same as for creating a ring offe llt her
price equals the base price. For example, a cloah of elvcnkind has [cllliligX 1-1/2 . On rhe other hand, if she were addi ng the power
a market price (and base price) of 2,50 0 gpo Making one costs of a ring offorce shield to that ringofjulllpillg, th e cost of addi ng the
1,250 gp in raw materials plus 100 XP. Armor, sh ields, weapons, ability wou ld be 9,750 gp (8 ,500 gp for the rillg offorce sIJidd plus
and items with a value indepe nde nt of th eir magically enhanced half of 2,500 gp, the price of a rillg ofj UHlpIII e).
propert ies add their item cost to the market price . The item cost This added cost doesn't necessarily apply when adding some
does not influence the base pr ice (which deter min es the cost of com mon effecls to existing items; see below.
magic supplies and the experience point cost), but it docs increase
the final market price.
Adding Cornman Item Effect s t o
Existi ng Items
MPROVING MAGIC ITEMS One of the most frustrati ng roadblocks to using interesti ng,
You can add new magical abilities ro a magic item with virt ually
unusual magic items is that they take up body slots that you need
no restr ictions.The cost and prerequisites to do this are the same
for an ability-boosting item (such asglltlllticts ofogrepower),a rillgof
as if the item was not magical. Thus, a +1 10ngSlvonI can be made
protection, or anothe r must-have item.To address this issue, Afllgic
into a +2 1I0rpllI 10ngslVonl, with the cost to create it being equal
Itelll Co mpendiulll present official rules for addi ng common item
to that of a +2 1I0rpll/ fongs lVord minu s th e cost of a +1 10ngsH'ord
effects to existing magic items.
BE HINDTHE CURTAIN: doesn 't do much good to say that a new item is wort h about the
PRICING MAGIC ITEMS same as a magnificent capeofdivine eminence if the latt e r item is
This boo k intentionally does not present any detailed rules on priced so exorbitan tlythat charac ters aren 't interested in buying
pricing new magic items t hat you create . The Dungeon Master's o r keep ing it. Instead, compare new items to those that char-
Guide provides various metho ds of es timat ing (and don't un- acters are already choosing and using -magic weapons and
derestimate the impor tance of tha t word in this task) gold piece armor , rings ofprotection, cloaks of resistance, rings ofinvisibility,
values fo r s imple magic items you design, but the very nature boots of striding and springing, and of cou rse, the various abil-
of magic item design in D&D doesn't lend itse lf to hard-and- ity-score boosters . If you want your cha racters to find a newly
ast rules for setting these prices. Any two ite ms that replicate des igned magic item compell ing, make su re that it can co mpete
ifferent spe lls can, and probab ly shou ld, vary drama tically in with the obvious cho ice they would have ot herw ise made.
price, even if the spell level and caster level are identical. (Ifthat If you compare the item s in this book to those in othe r books
seems hard to believe, compa re the value of a ring ofinvisibility (or part icularly, with previously published versions of the same
with an item that allowed you to cast make whole at will.) On items in other books), you might be shocked at the price d iffer-
op of tha t, layer all the other interestin g variations that mag ic ences. Many of the items repro duced in th is book have had the ir
Ite ms ca n have-a lterna tive activatio n times, limited uses per prices shaved or even s lashed dramatica lly. Sometimes, that 's
day, situationa l restrictio ns on use, and so forth-and even t he because we also reduced the overall effect of the item (so tha t
most d iligently designed "system" of price dete rmination can't it is available to a broader range of cha racters) , but often the
help but fall apart. item is just as good as it always was but now costs 10%, 25%,
The magic item prices in this boo k aren' t the resu lt of any or 50% less t han it did before . That's all just part of the same
ntricate formulas or deta iled eq uat ions . Instead, each price is process of comparing new items to older, mo re popular items.
set individ ually by compa ring the item (and mo re impor tant, its In a way, it's simp le supply and dema nd- if characters weren 't
likely perce ived value to player cha racters) to other items com- buying sandals ofsprinting, that likely means that they were just
monly use d by pe s. That last part bea rs em phas izing again : It too expensive for the ir effect.
TAB LE 6-11: ADDING/IMPROVING COMMON IT EM EF FECTS
Effect Body Slot" Prerequ isites ! Price
AC, +1 d eflect io n bonus B, R, S shieldoffaith 2,000 g p
AC, +1 to +2 d eflect io n bonus B, R, S shieldoffaith 6,000 g p
AC, +2 to +3 de flect ion bonus B, R, S shieldoffaith 10 ,000 g p
AC, +3 to +4 de flect ion bonus B, R, S shieldoffaith 14,000 gp
AC, +4 to +5 deflect io n bonus B, R, S shieldoffaith 18,000 gp
AC, +1 armo r bonus' A, B mage armor 1,000 gp
AC, +1 to +2 armo r bonus? A, B mage armor 3,0 00 gp
AC, +2 to +3 arm or bo nus' A, B mage armor 5,000 gp
AC, +3 to +4 armo r bo nus' A, B mage armor 7,000 gp
AC, +4 to +5 armor bo nus ' A, B mage armor 9,000 gp
AC, +5 to +6 armor bo nu s' A, B mage armor 11,000 gp
AC, +6 to +7 a rmo r bo nus! A, B mage armor 13,000 gp
AC, +7 to +8 armor bonus? A, B mage armor 15,00 0 gp
AC, +1 e nh ance m ent bon us to natu ra l a rmor B, To barkskin 2,000 gp
AC, +1 to +2 enhanceme nt bonus to natura l armor B, To barkskin 6,000 gp
AC, +2 to +3 enhance ment bo nus to nat ural arm or B, To barkskin 10,000 gp
AC, +3 to +4 enhancement bo nus to natu ral armor B, To barkskin 14,000 go
AC, +4 to +5 en hancem ent bonus to nat ura l armor B, To barkskin 18,000 gp
Charisma, +2 enhanceme nt bo nus Hd, S eagle's splendor 4,00 0 gp
Char ism a, +2 to +4 en ha nceme nt bo nus Hd , S eagle's splendor 12,000 gp
Cha risma, +4 to +6 enhancement bonus Hd , S eagle's splendor 20 ,000 g
Cons tit ut ion , +2 en han cem e nt bo nus Th, To, W bear's endurance 4,000 gp
Const itu tion, +2 to +4 enhancement bonus Th, To, W bear'sendurance 12,00 0 gP
Const it ution , +4 to +6 e nhanc em e nt bo nus Th , To, W bear's endurance 20 ,00 0 gp
Dexte rity, +2 enhancemen t bonus A, Ft , Ha eat's grace 4,000 g
Dexte rity, +2 to +4 enhancemen t bon us A, Ft , Ha eat's grace 12,00 0 g
Dexte rity, +4 to +6 enhancement bonus A, Ft, Ha eat's grace 20,000 g
Int elligence, +2 enha nce ment bo nus Fa, Hd fox's cunning 4,000 gp
Int elligence, +2 to +4 en ha nce ment bo nus Fa, Hd fox's cunning 12,000 g
Inte lligen ce, +4 to +6 enhance ment bonus Fa, Hd fox's cunning 20, 000 gp
St rengt h, +2 enhanceme nt bo nus A, Ha, W bull's strength 4,000 g"
Stren gt h, +2 to +4 enha ncem e nt bonus A, Ha, W bull's strength 12,000 gp
St rength , +4 to +6 e nhancemen t bo nus A, Ha, W butt's strength 20,000 gp
Wisdom , +2 en hance me nt bo nus Hd , Th owl'swisdom 4,000 g
Wisdom, +2 to +4 enhancemen t bonus Hd , Th owl'swisdom 12,000 g.
Wisdom , +4 to +6 e nha nce ment bo nus Hd , Th owl's wisdom 20,000 g
Resis tance to energy, 5 B, R, S, To resist energy 4,000 g
Resis ta nce to energy, 5 to l O B, R, S, To resist energy 8,000 g
Resis ta nce to energy, 10 to 20 B, R, S, To resist energy 16,000 g
Resista nce to energ y, 20 to 30 B, R, S, To resist energy 16,000 g
Sav ing throws, +1 resistance bonus S, To resistance, CL 3 x bonu s 1,00 0 g
Sav ing t hrow s , +1 to +2 resista nce bon us S, To resistance, CL 3 x bonus 3,000 g
Sav ing throws , +2 to +3 resistance bon us S, To resistance, CL 3 x bonus 5,000 g
Saving t hrows , +3 to +4 resistanc e bo nus S, To resistance, CL 3 x bo nu s 7,00 0 g
Saving t hro ws, +4 to +5 res istance bo nus S, To resistance, CL 3 x bonus 9,000 g
" A = Arms; B = Body; Fa = Face ; Ft = Feet ; Ha = H ands ; Hd = Head ; R = Ring ; S = Sho ulde rs; Th = Throat ; To = Torso; W = Wais
1 T he cha rac te r perfor m ing t he crafting m ust also ha ve t he ite m creatio n fea t approp riate for the ite m to wh ich the effect is
added .
2 Cannot be ad ded to any item t hat al ready p rovides a (non mag ical) armo r o r shie ld bon us to AC.
Table 6- 11:Adding/ Im proving Com mon Item Effec ts prese n ts rh e price an d XP equa l to 1/ 25 t h e pr ice, an d must spe nd 1
a list of co m mon item effec ts, fro m abili t y score enhan ce ment pe r 1,000 gp of the pri ce.
bonuse s to en ergy resi stance, and the p rice to add that effect to Exam p le: Lidda has a pair of bootsofstriding and springing, at'
an item . she wants to add a Dex terity bonus (rather than buyi ng glol't
The table also ind icates the app rop riate body slo t (or slots) for Dexterity). He r frie nd M ialee isn't aro un d, so Lidda m ust track d
eac h effect. For example, you can add an enhan cement bo nu s to a stra nger to do th e work she pays the w izard 4,000 gp , and
Char isma on ly to an item tha t occ upie s the he ad or sho ul de rs body days later her boot s now also grant her a +2 enhance me nt bon u
slo t (suc h as a he adband or cloak), A DM can choose to dev iate Dexterity. When Lidda later de cides to improve the bonus to +4, _
hom ttus 'buld.cHne, b u t shoul d.avoid.nonseusical. combinations mana'bes to talk Mialee (who has the Craft Wondrous Ite m teat
(such as gloves th at provide a bon us to W isd om), knows th e eat's gracespell ) into per form ing the work. After spend
Adding one of th ese effects to an exis ting item works m uch eigh t 8-hour days of wo rk and expe nding 6,000 gp of compon
li ke crea ting an item from scr atch , The crafting character m ust (likely supplied by Lidd a) and 480 XP, Mi alee succeeds in inc re
meet th e given prerequ isites, mu st expend gol d equa l IO one -ha lf ing the +2 en h an cement bonus to Dex te rity to +4.
Appendix 1: Magic Items by Price
This appendix cont ain s all the magic items from Magic Item versions, propenies with improvedand greater versions,and similar
Compendium and the Dungeon Masler's Guide arranged by body items are listed according to the second word in the name.
slot and price . Effect: A summary of the item's effect or benefit can be found
These tables serve as shopping lists-a way to find magic items here; refer to the item's de cription for specifics.
that fall wit hin your budget. The tables are in the same general Market Price: The typical purchase price for this item. Note
order as the body of this book, but clothing is separated by body that it might not alwaysbe possible to buy the item at this price-
slot. Item set pieces arc integrated into the tables that corres pond check with your DM .
to their body slots. The prices for armor, shields, and weapons that have on ly an
Each entry contains the following infor mation : enha ncement bon us are represented by a gp amou nt followed by
Page: The page number where the item can be found is indi - a plus sign. In these cases, the plus ign stands for "in addition
cated here, along with a letter code associated with the book it to the cost of the armor, shield, or weapon itself."The given gp
1 in. Most entries begin eith er with "M" to indicate Magic Item amount includes the cost of the masterwork qualit y.
Cornpendill1l1 or "D" for Dungeon lv/asler's GUIde. Items that use Synergy properties, reiic , and item set pieces are ind teared
mdividual spells (such as wands, scrolls, and po tions) use "P" to with superscripts: Synergy with " relics with R, and set pieces
reference spell descript ions in the Player's Handbook. with r.
I te m Name: Items that have the same price are presented
alpha betic ally within the price range. Items with greater and lesser
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ -----.;ITEM..LlSIS
RMOR PROPERTIES
Page Item Name Effect Market Price
M6 Agil ity +1 on Reflex saves +500 gp
M1 5 Stamina +1 on Fortitude saves +500 gp
M9 Blueshine Immune to acid damage and rust, +2on Hide, metal armor only +1,500 gp
M10 Easy travel Carry medium load as light load, walk10 hours a daywith no Con check +1,500 gp
M9 Called Call armor to you on command +2,000 gp
M9 Commander +2 on Diplomacy, allies within 30 ft. gain +1 on Will saves and - 5 on Hide +2,000 gp
D219 Glamered Can change to look like normal clothing, on command +2,700 gp
M9 Daylight Daylight for 30 minutes/day +3,000 gp
M13 Mindarmor 3/day gain +5 on Wi ll saves agai nst mind-affecting spells and abil ities +3.000 gp
M6 Acidic Deals 2d4 points o( acid damage/round on contact +/ bonus
6 Anchoring +5 bonus on checks to resist being moved +1 bonus
6 Anchoring, greater" +10 bonus on checks to resist being moved +1 bonus
M9 Blurring 3/dayblurfor 5 rounds +1 bonus
10 Deathward 1/day ignore death effect or negativeenergyeffect +1 bonus
10 Displacement l/day displacement for 5 rounds +1 bonus
10 Dragondodger Evasion ability against breath weapons, light armor only +1 bonus
M10 Ectoplasmicfeedback 1d6 damage to incorporeal ereatures +1 bonus
11 Energy defense" 3/day 1d6+10 energydamage to attacker +1 bonus
0 219 Fortification, light 25%chance to negate eriticals, sneak attacks +1 bonus
11 Ghost ward Armor's enhancement bonus applies against touch attacks +1 bonus
13 Mobility Gain benefit of Mobilityfeat, lightarmor only +1 bonus
M13 Nimbleness Maximum Dex bonus 1 higher, armor check penalty2 less +1 bonus
M14 Soulbound Stores up to 2 points of essentia for enhancement bonuses +1 bonus
M15 Styptic Stabilized if dying, resistance to blood-draining attacks +1 bonus
M15 Twilight Arca ne spell failure chance reduced by 10% +1 bonus
M7 Balance +5 competence bonus on Balance +3,750 gp
D219 Shadow +5 on Hide +3,750 gp
D219 Silent moves +5 on Move Silently +3,750 gp
0 219 Slick +5 on EscapeArtist +3 ,750 gp
6 Agil ity, improved! +3 on Reflex saves +4,000 gp
9 Buoyant +2 on Swim, no armor check penaltyon Swim checks +4,000 gp
M12 Landing Ignore first 60 ft. of falldamage, always land on feet +4,000 gp
M15 Stamina, improved! +3 on Fortitude saves +4,000 gp
M13 Quickness +5 ft. to land speed +5,000 gp
M1 1 Gilled Water-breathi ng wearer breathes and speaks freely in air +6,000 gp
M12 Linked 3/day telepathic bond with other linked item wearers for 1 hour +6,000 gp
14 Speed 3/day haste for 1 round +6,000 gp
M6 Agility, greater! +5 on Reflex saves +8,000 gp
M12 Healing l/day healed of 2d8+5 damage +8,000 gp
M1 5 Stamina, greater" +5 on Fortitude saves +8,000 gp
ARMOR PROP ERTI ES [cont.]
Page Item Nam e Effect Mar ket Price
M7 Axeblock Damage reduction 5/bludgeoning or piercing +2 bonus
M7 Beastskin Armoreffectivein wild shape +2 bonus
M9 Blurring, greater! As blur spell for 10 minutes, at will +2 bonus
Mll Energyimmunity l/daygain immunity to energydamage of choice for 1 minute +2 bonus
M12 Hammerblock Damage reduction 5/piercing or slashing +2 bonus
M14 Retaliation Deals damage when you are attacked +2 bonus
M1 4 Soulbound, greater" Stores up to 4 points of essentia for enhancement bonuses +2 bonus
M14 Spearblock Damage reduction 5/bludgeoningor slashing +2 bonus
D219 Spell resistance (13) Spell resistance 13 +2 bonus
M15 Woodwalk 3/day tree stride for 1 round +9,000 gp
M12 Magic-eating Heal 1 point per spell level if you save against a spell +1 0,000 g
M7 Balance, improved' +10 competence bonus on Balance +1 1,250 g
M10 Deepdweller Breatheand function in deep water, see twiceas far underwater +12,000 gp
M7 Bane blind Imperceptible to specified creature type +15 ,000 go
M9 Blinking l/day blink +15 ,000 g
Mll Fearsome 3/day panics creatures within 20 ft. for 1 round +15,000 gp
D219 Shadow, improved +1 0 on Hide +15,000 gp
D21 9 Silent moves, improved +10 on Move Silently +15,000 gp
D219 Slick, improved +10 on Esca pe Artist +15,000
D219 Fortification, moderate 75% chance to negate critical hits, sneak attacks +3 bonus
D219 Ghost touch Effectiveagainst, can be used byincorporeal creatures +3 born,
D219 Invulnerability DR 5/magic +3 bonus
M14 Roa ring Reflects nonmagic projectiles, +4 on initiative +3 bonus
D219 Spell resistance (15) Spell resistance 15 +3 bonus
M15 Va nishing 2/daycompletelyundetectable for up to 3 minutes +3 bonu
D219 Wild Bonuses applywhile in wild shape +3 bonus
D217 Acid resistance Absorbs 10 points of acid damage per attack +18,000 go
D218 Cold resistance Absorbs10 points of cold damage per attack +1 8,000 gP
D21 8 Electrici ty resistance Absorbs 10 points of electricitydamage per attack +1 8,000 go
D21 8 Fi re resistance Absorbs 10 points of fire damage per attack +18,000 g
D219 Sonic resistance Absorbs10 points of sonic damage per attack +18,000 g
M7 Balance, greater" +15 competence bonus on Balance +18,750 g
M6 Aporter Transports you up to 800 ft. as dimensiondoor +20,000
M12 Healing, greater" 2/day healed of3d8+15 damage +24,000 gp
M13 Rad iant Resistance 10 against all energyattacks: radiates light +4 bonus
D219 Spell resistance (17) Spell resistance 17 +4 bonus
M13 Menacing 3/day panics one creature within 30 ft. for 5 rounds +30,000 &!
D219 Shadow, greater +15 on Hide +33,750 gP
D219 Silent moves, greater +15 on Move Silently +33,750
D219 Slick, greater +15 on Escape Artist +33,750 g
D219 Fortification, heavy Always negates critical hits, sneak attacks +5 born,
Mll Freedom Continualfreedom of movement +5 bonus
D21 9 Spell resistance (19) Spell resistance 19 +5 bonu
M12 Masking Continual nondetection +40,000 gc
D217 Acid resistance, improved Absorbs 20 points of acid damage per attack +42,000 ~
D218 Cold resistance, improved Absorbs 20 points of cold damage per attack +42,000 g
D218 Electricity resistance, improved Absorbs20 points of electricitydamage per attack +42,000 "
D219 Fire resistance, improved Absorbs 20 points offiredamage per attack +42,000 gc
D219 Sonic resistance, improved Absorbs 20 points of sonic damage per attack +42,000 gc
D218 Etherealness l/day can become ethereal +49,000 gc
D219 Undead controlling Control up to 26 HDof undead per day +49,000
D218 Acid resistance, greater Absorbs 30 points of acid damage per attack +66,000 gc
D218 Cold resistance, greater Absorbs 30 points of cold damage per attack +66,000 g
D218 Electricity resistance, greater Absorbs 30 points of electricity damage per attack +66,000 g
D219 Fire resistance, greater Absorbs 30 points of fire damage per attack +66,000 g
D219 Sonic resistance, greater Absorbs 30 points of sonicdamage per attack +66,000 go
SH IELD PROPERTI ES
Page Item Name Effect Market Price
M9 Called Call shield to you on command +2,000
M9 Commander +2 on Diplomacy, all ies wi thin 30 ft. gain +1 on Will saves and - 5 on Hide +2,000 g"
M12 Heartening 2/daygain 5 temporary hit points for 5 minutes +2,000
M9 Daylight Daylight for 30 minutes/day +3,000 g~
M13 Mindarmor 3/daygain +3 on Will saves against mind-affecting spells and abilities +3,000
M6 Acidic Deals 2d4 points of acid damage/round on contact +1 bon
SHi el D PROP ERTI ES (cont).
