CHAPTER 2 weaponsmith whose city was plagued by evil, or chaotic evil, the dagger betrays a dawnstar, it functions as a +2 morningstar
shapeshifters that attacked citizens, then you at the first available opportunity. A if you are lawful good, neutral good, cha-
WEAPONS disappeared into crowds. A select group dagger of denial starts working against otic good, or neutral.
of city guards, armed with the cudgels, you by surreptitiously dispelling your
Illus. by D. Griffith quickly sorted out the guilty from the spells and those of your allies, leaving Relic Power: If you have established
innocent and restored order to the city. you without the magic you depend on the proper divine connection, a dawnstar
Thereafter, the cudgels were donated to for battle. gains the brilliant energy property (DMG
the Church of St. Cuthbert (Knowledge 224). Furthermore, if it is ever sundered
[religion] DC 20). Relic Power: If you have established or otherwise broken, it explodes, dealing
the proper divine connection, a dagger 200 points of damage to every creature and
Prerequisites: Craft Magic Arms and of denial reveals its intelligence and sen- object within 10 feet, 150 points of damage
Armor, Sanctify Relic, cure moderate tience (AL NE; Int 18, Wis 10, Cha 18; to all within 20 feet, and 100 points of
wounds, true seeing. speech, telepathy, darkvision 120 ft., damage to all within 30 feet. Each affected
blindsense, hearing, Intimidate 10 ranks creature can attempt a DC 17 Reflex save
Cost to Create: 10,000 gp (plus 312 gp for for a total modifier of +13, Spellcraft 10 to halve the damage. You are unharmed
masterwork heavy mace), 800 XP, 20 days. ranks for a total modifier of +14, Bluff by the explosion.
10 ranks for a total modifier of +14, Ego
DAGGER OF DEFIANCE score 26). In addition, the dagger can use To use the relic power, you must wor-
detect magic at will and greater dispel magic ship Pelor and either sacrifice a 7th-level
Price (Item Level): 6,302 gp (10th) once per day. divine spell slot or have the True Believer
Body Slot: — (held) feat and at least 13 HD.
Caster Level: 7th To use the relic power, you must wor-
Aura: Moderate; (DC 18) abjuration ship Vecna and either sacrifice a 6th-level Lore: Only four dawnstars are known
Activation: — divine spell slot or have the True Believer to exist. They were originally gifts from
Weight: 1 lb. feat and at least 11 HD. If you sacrifice Pelor to four solars who rescued one of his
an 8th-level divine spell slot (or you have mortal paladins from Baator (Knowledge
This ornate dagger seems light, almost fragile, the True Believer feat and at least 15 HD), [religion] DC 20).
with its stylized porcelain hilt. Its blade is long the dagger grants you a continuous detect
and thin, like a tiny rapier. scrying effect and can use arcane eye once Prerequisites: Craft Magic Arms and
per day. Armor, Sanctify Relic, sunburst.
This +1 dagger grants you a +3 resistance
bonus on saves against enchantment and A dagger of denial takes great glee in Cost to Create: 4,500 gp (plus 308 gp
fear effects. disrupting other spellcasters. It giggles for masterwork morningstar), 360 XP,
and cackles to you constantly when facing 9 days.
Prerequisites: Craft Magic Arms and enemy spellcasters. It generally readies
Armor, remove fear. an action to counterspell such a foe’s DEATH SPIKE
spellcasting with greater dispel magic.
Cost to Create: 3,000 gp (plus Price (Item Level): 6,304 gp (10th)
302 gp for masterwork dagger), Lore: The four daggers of denial known Body Slot: — (held)
240 XP, 6 days. to exist were originally gifts from Vecna Caster Level: 5th
to the wizards he charged with keeping Aura: Faint; (DC 17) necromancy
DAGGER OF DENIAL his priests in line (Knowledge [religion] Activation: Free (command)
DC 20). Weight: 6 lb.
[RELIC]
Prerequisites: Craft Magic Arms and This long, wrought iron spear is clearly capable
Price (Item Level): Armor, Sanctify Relic, arcane eye, of causing devastating wounds. Blackened
20,302 gp (15th) detect magic, detect scrying, greater dispel ritual runes of death appear along its length.
magic.