Page Item Name Effect Market Price
M6 Anchoring +5 on checks to resist being moved +1 bonus
M6 Anchoring, greater! +10 on checks to resist being moved +1 bonus
0218 Arrow catching Attracts, gives +1 bonus against projectiles and thrown weapons +1 bonus
0218 Bashing Deals bashingdamage as a weapon of two size categories larger +1 bonus
0218 Blinding 2/day blinds all but you +1 bonus
M10 Deathward 1/day ignore death effect or negative energy effect +1 bonus
M11 Energy defenses 3/day1d6...10 energydamage to attacker -'-1 bonus
0219 Fortification, light 25% chance to negate critical hits, sneak attacks +1 bonus
Mll Ghost ward Shield's enhancement bonus applies against touch attacks +1 bonus
M13 Ranged Shield can be thrown as a weapon, returns to you; not tower shield +1 bonus
M14 Soulbound Stores up to 2 points of essentia for enhancement bonuses ~1 bonus
M15 Va riable Changes size on command +1 bonus
M12 Linked 3/daytelepathic bond with other linked item wearers for 1 hour +6,000 gp
M12 Ma nifester 1/day draw3 power points from shield +6,000 gp
M14 Speed 3/day haste for 1 round +6,000 gp
0218 Ani mated Floats wi thin 2 ft. of you on command +2 bonus
0218 Arrow deflection Protects you as Oeflect Arrows feat +2 bonus
M7 Axe block Damage reduction 5/bludgeoning and piercing +2 bonus
M10 Ectoplasmic wall 1/day wall of ectoplasm +2 bonus
Ml l Energyimmunity l/daygain immunity to energy damage of choice for 1 minute +2 bonus
M12 Hammerblock Damage reduction 5/piercingand slashing +2 bonus
M14 Soulbound, greater" Stores up to 4 points of essentia for enhancement bonuses +2 bonus
M14 Spearblock Damage reduction 5/bludgeoning and slashing +2 bonus
0219 Spell resistance (13) Spell resistance 13 +2 bonus
M7 Averter Enemies within 30 ft. can't approach +13.000 gp
M11 Fearsome 3/day panics creatures within 20 ft. +15,000 gp
0219 Ghost touch Effective against, can be used byincorporeal creatures +3 bonus
0219 Fortification, moderate 75% chance to negate criticalhits, sneak attacks +3 bonus
0219 Spell resistance (15) Spell resistance 15 +3 bonus
M15 Van ishing 2/daycompletely undetectable for up to 3 minutes +3 bonus
0219 Wild Bonuses applywhile in wild shape +3 bonus
0217 Acid resistance Absorbs 10 points of acid damage per attack +18,000 gp
0218 Cold resistance Absorbs 10 points of cold damage per attack +18,000 gp
0218 Electricity resistance Absorbs 10 points of electricitydamage per attack +18,000 gp
0 21 8 Fire resistance Absorbs 10 points offi re damage per attack +18,000 gp
0 21 9 Sonic resistance Absorbs 10 points of sonic damage per attack +18,000 gp
M6 Aporter Transports you up to 800 ft. as dimension door +20,000 gp
0219 Spell resistance (17) Spell resistance 17 +4 bonus
0 21 9 Fortification, heavy Always negates critical hits, sneak attacks +5 bonus
0219 Reflecting l/day reflect a spell as spell turning +5 bonus
0219 Spell resistance (19) Spell resistance 19 +5 bonus
M15 Time buttress 1/day ignore all attacks, spells, and powers for 1 round +5 bonus
0217 Acid resistance, improved Absorbs 20 points of acid damage per attack 42,000 gp
0218 Cold resistance, improved Absorbs 20 points of cold damage per attack +42,000 gp
0218 Electricity resistance, improved Absorbs 20 points of electricity damage per attack +42,000 gp
0219 Fire resistance, improved Absorbs 20 points of fire damage per attack +42,000 gp
0219 Sonic resistance, improved Absorbs 20 points of sonic damage per attack +42,000 gp
0219 Undead controlling Control up to 26 HDof undead per day +49,000 gp
0218 Acid resistance, greater Absorbs 30 points of acid damage per attack +66,000 gp
0218 Cold resistance, greater Absorbs 30 points of cold damage per attack +66,000 gp
0218 Electricity resistance. greater Absorbs 30 points of electricity damage per attack +66,000 gp
0219 Fire resistance, greater Absorbs 30 points of fire damage per attack +66,000 gp
D219 Sonic resistance, greater Absorbs30 points of sonic damage per attack +66,000 gp
SPECI FI C ARMOR AND SH I el DS
Page Item Name Effect Market Price (gp)
P126 Armor/shield, masterwork -1 to armor check penalty 150+
0221 Darkwood buckler Light wooden shield has no armor check penalty 215
0221 Darkwood shield Heavy wooden shield has no armor check penalty 257
D221 Mith ral heavy shield Mithral heavyshield has 5% arcane spell failureand no armor check penalty 1,020
D220 Mithral shirt Mithral chainshirt is lightweight 1,100
D216 +1 armor/shield +1 enhancement bonus to AC, -1 to armor check penalty 1,150+
M21 Shield of mercy +1 heavysteel shield, expend smite attempts to heal damage 2,170
D221 Caster's shield +1 light wooden shield, can havea spellscribed on it (as a scroll) 3,153
0220 Oragonhide plate Identical to masterwork full plate, but can be worn bydruids 3.300
SP ECIFI C ARMO R AND S H IELDS (cont.)
Page Item Name Effect Market Price (gp)
M20 Mithralmist shirt +1mitnro! shirt, 7jdayconcealment against attack for 1 minute 3,460
0 220 Elven chain Mithral chainmail is considered light armor and has lower penalties 4,150
0216 +2 armorjshield Armoror shield with a bonus equivalent to +2 4,150-
M1 6 Barricade buckler +1buckler, 3jdayturns into 5 ft. by 5 ft. vertical wall afforce for 1 minute 4,1 65
M22 Shield of the severed hand" Gruumsh: +2 heavy wooden shield plus relic powers 4,657
0220 Rhino hide +2 hide, deals extra 2d6 damage on successful charge attacks 5,165
M21 Shield of the resolute" Moradin : +1/ight fortificat ionheavy mithral shield plus relic powers 5,520
0221 Spined shield +1heavy steel shield, 3jday fire a spine 5,580
M196 Shield of vigor" +1heavy steel shield, ljd ayfast healing5 for 3 rounds (five virtues) 6,170
M24 Wrapped tower +1 towershield, l jday paralyze enemywhile using shield to gain total cover 6,180
M20 Millennial chainmail" Corellon Larethian: +1 mithral chainmail plus relic powers 8,150
M20 Owlfeather armor +1 leather, various owl-therned bonuses and effec ts 8,160
0216 +3 armorjshield Armor or shield with a bonus equivalent to +3 9,150-
M23 Wight hide shield +1 light steel shield, shield bash with negativelevel effect 9,159
0 221 Lion's shield +2 heavy steel shield, 3jdaylion's head can attack 9,1 70
M18 Foxhide armor +1 leather, vario us fox-themed bonuses and effects 10,1 60
M18 Ghoul shell armor +1 leather, 3/day ghoul touch 10,160
0219 Ada mantine breastplate Gives OR 2/- 10,200
M20 Serpent armor +1 leather, +1 on Reflex saving throws , gain benefit of Combat Reflexes fea t 12,160
M19 Hawkfeather armor +1studded leather, various hawk-t hemed bonuses and effects 12,175
M19 Ky ton armor +1mithral shirt, chains on armor can be activated as weapons 13 ,100
M192 Breastplate of terror" +1adamantine breastplate, ljday frighten foe (armor ofthe watching master) 13,200
M17 Electric eel hide +1buoyant slick hide, 3/dayvarious electricitydamage effects for 5 rounds 14,165
M23 Wig ht armor +1shadowstuddedleather, 3/day hidefrom undead, 60 ft. darkvision 14,1 75
M16 Bearskin armor +1breastplate, various bear-therned bonuses and effec ts 14,350
0216 +4 armorjshield Armor or shield with a bonus equivalent to +4 16,1 50·
M24 Zombie hide armor +1hide, damage reduction 5jslashing 16,165
0220 Owa rven plate Adam antine full plate gives OR 3j- 16,500
M16 Armor of the fallen leaves" Obad-Hai: +1 wild breastplate plus relic powers 17,35
M22 Tigerskin armor +1mithral shirt, various tiger-themed bonuses and effects 17,1 00
0221 Winged shield +3 heavy wooden shield, ljday can fly at speed of 60 ft., carrying you 17,25
M17 Oragonrider armor +1 dragonhide full plate, various dragon-themed bonuses and effects 18,300
0 220 Banded mail of luck +3 banded mail, l/ week can require that an attack roll against you be rerolled 18,90
M23 Vampire hide armor +1studded leather, damage reduction 5/silver or magic 36,175
M18 Exoskeleton armor +1breastplate, OR 5jbludgeoning 21 ,350
0220 Celestial armor +3 chainmail, lighter than normal, l/dayfly 22,400
M20 Overhead shield +1heavysteelshield, ljday20·ft.·radius horizontal wall afforce for 10 rounds 24,170
0220 Plate armor of the deep +1full plate, no Swim penalty, breathe underwater, speak with water-breathing creatures 24,650
0220 Breas tplate of command +2 breas tplate, +2 on Chachecks, +2 bonus to Leadership score 25,400
0220 Mithral full plate of speed +1mithral full plate, 10 rounds/day haste effect 26,500
M17 Earthplate armor +1 full plate, l/day stoneskin, tremorsense 5 It., both up to 90 minutes 41 ,65
0221 Absorbing shield +1heavy steelshield, once per two days can disin tegrate an object it touches 50,170
0220 Oemon armor +4full plate, clawattacks wi th contagion effect 52,26
ARMOR AN D SH IELD CRYSTALS
Page Item Name Effect Market Price (gp)
M25 Crystal of lifekeeping, least +1 on saves against energydrain attacks, inflict wounds, and death effects 200
M24 Crystal of adamant armor, least +2 to hardness of armor or shield 30C
M25 Crystal of aquatic action, least No armor check penaltyon Swim 25
M26 Crystal of stamina, least +1 on saves against disease and poison 30
M26 Crystal of screening, least - 2 on touch attacks made against you by incorporeal creatures 40
M24 Clasp of energy protection, least Resista nce 5 to specific energy type, prevents up to 25 damage per day 500
M24 Crysta l of adaptation, least Protected as endure elements SOC
M25 Crystal of arrow deflection, least +2 to AC against ranged attacks SOC
M25 Crystal of bent sight Ave rt eyes from creature with gaze attack without suffering attack miss chance SO
M25 Crystal of glancing blows, least +2 on grapple checks to preventa grapple from being initiated SO
M25 Crysta l of mind cloaking, least +1 on saves against mind-affecting effects SOC
M26 Iron warddiamond, least OR 1/- , prevents up to 10damage per day 500
M26 Restful crystal Sleep in armor without becoming fatigued 50
M26 Rubicund frenzy, least +1 on weapon damage rolls and saves against fear when at halfor fewer hp SO
M26 Crysta l of stamina, lesser +3 on saves against disease and poison 900
M25 Crystal of aquatic action, lesser No armor check penalty on Swim; swim speed equal to halfland speed 1,00
M2 5 Crystal of lifekeeping, lesser +3 on saves against energydrain attacks, inflict spells, and death effects 1,000
M26 Crystal of screening, lesser - 5 on touch attacks made against you by incorporeal creatures 1,000
M24 Crystal of adamant armor, lesser +5 to hardness ofarmor or shield 1,400
M24 Clasp of energy protection, lesser Resistance 10 to specific energy type, prevents up to SOdamage per day 1,50
ARMOR AND SHiElD C RYSTALS (cont.)
Page Item Nam e Effect Market Price (gp)
M24 Crystal of adaptation, lesser Protected as endure elements; immune to alignment traits of planes 1,500
M26 Iron ward diamond, lesser DR 3/- , prevents up to 30 damage per day 2,000
M26 Rubicund frenzy, lesser +3 on weapon damage rollsand saves against fear when at half or fewer hp 2,000
M25 Crystal of arrow deflection, lesser +5 to AC against ranged attacks 2,500
M26 Crystal of stamina, greater +5 on saves against disease and poison; reroll1 such failed save 2,700
M24 Claspof energy protection, greater Resistance 15 to specific energy type, prevents up to 75 damage per day 3,000
M24 Crystal of adaptation, greater Protected as endure elements; immune to alignment and positive/negative 3,000
traits of planes
M25 Crystal of aquatic action, No armor check penalty on Swim; swim speed equal to half land speed; 3,000
greater breathe and move freely underwater
M25 Crystal of glancing blows, lesser +5 on grapple checks to prevent a grapple from being initiated 3,000
M26 Crystal of screening, greater -10 on touch attacks made against you byincorporeal creatures 3,000
M24 Crystal of adamant armor, greater +10 to hardness of armor or shield 3,400
M195 Crystal of alacrity" +5 ft. morale bonus to speed (five virtues) 3,500
M25 Crystal of mind cloaking, lesser +3 on saves against mind-affecting spells and abilities 4,000
M25 Crystal of arrowdeflection, greater +5 to AC against ranged attacks; deflect 1 ranged attac k/round 5,000
M25 Crystal of glancing blows, greater +1 0 on grapple checks to prevent a grapple from being initiated 5,000
M25 Crystal oflifekeeping, greater +5 on saves against energydrain attacks, inflict spells, and death effects; 5,000
reroll 1 such failed save
M26 Rub icund frenzy, greater +5 on weapon damage rolls and saves against fear when at half or fewer hp 6,000
M26 Iron ward diamond, greater DR 5/-, prevents up to 50 damage per day 8,000
M25 Crystal of mind cloaking, greater +5 on saves against mind-affecting effects; reroll1 such failed save 10,000
M ELEE WEAPON PROPERTI ES
Page Item Name Effect Market Price
M36 Ill uminating Bright illumination to 20 ft., shadowy illumination to 40 ft. +500 gp
M28 Aquatic Freedom of movement underwater +2,000 gp
M31 Changeling Change length and appearance of spear at will; +2,000 gp
spears, shortspears , and longspears only
M34 Everbright 2/day blinding effect, weapon is immune to acid damage and rusting +2,000 gp
M36 Hideaway Collapses to two size categories smaller, easy to conceal +2,000 gp
M43 Shadowstrike 1/dayadd 5 fl. to reach and deny target Dex bonus to AC +5,000 gp
M43 Sizing Changes size category on command +5,000 gp
M43 Slow burst On critical hit, target slowed for 3 rounds +5,000 gp
M28 Acidic burst" As corrosive, extra acid damage on critical hit +1 bonus
D224 Bane +2 bonus, +2d6 damage against one type of creature +1 bonus
M29 Berserker +1d8 damage while raging; two-handed weapons only +1 bonus
M29 Binding 2/day dimensional anchoron target for 10 minutes +1 bonus
M29 Blessed Gains some bless weapon traits +1 bonus
M29 Bloodfeeding Stores blood points that can be released for extra damage +1 bonus
M29 Bloodstone Stores and empowers one vamp/ric touch sperr +r bonus
M30 Brash Ra ge lasts for 3 additional rounds, immune to fear effects +1 bonus
M30 Brutal surge 1 + Con bonus times per day, make powerful bullrush attack +1 bonus
M3 1 Chargebreaker Charging targets knocked prone +1 bonus
M31 Charging +2d6 damage on charge attacks while mounted +1 bonus
M31 Corrosive +ld6 acid damage +1 bonus
M32 Deadly precision +ld6 damage on sneak attackor sudden strike +1 bonus
D224 Defending Addenhancement bonus to AC +1 bonus
M32 Defensivesurge 1 + Int bonus times per day, +2 to AC for one turn if using +1 bonus
Combat Expertise or fighting defensive ly
M32 Dessicating +ld4 damage, +ld8 damage to plants and water elementals +1 bonus
M32 Dessicating burst' As desiccating, extra desiccating damage on critical hit +1 bonus
M32 Dislocator 3/day struck target teleponed up to 10 fl. +1 bonus
M33 Dislocator, great" 3/daystruck target teleponed up to 30 ft. +1 bonus
M33 Dispelling 3/day struck target subject to dispel magic +1 bonus
M33 Dispelling, greater" 3/daystruck target subject to greaterdispel magic +1 bonus
M33 Divine wrath Expend turn undead use to imbue weapon with divine power +1 bonus
M33 Dragondoom 3Jday deliver smite attack against creature of dragon type +1 bonus
M34 Eager Various speed-themed bonuses +1 bonus
M34 Energy surgeS As prerequisite property, 1 + Con bonus times/day, +3d6 energydamage +1 bonus
M35 Fiercebane" As bane, extra benefits against bane type or subtype +1 bonus
D224 Flaming 1d6 fire damage +1 bonus
D224 Frost +1 d6 cold damage +1 bonus
M35 Ghost strike" As ghost touch, can deal sneak attacks and critical hits to undead +1 bonus
D224 Ghost touch Deals damage normally to/can be used by incorporeal creatures +1 bonus
M35 Harmonizing Various bonuses to bardic music +1 bonus
MELEE WEAPON PROPERTIES (cont.)
Page Item Name Effect Market Price
M36 Heavenly burst On criticalhit. +3d6 damage and blinding effect to evilcreatures +1 bonus
M36 Holy surge" As holy, 1 + Cha bonus times per day. +3d6 damage to evil target +1 bonus
M36 Hunting +4 on weapon damage rolls against favored enemies +1 bonus
M36 Illusion bane lJday destroy illusions. ignore miss chance from ill usion effects +1 bonus
M37 Impact Doublethreat range, bludgeoning weapons only +1 bonus
M37 Impaling 3/day treat next attack before end ofturn as touch attack, piercingweapons only +1 bonus
M38 Incorporeal binding" Asghost touch, incorporeal target loses some incorporeal traits for 1 round +1 bonus
D225 Keen Double threat range. piercingor slashing weapons only +1 bonus
D225 Ki focus Use ki attacks as if unarmed +1 bonus
M38 Knockback 3/day pushes backtarget 5 ft. +1 bonus
M38 Lucky lJday rerollone failed attack roll +1 bonus
M38 Magebane Extra benefits against arcane spellcasters, invokers +1 bonus
M38 Maiming On critical hit, deal extra damage based on critical multiplier +1 bonus
D225 Merciful +l d6 damage. all damage is nonlethal on command +1 bonus
D225 Mighty cleaving One additional cleave attempt per round if you have Cleavefeat +1 bonus
M39 Mighty smiting +2 on smite's attack roll and damage roll. one extra smite per day +1 bonus
M39 Mindfeeder Gain 1 temporary power point per 5 points of critical hit damage dealt +1 bonus
M39 Morphing Can become any melee or thrown weapon of same size and type +1 bonus
M39 Paralyzing l/day target paralyzed for up to 10 rounds +1 bonus
M40 Power storing Stores single targeted power of up to 5 power polnts +1 bonus
M40 Profane +1d6 damage to living creatures, various evil-themed abilities +1 bonus
M40 Profane burst" As profane. on critical hit, extra negative energyand Con damage +1 bonus
M41 Psychokinetic +ld4 forcedamage +1 bonus
M41 Psychokinetic burst! As psychokinetic. extra force damage on critical hit +1 bonus
M42 Resounding On successful attack. all ies gain +1 morale bonus on attacks and against fear for 1 round +1 bonus
M42 Reveali ng Struck target subject to faeriefire +1 bonus
M42 Sacred +l d6 damage to undead or +2d6to evil outsider. good-aligned for overcomi ng DR +1 bonus
M42 Sacred burst" As sacred. extra positiveenergyand Cha damage on critical hit +1 bonus
M42 Screaming +l d4 sonic damage +1 bonus
M42 Screaming burst" As screaming, extra sonic damage on critical hit +1 bonus
M43 Shattermantle Struck target's spell resistance reduced by2 for 1 round +1 bonus
M43 Shielding Transforms into heavy steel shield on command, light weapons only +1 bonus
D225 Shock +ld6 electricitydamage +1 bonus
M43 Soulbound Stores up to 2 points of essentia for enhancement bonuses +1 bonus
M44 Soulbreaker" As enervating. negativelevels from enervatingproperty might be permanent +1 bonus
M44 Souldrinking! As enervati ng, on critical hit gain 5 temporary hp, +2 on melee damage roll s +1 bonus
D225 Spellstoring Store single targeted spell of up to 3rd level +1 bonus
M44 Spellstrike Transfer enhancement bonus to saves against spells or spell-like abilities +1 bonus
M44 Stunning! As screaming.struck target stunned for 1 round on critical hit +1 bonus
M44 Stunning surge +1 Cha bonus times per day, target stunned for 1 round +1 bonus
M44 Stygian 3/day next attack bestows negative level on target for 10 minutes +1 bonus
M44 Sunderi ng Attack as Improved Sunder. +1 d6 damage on sunder attacks +1 bonus
M44 Sweeping +2 on Strength cheeks to trip an opponent with the weapon +1 bonus
D226 Throwing Ra nge increment of 10 ft., can be thrown +1 bonus
D225 Thundering Deals sonic damage. deafens on critical hit +1 bonus
M45 Unholy surge" As unholy, 1 + Cha bonus times per day, +3d6damage to good target +1 bonus
M45 Venomous 3/daycoat weapon in poison dealing l d4 initial and secondary Str damage +1 bonus
D225 Vicious +2d6 damage, l d6 damage to you on every attack +1 bonus
M46 Warning +5 on initiative +1 bonu
M46 Weakening On critical hit, target takes - 4 to its Strength +1 bonus
M46 Whirling 3/day strikeall adjacent opponents as Whirlwind Attack +1 bonus
M45 Vanishing 1Jday after attack, transport self and gear up to 60 fl. as dimension door +8,000 gp
M38 Manifester lJday draw 5 power points from weapon when manifesting power +12,000 gp
D223 Anarchic +2d6 damage against lawful creatures +2 bonus
M28 Aquan Extra benefits against creatures with fire subtype +2 bonus
M28 Auran Extra benefits against creatures with earth subtype +2 bonus
D223 Axiomatic +2d6 damage against chaotic creatures +2 bonus
M28 Bani shing 3/day banish a struck creature back to its home plane +2 bonus
M29 Blindsighted 3Jday gain bli ndsight out to 30 fl. for 1 minute +2 bonus
M29 Blurstrike 10/day first attack made in round treats target as flat-footed +2 bonus
M31 Colli sion +5 damage on each successful attack +2 bonus
M31 Consumptive +l d8 damage against living creatures +2 bonus
M32 Disarming +2on disarm attempts, you cannot be disarmed +2 bonus
D224 Disruption Destroy undead (bludgeoning weapons only) +2 bonus
M33 Domineering Struck target shaken for 1 minute +2 bonus
M ELEE WEAPO N PRO PERTI ES(cont .)