Body Slot: — (held) Cost to Create: 10,000 gp (plus 302 gp for A death spike allows you to draw the life
Caster Level: 20th masterwork dagger), 800 XP, 20 days. energy out of a dying target, granting
Aura: Strong; (DC 25) you temporary vitality. It functions as a
DAWNSTAR [RELIC] +1 cold iron spear, but whenever you reduce
abjuration a living creature to –1 or fewer hit points
Activation: —; see text Price (Item Level): 9,308 gp (12th) on a melee attack with the spear, you can
Weight: 1 lb. Body Slot: — (held) activate it to gain 1d8 temporary hit points
Caster Level: 20th and a +2 morale bonus on damage rolls.
This black-bladed dagger has a wavy Aura: Strong; (DC 25) evocation These benefits last for 1 hour; multiple
blade and a hilt set with a chunk of Activation: — uses of the spear don’t stack. The spear can
fool’s gold. Weight: 2 lb. be activated three times per day.
When you wield this weapon, it This morningstar has a spiked adamantine If you also wear a magic item that grants
functions as a +1 unholy dagger. head and a knob of the same metal bonded to a bonus to your Charisma score, you can
Unlike most relics, a dagger of the end of the haft. The junctures of the haft add the item’s bonus to the temporary hit
denial functions for a wielder of Dagger of and the metal portions are decorated with points granted by the spear.
any alignment, and it retains its denial glowing, cabochon-cut rubies.
sentience and basic relic powers Prerequisites: Craft Magic Arms and
even if you don’t establish the proper Created to help bring the light of goodness Armor, death knell, magic weapon.
divine connection, though it will not into places of the darkest evil, a dawnstar is
reveal its intelligence to you or use any a favorite of Pelor’s clergy. When you wield Cost to Create: 2,000 gp (plus 304 gp for
relic powers on your behalf. However, if masterwork cold iron spear, plus 2,000 gp
you aren’t neutral, lawful evil, neutral for enhancing cold iron), 160 XP, 4 days.
50
Dagger of defiance
Gauntlet of Gruumsh
CHAPTER 2
WEAPONS
Death spike Forceful skylance Illus. by B. Trott & W. England
DWARF CRUSHER EXPLOSIVE SLING THE FIST
Price (Item Level): 9,010 gp (12th) Price (Item Level): 36,300 gp (17th) Price (Item Level): 7,005 gp (11th)
Body Slot: — (held) Body Slot: — (held) Body Slot: — (held)
Caster Level: 6th Caster Level: 15th Caster Level: 15th
Aura: Moderate; (DC 18) transmutation Aura: Strong; (DC 22) evocation Aura: Strong; (DC 22) evocation
Activation: Swift (command) Activation: — Activation: — and swift (command)
Weight: 8 lb. Weight: — Weight: —
This enormous greatclub bears thick patches of This sling is made of leather that has been Thousands of black links make up this chain-
rusted metal bracing a spiked stone weight set blackened by fire. mail gauntlet, its knuckles ending in pitted,
within the gnarled head. battle-worn spikes.
This +1 sling imbues stones launched from
This Large +1 adamantine greatclub can it with an explosive charge. When you hit Forged long ago by dwarf hands, the fist
only be activated by a bearer who has a a target with a stone fired from an explosive is a +1 adamantine spiked gauntlet. While
Strength of 21 or higher and the Power sling, the stone explodes, dealing an extra wearing the gauntlet, you are protected
Attack feat. 2d6 points of fire damage to the target
(no save). In addition, each other creature
When it is activated, the next attack you within 10 feet of the target creature when
make with a dwarf crusher in that round the stone explodes is engulfed in flame
against a dwarf, a construct, or a creature from the burst of fire and takes 2d6 points
that has the earth subtype is treated as a of fire damage (Reflex DC 22 negates).
touch attack. You must also take at least
a –5 penalty on this attack roll using the Prerequisites: Craft Magic Arms and
Power Attack feat in order to gain this Armor, fireball.
benefit. This effect functions three times
per day. Cost to Create: 18,000 gp (plus
300 gp for masterwork sling),
Prerequisites: Craft Magic Arms and 1,440 XP, 36 days.