Page Item Name Effect Market Price
M33 Doom burst On critical hit, target shaken fo r 5 rounds +2 bonus
M34 Energyaura +ld6 damage of energytype of choice +2 bonus
M34 Enervating On critical hit, bestow one negative level on living target for 1 hour +2 bonus
D224 Fla ming burst +l d6 fire damage, extra fire damage on critical hit +2 bonus
M35 Fleshgrinding Lodges in creature and deals normal damage fo r 5 rounds; piercing or slashingweapons only ...2 bonus
D225 Holy +2d6 damage against evilcreatures +2 bonus
D225 Icy burst +l d6 cold damage, extra cold damage on critical hit +2 bonus
M36 Ignan Extra benefits against creatures withwater subtype +2 bonus
M37 Illusion theft" As illusion bane, l/ day steal illusions +2 bonus
M37 Impedance Impedes struck target's abilityto create spelleffects +2 bonus
M38 Metall ine Change composition to adamantine, silver, cold iron, or steel +2 bonus
M39 Mindcrusher Struck psionic target loses power points, nonpsionictarget takes Wis damage +2 bonus
M39 Paralytic burst On critical hit, target paralyzed for 1 round +2 bonus
M40 Parrying +1 to AC, +1 on saves +2 bonus
M41 Psibane Ex tra benefits against psionic creatures +2 bonus
M41 Psychic Gains enhancement bonus based on power point reserve +2 bonus
D225 Shocking burst +l d6 electricitydamage, extra electricity damage on critical hit +2 bonus
M43 Soulbound, greater" Stores up to 4 points of essentia for enhancement bonuses +2 bonus
M45 Terran Ex tra benefits against creatures with air subtype +2 bonus
M45 Transmuting Transforms to overcome target's damage reduction +2 bonus
D225 Unholy .,.2d6 damage against good creatures ...2 bonus
M45 Vampiric +l d6 damage to living creatures, healed of amount equal to extra damage +2 bonus
D225 Wounding +1 point Con damage ...2 bonus
M40 Prismatic burst On critical hit, target subject to prismatic spray +30,000 gp
M30 Bodyfeeder Gain temporary hp equal to half damage dealt by critical hits +3 bonus
M31 Cursespewing On critical hit, bestows curse for 1 minute +3 bonus
M34 Ethereal reaver As the ghost touch property, and continuous see invisibility +3 bonus
M37 Implacable Target loses 2 hp/ round for 5 rounds +3 bonus
M39 Necroticfocus Deal abilitydrain and bestow negative levels as with natural weapons +3 bonus
D225 Speed Extra attack with fullattack +3 bonus
D224 Brilliant energy Sheds light, ignores armor bonuses to AC and nonliving matter +4 bonus
D224 Dancing Fights on its own for 4 rounds, on command +4 bonus
D225 Vo rpal Sever foe's head on critical hit; slashing weapons only +5 bonus
AN GED WEAPON PROPERTIE S
Page Item Name Effect Market Price
M36 Il luminating Bright illu mination to 20 ft., shadowy illum ination to 40 ft. +500 gp
M28 Aq uatic Freedom of movement underwater +2,000 gp
M34 Everbright 2/day blinding effect, weapon is immune to acid damage and rusting +2,000 gp
M36 Hideaway Collapses to two size categories smaller, easy to conceal +2,000 gp
M43 Shadowstrike l/dayadd 5 ft. to reach and deny target Dex bonus to AC +5,000 gp
M43 Sizing Changes size categoryon command +5,000 gp
M43 Slow burst On critical hit, target slowed for 3 rounds +5,000 gp
M28 Acidic burst! As corrosive, extra acid damage on critical hit +1 bonus
M28 Arcane might Sacrifice spell use for extra damage on next bowattack; bows only +1 bonus
D224 Bane +2 bonus, +2d6 damage against one type of creature +1 bonus
M29 Binding 2/day dimensional anchor on target for 10 minutes +1 bonus
M29 Blessed Gains some bless weapon traits +1 bonus
M31 Corrosive +l d6 acid damage +1 bonus
M32 Deadlyprecision +l d6 damage on sneak attack or sudden strike +1 bonus
M32 Dessicating +ld4 damage, +l d8 damage to plants and water elementals +1 bonus
M32 Dessicating burst" As desiccating, extra desiccating damage on critical hit +1 bonus
M32 Dislocator 3/daystruck target teleported up to 10 ft. +1 bonus
M33 Dislocator, great! 3/daystruck target teieponed up to 30 ft. +1 bonus
M33 Dispelling 3/daystruck target subject to dispel magic +1 bonus
M33 Dispelling, greater" 3/daystruck target subject to greater dispel magic +1 bonus
D224 Distance Doublerange increment +1 bonus
M33 Divine wrath Expend turn undead use to imbue weapon with divine power +1 bonus
M33 Dragonhunter Dragon target takes 1 Str damage. critical hit multiplier increases against dragons; +1 bonus
projectileweapons only
M35 Fiercebane! As bane, extra benefits against bane type or subtype +1 bonus
D224 Flaming +ld6 fire damage +1 bonus
D224 Frost +l d6 cold damage +1 bonus
M36 Heavenly burst On critical hit, +3d6damage and blinding effect to evil creatures +1 bonus
M36 Hunting +4 on weapon damage rolls against favored enemies +1 bonus
M36 Illusion bane 1fday destroy illusions, ignore miss chance from illusion effects +1 bonus
RAN CED W EAPO N PROP ERTI ES (co nt.)
Page Item Name Effec t Market Price
M37 Impact Doublethreat range; bludgeoning weapons only +1 bonus
M38 Knockback 3/daypushes backtarget 5 ft. +1 bonus
M38 Lucky l/day reroll one fai led attack roll +1 bonus
M38 Magebane Extra benefits against arcane spellcasters, invokers +1 bonus
M38 Ma iming On critical hit, deal extra damage based on critical multiplier +1 bonus
D225 Merciful +ld6 damage, all damage is nonlethal on command +1 bonus
M39 Mi ndfeeder Gain 1 temporary powerpoint per 5 points of critical hit damage dealt +1 bonus
M39 Morphing Can become any melee or thrown weapon of same size and type; thrown weapons only +1 bonus
M40 Power storing Stores single targeted powerof up to 5 power points +1 bonus
M40 Precise Shoot or throw into melee without - 4 penalty +1 bonus
M40 Profane +ld6 damage to living creatures, various evil-therned abilities +1 bonus
M40 Profa ne burst" As profane, on critical hit, extra negative energyand Con damage +1 bonus
M41 Psychoki netic +ld4 force damage +1 bonus
M41 Psychokinetic burst" As psychoki netic, extra force damage on critical hit +1 bonus
M41 Quick loading Re load quickly, store 100 bolts in extradimensional space; crossbows only +1 bonus
D225 Returning Returns to thrower +1 bonus
M42 Revealing Struck target subject to faerie fire +1 bonus
M42 Sacred +ld6 damage to undead or +2d6 to evil outsider, good-aligned for overcoming DR +1 bonus
M42 Sacred burst" As sacred, extra positive energyand Cha damage on critical hit +1 bonus
M42 Screaming +ld4 sonic damage +1 bonus
M42 Scream ing burst" As screaming, extra sonic damage on critical hit +1 bonus
D225 Seeki ng Negate any miss chances +1 bonus
M43 Shattermantle Struck target's spellresistance reduced by 2 for 1 round +1 bonus
D225 Shock +ld6 electricity damage +1 bonus
M43 Soulbound Stores up to 2 points of essentia for enhancement bonuses +1 bonus
M44 Soulbreaker! As enervating, negative levels from enervating property might be permanent +1 bonus
M44 Spellstrike Transfer enhancement bonus to saves against spells or spell-like abilities +1 bonus
M44 Stunning! As screaming, struck target stunned for 1 round on critical hit +1 bonus
M44 Stunning surge +1 Cha bonus times per day, target stunned for 1 round +1 bonus
M44 Stygian 3/day next attack bestows negative level on target for 10 minutes +1 bonus
D225 Thundering Deals sonic damage, deafens on critical hit +1 bon s
M45 Venomous 3/day coat weapon in poison dealing 1d4 initial and secondaryStr damage +1 bonus
M46 Warni ng +5 on initiative +1 bonus
M46 Weake ning On critical hit, target takes-4 to its Strength +1 bonus
M38 Manifester l/daydraw5 power points from weapon when manifesting power +12,000 g
D223 An archic +2d6 damage against lawful creatures +2 bonus
M28 Aquan Extra benefits against creatures with fire subtype +2 bonus
M28 Au ran Extra benefits against creatures with earth subtype +2 bonus
D223 Axiomatic +2d6 damage against chaotic creatures +2 bonu
M28 Banishing 3/day banish struckcreature back to its home plane +2 bonus
M29 Bli ndsigh ted 3/daygain blindsight out to 30 ft. for 1 minute +2 bonus
M3 1 Collision +5 damage on each successful attack +2 bonus
M31 Consumptive +ld8 damage against living creatures +2 bonus
M32 Disarming +2 on disarm attempts, you cannot be disarmed +2 bonus
M33 Domineering Struck target shaken for 1 minute +2 bonus
M33 Doom burst On critical hit, target shaken for 5 rounds +2 bonus
M34 Energyaura +ld6 damage of energy type of choice +2 bonus
M34 Enervating On critical hit, bestowone negativelevel on livi ng target for 1 hour +2 bonus
D224 Flaming burst +ld6 fire damage, extra fire damage on critical hit +2 bonus
M35 Force Turns projectiles into force attacks; projectileweapons only +2 bonus
D225 Holy +2d6 damage against evil creatures +2 bonus
D225 Icy burst +ld6 frost damage, extra cold damage on critical hit +2 bonus
M36 Ignan Extra benefits against creatures with water subtype +2 bonus
M37 Illusion theft" As illusion bane, l/ daysteal illusions +2 bonus
M37 Impedance Impedes struck target's ability to create spelleffects +2 bonus
M38 Metalline Change composition to adamantine, silver, cold iron, or steel +2 bonus
M39 Mindcrusher Struck psionic target loses power points, nonpsionic target takes Wis damage +2 bonus
M39 Paraly tic burst On critical hit, target paralyzed for 1 round +2 bonus
M40 Parrying +1 to AC, +1 on saves +2 bonus
M41 Psibane Extra benefits against psionic creatures +2 bonus
M41 Psychic Gainsenhancement bonus based on power point reserve +2 bonus
D225 Shocking burst +ld6 electricity, extra electricity damage on critical hit +2 bonus
M43 SouIbound, greater" Stores up to 4 points of essentia for enhancement bonuses +2 bonus
M45 Terran Extra benefits against creatures of air subtype +2 bonus
M45 Transmuting Transforms to overcome target's damage reduction +2 bonus
RANG ED W EAPON PROPERT IES [cont.]
Page Item Name Effect Market Price
D225 Unholy +2d6 damage against good creatures +2 bonus
M40 Prismatic burst On critical hit, target subject to prismatic spray +30,000 gp
M30 Bodyfeeder Gain temporary hp equal to halfdamage dealt bycritical hits +3 bonus
M31 Cursespewing On critical hit, bestows curse for 1 minute +3 bonus
M37 Implacable Target loses 2 hp/round for 5 rounds +3 bonus
0 225 Speed Extra attack with full attack +3 bonus
D224 Brilliant energy Sheds light, ignores armor bonuses to AC and nonliving matter +4 bonus
SPECIFI C W EAPO N S
Page Ite m Name Effec t Market Price (gp)
D228 Sleep arrow +1 arrow, deals nonlethaldamage and might put target to sleep 132
D227 Screaming bolt +2 bolt, enemies in path must makeWill save or become shaken 267
M52 Fountainhead arrow (or bolt) Creates acid burst (2d8damage) for 3 rounds when fired at a flat surface 306
M46 Arrow (or bolt) of biting +1 arrow, poisons target, dealing initial and secondary 1d6 Con damage 506
D226 Javeli n of lightning Becomes 5d6 lightning bolt when thrown 1,500
D228 Slaying arrow +1arrow, kill one type or subtype of creature (Fort OC 20 negates) 2,282
D222 +1 weapon Weapon has +1 on attack rolls and damage rolls 2,300+
M53 Meteoric knife +1dagger, 3 charges, gains flaming and returning properties and other effects 2,802
M48 Bow of the wintermoonR Corellon La rethian: +1 composite longbow plus relic powers 3,400
D228 Slayi ng arrow, greater +1 arrow, kill one type or subtype of creature (Fort DC 23 negates) 4,057
M49 Crystal echoblade +1 longs word, deals extra sonic damage while using bardic music 4,310
D228 Shatterspike +1 longsword, more damage when sundering if you have Improved Sunder feat 4,315
M53 Living chain +1 spiked chain, +2 on Strength checkto trip a target 4,325
M48 Bowstaff +1/masterwork quarterstaff, becomes +1 longbow on command 4,600
M47 Bladed crossbow +1 heavy crossbow, also functions as +1 bauieaxe 4,660
M52 Hooked hammer of the Garl Glittergold:+1/+ 1 gnome hooked hammer plus relic powers 5,120
hearthfire"
M46 Assassinwhip +1 whip, 2/daytarget subject to entangling plant attack for 3 rounds 5,301
M60 Spider fang +1dagger, cut through webs, create free-standing curtain of cobwebs l/day 5,302
M52 Galeb duhr hammer +1warhammer, on a critical hit, floor holds target in place if you have stonecunning 5,312
M62 Trident of serenity +1trident, 3/day calm emotions for 5 rounds 5,315
M53 Manticore greatsword +1greatsword, 6/daylaunch spikes as thrown weapon 5,350
M60 Staffof the unyielding oak" Obad-Hai: +1/+1 quarterstaffplus relic powers 5,600
M58 Rod of surprises Becomes various magic weapons, can store a message as magic mouth spell 6,000
M59 Spectral dagger Chill touch on touch attack 6,000
M56 Raptor arrow" Ehlonna: +1 arrow plus relic powers 6,006
M63 Whip of webs +1whip, 3/daytarget entangled as if by a net for up to 3 rounds 6,301
MSO Dagger of defiance +1dagger, +3 on saves against enchantment and fear effects 6,302
M201 Scorpion kama" +1 kama, deals unarmed strikedamage (Gharyn 's monastic array) 6,302
M63 Viperblade +1 dagger, S charges/day, secretes poison of variousstrengths 6,302
M50 Death spike +1 coldiron spear, reduce target to fewer than 0 hp to gain several bonuses 6,304
M60 Stonereaver +1 greataxe, bane property against earth-based creatures ifyou are a dwarf 6,320
M3 1 Swordbow, light Becomes+1 shortbow or +1 rapier 6,330
M31 Swordbow Becomes+1 longbow or +llongsword 6,375
M31 Swordbow, great Becomes +1 composite longbow (+4 Strbonus) or +1 greatsword 6,775
M51 The fist +1 adamantine spiked gauntlet, immune to chill metal/heat metal, 7,005
l/day stunning attack
M54 Morningstar of the many" Erythnul: +1 morningstar plus relic powers 7,308
M56 Rod of defiance +1heavy mace, undead treated as having 4 fewer HD for turn/rebuke checks 7,312
M60 Stunshot sling +1sling, 3/daytarget stunned for 1 round 7,800
M53 Mace of the dark children +1 adamantine heavy mace, +3 on rebukeundead checks, improved rebuking ability 8,012
0222 +2weapon Wea pon has +2 on attack rollsand damage rolls 8,300+
0226 Daggerof venom +1 dagger, l/day poison 8,302
M63 Warlock's scepter +1light mace,S charges/day, +1 on ranged touch attack rolls, eldritch blast bonuses 8,305
M48 Bl azing skylance +1 lance, 3/day 15-ft. cone of 5d4 fire damage 8,310
M52 Forceful skylance +1 lance, 3/day magic missile (three missiles) 8,310
M52 Ghost net Incorporeal target treated as corporeal 8,320
M46 Axe of ancestral virtue" Moradi n: +1 keen adamantine dwarllen waraxe plus relic powers 8,530
M51 Dwa rf crusher Large +1 adamantine greatclub, benefits against dwarves, constructs, earth creatures 9,010
M59 Skewer-of-gnomes" Kurtu lmak: Small +1 gnome bane spear plus relic powers 9,302
M59 Spear of retribution" Gruumsh: +1 returning spear plus relic powers 9,302
M57 Rod of the recluse" Lolth: +2 light mace plus relicpowers 9,305
M50 Dawnstar" Pelor: +2 morningstar plus relicpowers 9,308
M54 Pick of piercing +1heavy pick, 3/daydestroys object created of force (as disintegrate) 9,308
M61 Sword of virtue beyond reproach" Heironeous: +1 holy longsword plus relic powers 9,315
M55 Rapier of desperate measures" Olidammara: +2 rapier plus relic powers 9,320
SPECIFIC WEAPONS [cont.]
Page Item Name Effect Market Price (gp)
M55 Rapier of unerring direction" Fharlanghn: +1 ghost touch rapier plus relic powers 9,320
M60 Sword of mighty thews' Kord: +1 dragonbane greatsword plus relicpowers 9,350
0229 Trident of warning +2 trident, locate aquatic predators 10,115
M210 Talon scepter" +1 flaming light mace, ray of firedeals ld6 damage (regalia of the phoenix) 10,305
M47 Axe of the sea reavers +1 greataxe, float on water, l/dayeach, various morale bonuses and panic effects 10,320
M5 6 Rod of cats +1/masterwork quarterstaff. various stealth-themed effects 10,600
M49 Chromatic rod" Tiamat:+1 corrosive, fro st,flaming, or shock morningstar plus rel ic powers 12,308
M58 Rog ue blade +1rapier, 2jday blink for 6 rounds 12,320
M48 Bow of songs +1shortbow, expend bardic musicfor Cha bonus on attack rolls and damage rolls l2 ,33e
0228 Shifter's sorrow +1/+1two-bladed sword, +2d6 damage to shapechangers, 12,780
force return to natural form
0236 Python rod +1/+1 quarterstaff. transforms into python and backon command 13,00
M61 Tentacle rod Makes three tentacleattacks with slow effect 14,000
M58 Rod of whips 3/day becomes +1 dancing whip that can strike incorporeal creatures 15,00C
0222 +3 weapon Weapon has +3 on attack rolls and damage rolls 18,300-
0226 Assassin's dagger +2 dagger, +1 to Fort save OC for assassin's death attack 18,302
M57 Rod of enervating strike +1 heavy mace, various inflict wounds effects 18,312
M57 Rod offreedom +1 silver heavy mace, various freedom-t hemed effects and bonuses 18,402
0229 Trident of fish command +1 trident, charm, speak with animals on aquatic animals 18,650
0237 Viper rod +2 heavy mace, ljday produces poisonous viper head on command 19,000
M63 Waterwhip +1whip, lethal damage, +ld6 fire or cold damage and difficu lt to disarm 20,301
M50 Dagger of denial" Vecna: +1 unholy dagger plus relic powers 20,302
M58 Ruby blade" Wee [as: +1 axiomatic dagger plus relic powers 20,302
M49 Cudgel that neverforgets" SI. Cuthbert: +1 axiomatic heavy mace plus relic powers 20,31
M48 Chain of obeisance' Hextor: +1 unholy spiked chain plus relic powers 20,400
0226 Flame tongue +1flaming burst longsword, l/day 4d6 firedamage on ranged touch attack 20,71 5
0227 Luck blade (0wishes) +2 short sword, +1 on saving throws, power of good fortune 22,060
M53 Lash of sands +1 desiccating burst whip, lethal damage, l jday entangling attack 22,30
0228 Sword of subtlety +1 short sword, +4 on attack rolls and damage roll s when making sneak attack 22,310
0228 Sword of the planes +llongsword, enhancement bonus improves depending on plane/opponents 22,31
0227 Ni ne lives stealer +2Iongsword, draw life force from an opponent nine times 23,057
0262 Mattock of the titans Gargantuan +3 adamantine warhammer, loosens earth, smashes rock 23,34
M54 Quarterstaff of battIe +1/+1 quarterstaff. various combat-based effects 24,600
0237 Rod of wi thering +1light mace, deals Str and Con damage instead of hit point damage 25,00
0262 Maul of the titans +3 greatclub, triple damage against inanimate objects 25,305
0227 Oathbow +2 composite longbow (+2 Strbonus), more effec tiveagainst swornenemy 25,60
0228 Sword of life stealing +2Iongsword, bestow negative level, gain ld6 temporary hp on critical hit 25,71
M59 Scourge of pain +1scourge, +ld8 nonlethal damage, pain effect for l d4 rounds 26,32
0222 +4 weapon Weapon has +4 on attack rolls and damage rolls 32,300-
0237 Rod of thunder and lightning +2 light mace, various thunder and lightning effects 33,000
M62 Tentacle rod, greater Makes sixtentacle attacks with fatiguedjexhausted effect 36,000
M51 Ex plosive sling +1sling, +2d6fire damage to target and creatures within 10ft. 36,300
0227 Mace of terror +2 heavy mace, 3/dayaffect creatures as fear spell 38,5 5 ~
M56 Rod of celestial might +1/+1quarterstaff, 3jday holy smite attack, ljday summon avoral guardinal 38,GOe
0227 l.lfe-drinker +1 greataxe, bestows 2 negative levels on target and one on you 40,32
0229 Sylva n scimitar +3 scimitar, gain Cleave, +ld6 points of damage whenoutdoors 47,31:
0235 Rod offlailing Becomes +3 dire flail on command, ljday +4 to AC and on saving throws 50,000
0222 +5 weapon Weapon has +5 on attack rolls and damage rolls 50,3OC
0227 Rapier of puncturing +2 wounding rapier, 3jday +ld6 Con damage on touch attack 50,32
0228 Sun blade +2 bastard sword, wielded as short sword, +4 against evil creatures, l/ day sunlight 50,33
0226 Frost brand +3frost greatsword, shines light when under O°F, grants protection from fire 54,475
0226 Owa rven thrower +2 warhammer, additional benefits if you are a dwarf 60,3
0227 Luck blade (1 wish) +2 short sword, +1 on savingthrows, power of good fortune, one wish 62,3
0235 Rod of lordly might Transforms into various magic weapons, severa l other effects 70,0
0227 Mace of smiting +3 adamantine heavy mace, more effective against constructs and outsiders 75 ,3 1 ~
0234 Rod of alertness +1 light mace, +1 on initiative, various detection and other effects 85.0
0Z27 Luck blade (2 wishes) +2 short sword, +1 on savingthrows, powerof good fortune, two wishes 102,6
0226 Holy avenger +2 cold iron longsword, +5 holy cold iron longsword for paladin, other benefits 120,63
D227 Luck blade (3 Wishes) +2 short sword, +1 on savingthrows, powerof good fortune, three wishes 142,9
0245 Staff of power +2/masterwork quarterstaff. create various powe rful effects 211 .0
WE APO N CRYSTA LS
Page Item Name Effect Market Price (gp)
M34 Crystal of ill umination, least Weapo n sheds bright light to 5 ft., shadowy ill umination to 10 ft. 100
M34 Crystal of adamant weaponry, +2 to hardness ofweapon 300
least
M65 Crystal of return, least Draw weapon as free action 300
M65 Crystal of security, least +2 on checks made to draw a weaponor keep it in your hand 300
M64 Crystal of illumi nation, lesser Weapon sheds bright light to 20 ft., shadowy illumination to 40 ft. 400
M64 Crystal of life drinking, least Heall damage every time you damage a living creature, up to 10 damage per day 400
M66 Revelation crystal, least Invisible struck target surrounded by glowing aura for 1 round 400
M64 Crystal of arcane steel, least +1 on weapon damage roll whendelivering spellvia melee attack 500
M65 Phoenix ash threat, least Target takes 1 point of fire damage next round 500
M64 Crystal of energyassault, least +1 point of specificenergydamage to attack 600
M64 Crystal of illumination, greater Weapon sheds bright light to 60 ft., shadowy illumination to 120ft. 1,000
M65 Crystal of return, lesser Draw weapon as free action, callweapon from up to 30 ft. away 1,000
M65 Crystal of security, lesser +5 on checks made to draw a weapon or keep it in yourhand 1,000
M65 Demolition crystal, least +ld6 to weapon damage against constructs 1,000
M65 Fiendslayer crystal, least +ld6 to weapon damage against evi l outsiders 1,000
M66 Revelation crystal, lesser As least revelation crystal and invisibility suppressed for 1 round 1,000
M66 Truedeath crystal, least Weapon deals +ld6 damage to undead 1,000
M64 Crystal of adamant weaponry, +5 to hardness of weapon 1,400
lesser
M64 Crystal of life drinking, lesser Heal 3 damage every time you damage a living creature, up to 30 damage per day 1,500
M64 Crystal of arcane steel, lesser +1 on attack roll and weapon damage roll when delivering spellvia melee attack 2,000
M65 Phoenix ash threat, lesser Ta rget takes 3 points of firedamage next round 2,000
M64 Crystal of energy assault, lesser +1d6 points of specificenergydamage to attack 3,000
M65 Crystal of security, greater +10 on checks made to draw a weaponor keep it in your hand 3,000
M65 Demolition crystal, lesser +ld6 on weapon damage against constructs, overcomes DR as adamantine 3,000
M65 Fiendslayer crystal, lesser +ld6 on weapon damage against evi l outsiders, overcomes DR as good 3,000
M64 Crystal of adamant weaponry, +10 to hardness ofweapon 3,400
greater
M65 Crystal of return, greater As lesser crystal of return and weapongains returning property 4,000
M65 Fiendslayer crystal, greater As lesserfiendslayer crystal and struck evil outsider can't teleport 5,000
for 1 round on critical hit
M66 Revelation crystal, greater As lesser revelation crystal and concealment effects suppressed for 1 round 5,000
M66 Truedeath crystal, lesser Weapo n deals +ld6 damage to undead, functions as ghost touch weapon 5,000
M66 Witchlight reservoir En hance melee weapon in various ways,S enhanced strikesJ8 hours of charging 5,000
M64 Crystal of arcane steel, greater As lesser crystal ofarcane steel and +1 to save DC of spell 6,000
M64 Crystal of energyassault, greater +ld6 points of specific energy damage to attack, plus secondaryeffect 6,000
M64 Crystal of life drinking, greater HealS damage every time you damage a living creature, up to 50 damageJday 6,000
M65 Demolition crystal, greater As lesser demolition crystal and can score sneak attacks and 6,000
critical hits against constructs
M65 Phoenix ash threat, greater Target takes 5 points of fire damage next round 6,000
M66 Truedeath crystal, greater As lesser truedeath crystal and can score sneak attacks and critical hits against undead 10,000
ARMS
Page Item Name Effect Market Price (gp)
M72 Armband of elusive action l Jday avoid provokingattack of opportunity 800
D250 Bracers of armor +1 +1 enhancement bonus to AC 1,000
M192 Armband of confrontat ion" Fighting challenge lasts an extra 3 rounds (five virtues) 1,400
M81 Bracers of quick strike l/ day makeone additional attack after a full attackaction 1,400
M80 Bracers of great collision 2Jday deal extra damage on a critical hit with a bludgeoni ng weapon 1,500
Mll3 Inquisitor bracers 3/daycure moderate wounds along with next melee attack before end of turn 1,500
M80 Bracers of the entangling blast Nex t spell cast deals halfdamage and entangles target 2,000
M84 Caduceus bracers Sacrifice 5 points of healing to remove 1 point of ability damage or a condition 2,000
M108 Goodberry bracelet Createfive berries per day as goodberry spell 2,000
M108 Greatreach bracers 3/day +10 ft. to reach for 1 round 2,000
M80 Bracers of arcane freedom 2Jday omit somatic component of next spell cast beforeend of turn 2,300
M81 Bracers of opportunity 2/dayalways takeattacks of opportunity, extra benefits with Combat Reflexes 2,300
M90 Counterstrike bracers 2/daytake one free attack of opportunityafter enemy's failed melee attack 2,500
M202 Ba nds of blood rageSP 3/daygrant blood rage to allies (instruments of the blood gift) 2,600
Ml12 Hexba nds +1 to save DC of hexblade's curse, 5Jday add Cha modifierto 3,100
weapondamage against cursed target
Ml19 Rapidstrike bracers 3/day +2on attack rolls made as part of a flurryof blows 3,100
M80 Bracers of the blast barrier 3Jday turn a spell or spell-like ability into a wallof magical energy 3,200
Page Item Name Effect Market Price (gp)
M137 Spel lmight bracers Take - 5 penalty on attack roll for a touch attack spell to deal +ld6 damage 3,300
Ml17 Mithral bells +2 on Perform, throw to create sound burst 11 times 3,700
M133 Shadowmaniple 3/day healed of damage equal to level of shadowspell or mystery cast 3,700
M79 Bracers of accuracy 3 charges/day, deliver ranged attacks withextreme precision 4,000
0250 Bracers of armor +2 +2 enhancement bonus to AC 4,000
M81 Bracers of repulsion 3/day, push creatures back 5 ft. 4,000
M72 Armbands of might +2on Str checks and Str-based skillchecks, extra benefits with Power Attack 4,100
M194 Bracers of aerial combat" +1 on attack rolls while you or foe are airborne (arrayof the manticore) 5,000
0250 Bracers of archery, lesser Use all bows, +1 on att ack rolls using bowswith whichyou are proficient 5,000
M198 Bracers of blind ing strikeSP +2 on initiative, 3/day extra attack in addition to fullattack (fleet warrior'sarray) 5,000
M82 Bracers of retaliation +1 to AC, 3/day sacrifice a spell slot to daze attacker for 1 round 5,000
M90 Crimson dragonhide bracers Resistance to fire5, +1 enhancement bonus to natural armor 5,000
M93 Oeathstrike bracers 3/day use melee weapons to deal critical hits or sneak attacks 5,000
to creatures immune to such attacks for 1 round
M120 Reci procal bracers 2/dayautomatic critical threat after taking critical hit or sneak attack damage 5,000
M93 Oeathguardian bracers Sacrifice spell slot to gain DR (2 x level of spell slot)/- 6,000
Ml39 Strongarm bracers Wield weapons as ifone size category larger than normal 6,000
M72 Armband of maximized healing 3/day next healing spell of 6th level or lower is maximized 7,200
M144 Vambraces of warding +2to AC against ranged attacks for good-aligned wearers 8,000
0250 Bracers of armor +3 +3 enhancement bonus to AC 9,000
M82 Bracers of wind Ranged attacks against you take a -2 penalty as if fired in strong wind, 10,000
+1 on ranged attacks
M206 Bracers of lightningSP Attacks deal +ld6 electricity damage, works in wi ld shape (raiment of the stormwalker) 11 ,000
M147 Wa nd bracelet Store and retrieve up to four items of no more than 3 lb. each 12,000
Ml12 Incarnum focus (bracers) +1 to essentia capacity of soulmelds occupyi ng arms chakra 15,000
0250 Brace rs of armor +4 +4 enhancement bonus to AC 16,000
0250 Bracelet of friends Four friends can be summoned once each 19,000
0250 Bracers of archery, greater Use all bows, +2 on attack, +1 on damage using bowswith which you are proficient 25,000
0250 Bracers of armor +5 +5 enhancement bonus to AC 25,000
M80 Bracers of dawn Project beam of normal light; 4/day searinglight 26,000
0250 Bracers of armor +6 +6 enhancement bonus to AC 36.000
0250 Bracers of armor +7 +7 enhancement bonus to AC 49,000
0250 Bracers of armor +8 +8 enhancement bonus to AC 64,000
BODY (N O N-A RMO R)
Page Item Name Effect Market Price (gp)
0265 Robe of bones Create a number of undead creatures 2,400
Ml04 Ghost shroud +1 to AC; allyou r melee attacks affectincorporeal creatures 5,000
Ml30 Robe of retaliation 3/day upon taking damage, sacrificearcane spell or spellslot to deal damage 6,500
0266 Ro be of useful items Create a number of mundane items 7,000
Ml30 Robe of mysterious conjuration 3{day sacrifi ce spell slot to use summon monster spellof same level 10,000
Ml12 Incarnum focus (robe) +1 to essentia capacity of soulmelds occupying soul chakra 15,000
M133 Shadow veil +1 to AC; concealment in shadowy areas 16,000
M129 Robe of arcane might +4 armor bonus to AC; +1 to caster level for spells of a specific school 21,000
Ml36 Shroud of scales DR 5/magic. immune to dragon's frightful presence 24,000
0265 Robe of scintillating colors Colors daze surrounding creatures. concealwearer. illu minate area 27,000
0265 Robe of blending +10 on Hide, disguise selfat will 30,000
M129 Ro be of the inferno +4 armor bonus to AC; create fieryorbs that can be thrown 37,000
M206 Robe of thunder" Gain sonic-related benefits. works in wild shape (raiment of the stormwalker) 38,000
0265 Robe of stars Travel to Astral Plane, +1 on saving throws. use up to six +5 shuriken 58,000
0265 Robe of the archmagi Various resistance, spellcasting, and defensive bonuses 75,000
0265 Ro be of eyes See all things within 120 It., various vision-related effects 120,000
FACE
Page Item Name Effect Market Price (gp)
Mll3 Lenses of bright vision 3{day project 15-ft. cone of brightlight from eyes 600
M11 8 Pearl of speech Speak and understand one specificlanguage, l{day command 600
M141 Third eye improvisation l/ day+5 on one checkin a skill in which you 're untrained 1,000
0257 Goggles of minute seeing +5 bonus on Search for concealed objects wi thin 1 ft. 1,250
Ml36 Snakeblood tooth +5 on saves against ingested poison; 3 charges/day, 1,350
various protections against poison
M75 Blighter's hex-eye 3/day+2d6 points of damage against elves and plants for 1 round 1.400
M215 Lenses of revelation'" Reveals foe as undead or evil outsider (vestments ofdivinity) 1,400
M72 Artificer's monocle Use artificer knowledge or detectmagic to determine abilities of magic item 1,500
Ml08 Goggles of lifesight 3/day knowwhether creatures are living, dead, or neither 2,000
FACE(cont .)
Page Ite m Name Effect Market Price (gp)
M116 Mask of sweet air Breathe in unclean air, +5 on saves against stench attacks and inhaled poisons 2,000
M143 Third eyesurge 3 charges/day, bonuses on Str- and Dex-based checks and weapon damage 2,100
M91 Crysta l mask of knowledge 5 on a specifictypeof Knowledge check 2,500
M91 Crystal maskof languages Speak, read, and write five specific languages 2,500
D256 Eyes of the eagle +5 on Search 2,500
M108 Goggles offoefinding Ignore enemies' AC bonus from cover 2,500
M138 Spellsight spectacles +5 on Spellcraft to decipher scrolls and Use Magic Device to use scrolls 2,500
M141 Third eyedampening l/day reduce numeric effects of next power or spell affecting you to minimum 2,500
M141 Third eyeexpose +5 on Sense Motive 2,500
M141 Third eye freedom l/dayfreedo m of movement for 1 round 2,600
M20l Panther mask" +5-ft. speed, benefit of Ru n feat in light or no armor (Gharyn's monastic array) 2,700
M90 Corsair's eyepatch 3/day see invisibility for 1 round or gain Blind-Fight for 1 minute 3,000
M141 Third eye clarity l/day negates confused, dazed, fasci nated, or stunned condition 3,000
M98 Eyes of expanded vision +1 on Spot, flanki ng foes get only +1 bonus, - 2 on saves against gaze attacks 3,200
MllS Mask of blood Ra ge lasts 1 round longer; 2/day ranged touch attack deals 4d6 acid damage 3,300
D261 Lens of detection +5 on Search and +5 on Survival while tracking 3,500
M193 Mask of mastery'" +5 on Intimidate, l/day command (armor of the watching master) 3,500
M21 0 Raptor's rnask' " +5 on Spot, immune to blinding and dazzling effects (regalia ofthe phoenix) 3,500
M94 Dragon mask 2/day seeinvisibility for 5 minutes 4,000
M205 Goggles of the golden sun'" Immune to blinding, dazzling; 3/dayfireball (raiment ofthefour) 4,000
M115 Mask of mental armor +3 on saving throws against mind-affecting spells and abilities 4,000
M200 Mask of the tiger" Gain benefit ofTrack feat.Iow-light vision (garb of the hunting cat) 4,000
M107 Goggles of day Operate without penaltyin preternaturally bright light 4,500
M115 Mask of lies +5 on Bluff, continuous undetectable alignment; 3/day disguise self 4,500
M116 Mask of silent trickery 2/dayomit verbal component of next enchantment or illusion spell 5,000
M99 Eyes of truth +5 on Spot; l/d ay true seeing for 1 round 5,500
M117 Monocle of perusal +5 on Appraise, 3/day identify 6,500
M213 Vei l of whispersSP Confuse creature affected by your enchantment spell (seven veils) 7,000
M96 Dreaming blindfold l/daysend dream or nightmare to a sleeping creature 7,500
M142 Third eye penetrate +2 on caster level checks to overcome spell resistance 8,000
M99 Fanged mask Make bite attacks; 3/daystun creature you bite 8,300
M75 Blindfold of true darkness Bli ndsight out to 30 ft., immune to sight-based effects 9,000
M90 Crystal maskof detection +10 on Search 10,000
M90 Crystal mask of discernment +1 0 on Sense Motive 10,000
M91 Crysta l maskof dread +1 0 on Intimidate 10,000
M92 Crystal maskof mindarmor +4 on Wi ll saving throws 10,000
M92 CrystaI maskof psioniccraft +1 0 on Psicra ft 10,000
M92 Crystal mask of visual insight Ignore effects of concealment on any creature within 30 ft. for 1 round 10,000
M98 Eyes of power leech l/day drain 1d6 power points from target per round, 7 consecutiverounds/day 10,000
M113 Lenses of true form +10 on Spot to penetrate disguise, l/day forcecreature to assume true form 10,000
M137 Soulstone Bind soulmelds to brow chakra 10,000
M140 Third eye aware +10 on Spot 10,000
M141 Third eyeconcentrate +10 on Concentrate 10,000
M141 Third eye gather +10 on Gather Information 10,000
M142 Third eye powerthieve l/day borrow one powerfrom a psionic target for 70 minutes 10,000
D258 Goggles of night Darkvision out to 60 ft. 12,000
M84 Cannith goggles +5 on Search and Spot, artificers can power the goggles with infusions 13,000
M145 Veil of allure +2 to save DCs of enchantment spells and Cha-based supernatural abilities 14,000
M11 2 Incarnum focus (goggles) +1 to essentia capacity of soulmelds occupying brow chakra 15,000
M118 Moonstone mask +5 on Listen and Spot, darkvision out to 30 ft. 15,000
M142 Third eye repudiate l/day dispel magic 15,000
M107 Goggles of draconic vision Various vision-enhancing effects; l/day blindsense out to 30 ft. for 1 minute 16,000
M108 Goggles of the ebon hunter Darkvision out to 30 ft.; +1 on attack and damage rolls with ranged weapons 18,000
M91 Crystal mask of insight +9 on Search and Spot 20,000
M98 Eyes of power leech, vampiric l/day drain ld6 powerpoints from target per round, 13 consecutive rounds/day 20,000
D262 Mask oft he skull l/day mask flies up to 50 ft., attacks a creature as fingerof death 22,000
M212 Tu rquoise veilsp Petrify creature affected byyour transmutation spell (seven veils) 22,000
M142 Third eyesense See and hear a known, distant location, at will 24,000
D256 Eyes of doom Use doom (one lens), usefear and death watch (both lenses) 25,000
D256 Eyes of charming Cha rm person at will 56,000
D256 Eyes of petrification Petrification gaze attack 10 rounds/day 98,000
M141 Third eyeconceal Protected from devices and effects that detect or affect emotions or thoughts 120,000
M141 Third eyedominate l/ day dominatemonster within 60 ft. 120,000
FEET
Page Ite m Name Effect Market Price (gp)
M77 Boots of landing Always land on yourfeet, 2 fewer dice of falli ng damage than normal 500
M76 Boots of agile leaping Add Dex modifier on jump, stand from prone more easily 600
M78 Boots of stomping 3/day topple creatures in 15·fl. cone 600
M67 Acrobat boots 3 charges, bonuses to land speed; +2 on Tumble 900
M71 Anklet of translocation 2/day teleport 10 fl. 1,400
M168Steadfast boots +4 bonus to resist being moved, constantly set against charge 1,400
M201Cobra straps" After unarmed charge attack, move 5 fl. (Gharyn's monasticarray) 1,400
M77 Boots of dragonstriding +2 on Climb and jump; l/day gain climb speed equal to land speed for 10 rounds 1,500
M78 Boots of the mountain king Ignore some movement-based penalties and skill checks 1,500
M76 Bootsof the battle charger 2/day charge as standard action 2,000
M94 Dimension stride boots +2 on Jump; 5 charges/day, teleport up to 60 fl. 2,000
Ml30Roc k boots +4 on Str checks to avoid bull rushes or trips; 5/day ignore difficult terrain 2,000
Ml3lSandals of sprinting 3/day +30fl. enhancement bonus to land speed until start of next turn 2,300
D250Boots of elvenkind +5 on Move Silently 2,500
M77 Boots of jumping Running jump more easily; 3 charges/day, bonus on Jump 2,500
D250Boots of the wi nterlands Move across ice and snow at normal speed, endure cold 2,500
M77 Boots of desperation 3/daygain movement and dodge bonuses when at half hit points or lower 2,800
M145Va nguard treads Various stabili ty. and movement-based effects 3,100
Ml36Skirmisher boots Make more effective ski rmish attacks and mobile attacks 3,200
M119Quicksilver boots 2/day make an extra move up to land speed, even over liquid 3,500
M79 Bootsof the unending journey" Fharla nghn: +10-ft.enhancement bonus to speed plus relic powers 4,000
D266Slippers of spider climbing Wa lkon wallsor ceiling wi th speed 20 fl. 4,800
M78 Bootsof swift passage 5/dayteleport 20 fl. 5,000
M79 Bootsof tremorsense 3/day tremorsense out to 30 fl. for 5 rounds 5,000
D250Bootsof striding and springing . 1O·fl. enhancement bonus to speed, +5 on jump 5,500
M76 Boots of big stepping +2 caster level with teleportation spells; l/day teleport up to 60 fl. 6,000
M78 Boots of sidestepping 3/day take one free 5·foot step 6,000
Ml09Gwaeron 's boots Continuous pass withouttrace, undetectable byscent 6,000
M78 Boots of skating +10-fl. enhancement bonus to land speed, +20-fl. bonus on decline 7,000
D250Boots of levitation Levitate at will 7,500
M198Sandals of the light step" Various free movement effects (fleet warrior's array) 9,000
Ml3lSandals of springing +10 on Jump 10,000
M79 Boots of tracklessness Leave no tracks; l/day become invisible as greater invisibility for 7 rounds 11 ,00
D250Boots of speed Haste self 10 rounds total per day 12,000
M121Riding boots +5 on Ride during combat, other mounted combat bonuses 12,000
M1l2Incarnum focus (boots) +1 to essentia capacity of soulmelds occupying feet chakra 15,000
D250Winged boots 3/dayfly for 5 minutes 16,OOC
M78 Boots of the mountain king, Ignore some movement-based penalties and skill checks; l/day stoneskin 21 ,500
greater
M79 Boots of temporal acceleration l/day enter another time frame for 2 rounds 43,00C
D250 Boots of teleportation 3/day teleport 49,000
M206 Cloudwalker anklets" Airwalk, works in wild shape (raiment of the storm walker) 50,000
HANDS
Page Item Name Effect Market Price (gp)
M72 Arcanist's gloves 2/day+2 to caster level of next 1st-level arcane spellcast before end of turn 50
M83 Brutegauntlets 3 charges/day, bonuses on Str checks, Str-based skill checks, melee damage 50
M120 Reach gauntlets 3/day expend 1 powerpoint to extend melee reach by 5 fl. until end of turn 500
M82 Brawler's gauntlets 3/day+2 on grapple checks and damage with unarmed strikes for 1 round 1,0
M102 Gauntlets of energytransformation 3/daychange energytype produced by any weapon you hold for 1 round 1,0
M107 Glovesof spell disruption Enhances ability to interrupt opponents' spells 1,0
Mll3 Lig htning gauntlets 3 charges/day, deal electricity damage to adjacent target 1,0
M204 Gloves of the starry skysp Emits light, 3/day magic missile (raiment of thefour) 1,1
M62 Ad amantine mind blade gauntlets Mind blade is granted powers akin to adamantine 2,0
M93 Devastation gauntlets 3 charges/day, bonus damage on critical hits 2,0
M10l Gauntlets of arrow reflection 3/day redirect ranged weapons toward attacker if you have Deflect Arrows 2,0
Ml 03 Gauntlets of extended range Doubles range increment of thrown weapons and objects 2,0
Ml03 Gauntlets of giantfelling 3/daygain bonus on next damage roll against creature larger than you 2,0
M104 Gauntlets of throwing 3/daygrant melee weapon throwing and returning abilities 2,00
Ml05 Gloves of fortunate striking l/day reroll1 attack roll 2,0
Ml06 Gloves of lightning 3/day ranged touch attack dealing ld8+5 points of electricitydamage 2,OC
Ml05 Gloves of agilestriking 2/day +ld6 damage wi th ranged and light weapons, +2d6 during skirmish attacks 2,2
M121 Re pelling gauntlets l/day repel and halt an enemy moving into a square adjacent to you 2,3
Ml05 Gloves of eldritch admixture 3 charges/day, bonus energydamage with eldritch blasts 2,5
Ml06 Gloves of manual prowess 3 charges/day, bonuses to some Dex-based skillchecks 3,0
H ANDS (co nt .)