Armor, bull’s strength, giant.
Dawnstar
Cost to Create: 6,000 gp (plus 3,010 gp
for Large adamantine greatclub), 240 XP,
6 days.
51
CHAPTER 2 from chill metal and heat metal spells. deals 2d8 points of acid damage to all crea- GHOST NET
This is a continuous effect and requires tures in the area (Reflex DC 14 half). This
WEAPONS no activation. effect continues for 3 rounds. Price (Item Level): 8,320 gp (11th)
Body Slot: — (held)
Illus. by D. Martin In addition, once per day you can acti- A fountainhead arrow can be created as a Caster Level: 13th
vate the fist. When you do, your next attack crossbow bolt for the same price. Aura: Moderate; (DC 21) abjuration
with the gauntlet before the end of your Activation: —
turn deals an extra 2d6 points of damage, Prerequisites: Craft Magic Arms and Weight: 1 lb.
knocks the target prone, and stuns it for Armor, Melf’s acid arrow.
1 round (Fort DC 22 negates the stun and This sheet of gossamer-thin netting has an
prone effects). Cost to Create: 150 gp (plus 6 gp for mas- iridescent sheen.
terwork arrow), 12 XP, 1 day.
Prerequisites: Craft Magic Arms You can throw this item at a target as
and Armor, Bigby’s clenched fist, endure GALEB DUHR HAMMER though it were an ordinary net. It has
elements. no effect against corporeal targets, but
Price (Item Level): 5,312 gp (10th) any incorporeal target hit by a ghost net is
Cost to Create: 2,000 gp (plus 3,005 for Body Slot: — treated as corporeal for the purpose of deal-
adamantine spiked gauntlet), 160 XP, Caster Level: 10th ing damage to it with physical or magical
4 days. Aura: Moderate; (DC 20) transmutation attacks (though the net doesn’t entangle
Activation: — an incorporeal target). It can be hit with
FORCEFUL SKYLANCE Weight: 15 lb. normal weapons (though its normal
damage reduction, if any, still applies), and
Price (Item Level): 8,310 gp (12th) The head of this massive warhammer is made it does not have the usual 50% chance to
Body Slot: — (held) of living rock. ignore damage from corporeal sources. A
Caster Level: 5th creature ensnared by a ghost net also cannot
Aura: Faint; (DC 17) evocation A galeb duhr hammer acts as a +1 warhammer. turn ethereal (or, if snared on the Ethereal
Activation: Standard (command) In addition, if you have the stonecunning Plane, can’t return to the Material Plane).
Weight: 10 lb. racial ability, the hammer gains an extra The creature retains all its other special
ability. Whenever you score a critical hit abilities and can extract itself from the
Images of blazing blue comets streak across this with a galeb duhr hammer against a crea- net with a successful DC 20 Escape Artist
slender silver lance. Blue ribbons trail from the ture standing on the ground, the surface check as a full-round action. However,
weapon’s handle. your target is standing on attempts to hold a ghost net can’t be burst with a Strength
the creature in place. For 5 rounds, the check as a normal net can.
Three times per day, you can command victim’s speed falls to 5 feet and it takes a
this +1 lance to produce a magic missile –2 penalty on attack rolls and to AC. Prerequisites: Craft Magic Arms and
effect, firing three missiles with each use. Armor, ghost trap (SC 103).
These missiles can be aimed at up to three Lore: Galeb duhrs are enigmatic and
targets within 150 feet of you. taciturn rock creatures. A galeb duhr Cost to Create: 4,000 gp (plus 320 gp for
hammer is actually the nascent form of masterwork net), 320 XP, 8 days.