Page Item Name Effect Market Price (gp)
Ml07 Gloves of object reading Learn details of object's previous owner 3,000
M136 Soulsmite gauntlets Uninvest essentia for attack bonuses when using smite opposition 3,000
Ml 07 Gloves of the uldra savant Create ray offrost at will; 3/daymelee weapon gains frost property for 5 rounds 3,100
Mlll Hellcat gauntlets 3/day next spell deals additional 1d6 slashing damage per spell level 3,200
Ml00 Finned gauntlets Swi m speed 30 ft., can always take lOon Swi m, can run while swimming 3,500
M144 True strike gauntlets l/day +20 on nex t attack made before end of next turn 3,500
M121 Re nding gauntlets Masterworkspiked gauntlets, 3/day gain rending effect 3,610
M216 Gauntlets of ghost fightingSP Ignoremiss chance, +l d6 melee damage to incorporeal creatures (wraith's woe) 4,000
0257 Gauntlets of ogre power +2 enhancement bonus to Str 4,000
Ml 03 Gauntlets of the talon" Bahamut: Natural claw attacks plus relic powers 4,000
0257 Gloves of arrow snaring 2/day gain the benefit of the Snatch Arrows feat 4,000
0257 Gloves of Dexterity+2 +2 enhancement bonus to Dex 4,000
M203 Ba rbs of retribution" l/day force enemyto reroll save with penalty (instruments of the blood gift) 4,500
Ml02 Gauntlets of eldritch energy 3/dayimbue eldritch blasts with specificenergytype 5,000
Ml03 Gauntlets oflass itude 3/day melee touch attack with slow effect that lasts 5 rounds 5,000
Mll3 Ki straps +2 enhancement bonus to DC of Stunning Fist attacks 5,000
M199 Clawgloves" +1punching daggers , extra benefits when you charge or Spring Attack 5,604
(garb of the hunting cat)
M10l Gauntlets of the blood-lord" Hextor: +1 spiked gauntlets plus relic powers 5,120
Ml04 Gauntlets of weaponry arcane Weapons overcome damage reduction as silver weapons 6,000
M144 Toxic gloves 3/dayimbue a melee weapon wi th poison effectiveon next attack 6,000
0 257 Gloves of swimming +5 on Swim and Climb 6,250
and cli mbing
Ml0l Gauntlets of the blazing arc 3/daycreate cone-shaped burst of flame that deals 4d4+4 fire damage 6,300
Ml0l Gauntlet of infinite blades Creates mundane dagger; 5 charges/day. creates magic daggers 6,500
M192 Gauntlets of des truction " +2 to Str, 3/day treat attack as adamantine (armor of the watching master) 6,610
M194 Glovesof endless javelins" Create temporary +1javelins (array of the manticore) 7,000
Ml05 Gloves of name Resistance to cold 5 and endure elements against cold; 5/day name effects 7,000
Ml05 Gloves of the balanced hand Fight as with Two-Weapon Fighting, additional bonuses for those with the feat 8,000
Ml06 Gloves ofi ncarnum theft Steal 1 point of essentia from target with unarmed melee touch attack 8,000
Ml16 Mesmerist's gloves 2/day affect one extra target wi th an enchantment spellof 3rd level or lower 8,000
M101 Gauntlet of Gruumsh +1gauntlet, 3/daymake melee touch attack to blind target for 1 hour 8,302
M95 Dragonfa ng gauntlets +2 enhancement bonus to Strength, various attack-based bonuses and effects 8,610
Ml04 Ghoul gauntlets l/round make melee touch attack with paralysis effect 10,000
D257 Glove of storing Stores one item in stasis 10,000
M1l7 Mi nd blade gauntlet, lesser Mind blade manifests with a specific weapon propertywith price modifier +1 10.000
M139 Storm gauntlets +1spiked gauntlets, resistance to electricity 5; 4 charges/day, 10.604
various electricity-based effects
Ml03 Gauntlets of mindfire l/day create cone of mindfire sickness 11,000
D257 Gauntlet of rust l/dayaffect object as rusting grasp, wearer and gear protected from rust 11 ,500
M107 Gloves of the titan's grip 3/day+8 on grapple checks for 7 rounds 14,000
M112 Incarnum focus (gauntlets) +1 to essentia capacity of soulmelds occupyi ng hands chakra 15,000
0257 Gloves of Dexterity+4 +4 enhancement bonus to Dex 16,000
M84 Casting glove Store item in stasis, can activate or consume stored item 20,000
M1l7 Mind blade gauntlet Mi nd blade manifests with a specificweapon property with price modifier +2 24,000
D257 Gloves of Dexterity +6 +6 enhancement bonus to Dex 36,000
M1l7 Mind blade gauntlet, greater Mind blade manifests with a specific weapon propertywith pricemodifier +3 42,000
HE AD
Page Item Name Effect Market Price (gp)
M147 Watch lamp Creates torchlike light at shoulder 500
M211 Burning veilsp Deal 1d6 firedamage to target damaged byyour fire spell (seven veils) 1,000
0264 Phylactery of faithfulness Know ifsomething could adversely affect your alignment or standing wi th deity 1,000
M72 Bear helm l/day take halfdamage from one sneak attack or critical hit while raging 1,500
Mll O Headband of the lorebinder +4 on bardic knowledge checks, 3/day read magic 1,600
0258 Hat of disguise Disguise self at will 1,800
M109 Headband of conscious effort l/day make a Concentration check in place of a required Fortitude save 2,000
Mlll Helm of battle 3/day+2 on next bull rush, disarm, overrun, sunder, or trip attempt 2,000
M208 Helm of tactics!" 3/day+1 to minor aura or allies deal +2 damage to flanked foes (regalia of the hero) 2.000
M87 Circlet of solace 3/day next healing spell also grants +5 on various savingthrows for 1 minute 3,000
M97 Essentia helm 3 charges/day, temporaril y adds essentia to essentia receptacles 3,000
M132 Scout's headband +2 on Spot; 3 charges/day, provides vision-based bonuses 3,400
0258 Headband of intellect +2 +2 enhancement bonus to Int 4.000
M87 Circletof wild surging 3/daywhen using wild surge while manifesting a power, +1 to manifester level 4.200
0252 Circlet of persuasion +3 on Charisma-based checks 4,500
Page Item Name Effect Market Price (gp)
Mlll Helm of the purple plume" Heironeous: +2enhancement bonus to Cha plus relic powers 4,500
M86 Circlet of mages +2 on Concentration; 3 charges/day, retain spell slots after casting 5,000
Mlll Helm of gazes 3/dayabsorb gaze attack requiringa save 5,000
M1l9 Platinum helm" Bahamut: Immunityto frightful presence of evil dragons plus relic powers 5,000
0259 Helm of comprehend Understand all languagesand text, +5 on DecipherScript for 5,200
languages and read magic incomplete messages
Mlll Helm of glorious recovery l/day heals 4d8+7 points of damage 5,600
Mlll Helm of heroes lJday use grant move action abilityto grant allies melee attacks instead 5,600
M97 Executioner's hood" Erythnul: Coup de grace as standard action plus relic powers 6,000
0252 Circlet of blasting, minor lJday searing light 6,480
M193 Helm of woundingsight SP Light at will, 3Jday 60-ft. blinding fire cone (armor of the watching master) 6,500
M1l8 Phoenix helm Low-light vision;1Jday each feather fall, resist energy, speak with animals (birds) 6,500
M215 Phylactery of virtue" +2 bonus on some saves, 2Jday death ward (vestments ofdivinity) 6,500
Ml14 Lore gem +2 on all Know ledge,acts as a spellbook with a capacityof 30 spell levels 7,500
M1l2 Horned helm Gain secondary gore attack dealing l d8 damage + 1/2 Str bonus 8,000
M1l7 Mindvault l/day immune to mind-affecting effects but dazed for 1 round 8,000
M209 Crown of flames!" +2 to Cha, l/day fire shield for 5 rounds (regalia of the phoenix) 8,500
M194 Helm of the hunter'" +5 on Spot, FarShot, l/day vision bonuses for4 hours (array of the mantkore) 9,000
M71 Angelhelm Emulate certain traits of celestial beings 10,000
M99 Fiendhelm Emulate certain traits of evil extraplanar creatures 10,000
0264 Phylacteryof undead turning Turn undead as if four levels higher 11 ,000
M1 09 Hat of anonymi ty +5 on Hide, under continuous nondetection effect 12,500
M75 Blindhelm Blindsense out to 5 ft., +5 bonus on saves against gaze attacks 15,000
M86 Ci rclet of rapid casting 3 charges/day,cast spells as swift actions 15,000
Ml12 Incarnum focus (ci rclet) +1 to essentia capacityof soulmelds occupying crown chakra 15,000
0258 Headband of intellect +4 +4 enhancement bonus to Int 16,000
M139 Surge crystal 5 charges/day, increase manifester level for next power manifested in round 18,000
M73 Beholder crown Create rayeffects as a beholder 20.000
0252 Circlet of blasting, major lJday maximized searinglight 23,760
0259 Helm of underwater action See five times farther underwater, breathe underwater on command 24,000
0259 Helm of telepathy Detect thoughts at will , send telepathic messages, l/day suggestion 27.000
0258 Headband of intellect +6 +6 enhancement bonus to Int 36.000
0259 Helm of teleportation 3/day teleport 73,500
0258 Helm of brillia nce Createvarious energy-and light-based effects 125,000
RIN GS
Page Item Nam e Effect Market Price (gp)
M122 Ri ng of brief blessing l/dayweapon attack or unarmed strike considered magic and good-aligned 1,000
M122 Ring of communication Can hear all words spoken bywearers of attuned rings within 1 mile 2,000
M122 Ri ng of the darkhidden Invisible to dark vision 2,000
M123 Ring of floating Floaton any liquid, rise at speed of30 ft. if underwater 2,000
M1 24 Ri ng of fourwinds 4/day+2 to AC against a single attack or gainfeather fall 2,000
M126 Ri ng of pierci ng spells 3/day next melee touch spell that targets flanked foe deals +2d6damage 2,000
0232 Ri ng of protection +1 +1 deflection bonus to AC 2,000
M127 Ri ng of silent spells l/day create silence effect and while in that area, you can cast spells silently 2,000
0 232 Ring offeather fall ing Triggers feather fall ifyou fall more than 5 ft. 2,200
M83 Brute ring 2/day blast of force makes bull rush attack against opponent 2,300
0 230 Ring of climbing +5 on Climb 2,500
0232 Ring of jumping +5 on Jump 2,500
0233 Ring of sustenance Nourished, 2 hours of sleep gives benefit of 8 hours 2,500
0233 Ri ng of swimming +5 on Swim 2,500
M1l4 Lockpicking ring +5 on Open Lock, lJday knock 3,500
M126 Ring of mystic healing +1 caster level with healing spells; 3 charges/day, healingspells more potent 3.500
M206 Stormfire ringSP 5Jday faerie fire deals damage for 5 rounds, works in wild shape 4,000
(raiment of thestormwalker)
0230 Ring of counterspells Counter a stored spellof 1st to 6th level 4,000
M128 Ring of vengeance 3/daywhen critical hit is scored on you,attacker takes 5d6 points of damage 4.50
M122 Ring of arming Swap current armor and weapons with another set stored inside ring, at will 5,000
M125 Ring of master artifice, lesser Gain 1 bonus I st-Ievel and 2nd-level infusion per day 5,00
M123 Ring of the forcewall 3 charges/day, creates 10-ft.-square wall offorce 5,100
M121 Ring of adamantine touch Melee attacks treated as adamantine for overcoming DR 6,000
M123 Ring of essentia Ring can hold 1 point of essentia 6,000
M127 Ring of thunderclaps 3Jday l d8+5 electricitydamage with melee touch attack; l/day shout 6,00
M128 Ring of water breathing Breathe freely underwater 6,000
M125 Ring of mystic defiance 3/day ignore up to 10 points of damage from a spellor spell-likeability 7,500
RING S(cont .)
Page Item Name Effect Market Price (gp)
M125 Ring of mysticfire +1 caster level withfire spells; 3 charges/day, fire spells more damaging 7,500
M126 Ring of mystic lightning +1 caster level with electricity spells; 3 charges/day, electricity spells more damaging 7,500
M121 Ring of antivenom l/day neutralize poison, self only 8,000
M123 Ring of entropicdeflection Create entropic shield effect for 1 round after moving at least 10 ft. 8,000
0232 Ring of mind shielding Immune to detect thoughts, discern lies, magical discernments of alignment 8,000
0232 Ring of protection +2 +2 deflection bonus to AC 8,000
0232 Ring of force shield Generate shieldlike wall afforce on command 8,500
0232 Ring of the ram Creates force effect that can make bull rush attacks, open heavy doors 8,600
M122 Ring of avoidance 3/day+20 to AC until beginning of next turn 10,000
0230 Ring of improved climbing +10 on Climb 10,000
0232 Ring of improved jumping +10 on Jump 10,000
0233 Ri ng of improved swimming +1 0 0n Swim 10,000
M126 Ring of self-s ufficiency +1 0 on Autohypnosis 10,000
M127 Ring of soulbound protection +1 to AC; stores up to 2 points of essentia for extra bonuses 10,000
0230 Ring of animal friendship Charm animal at wi ll 10,800
Ml25 Ri ng of lightning flashes 3/day5d6 electrici ty damage to creatures within 5 ft. 11,500
0232 Ri ng of energy resistance, minor Resistance 10 to one type of energy 12,000
M127 Ringof spell-battle Awa re of allspellcasting in area; l/day dispel magic as a counterspell 12,000
D230 Ri ng of chameleon power +1 0 on Hide, disguise selfat will 12,700
D233 Ring of waterwalking Continuous water walk 15,000
M122 Ring of dragon friendship Communication and diplomacy bonuses when dealing with dragon creatures 16,000
M124 Ring of greater counterspell s Counter a stored spell of 1st-6th level, l/day attempt to counterspell one spell 16,000
M122 Ring of divergence Resistance 10 to specific energy, l/day reflect spells of that energytype 18,000
M124 Ring of the icysoul Gain resistance to cold 20 but gain vulnerability to fire 18,000
D232 Ring of protection +3 +3 deflection bonus to AC 18,000
D233 Ring of spell storing, minor Cast up to three levels of spells stored in the ring 18,000
M75 Bone ring 3 charges/day, protected from energydrain and abilitydrain 20,000
M121 Ring of arcane might +1 to arcane caster level 20,000
D232 Ring of invisibility Invisibility at will 20,000
D233 Ring of wizardry I Doubles l st-level spells per day 20,000
D232 Ring of evasion Grants evasion ability 25,000
M125 Ring of master artifice Gain 1 bonus 3rd-level and 4th-level infusion per day 25,000
D233 Ri ng of X-ray vision See into and through solid matter 25,000
M127 Ri ng of soulbound +1 to AC; stores up to 4 points of essentia for extra bonuses 26,000
protection, greater
D230 Ring of blinking Blink at will 27,000
D232 Ring of energyresistance, major Res istance 20 to one type of energy 28,000
M128 Ring of vanishing 3/day become nearly undetectable for 2 rounds 30,000
M128 Rings of force armor (pair) +5 armor bonus to AC, attackers take damage, bonuses against incorporeal 30,000
D232 Ring of protection +4 +4 deflection bonus to AC 32,000
M126 Ring of negative protection Various protections against negative energy 36,000
M126 Ring of positive protection Various protections against positiveenergy 36,000
D232 Ring of freedom of movement Continuous freedom of movement 40,000
D233 Ring of wi zardry II Doubles Znd-Ievel spells per day 40,000
0232 Ring of energy resistance, greater Res istance 30 to one type of energy 44,000
M126 Ring of nine lives 9 charges, heals you at 0 hp or fewer, or succeed on one fai led save per day 45,000
0232 Ring of friend shield (pair) Use shield other on wearer of mated ring, at will 50,000
0232 Ring of protection +5 +5 deflection bonus to AC 50,000
D232 Ring of shooting stars Createvarious light- and lightning-themed effects 50,000
0233 Ring of spellstoring Cast up to five levels of spells stored in the ring 50,000
M128 Ri ng of universal energy Resistance 10 to all types of energy 60,000
resistance, minor
M125 Ring of master artifice, greater Gain 1 bonus 5th-level and 6th-level infusion per day 61 ,000
D233 Ring of wizardry II I Doubles 3rd-level spells per day 70,000
D233 Ring of telekinesis Telekinesis at will 75,000
D232 Ring of regeneration Heal damage quickly over time, regenerate body parts 90,000
0233 Ring of three wishes Use wish three times 97,950
0233 Ring of spellturning 3/day reflect nine levels of spells as spell turning 98,280
D233 Rin g of wizardry IV Doubles 4th-l evel spells per day 100,000
M128 Ring of universal energy Resistance 20 to alltypes of energy 120,000
resistance, major
D230 Ri ng of djinni calling Djinni serves you for up to 1 hour/day 125,000
M128 Ri ng of universal energy Resistance 30 to all types of energy 180,000
resistance, greater
D231 Ri ng of elemental command (air) Creates various air-therned effects 200,000
RINGS (cont.)
Page Item Name Effect Market Price (gp)
D231 Ring of elemental command (earth) Creates various earth-therned effects 200,000
D231 Ring of elemental command (fire) Createsvariousfire-themed effects 200,000
D231 Ringof elemental command (water) Createsvarious water-themed effects 200,000
D233 Ring of spell storing, major Cast up to ten levels of spells stored in the ring 200,000
SHOU LDERS
Page Item Name Effect Market Price (gp)
M118 Piercer cloak 3/dayattacks made from higherground deal extra damage 900
M87 Cloakof elemental protection l/day resistance 10 against energytype of yourchoice for 1 round 1,000
D253 Cloakof resistance +1 +1 resistance bonus on all savi ng throws 1,000
M87 Cloak of predatory vigor 2/day heal damage equal to your HDwhile raging 1,400
M197 Standard of valor" l/day grant ally extra save against fear effect (five virtues) 1,400
M84 Capeof the viper 3 charges/day, transform into a viperfor 7 rounds 2,000
M120 Rearguard's cape l/day +2to minor and majorauras when outnumbered, marshalonly 2,000
M89 Cloak of weaponry Store one Medium weapon 2,300
D253 Cloak of elvenkind +5 on Hide 2,500
M87 Cloak of quills 5/daywhile grappling,deal 1d6 points of damage to grappling opponent 2,500
M145 Va nisher cloak 3 charges/day, you and allies become briefly invisible 2,500
D253 Cloak of Charisma +2 +2 enhancement bonus to Cha 4,000
0253 Cloak of resistance +2 +2 resistance bonus on all savi ng throws 4,000
M133 Scry shroud +5 on saves against divinations: ifyou detect suying sensor, 4,000
become invisible for 10 rounds
M148 White cloak of the spider +2 on saves against poison; 1/day spider climb, hold person 4,20C
M88 Cloak of soulbound resistance +1 on allsaving throws; stores up to 2 points of essentia for extra bonuses 5,000
M95 Dragonsca le cloak" Tia mat: Resistance 5 to energytype of choice plus relic power 5,00C
M88 Cloak of the salamander 3/daydeals 1d6+7 points of firedamage to anycreature striking you in melee 6,000
M144 Transposer cloak 3/dayswitch positions with another creature within 30 ft. 6,ODe
Ml08 Greater piwafwi Resistance to fire 5; +5 on Hide 6,500
D253 Cloak of the manta ray Become a manta ray, as the polymorph spell, upon entering salt water 7,20C
M88 Cloakof stone +5 on Hideand Move Silently; l/day meld into stone 8,000
M200 Mantle of the predator" +5 on Hide and Move Silently, +ld6 iftarget is denied Dex bonus to AC 8,00
(garb of the hunting cat)
D253 Cloak of resistance+3 +3 resistance bonus on all savingthrows 9,0
D252 Cape of the mountebank l/day dimension door 10,0
M89 Cloakof turn resistance +4 bonus to turn resistance 1l,OOC
M21 2 Vei l of doers" Dismiss creature damaged byyoursummoned creature (seven veils) 11,00
M1 15 Mantle of second chances l/day rerollanyone roll 12,0
M148 Water cloak +5on Reflex against fireeffects, various fire- negating abilities 12,00l
M88 Cloak of soulbound +1 on all saving throws; stores up to 4 points of essentia for extra bonuses 13,0
resistance,greater
D252 Cloakof arachnida Va rious web and spider-based effects 14,0
M112 Incarnum focus (cloak) +1 to essentia capacity of soulmelds occupying shoulders chakra 15,0
D253 Cloakof Charisma +4 +4 enhancement bonus to Cha 16,0
D253 Cloak of resistance +4 +4 resistance bonus on all saving throws 16,0
M147 War wiza rd cloak Continuous endure elements, feather fall; l/day dimension door, mage armor, 16,0
protection from arrows. sending
M87 Cloak of battle +4 armor bonus to AC, turns into +1/+1 quarterstaff; 3/daydisarm attempt 22,0
D253 Cloak of displacement, minor Continuous 20% miss chance 24.0
D253 Cloak of resistance+5 +5 resistance bonus on all saving throws 25,0
D252 Cloakof the bat +5 on Hide; hang from ceiling, fly, polymorph into a bat at will 26,0
M88 Cloak of thorns +2to natural armor, creatures striking you in melee take 1d4+3 damage 26,0
D253 Cloakof Charisma +6 +6 enhancement bonus to Cha 36.00
M88 Cloak of the salamander, greater Deals1d6+7 points of firedamage to anycreature striking you in melee 36,0
D253 Cloak of displacement, major As the disp laceme nt spell (50% miss chance), 15 rounds total per day 50,0
M210 Phoenix cloak" Fly at your land speed with perfect maneuverabi lity (regalia of thephoenix) 50,0
D268 Wi ngs of flyi ng Fly 60 ft. with good maneuvera bility, at will 54,0
D253 Cloak of etherealness As etherealjaunt for 10 minutes total per day 55,0
D261 Mantle of faith Damage reduction 5/evil 76,OC
0261 Mantle of spell resistance Spell resistance 21 90,
THROAT
Page Item Name Effect Market Price (gp
Ml3l Safewing emblem Featherfall up to 180 ft., 1 time 2S
M85 Charmof countersong Usecountersong to interrupt a sonic attack <I
M70 Amu let of toxin delay l/day delay poison for 2 rounds <I
M68 Ambe r amulet ofvermin, l/day summons a giant bee to serve you for 1 minute 5
giant bee
HRO AT (cont.)
Page Item Name Effect Market Price (gp)
M68 Amulet of aquatic salvation l/day breathe water for 5 rounds 500
M85 Chronocharm of the l/day reroll one Listen or Spot check 500
celestial wanderer
M85 Chronocharm of the fateweaver l/day reroll one Balance, Climb, or Tumble check 500
M86 Chronocharm of the l/day +5 dodge bonus to AC against one ranged attack 500
grand master
M86 Chronocharm of the l/day move up to half your speed as a swift action 500
horizon walker
M86 Chronocharm of the l /day reroll one Disable Device check 500
laughing rogue
M86 Chronocharm of the l/day cast one spell of Jrd level or lowerwith casting time of 1 full round 500
uncaring archmage as a standard action
M139 Symbol of transfiguration 3/day purifyfoodanddrink, l/day align weapon (good) for 1 round 500
M1l8 Necklace of copper dragon scales Res istance to acid 5 for 1 hour, 6 uses 570
M148 Wink brooch 3/day +2 on Bluff or Diplomacy check 600
M68 Amber amulet of vermin, l /day summons a giant praying mantis to serve you for 1 minute 700
giant praying mantis
M68 Amber amulet of vermin, l/day summons a giant queen ant to serve you for 1 minute 700
giant queen ant
M68 Amber amulet of vermin, l/day summons a Huge monstrous centipede to serve you for 1 minute 700
Huge monstrous centipede
M68 Amberamulet of vermin, l/day summons a Huge monstrous scorpion to serve you for 1 minute 700
Huge monstrous scorpion
M68 Amberamulet of vermin, l/day summons a Large monstrous spider to serve you for 1 minute 700
La rge monstrous spider
M90 Crest of bravery 3 charges/day, bolster yourself and alliesagainst fear if you haveaura of courage 750
M68 Amber amulet of vermin, l/day summons a giant wasp to serve you for 1 minute 800
giant wasp
D258 Hand of the mage Mage hand at will 900
M83 Brooch of stabili ty l/day automatically sta bilized if at - 1 hp or lowe r 1,000
M96 Eagle claw talisman 3/day +5 on Str checks made to break or burst an item 1,000
M120 Reliquary holy symbol Grants additional uses of turn or rebuke undead 1,000
M68 Amber amulet of vermin, l/day summons a giant stag beetle to serve you for 1 minute 1,200
giant stag beetle
M1l6 Medal of gallantry +2 on Diplomacy, -2 on Bluff: 3/day sanctuary (selfonly) 1,350
M148 Wyrmfa ng amulet Unarmed strikes and natural weapon attacks overcome DR as magic weapons 1,350
M208 Badge of valor" 3/dayalliesgain +2 against charm/fear or +1 to inspire courage (regalia of the hero) 1,400
D250 Brooch of shielding Absorb up to 101 points of damage from magic missile 1,500
M96 Empowered spellshard, 3/dayempower specific 1st-Ievel spell 1,500
1st-level spell
M97 Enduring amulet Protected by endure elements spell; 3 charges/day, resistance to cold and fire 1,500
M196 Medal of steadfast honor" Immediately stand if knocked prone (five virtues) 1,500
M105 Githborn talisman 3/dayvarious bonuses against aberrations 1,800
D246 Amulet of natural armor +1 +1 enhancement bonus to natural armor 2,000
M69 Amulet of retributive healing 3/day healed for as much damage as you heal others 2,000
M70 Amulet of teamwork You and allies gain bonuses; l/day gain +5 bonus to AC for 1 round 2,000
M95 Dragon spirit amulet 3/daydraconic aura effectiveto 60 ft. for 1 round 2,000
M138 Spellsink scarab 3 charges/day, reduces damage from spells and psionic powers 2,000
M143 Tore of displacement 3 charges/day, gain concealment for 1 round 2,000
M69 Amulet of incamum shielding 7 charges, immune to one incarnum-draining or soulmeld-unshaping effect 2,100
M97 Enemyspirit pouch +1 on attack rolls against creatures of a specific type, extra bonus for rangers 2,100
M70 Amulet of tears 3 charges/day, gain temporary hit points for 10 minutes 2,300
D266 Golembane scarab Detect golems within 60 ft., overcome golems' damage reduction 2,500
M90 Contact medallion 3/day Rary's telepathic bond with one creature within 1 mile, for 1 minute 3,000
M96 Empowered spellshard, 3/dayempower specific Znd-level spell 3,000
2nd-level spell
MllO Heartseeking amulet 3/day treat next melee attack as melee touch attack 3,000
M82 Brooch of avoidance 3/day +4 dodge bonus against attacks of opportunity until end ofturn 3,100
M120 Re ins of ascension 3 charges/day, grant mount jumping and flyin g abilities 3,300
M143 Toreof the titans 3/day +5 on Str checks, Str-based skill checks, melee damage rolls for 1 round 3,300
M214 Badge of glorySP 2/day deal +1 melee damage/2 levels to evil creature (vestments ofdivinity) 3,400
D246 Amulet of health +2 +2 enhancement bonus to Con 4,000
M118 Necklace of warning +2 to flat-footed AC 4,000
M1l8 Pendant of joy +2 on Diplomacychecks to creatures within 30 ft. (1 power point required) 4,000
D263 Periapt of Wisdom ~ 2 +2 enhancement bonus to Wis 4,000
TH ROAT (cont.)
Page Item Name Effect
M143 Tore of power preservation 5/dayspend 1 less power point than normal when manifesting a power
Ml04 Gem of the glitterdepth" Garl Glittergold: +2 enhancement bonus to Wis plus relic powers
M69 Amulet of fortune prevailing lJday reroll one saving throw
M89 Collar of healing Know animal's hit point total; l/day cure 50 points of damage to animal
Ml09 Hand of the oak father Various druid spell-likeabilities
M144 Va mpire tore 2Jday heal damage equal to halfthe melee damage you deal
M68 Amulet of emergency healing 3Jday heall d4+5 points of damage, even to creatures under - 9 hp
0246 Amulet of mighty fists +1 +1 enhancement bonus on attacks and damage with unarmed attacks
and natural weapons
M71 Amulet of wordtwisting +2 on Bluff, Oiplomacy, Intimidate, Sense Motive; orcs gain +4 and l/day tongues 6,0
M96 Empowered spellshard, 3/dayempower specific 3rd-level spell 6,0
3rd-level spell
M99 Farspeaking amulet 3Jdayconverse with four linked characters for 10 minutes
M205 Periapt of the sullen seasp Hold breath 12hours, 2Jdayfreedom of movement (ra iment of thefour)
M143 Tore of heroic sacrifice 1Jday take damage dealt to a singleallywith 30 ft.
M144 Unicorn pendant l /day cure moderate wounds, neutralizepoison; extra bonus for paladins
M136 Skull plaque Undead have- 2 on attacks against you, lJday death knell, detect undead
0263 Periapt of health Immunity to disease
0246 Am ulet of natural armor +2 +2 enhancement bonus to natural armor
M85 Chasuble offe ll power +ld6 points of damage with eldritch blasts or chaotic damaging spells
Ml00 Flesh ring of scorn 3Jday automatically confirm critical threats, but take damage
0258 Hand of glory Extra ring slot, lJday each use daylight and see invisibility
M195 Medallion of aerial defenses. OR 10Jmagic against ranged attacks if you or foe is airborne (array of the manticore)
M119 Psionatrix +1 to save OCof powers of a specific psionic discipline
M132 Scentblinder Undetectable bythe scent ability
M71 Ankh of ascension 3/daygain +4 caster level bonus bysacrifici ng divine spell or spell slot
M84 Cat's-eye brooch +1 on all savingthrows, +4 on savingthrows against disease
0263 Necklace of adaptation Immune to harmful vapors and gases, can always breathe
M121 Retributiveamulet 3Jday creature attacking you takes damage equal to halfwhat it dealt
M69 Amulet of inviolate form 7 charges, protects against shape- or composition-changing attacks
M203 Blood claw choker" +2 to Con, 2Jday regain sorcerer spell slot (instruments of the blood gift)
0262 Medall ion of thoughts Detect thoughts, at will
Ml 00 Fireflower pendant Resis tance to fire 10; l/ hour immunityto fire until start of next turn
M21 6 Chokerof life protection" Protection from 3 negative levels/day, +2 to AC against undead (wraith 's woe)
M72 Badge of the svirfneblin Oarkvision out to 30 ft., +5 on Hide; l/day blur (selfonly)
M11 2 Incarnum focus (amulet) +1 to essentia capacity of soulmelds occupying throat chakra
0 264 Periapt of wound closure Automatically stabilizes dying characters, increases natural healing
M68 Amulet of catapsi l/daycreates 30-ft. radius of telepathic noise
0246 Am ulet of health +4 +4 enhancement bonus to Con
0263 Periapt of Wisdom +4 +4 enhancement bonus to Wis
M212 Serpent veilsp Poison target already affected byyour arcane melee touch spell (seven veils)
0246 Amulet of natural armor +3 +3 enhancement bonus to natural armor
M85 Chasuble of fell power, greater +2d6 points of damage wi th eldriteh blasts or chaotic damaging spells
M132 Scarabof stabilization Automatically stabilize; once, if at - 10 hp or below, instead stabilizeat - 1 hp
0246 Amulet of mighty fists +2 +2 enhancement bonus on attacks and damage with unarmed attacks
and natural weapons
0 263 Periapt of proof against poison Immunity to poison 27
0 246 Amulet of natural armor +4 +4 enhancement bonus to natural armor 32
0247 Amulet of proofagainst Protection as nondeteetion spell 35
detection and location
0246 Am ulet of health +6 +6 enhancement bonus to Con 36
0 263 Periapt of Wisdom +6 +6 enhancement bonus to Wis 36
0266 Scarab of protection Spell resistance 20, negates various types of attacks twelve times 38
M70 Amulet of second chances lJday undo allevents of current round and beginturn again 40
M132 Scarabof invulnerability lJday immunityto alldamage for 1 round 40
0 246 Am ulet of natural armor +5 +5 enhancement bonus to natural armor 50
0246 Am ulet of mighty fists +3 +3 enhancement bonus on attacks and damage with unarmed attacks 5~
and natural weapons
M95 Oragon's-eye amulet +10on Search and Spot, blindsense out to 30 ft. 55
0246 Amulet of mighty fists +4 +4 enhancement bonus on attacks and damage with unarmed attacks 96
and natural weapons
0247 Amulet of the planes Plane shift at will, OC 15 Intelligence checkto specifyending location 120
0246 Amulet of mighty fists +5 +5 enhancement bonus on attacks and damage with unarmed attacks 150
and natural weapons
TO RSO
Page Item Name Effect Market Price (gp)
M133 Shiftweave Mimics five specific outfits 500
M215 Ephodof authority" Turn undead as if 1 level higher (vestments of divinity) 800
M94 Dispelling cord 5/day +2 on dispel checks until end ofturn 1.000
M1 47 Vest of resistance +1 +1 on saving throws 1,000
M133 Sepulchral vest 3/day+5 on saves against effects generated byundead 2,000
M146 Ves t of defense 3/day +2 to AC fighting defensively, or using total defense or Combat Expertise 2,000
M144 Tunicof steady spellcasting +5 on Concentration 2,500
M83 Burnoose of 1,001 thorns Va rious desert- and thorn-themed effects 3,000
M1 00 Formless vest l/day take half critical hit or sneak attack damage 3,200
Ml19 Rags of restraint Expend Stunning Fist or ki power to heal damage equal to monk or ninja level 3,200
M109 Hair shirt of suffering +1 to natural armor; l/day cure serious wounds on another 3,400
M139 Surcoat of valor +1 to save DC ofkn ight's challenge 4,000
M213 Veil of storms" Deal 4d6 electricity damage to target alreadydamaged byyour electricity spell (seven veils) 4,000
M147 Vestof resistanee +2 +2 on saving throws 4,000
M75 Bolt shirt 1/dayteleport 60 ft. 5,000
M99 Fierytunic Resista nce to fire 5; l/ dayfire shield and all weapons are flaming 5,000
M147 Vestments of ebons ilk" Lolth: +2 on allsaving throws plus relic powers 5.000
D268 Vest of escape +4 on Open Lock, +6 on Escape Artist 5,200
M140 Tabard of the great crusade" St. Cuthbert: +1 on allsaves for you and allies within 20 ft. plus relic powers 5,500
MZ16 Shirt of wraith stalki ng'" Hidefrom undead (wru ith's woe) 6,000
M140 Tabard of the disembodied" Nerull: l/day become ethe real for 1 round plus relic powers 6,000
M114 Lightning tunic 3 charges/day, deal electricitydamage to attackers for 3 rounds 8,000
M135 Shirt of the leech Automatically recognize healing spells, 3/daydivert healing spells to you 8,000
M13 4 Shirt of bone Damage reduction 3/bludgeoning 9,000
M134 Shirt of chains Damage reduction 3/piercing 9,000
M136 Shirt of the treant Damage reduction 3/slashing 9,000
M147 Vestof resistance +3 +3 on saving throws 9,000
D268 Druid 's vestment Grants one additional use of wild shape per day 10,000
M1 46 Vest of the master evoker Va rious evocation-enhancing and metamagic effects 10,000
M135 Shirt of resilience Damage reduction 3/ magic 12,000
M198 Ves t of free movement" 3/dayfreedom of movement effect for 3 rounds (fleet warrior'sarray) 12,000
M195 Winged vest" 5/day fly speed of 60 ft. for 5 rounds (arra yof the manticore) 12,000
Mll2 Incarnum focus (vestments) +1 to esse ntia capacity of soulmelds occupying heart chakra 15.000
M134 Shirt of angels Damage reduction 3/evil 15,000
M13 4 Shirt of demonskin Damage reduction 3/good 15,000
M134 Shirt of the fey Damage reduction 3/cold iron 15,000
M134 Shirt of the inevitable Damage reduction 3/chaotic 15,000
M135 Shirt of ironskin Damage reduction 3/adamantine 15,000
M135 Shirt of the moon Damage reduction 3/silver 15,000
M135 Shirt of slaadskin Damage reduction 3/lawful 15,000
M147 Vest of resistanee +4 +4 on all saving throws 16,000
M130 Rogue's vest Vario us rogue-therned bonuses and effects 18,000
M147 Vest of resistance +5 +5 on all saving throws 25,000
Mll2 Impervious vestment +5 armor bonus to AC; l/day blade barrier that lasts for up to 18 min. 34,000
M145 Vest of the archmagi Vario us powerful defensive, healing, and spe llcastingeffects 200,000
WAI ST
Page Item Name Effect Market Price (gp)
Mll O Healing belt +2on Heal; 3 charges, heal damage with a touch 750
M74 Belt of one mighty blow 1/day extra damage on next melee attack before end of turn 1,500
M74 Belt of theft-healing 3/day heal damage equal to level of one spell you steal 2,000
M21 2 Caustic veils. Deal 2d6 acid damage to target damaged by your acid spell (seven veils) 2,000
M95 Dragon spirit cincture Breath weapon damage increased by1 die, can increase breath weapon save DC 2,000
M136 Silkslick belt Various bonuses on Escape Artist checks 2,000
M73 Belt of growth l/ day affected as enlarge person for up to 10 minutes 3,000
M215 Cordof favor" +5 on Sense Motive, 3/day divinefavor(vestments ofdivinity) 3,000
M75 Belt of ultimate athleticism Ta ke 10 on various skill checks. l/day take 20 on one such skill check 3,600
M73 Belt of the champion" Kord: Functions as belt of giant strength +2 plus relic powers 4,500
M74 Belt of hidden pouches Holds items in 30 pockets, which function as small bags of holding 5,000
M74 Belt of priestly might +1 enhancement bonus to natural armor, +2 enhancement bonus to Strength 6,000
M204 Belt of the wide earth" Carryingcapacity doubled, 2/day teleport (raiment of thefour) 8,000
M73 Beltof battle +2on initiative; 3 charges/day, perform extra actions 12,000
Ml3l Ruby cincture of immu ability l/day counter shapechanging and body-altering effects 12,000
M137 Spare hand Holds items, animates further when powered with infusions 12,000
D248 Monk's belt AC and unarmed damage as monkof five levels higher, extra uses of stunning attack 13,000
D248 Belt of dwarvenkind Bonuses and penalties on some Cha checks. gain some dwarf racial bonuses 14,900
WAIST (cont.)
Pag e Ite m Nam e Effect Ma rket Price (g
M93 Desperation chain l/day cast one arcane spell of3 rd level or lower when you are helpless 15,0
Ml12 Incarnum focus (belt) +1 to essentia capacity of soulmelds occupying waist chakra 15,0
D248 Belt of giant strength +4 +4 enhancement bonus to Str 16,
M109 Gwaeron's belt l/dayweapon is flaming for 12 rounds, l/day wind walk 21,0
D248 Belt of giant strength +6 +6 enhancement bonus to Str 36,
TO O LS
t>age \\ em'\{jame 'i.~e\:.\ ~~~"-<:!.t..lJ ~i.<:.<:!. ~'b~
M1 52 Blessed bandage Immediately stabilizes target
D237 Scrol l, Q-Ieve l spell Use a particular O-Ievel spell, once 12.5
D237 Scroll, 1st-level spell Use a particular1st-level spell, once 25
P251 Oil of magic weapon Weapon gains +1 enhancement bonus 5
P215 Potion of cure light wounds Heal 1d8+1 points of damage 5
P226 Potion of endure elements Exist comfortably in extreme environments
P226 Potion of enlarge person Double in size 5
P249 Potion of mage armor +4 armor bonus to AC 5
P250 Potion of magicfang Natural weapon gains +1 enhancement bonus
P266 Potion of protection from +2 on saves and to AC , counter mind control, hedge out elernentals/o utsiders 5
chaos/evil/good/law
P271 Potion of removefear Suppresses fear or gives +4 on saves against fear
P278 Potion of shield of faith +2 +2 bonus to AC
D264 Quaal's feather token, anchor Rendera craft immobilefor up to 1 day
M1 85 Ski ll shard +2 on next checkwith a specific skill
D268 Universal solvent Dissolves sovereign glue, tanglefoot bags, and kuo-toa adhesive
P205 Oil of bless weapon Weapon automatically confirms crits against evil foes, good-aligned
M156 Daylight pellet Throw to create illum ination equivalen t to daylight spell for 1Q rounds
D255 Elixi r of love Drinkeris charmed with first person seen
D237 Scroll, 2nd-level spell Use a particular Znd-level spell, once
D268 Unguent of timelessness Once-living material resists passage oft ime
M160 Everfull mug 3/dayfill with 12ounces of water, ale, or wine
D264 Quaal's feather token, fan Provides enough wind to propel one ship for up to 8 hours
M185 Skill shard, greater +5 on next checkwith a specific skill
WI,'/,'/, , ;mglep'a\tn , 1"1\0'» \0 oell\e en\lIn%l,ee{{el:.\ {Ol ') 10lmds , OIKe
D255 Dust of tracelessness Conceals evidence of passage
D255 Elixir of hiding +10 on Hide
D255 Elixir of sneaking +10 on Move Silently
D255 Elixir of swimming +10 on Swim
D256 Elixir of vision +10on Search
M162 I ncense of concentration Prepare one extra lst-level spell for the day, once L
M162 Jumping caltrops Caltrops move5 ft./ round toward nearest enemy,S consecutive rounds per day
D266 Silversheen Givesweapon properties of alchemical silver for 1 hour
M1 53 Blight stone 5d6 damage to all plants and plant creatures in lO·ft. radius 3
M159 Eli xir of flaming fists +ld6 points offire damage with unarmed attacks for 3 minutes 3
P203 Potion of barkski n +2 +2 enhancement bonus to natural armor 3
P203 Potion of bear's endurance +4 enhancement bonus to Con
P206 Potion of blur Gain concealment
P207 Potion ofbull's strength +4 enhancement bonus to Str
P208 Potion of eat's grace +4 enhancement bonus to Dex
P216 Potion of cure moderate wounds Heal 2d8+3 points of damage
P216 Potion of darkvision Gain darkvis ion out to 60 ft.
P217 Potion of delay poison Temporarily stop poison from harming you
P225 Potion of eagle's splendor +4 enhancement bonus to Cha
P233 Potion of fox's cunning +4 enhancement bonus to Int
P245 Potion or oil of invisibility Turn invisible
P272 Potion of lesser restoration Magical abilitypenalty is dispelled or 1d4 ability damage is repaired
P248 Potion or oil oflevitate Move up or down at will
P259 Potion of owl's wisdom +4 enhancement bonus to Wis
P271 Potion of remove paralysis Frees subject from paralysis or slow effect
P272 Potion of resist energy 1Q Ignore 10 points of damage per attack from specified energytype
P278 Potion of shield of faith +3 T3 bonus to AC
P283 Potion of spider climb Can walk on wallsor ceilings
D264 Quaal's feather token, bird Delivers a small written message, as a carrier pigeon
M186 Stench stone Target nauseated, creatures within 10 ft. sickened, once
M160 Everlasting rations l/ daycreates trail rations for one Medium creature
D237 Scroll, Jrd-level spell Use a particular 3rd-level spell, once
D245 Wa nd, Ovl evel spell Use a particularQ-Ievel spellSO times
TO O LS(cont.)
Page Item Name Effect Market Price (gp)
M158 Electriceel elixir +1 to natural armor for 12hours; melee touch attack w/electricity damage, once 400
M159 Essentia jewel +1 point of essentia to your essentia pool for 1 round, once 400
M163 Life ring Featherfall for up to four creatures, once 400
D264 Quaal's feather token, tree Produces a great oak tree 400
M161 Glitterstone Renders hidden creatures visible within io-n, radius, once 450
D264 Quaal's feather token, swan boat Produces a swan boat with speed 60 ft. on water for up to 1 day 450
M159 Eternal wand, O-Ievel spell 2/day use particularO-Ievel spell 460
M158 Dust of dispersion Createcloud that gives 50% miss chance to ranged attacks passing through 500
M158 Elixir of adamantine blood +10 temporary hp, +20 temporary hp ifwearing adamantine armor 500
D256 Elixir of truth Drinker must say nothing but the truth for 10 minutes 500
M163 Magic bedroll Recover 1 extra hp per character level, gain endure elements when sleeping 500
D264 Quaal's feather token, whip Produces a +1 dancing whip for up to 1 hour 500
M188 Talisman of the disk 3 hours/day create Tenser'sfloating disk 500
M190 Trollgut rope Grows to 350 ft., up to 12consecutivehours 500
P203 Potion of barksk in +3 +3 enhancement bonus to natural armor 600
P278 Potion of shield of faith +4 +4 bonus to AC 600
P272 Potion of resist energy 20 Ignore 20 points of damage per attack from specified energytype 700
D237 Scroll, 4th-level spell Use a particular4th·level spell, once 700'
M186 Soulvoid orb Throw to affect creatures as divest essentia, once 700
P251 Oilof greater magic weapon +1 +1 enhancement bonus to weapon, or up to 50 projectiles 750
P246 Oilof keen edge Normal weapon's threat range is doubled 750
P251 Oil of magicvestment +1 +1 enhancement bonus to armor or shield 750
P216 Potion of cure serious wounds Heal 3d8+5hit points of damage 750
P223 Potion of displacement Gain total concealment 750
P232 Potion of fly Fly speed of 60 ft. 750
P234 Potion of gaseous form Becomeinsubstantial and fly slowly 750
P250 Potion of greater magicfang +1 +1 enhancement bonus to one or all natural weapons 750
P239 Potionof haste Move faster, +1 on attack rolls, AC, and Reflex saves 750
P240 Potion of heroism +2 on attack rolls, saves, skill checks 750
P249 Potionof magic circle +2 on saves and to AC, counter mind control, hedge out elernentals/outsiders 750
against chaos/evil/good/law
P257 Potionof neutralizepoison Immunity to poison, venom in or on you neutralized 750
P266 Potion of protection from energy Absorb36 points of damage from one kind of energy 750
P270 Potion of remove Cure normal or magical blindness or deafness 750
blindness/deafness
P270 Potion of removecurse Freesyou from curse 750
P271 Potionof remove disease Cures you of all diseases 750
P300 Potion of water breathing Breathe underwater 750
M169 Powder of the black veil Creates cloud with blinding effect, once 750
M184 Scrying beacon Choose to center next clairaudience/clairvoyance spell on the beacon 750
D245 Wa nd, lst -level spell Use a particular lsi-level spell 50 times 750
M151 Bag of endless caltrops 5/daycreate caltrops to cover a 5-ft. square 800
M160 Everlasting feedbag 1/day create feed for one horse 800
M169 Porcu pine elixir +1 to natural armor, deal ld6 piercing damage wi th grapple attacks, 12 hours 800
M1 76 Ro pe of stone Rope becomes as hard as stone on command 800
M159 Eternal wand, 1st-Ievel spell 2/day use particular1st-Ievel spell 820
D255 Dust of dryness Destroys 100 gallonsof water, destroys water elementals 850
D248 Bag of tricks, gray 10/week creates one random animal that serves for 10 minutes 900
M152 Blast disk Effectiveas proximity or timed mine that deals fire damage 900
M167 Pearl of brain lock Throwto daze creature for 3 rounds, once 900
P203 Potion of barkskin +4 +4 enhancement bonus to natural armor 900
M154 Cognizance crystal, 1 point Stores 1 power point 1,000
M161 Glyph seal Converta spellof up to 2nd level into a glyph of warding effect, once 1,000
D263 Pearl of power, 1st-level spell l /day regain one lst -Ievel spell already cast 1,000
M173 Replenishing skin Slowly refills with waterwhen empty 1,000
D266 Salveof slipperiness +20 on EscapeArtistfor 8 hours 1,000
P237 Potionof good hope +2 on attack rolls, damage rolls , saves, and checks 1,050
M158 Drums of marching You and allies gain +4 on Con checks to avoid nonlethal damage from forced march 1,100
D255 Elixi r of fire breath Gain ability to breathe fire three times 1,100
P272 Potion of resist energy30 Ignore 30 points of damage per attack from specified energytype 1,100
D237 Scroll, 5th-level spell Use a particular 5th-level spell, once 1,1 251
D264 Pipes of the sewers Attract l d3 rat swarms 1,150
M157 Dragon's draught, brass Dragons/dragonblood gain breath weapon:60-ft. line, 6d6 fire damage 1,200
M157 Dragon's draught, white Dragonsjdragonblood gain breath weapon: 30-ft. cone, 6d6 cold damage 1,200
D254 Dust of ill usion Affect creature as disguise selffor 2 hours 1,200
Page Item Name Effect Market Price (gp)
P251 Oil of greater magicweapon +2 +2 enhancement bonus to weapon or up to 50 projectiles 1,200
P251 Oilof magicvestment +2 +2 enhancement bonus to armor or shield 1,200
P203 Potion of barkskin +5 +5 enhancement bonus to natural armor 1,200
P250 Potion of greater magicfang +2 +2 enhancement bonus to one or all naturalweapons 1,200
M151 Beetle elixir Darkvisio n out to 60 ft. and +2to natural armor, 12 hours 1,350
M161 Fochlucan bandore +2on Perform (string instruments); use spell-like abilities if2 ranks in Perform 1,350
M183 Salveof minor spell resistance Spell resistance 17for 5 minutes 1,350
M184 Scrying shard May use as a focus for scrying 1,350
M1 50 Arcane thieves' tools Sacrificearcane spell for +5 on next Disable Device or Open l ock check 1,400
M150 Bag of boulders 3 charges/day, create thrown rocksthat deal bludgeoning damage 1,400
M158 Ehlonna's seed pouch" Eh lonna: Producesthree goodberries per day plus relic powers 1,400
M174 Rod offrost 3/daycreates a 30-foot line of frost for a varietyof effects 1,400
M175 Rod of sliding 3/day push or pull one targeted creature 5 ft. 1,400
M184 Sending stones (pair) l/day send a message as sending to bearer of other stone 1,400
M186 Spool of endless rope Create up to 500 ft. of silk rope 1,400
M150 Aro ma of dreams Put nearbycreatures to sleep 1,500
M153 Camouflagepaint 5 applications, +5 on Hide when stationary for 2 hours 1,500
M160 Exploding spike Effectiveland mine deals fire damage, invisible 1 round after planted 1,500
M161 Hammersphere l/ dayconjure giant spiritual hammer that deals 3d6 points of damage 1,500
M164 Memenlo magica, I s t-level spell l/day regain a previouslyused 1st-level spell slot 1,500
M190 Tome of worldly memory 3jday+5 on single Knowledge check 1,500
M173 Rhino elixir +3 to natural armor and +1 on melee damage rolls, 12hours 1,600
D263 Necklace of fireballs type I Hurl up to three fireballs of variousstrengths 1,650
D237 Scroll, 6th-level spell Use a particular 6th·level spell, once 1,6501
D255 Dust of appearance Reveals objects as they are, negates invisibility 1,800
P251 Oil of greater magic weapon +3 +3 enhancement bonus to weapon or up to 50 projecti les 1,800
P251 Oil of magic vestment +3 +3 enhancement bonus to armor or shield 1,800
D264 Pipes of sounding Ghost sound at will 1,800
P250 Potion of greater magicfang +3 +3 enhancement bonus to one or all natural weapons 1,800
D265 Quiver of Ehlonna Stores up to eighty-fourobjects of various sizes 1,800
M186 Sphere of awakening l/day allies withi n 60 ft. awa kened from sleep, immune to tiring effects 1,800
M160 Field provisions box l/day produces fullday's sustenance for up to fifteen humans or five horses 2,000
D259 Hewa rd's handy haversack Holds up to 120 lb., but weighs only5 lb.;allobjects stored are easilyaccessible 2,000
D259 Horn offog Creates 10 square ft. of fog similarto obscuringmist 2,000
M167 Orb of environmental Exist comfortably in conditions between - 50°F and 140°F 2,000
adaptation for 7 consecutivedays
M168 Pearl of breath crisis For5 rounds, target must spend standard action or suffocate,once 2,000
M174 Rod of grievous wounds 5jday1d8+5damage to each inju red adjace nt creature 2,000
M176 Rod of viscid globs 3/dayfire globs with tanglefoot bag effect 2,000
M185 Slashing sand Creates equivalent of spike stones spell, once 2,000
M163 Mac-Fulrmidh cithern +2 on Perform (string instruments); use spell-like abilities if 4 ranks in Perform 2,100
D255 Elemental gem Summon large elemental as summon nature's ally 2,250
M162 Healingsalve Heals various amounts of damage, 10 applications 2,250
P251 Wa nd of magic missile Use magic missile (C l 3rd) 50 times 2,250
0237 Scroll, Zth-level spell Use a particular 7th-level spell, once 2,275 '
M174 Rod of fumbling 2/day creature within 30 ft. drops all items it holds 2,300
M157 Dragon's draught, black Dragons/dragonblood gain breath weapon: 80-ft. line, 12d4acid damage 2,400
M157 Dragon 's draught, copper Dragons/dragonblood gain breath weapon: 80·ft. line, 12d4 acid damage 2,400
P251 Oilof greater magicweapon +4 +4 enhancement bonus to weapon or up to 50 projectiles 2,400
P251 Oilof magic vestment +4 +4 enhancement bonus to armor or shield 2,400
P250 Potionof greater magicfang +4 +4 enhancement bonus to one or all natural weapons 2,400
0266 Sovereign glue Bi nds anytwo substances together permanently 2,400
0248 Bag of holding type I Holds up to 250 lb. or 30 cu. ft., but weighs only 15 lb. 2,500
D251 Candle of truth Creates zoneof truth spell in 5·ft. radius for 1 hour 2,500
M153 Censer of the last breath" Nerull: Obscuring mist effect plus relic powers 2,500
M155 Crystal anchor of alertness Area is lit, +5 on Listen and Spot for you and allies within 30 ft. 2,500
M162 Icy strand of the north Hurl up to sixcold missiles of variousstrengths 2,500
M1 65 Metamagic rod, Substitution, 3/day cast a spellof up to 3rd level as though affected by Energy Substitution 2,700
lesser
D263 Necklace of fireballs type II Hurl up to five fireballs of various strengths 2,700
D267 Stone of alarm Sets an alarm on any object, screeches for 1 hour ifalarm is tripped 2,700
M149 Aberrantsphere 3 charges/day, summons aberrations but you take a penaltyon Will saves 2,800
M162 Infin ite scrollcase Holds up to 50 scrolls, +4 on Concentration checks to cast defensively 2,800
D248 Bagof tricks, rust 10/week creates one random animal that serves for 10 minutes 3,000
TOO LS(cont.)
Page Item Name Effect Market Price (gp)
0248 Bead of force Explodes when thrown, then acts as Oti/uke'sresilient sphere 3,000
0252 Chime of opening 10 charges, looses or opens locks, doors, lids,and so on 3,000
0260 Horseshoes of speed +30-fl. enhancement bonus to animal's speed 3,000
0236 Metamagic rod, Enlarge, lesser 3/daycast a spell of up to 3rd level as though affected by Enlarge Spell 3,000
0236 Metamagic rod, Extend , lesser 3/day cast a spellof up to 3rd level as though affected by Extend Spell 3,000
M165 Metamagic rod, Sculpting, lesser 3/daycast a spell of up to 3rd level as though affected bySculptSpell 3,000
0236 Metamagic rod, Silent, lesser 3/daycast a spell of up to 3rd level as though affected bySilent Spell 3,000
P251 Oilof greater magic weapon +5 +5enhancement bonus to weapon or up to 50 projectiles 3,000
P251 Oilof magic vestment +5 +5 enhancement bonus to armor or shield 3,000
P250 Potion of greater magicfang +5 +5enhancement bonus to one or all naturalweapons 3,000
0266 Ro pe of climbing Can be commanded to uncoi l in anydirection, can fasten or knot itself 3,000
0237 Scroll, 8th-level spell Use a particular Sth-level spell, once 3,0001
M188 Talisman of undead mastery 3 charges/day, gain bonus to turning level 3,000
M154 Chime of harmonicagony Expend bardicmusic use to deal 3d6+Cha modifier of sonic damage 3,100
M1 67 Orb of mental renewal 3 charges/day, heal Int, Wis , or Cha damage 3,100
M168 Pipes offrenzied reve lry" Olidammara: +5on Perform (wind instruments) plus relicpowers 3,1 00
M173 Rod of bodily restoration 3 charges/day, heal Str, Dex, and Con damage 3,100
M187 Summoner's totem Can instantaneously cast one spell on single animal you summon 3,100
M156 Oomain draught Gai n access to specificcleric domain for 24 hours 3,300
M187 Survival pouch 5/daycreate various useful survival items 3,300
M151 Bag offla mes 3 charges/day, create various fire-based effects 3,500
M157 Dragon's draught, bronze Dragons/dragonb lood gain breath weapon: 100-fl. line, 12d6electricity damage 3,500
M157 Dragon's draught, green Dragons/dragonbloodgain breath weapon: 50-fl.cone, 12d6 acid damage 3,500
0255 Oust of disappearance Greater invisibility for 2d6 rounds 3,500
Ml72 Radiant sphere Sheds brightlight; 3 charges/day, deals damage to undead 3,500
M173 Rod of escape 2/day each,jump, knack; l/day create water-repelling sphericalward 3,500
M185 Shard of the sun" Pelor: Continuous heightened daylight plus relic powers 3,500
M185 Sleeping spike Effective land mine with sleep effect, invisible 1 round after planted 3,500
M159 Enveloping pit" Kurtu lmak: Actsas portable hole, but 50 fl. deep plus relic powers 3,600
M165 Mirror of suggestion 2/day makegaze attack with suggestian effecton one creature 3,600
P251 Wa nd of magic missile Use magicmissi/e (CL5th) 50 times 3,750
0256 Figurine of wondrous power, Becomes a raven as affected byanimal messenger, 24 total hours/week 3,800
silver raven
0237 Scroll, 9th-level spell Use a particular 9th·level spell, once 3,825\
M154 Cognizance crystal, 3 points Stores up to 3 power points 4,000
M161 Gl yph seal, greater Converta spell of up to 5th level into a greater glyph oj warding effect, once 4,000
0260 loun stone, clear spindle Sustains you without food or water 4,000
0261 Keogh tom's ointment Acts as neutralizepoison, remove disease, or cure light wounds 4,000
0263 Nolzur's marvelous pigments Create mundane objects bypainting their images 4,000
0263 Pearl of power, 2nd-level spell l/day regain one 2nd-leve l spellalready cast 4,000
M175 Rod of silence +4 on saves against sonic effects.lrday silence (centered on you), shout 4,000
M175 Rod of sure striking 3/dayallies adjacentto you gain +5 bonus on next attack roll 4,000
0267 Stone salve Acts as stone toflesh or stoneskin 4,000
M190 Wi lding clasp Item can be used normally in wild shape 4,000
M15 6 Doss lute +2 on Perform (string instruments); use spell- like abilities if 6 ranks in Perform 4,100
0263 Necklace offireballs type III Hurl up to sevenJirebalis of various strengths 4,350
M1 87 Strand of lightning Hurl up to seven electricity coils of various strengths 4,350
M183 Sacred scabbard 3/day bless weapon for 10 rounds 4,400
M188 Thorn pouch 5 charges/day, create various plant-based effects 4,400
M159 Eterna l wand, 2nd-level spell 2/day use particula r 2nd-level spell 4,420
M150 Aroma of curdled death Kill nearby creatureswith low Hit Oice 4,500
M157 Dragon's draught, blue Dragons/dragcnblood gain breathweapon: 100·fl. line, 12d8 electricitydamage 4,500
M157 Dragon's draught, silver Dragonsjdragonblood gain breath weapon: 50-fl.cone, 12d8 cold damage 4.500
0245 Wand, 2nd-level spell Use a particular 2nd-level spell50 times 4,500
M168 Personal oasis l/day create small tent and one day's sustenance 4,600
0260 Incense of meditation Prepare all spells as ifaffected by MaximizeSpell feat, at their normal level 4,900
0248 Bag of holding type II Holds up to 500 lb. or 70 cu. ft., but weighs only25 lb. 5,000
M156 Oiamondskin decanter 3/daygain OR 2/adamantine, OR3/adamantine, or OR 4/adamantine 5,000
M208 Horn of resilience" 2/daygain various protection effects to you or allies (regalia oJthehero) 5,000
0235 Immovable rod Stays in place, even in midair 5,000
0260 loun stone, dusty rose prism +1 insight bonus to AC 5,000
M166 Noble pennon 3 charges/day, various knight-and paladin-themed bonuses and effects 5,000
M167 Orb of blinding 3/daycreate blinding effect for 1 round 5,000
M169 Portable foxhole Createsshallow, extradi mensional pit 5,000
M164 Ma p of unseen lands" Yo ndalla: +5 on Knowledge (geography) and Survival plus relic powers 5,200
TO OLS(co nt.)
Page Item Name Effect Market Price (gp)
P251 Wand of magic missile Use magic missile (Cl 7th) 50 times 5,250
D256 Eversmoking bottle Covers up to 100·ft. radius in smoke 5,400
D262 Murlynd's spoon Createsenough gruel to sustain up to four humans 5,400
D263 Necklace of fireba lls type IV Hurl up to ninefire balls of various strengths 5,400
M157 Dragon 's draught, gold Dragcns/dragonblocd gain breath weapon: 50-ft.cone, 12dl0 firedamage 5,500
M157 Dragon's draught, red Dragonsjdragonblood gain breath weapon: 50·ft. cone, 12dlO fire damage 5,500
M176 Rope of climbing, superior As rope ofclimbing, and +5on Climbto ascend this rope 5,500
M189 Tomeof ancient lore" Boccob: +5 on Knowledge (arcana) and Spellcraft plus relic powers 5,500
D268 Wind fan l/day (or more) gust of wind 5,500
D263 Necklaceof fireballs type V Hurl up to seven fireballs of various strengths 5,850
M155 Conduit rod 3/dayyou and adjacent creatures gain +20to energyresistance of choicefor 1 round6,000
M155 Cornucopia of the needful" Yondalla: Create fruit with healing and protectiveeffects plus relic powers 6,000
M161 Globeof sunlight Throw to create effectas a sunburst spell, but with 40·ft. radius, once 6,000
D260 Horseshoes of a zephyr An imal travels withouttouching the ground 6,000
M164 Mementomagica, 2nd-level spell l/day regain a previouslyused Znd-Ievel spell slot 6,000
D264 Pipes of haunting 2/day creatures with 5 or fewe r HObecome frightened 6,000
M169 Psychoactive skin of the celestial Gain various celestial benefits, 7 rounds/day 6,000
M170 Psychoactive skin of 8 armor bonus to AC, max Oex+2, - 6 armor check, 25% arcane spell failure 6,000
ectoplasmic armor
M170 Psychoactive skin of the fiend Gain various fiendish bonuses, 7 rounds/day 6,000
M175 Rod of transposition 3/day exchange positions with another creature within 30 ft. 6,000
M184 Shackles of silence Silence shackled creature, escape triggersalarm 6,000
D248 Bag of tricks, tan 10/weekcreates one random animal that serves for 10 minutes 6,300
D259 Hornof goodness/evil l/day magiccircle against evil or good (depends on youralignment) for 1 hour 6,500
D266 Shrouds of disintegration Turn corpse to dust 6,600
P251 Wand of magic missile Use magic missile (Cl 9th) SO times 6,750
M190 Tomebound eye of Boccob 3 charges/day, gain bonus on caster level checks to overcome spell resistance 7,000
D249 Folding boat Becomes a boat or ship on command 7,200
D250 Bottle of air Continually retains and replenishes fresh air 7,250
D248 Bag of holding type III Holds up to 1,000 lb. or 1SO cu. ft., but weighs only35 lb. 7,400
D258 Harp of charming Suggestion once per 10 minutes with successful OC 14 Perform check 7,500
M189 Tomeof the stilled tongue" Vecna: Information on becominga lich , 500 blank spell pages plus relicpowers 7,500
M152 Blast globes l/day use as ranged explosives, dealing fire and sonic damage with other effects 8,000
D258 Golem manual, flesh Contains information and spells necessary to create a flesh golem 8,000
D260 loun stone, deep red sphere +2enhancement bonus to Dex 8,000
D260 loun stone, incandescent +2 enhancement bonus to Wis 8,000
bluesphere
0260 loun stone, pale blue rhomboid +2 enhancement bonus to Str 8,000
0260 loun stone, pinkand green sphere +2 enhancement bonus to Cha 8,00
0260 loun stone, pink rhomboid +2 enhancement bonus to Con 8,000
D260 loun stone, scarlet and +2 enhancement bonus to Int 8,00
blue sphere
Ml77 Runestaff of charming Create various charm effects by expendingarcane spell s or spellslots 8,000
M183 Scrolls of uncertain provenance" Wee [as: +5 on Knowledge plus relic powers 8,ODe
M188 Talisman of undying fortitude 2/daytake on some undead qualities for 3 rounds 8,000
M153 Canaith mandolin +2 on Perform (string instruments): use spell-likeabilities if 8 ranks in Perform 8,100
D254 Oeck of illusions Creates a majorimage of a random creature 8,100
D263 Necklace of fireballs typeVI Hurl up to ninefireballs of various strengths 8,1 0e
D251 Candle of invocation Vario us morale and spellcasting effects for characters of a given alignment 8.400
M180 Ru nestaffoffi re Createvarious fire effects byexpending arcane spells or spell slots 8.40
D263 Necklace of fireballs typeVII Hurl up to ninefireballs of various strengths 8,700
M151 Battle bridle Rider gets +5 on Ride and benefitof Mounted Combatfeat, mount only 9,00e
M154 Cogn izance crystal, 5 points Stores up to 5 power points 9,000
M155 Daern's instant tent Grows into tent large enough to accommodateeight Medium creatures 9,00
D254 Decanter of endless water Creates various amounts of water, on command 9,000
0236 Metamagic rod, Empower, lesser 3/daycast a spell of up to 3rd level as though affected by Empower Spell 9,00
M165 Metamagic rod, Reach, lesser 3/daycast a spell of up to 3rd level as though affected by Reach Spell 9,00
M165 Mirror of time hop 2/day makegaze attack to push one creature 5 rounds forward intime 9.00
0263 Pearl of power, 3rd-level spell l/day regain one Jrd-level spell already cast 9,000
M183 Scepterof the netherworld Turn or rebuke undead as if 3 levels higher 9.00
M187 Stunning spike Effective land mine stuns creatures within 20 ft., invisible 1 round after planted 9,00
0256 Figurine of wondrous power, l/day becomes a normal-sized horned owl or giant owl for8 hours 9,10
serpentine owl
0267 Strand of prayer beads, lesser Creates various divine spelleffects 9,60
D248 Bag of holding type IV Holds up to 1,500 lb. or 250 cu. ft., but weighs only60 lb. 10,00
TOO LS (cont .)
Page Item Name Effect Market Price (gp)
0256 Figurine of wondrous power, 2jweek becomes a griffon for 6 hours 10,000
bronze griffon
0256 Figurine of wondrous power, 3jweek becomes a rideable, pony-sized flyfor 12 hours 10,000
ebonyfly
0260 loun stone, dark blue rhomboid Alertness as the feat 10,000
M171 Psychoactiveskin of 3jday numeric spell and powereffects targetingyou are minimized for 1 round 10,000
power damping
M174 Rod of reversal" Boccob: Reflect the next 3 spell levels targeted on you plus relic powers 10,000
M175 Rod of undead mastery Control twice as manyHOof undead as normal 10,000
M177 Ru nestaffof the assassin Createvarious stealth-themed effects byexpending arcane spellsor spell slots 10,000
M185 Soulanchor 5jday creatures adjacent to you are held in placefor 1 round 10,000
0267 Stone horse, courser Becomes tireless heavy horse, on command 10,000
M165 Metamagic rod, Substitution 3jday cast a spell of up to 6th level as though affected by Energy Substitution 10,500
0236 Rod of metal and mineral detection Find metal or minerals within 30 feet 10,500
M187 Strand of acid pearls Hurl up to seven acidic missilesof various strengths 10,700
M159 Eternal wand, Jrd-level spell 2jday use particular 3rd-level spell 10,900
0236 Metamagic rod, Enlarge 3jday cast a spell of up to 6th level as though affected by EnlargeSpell 11 ,000
0236 Metamagic rod, Extend 3jday cast a spell of up to 6th level as though affected byExtend Spell 11 ,000
M165 Metamagic rod, Scul pting 3jdaycast a spell of up to 6th level as though affected by Sculpt Spell 11 ,000
0236 Metamagic rod, Si lent 3jdaycast a spellof up to 6th level as though affected bySilent Spell 11.000
0234 Rod of cancellation Drains one item of all magical properties 11,000
M178 Runestaffof eyes Create various vision effects by expendi ng arcane spells or spell slots 11,000
0245 Wand, 3rd-level spell Use a particular 3rd-level spell 50 times 11,250
M160 Flesheater 2jday summon apparitions that deal 3d6 damage to living creature for 4 rounds 12,000
0258 Golem manual, clay Contains information and spells necessary to create a clay golem 12,000
M162 Hornof plenty 1jday heroes'feast for twelve partici pants 12,000
0264 Pipes of pain Creaturesare fascinated, then damaged and shaken after playing stops 12.000
Ml70 Psychoactive skinof the claw Gain two primary natural clawattacks, psychicwarriors only 12,000
0237 Rod ofwonder Createrandom effects 12,000
M178 Runestaff of entrapment Create various imprisonment effects byexpending arcane spells or spell slo s 12.000
M181 Runestaffof size alteration Createvarious size alteringeffects byexpending arcane spells or spell slots 12,000
M156 Dove's harp Bardic musicgrants allies within 60 ft. fast healing 3 for 1 minute 12,100
0249 Boccob's blessed book Scribespellswithout payi ng material cost 12,500
0257 Gem of brightness 50 charges, produces various degrees of illum ination, some blinding 13,000
0261 Lyre of building l jday negates attacks on buildings; ljweek magically construct edifices 13,000
M164 Memento magica, 3rd-level spell lj day regain a previously used 3rd-level spellslot 13,500
P275 Wand of searing light Use searing light (C L6th) 50 times 13,500
M162 Harrow rod 3jday 30·ft. cone of acid that deals 9d6 acid damage 14,000
M165 Metamagic rod, Chaining, lesser 3jday cast a spellof up to 3rd level as though affected byChai n Spell 14,000
0236 Metamagic rod, Maximize, lesser 3jdaycast a spellof up to 3rd level as though affe cted by Maximize Spell 14,000
M181 Runestaff of night Create various darkness effects by expending arcane spellsor spell slots 14,000
0267 Stone horse, destrier Becomes tireless heavywarhorse, on command 14,800
M151 Banner of the storm's eye Suppresses fear effects, prevents confused and stunned conditions within 20 15,000
M171 Psychoactive skin of nimbleness +10 on Tumble 15,000
M1 70 Psychoactive skin of the chameleon +10 on Hide 15,000
M172 Quiver of energy Arrows and bolts stored wi thin deal +ld6 energydamage 15,000
0235 Rod of flame extinguishing Extinguish magical and nonmagical fires 15,000
M181 Runestaff of opening Createvarious opening effects by expendi ng arcane spellsor spellslots 15 ,000
M186 Spider rod 3jday each, entangling silkstrands and poison touch attacks 15,000
0260 Horn of the tritons Createsvarious sea- and water-based effects 15,100
0263 Pearl of the sirines Breathe and act underwa ter without hindrance, 60·ft. swim speed 15,300
0256 Figurine of wondrous power, ljweek becomes an intelligent, perceptive ridingdog for up to 6 hours 15,500
onyx dog
M154 Cognizancecrystal , 7 points Stores up to 7 powerpoints 16,000
0263 Pearl of power, 4th-level spell ljday regain one 4th-level spell already cast 16,000
M182 Runestaffof the undying Create various undead-creation effects byexpending arcane spells or spe s ots 16,000
M182 Ru nestaff of vision Createvarious sight effects byexpending arcane spells or spell slots 16,000
0266 Scabbard ofkeen edges 3jday keen edge, can accommodate anyknife, dagger, or sword 16,000
0256 Figurine of wondrous power, ljday figurines become two normal lions for up to 1 hour 16,500
golden lions
0244 Staff of charming Create various charm effects 16,500
0252 Chimeof interruption Oncejl0 minutes, spells withverbal components require Concentration chec s 16,800
0250 Broom of flying Fly as overlandflight spell for up to 9 hoursjday, comes when called 17,000
0256 Figurine of wondrous power, 4jmonth becomes elephant for up to 24 hours 17,000
marble elephant
TO O LS [cont.]
Page Item Name Effect Market Price (gp)
M157 Oragondoom scepter Vario us spellcasting benefits against creatures of the dragon type 18,000
0260 loun stone, iridescent spindle Sustains you without air 18,000
M180 Ru nestaffof forced happiness Createvarious forced celebration effects byexpendingarcane spellsor spell slots 18,000
M154 eli lyre +2on Perform (string instruments); use spell-like abilities if 10 ranks in Perform 18,100
M180 Runestaffof illusion Createvarious illusion effects byexpending arcane spells or spell slots 19,000
M182 Runestaffof transportation Createvarious transportation effects by expending arcane spells or spell slots 19,000
0252 Carpet of flyi ng, 5 fl. by5 fl. Flies as if affected by overlandflight; fly speed 40 ft., capacity 200 lb. 20,000
0259 Horn of blasting l/day (or more) deals sonic damage and deafens creatures 20,000
0260 loun stone. pale lavender Absorbs spellsof 4th level or lower, 20 total spell levels maxi mum 20,000
ellipsoid
0260 loun stone, pearly white spindle Rege nerate 1 point of damage per hour 20,000
M163 l ens of the desert 3/daysunbeam 20,000
0264 Portable hole Extradimensional storagespace with 6 fl. diameter and 10 fl. deep 20,000
M180 Runestaffoffrost Createvarious cold effects by expending arcane spells or spellslots 20,000
0267 Stone of good luck +1 on saving throws, ability checks, and skill checks 20,000
0256 Figurine of wondrous power, Figurines become three goats, each with different traits 21,000
ivorygoats
0266 Ro pe of entanglement Entangles a creature on command 21 ,000
Ml77 Runestaffof divination Createvarious divination effects byexpending arcane spells or spell slots 21,000
0245 Wand, 4th-level spell Use a particular4th-level spell 50 times 21 ,000
0258 Golem manual, stone Contains information and spells necessaryto create a stone golem 22,000
P223 Wand of dispel magic Use dispelmagic (Cl 10th) 50 times 22,500
P231 Wa nd offireball Usefireball (Cl 10th) 50 times 22,500
P248 Wa nd of lightning bolt Use lightningbolt (Cl 10th) 50 times 22,500
P275 Wand of searing light Use searing light (Cl 10th) 50 times 22,500
M176 Runestaff of the artisan Createvarious fabrica tion effects by expending arcane spells or spellslots 23,000
0235 Rod of enemydetection 3/dayidentify all hostile creatureswithin 60 fl. 23,500
M164 Memento magica, 4th-level spell l/day regain a previouslyused 4th-level spellslot 24,000
M170 Psychoactive skin Gain powerful , celestial benefits 15 rounds/day 24,000
of celestial embrace
M170 Psychoactive skin Gain powe rful fiendish bonuses, 15 rounds/day 24,000
of fiendish embrace
M178 Ru nestaffof earth and stone Createvarious earth and transportation effects byexpending 24.000
arcane spells or spell slots
M165 Metamagic rod, Substitution, 3/daycast a spellof up to 9th level as though affected byEnergy Substitution 24,300
greater
0236 Metamagic rod, Enlarge, greater 3/day cast a spellof up to 9th level as though affected by Enlarge Spell 24,500
0236 Metamagic rod, Extend, greater 3/day cast a spellof up to 9th level as though affected byExtend Spell 24,500
M1 65 Metamagic rod, Sculpting, greater 3/daycast a spell of up to 9th level as though affected by Sculpt Spell 24,50
0236 Metamagic rod, Silent, greater 3/day cast a spell of up to 9th level as though affected by Silent Spell 24,500
0245 Staffof swarminginsects Create various insect swarmeffects 24.75
M154 Cogn izance crystal, 9 points Stores up to 9 powerpoints 25,00
M164 Magicsiphon l/day creatures adjacent to you affected by targeted greater dispel magic 25,00
0263 Pearl of power, Sth-level spell l/day regain one 5th-level spellalready cast 25,0
0236 Rod of splendor +4 enhancement bonus to Cha, creates fineclothes and palatial pavilion 25,00
Ml77 Runestaffof conjuration Createvarious conjuration effects byexpending arcane spells or spell slots 25,0
M178 Runestaff of evocation Create various evocation effects by expending arcane spells or spell slots 25,0
M182 Runestaffof transmutation Create various transmutation effec ts byexpending arcane spells or spell slots 25,0
0261 Iron bands of Bilarro l/day bind large or smallercreature 26,0
Ml77 Runestaff of cacophony Create various sonic effects byexpending arcane spells or spell slots 26,0
0253 Cube of frost resistance Create10-fl. cube-shaped area that negates cold-based attacks 27,0
Ml77 Ru nestaff of destruction Create various destructive effects byexpending arcane spellsor spell slots 27,0
0261 Manual of bodily health +1 +1 inherent bonus to Con 27,50
0262 Manual of gainful exercise +1 +1 inherent bonus to Str 27,S
0262 Manual of quickness in action +1 +1 inherent bonus to Oex 27,S
0268 Tome of clearthought +1 +1 inherent bonus to Int 27,S
0268 Tome of leadership and +1 inherent bonus to Cha 27,S
influence +1
0268 Tomeof understanding +1 +1 inherent bonus to Wis 27,S
0244 Staffof healing Create vario us healing effects 27,75
0255 Oimensional shackles Affects bound creatures as dimensional anchor spell 28,0
0256 Figurine of wondrous power, l/week becomes a heavy warhorse for 24 hours 28,5
obsidian steed
0 244 Staff of fire Create various fire effects 28,5
0245 Staff of sizealteration Createvarious size alteration effects 29.0
TOO LS [cont.]
Page Item Name Effect Market Price (gp)
0255 Orums of panic l/day affect creatures as fear spell 30,000
0260 loun stone, orange prism +1 to caster level 30,000
0260 loun stone, pale green prism +1 on attack rolls, saves, skillchecks, and ability checks 30,000
0261 Lantern of revealing Reveals creatures and objects as invisibility purge 30,000
M176 Ru nestaff of the architect Createvarious construction effects byexpending arcane spells or spell slots 30,000
M178 Runestaff of ethereal action +l/masterwork quarterstaff. create various ethereal effects byexpending 31 ,300
arcane spellsor spell slots
M170 Psychoactive skin of the defender +4 to natural armor 32,000
M1 76 Runestaff of abjuration Createvarious abjurationeffects byexpending arcane spells or spell slots 32,000
M178 Runestaff of enchantment Createvarious enchantment effects byexpending arcane spellsor spell slots 32,000
M180 Runestaff of necromancy Createvarious necromancyeffects byexpending arcane spells or spellslots 32,000
M150 Anstruth harp +2 on Perform (string instruments), use spell-like abilities if 12 ranks in Perform 32,100
0236 Metamagic rod, Empower 3/day cast a spellof up to 6th level as though affected by EmpowerSpell 32,500
M165 Metamagic rod, Reac h 3/daycast a spellof up to 6th level as though affected by Reac h Spell 32,500
P285 Wa nd of stoneskin Use stoneskin 50 times 33,500
M180 Ru nestaff of illumination Create various light effects byexpending arcane spells or spell slots 34,500
0252 Carpet offlying, 5 ft. by10 ft. Flies as ifaffected by overlandflight; flyspeed 40 It., capacity400 lb. 35,000
0258 Colem manual, iron Contains information and spells necessary to create an iron golem 35,000
0236 Metamagicrod, Quicken, lesser 3/daycast a spellof up to 3rd level as though affected byQuicken Spell 35,000
M182 Ru nestaff of time Create various time effects by expending arcane spells or spel] ~I O I S 35,000
M154 Cognizance crystal, 11 points Stores up to 11 power points 36,000
0260 loun stone, vibrant purple prism Stores three levels of spells, as a ring of spell storing 36,000
0263 Pearl of power, 6th-level spell l/day regain one 6th-level spell alreadycast 36,000
M190 Truelight lantern Continualflame, can form cone of light l/day true seeingeffect for 10 minutes 36,000
0236 Rod of negation 3/day negate spell-likefunctions of a magic item 37,000
M182 Runestaff of the undead slayer Createvarious undead-slaying effects by expending arcane spells or spell slots 37,000
M164 Memento magica , 5th-level spell l/day regain a previously used Sth-level spell slot 37,500
M181 Runestaff of power +2/masterwork quarterstaff. create various powerful effects byexpending 38,300
arcane spells or spell slots, smite
0260 loun stone, lavender and Absorbs spells of 8th level or lower, 50 times 40,000
green ellipsoid
M171 Psychoactiveskin of iron l/day iron body, 15 minutes/day 40,000
Ml72 Psychoactive skin of the spider +10 on Climb, various spider-themed bonuses and effects 40,000
0265 Ring gates Transfer up to 100 lb. of material per day up to 100 miles between gates 40,000
0253 Crystal ball Scryingat will 42,000
0258 Colem manual, greater stone Contains information and spells necessaryto create a greater stone golem 44,000
0267 Strand of prayer beads Creates various divi ne spells effects 45,800
M180 Runestaff of insanity Create various madness effects byexpending arcane spells or spell slots 46,000
0263 Orb of storms Create various weather effects 48,000
M178 Runestaff of fiendish Create various darkness and other effec ts byexpending 48,000
darkness arcane spellsor spell slots
0244 Staff of ill umination Create various light effects 48,250
M154 Cognizance crystal, 13 points Stores up to 13 power points 49,000
0263 Pearl of power, 7th-level spell l/day regain one 7th-level spell already cast 49,000
0 253 Crystal ball with see invis ibility Saying at will, can use invisibility at will through crystal ball 50,000
D260 Horn of Valhalla Summons construct barbarians to fight opponents 50,000
0234 Rod of absorption Negate up to 50 spell levels, store them for later use 50,000
M1 66 Ollamh harp +2 on Perform (string instruments); use spell -like abilities if 14 ranks in Perform 50,100
0253 Crystal ball with detect thoughts Saying at will, can use detect thoughts at will through crystal ball 51 ,000
M1 64 Memento magica , 6th-level spell l/day regain a previouslyused 6th-level spell slot 54,000
M165 Metamagic rod, Chaining 3/daycast a spellof up to 6th level as though affected byChai n Spell 54,000
0236 Metamagic rod, Maximize 3/day cast a spellof up to 6th level as though affected by MaximizeSpell 54,000
0254 Oaern's instant fortress Becomes adamantine fortress on command 55,000
0261 Manual of bodilyhealth +2 +2 inherent bonus to Con 55,000
0262 Manual of gainful exercise +2 +2 inherent bonus to Str 55,000
0262 Manual of quickness in action +2 +2 inherent bonus to Oex 55,000
0268 Tomeof clear thought +2 +2 inherent bonus to Int 55,000
0268 Tomeof leadership and +2 inherent bonus to Cha 55,000
influence +2
0268 Tome of understanding -r2 +2 inherent bonus to Wis 55,000
0244 Staff of frost Create various cold effects 56,250
0244 Staffof defense Create various protection effects 58,250
0 252 Carpet of fly ing, 10 ft. by 10 ft. Flies as if affected by overlandflight; fly speed 40 ft ., capacity 800 lb. 60,000
0254 Darkskull Emanates continuous unhallow effect 60,000
Page Item Name Effect Market Price (gp)
M171 Psychoactive skin of fiery response Blasts opponents who made attacks against you last round 60,000
M173 Rod of force 5/day create various force-based effects 60,000
0236 Rod of rulership Ru le up to 300 HO of creatures, 500 minutes total 60,000
Ml72 Psychoactive skin of the troll Heal S points of damage/minute, regrowlost body parts 61 ,000
0236 Rod of security Transports creatures to nondimensional pocket paradise 61,000
0 253 Cube of force 36 charges, produce cubes made of walls offorce, charges renewed daily 62,000
M154 Cognizance crystal, 15 points Stores up to 15 power points 64,000
0263 Pearl of power, 8th-level spell l/ day regain one 8th-level spell alreadycast 64,000
0243 Staff of abjuration Create various abjuration effects 65,000
0244 Staff of conjuration Create various conjuration effects 65,000
0244 Staff of enchantment Create various enchantment effects 65,000
0244 Staff of evocation Create various evocation effects 65,000
0244 Staff of ill usion Create various illusion effects 65,000
0244 Staff of necromancy Create various necromancy effects 65,000
0245 Staff of transmutation Create various transmutation effects 65,000
0253 Crysta l ballwith telepathy Sayingat will , can use telepathyat will through crystal ball 70,000
0259 Horn of blasting, greater l/day (or more) deals sonic damage, stu ns, and deafens creatures 70,000
0263 Pearl of power, two spells Rega in two spells already cast (different levels, 6th or lower) 70,000
0236 Metamagic rod, Empower, greater 3/day cast a spell of up to 9th level as though affected by Empower Spell 73,000
M165 Metamagic rod, Reach, greater 3/day cast a spell of up to 9th level as though affected by Reach Spell 73,000
M164 Memento magica, 7th-level spell l/day regain a previously used 7th-level spell slot 73,500
0244 Staff of divination Create various divination effects 73,500
0257 Gem of seeing See as though affected by true seeing, 30 minutes total per day 75,000
M181 Runestaff of passage Create various passage effects byexpending arcane spells or spell slots 75,000
0236 Metamagic rod, Quicken 3/day cast a spell of up to 6th level as though affected byQuickenSpell 75,500
M171 Psychoactive skin of the hero +3 to AC, +3 on saving throws and attack rolls 77,000
0253 Crystal ballwith true seeing Scrying at will, can use true seeing at willthrough crystal ball 80,000
0244 Staff of earth and stone Create various earth and movement effects 80,500
M154 Cognizance crystal, 17points Stores up to 17 power points 81,000
0263 Pearl of power, 9th-level spell l /day regain one 9th-level spell already cast &1,0
0268 Well of manyworlds Transports objects or creatures to a random other world or plane 82,0
0261 Manual of bodilyhealth +3 +3 inherent bonus to Con 82,S
0262 Manual of gainful exercise +3 +3 inherent bonus to Str 82,5
0262 Manual of quickness in +3 inherent bonus to Dex 82,5
action +3
0268 Tome of clear thought +3 +3 inherent bonus to Int &2,5OC
0268 Tome of leadership and +3 inherent bonus to Cha 82,500
influence +3
0268 Tome of understanding +3 +3 inherent bonus to Wis 82,50
0 247 Apparatus of Kwa lish Functional submarine fits two Medium creatures 90,00
M172 Psychoactive skin of the psion +7 power points/day, spell resistance 21 90,00
0262 Mi rror of oppos ition Creates exact double of whoever looks into mirror,which attacks original 92,000
0267 Strand of prayer beads, greater Creates various divine spells effects 95,8OC
M164 Memento magica, 8th-level spell l/day regain a previously used 8th-level spell slot 96,000
0250 Bowl of commanding Summon one water elemental at a time, at will 100,000
water elementals
0250 Brazier of commanding Summon one fire elemental at a time, at will 100,000
fire elementals
0252 Censer of controlling Summon one air elemental at a time, at will 100,000
air elementals
0267 Stone of controlli ng Summon one earth elemental at a time, at will 100,000
earth eleme ntals
0245 Staff of the woodlands Create various nature effects 101,25C
0261 Manual of bodily health +4 +4 inherent bonus to Con 110,000
0262 Manual of gainful exercise +4 +4 inherent bonus to Str 11 0,00
0262 Manual of quickness in action +4 +4 inherent bonus to Oex 110,000
0268 Tome of clear thought +4 +4 inherent bonus to Int 110.00
0268 Tome of leadership and +4 inherent bonus to Cha -----..~ 110,000
influence +4
0 268 Tome of understanding +4 +4 inherent bonus to Wis 110,000
M164 Memento magica, l/d ay regain a previouslyused 9th-level spell slot 121,500
9th-level spell
M165 Metamagic rod, Chaining, greater 3/ day cast a spell of up to 9th level as though affected byChain Spell 121,500
0236 Metamagic rod, Maximize, greater 3/day cast a spell of up to 9th level as though affected by Maximize Spell 121 ,500
0261 Manual of bodily health +5 +5 inherent bonus to Con 137,500
TO O LS [cont.]
Page Ite m Name Effec t Market Price (gp)
02 62 Manual of gainful exercise +5 +5 inherent bon us to Str 137,500
0262 Manual of quickness in action +5 +5 inherent bonus to Dex 137,500
0268 Tome of clear thought +5 +5 inherent bonus to Int 137,500
0268 Tome of leadership and +5 inherent bonus to Cha 137,500
influence +5
02 68 Tome of understanding +5 +5 inheren t bonus to Wis 137,500
0 255 Efreeti bottle Conta ins imprisoned efreet i who (usually) serves character each time released 145,000
0244 Staff of life Create healing and resurrect ion effects 155,750
0252 Chaos diamond Create various chaos-therned spell effects 160,000
025 4 Cubic gate Open a gate or transport self and those around you to one of six planes 164,000
0261 Iron flask 1jday captu re extrap lanar creature and force it to serve you for 1 hour 170,000
0 236 Metamagic rod, Quicken, greater 3jday cast a spe ll of up to 9th level as though affected by Quicken Spell 170,000
0245 Staff of passage Create various transportation effects 170,500
0262 Mirror of menta l prowess Create various divination spell effects, use as a transport portal 175,000
0262 Mirror of life trapping Extradimensio nally imprisons up to fifteen creatures who look at it 200,000
1 Price of scro ll does not include cost of expens ive material components required for the given spell. Such a cost must be added to the
listed price of the scroll, when necessary.
FACE HE A
Goggles, lenses, masks, spectacles, third eyes. Circlets, crowns, hats, headbands
helmets, phylacter i
THROAT
. .
Amulets, badges, brooches, collars,
medals, medallions, necklaces,
SHOULD E
pendants, periapts, scarabs,
scarfs, torcs. Capes, cloaks, mantles, sha
BODY
Armor, robes.
TOR S
Shirts, tun i
vests, vestmen
HANDS
. .
Gauntlets, gloves.
AR
Armbands, bracelets, brae
WAIST
Belts, girdles, sashes.
RIN C-
FEET
Boots, sandals, shoes, slippers.