Prerequisites: Craft Magic Arms and a galeb duhr, as yet unintelligent, gifted
Armor, magic missile. by the clan fathers to certain dwarves HOOKED HAMMER
and other earth friends to serve as a OF THE HEARTHFIRE
Cost to Create: 4,000 gp (plus 310 gp for living weapon against common enemies.
masterwork lance), 320 XP, 8 days. Someone who wields a galeb duhr hammer [RELIC]
without the permission of the hammer’s
FOUNTAINHEAD creator faces the possibility of being Price (Item Level): 5,120 gp (10th)
ARROW hunted down and crushed (Knowledge Body Slot: — (held)
[arcana] DC 15). Caster Level: 20th
Price (Item Level): 306 gp (2nd) Aura: Strong; (DC 25) evocation
Body Slot: — (held) Prerequisites: Craft Magic Arms and Activation: —
Caster Level: 11th Armor, stone shape. Weight: 6 lb.
Aura: Moderate; (DC 20) conjuration
Activation: — (ammunition) Cost to Create: 2,500 gp (plus 312 gp The metal ends of this gnome hooked hammer
Weight: — for masterwork warhammer), 200 XP, glow with a faint reddish hue. Its haft is deco-
5 days. rated with iron bosses and uncut gemstones.
This redwood arrow
smells acrid and feels These weapons were created to help the
damp to the touch. gnomes defend their holdings. While you
wield a hooked hammer of the hearthfire, it
A fountainhead arrow is functions as a +1/+1 gnome hooked hammer
an otherwise normal arrow if you are neutral good, neutral, chaotic
designed to be targeted at a point on good, or lawful good.
the ground, a wall, or any other flat sur-
face. If you hit the target area (treat as AC Relic Power: If you have established
5), the arrow creates a geyser of spewing the proper divine connection, both ends
acid. Each round on your turn (starting on of this weapon also have the flaming
the turn you fired the arrow), the arrow property (DMG 224). Furthermore, your
creates a 10-foot-radius burst of acid that
52 Fountainhead arrow
hooked hammer of the Hooked hammer MANTICORE CHAPTER 2
hearthfire automatically of the hearthfire GREATSWORD
deals 1d6 points of fire WEAPONS
damage per round to LIVING CHAIN Price (Item Level): 5,350 gp (10th)
any kobold or gobli- Body Slot: — (held) Illus. by W. England
noid unfortunate Price (Item Level): 4,325 gp (9th) Caster Level: 10th
enough to grasp Body Slot: — (held) Aura: Moderate; (DC 20) evocation
its handle. Caster Level: 7th Activation: Standard (command) or
Aura: Moderate; (DC 18)
To use the transmutation full-round (command)
relic power, Activation: — Weight: —
you must worship Garl Weight: 10 lb.
Glittergold and either sacrifice This greatsword has a wavy blade and an
a 4th-level divine spell slot or have This chain sports wicked-look- oversized hilt adorned with six spikes.
the True Believer feat and at least 7 ing, razor-sharp barbs and
HD. If you sacrifice a 5th-level divine Manticore greatswords were designed to
spell or have the True Believer feat seems to writhe with a life mimic the spike-throwing ability of their
and at least 9 Hit Dice, both ends of the of its own. namesake creature. Such a weapon func-
weapon instead have the flaming burst tions as a +1 greatsword. When you activate
property (DMG 224). This +1 spiked chain this weapon, you can launch either one
coils around the spike (a standard action) or all six spikes (a
Lore: It is said that Garl Glittergold target’s limbs on a full-round action) from its hilt as a ranged
gave one of these weapons to each of successful attack, attack that provokes attacks of opportu-
twelve noble gnome families many cen- granting you a +2 nity. Treat the spikes as thrown weapons.
turies ago. Of these, eight are believed to bonus on Strength checks Each spike deals 1d6 points of piercing
remain among the gnomes (Knowledge made to trip the target. damage and has a range increment of 20
[religion] DC 20). Prerequisites: Craft Magic Arms and feet. The spikes have an enhancement
Armor, bull’s strength. bonus equal to that of the weapon, and are
Prerequisites: Craft Magic Arms and Cost to Create: 2,000 gp (plus 325 gp treated as being made of the same material
Armor, Sanctify Relic, flame strike. for masterwork spiked chain), 160 XP, and having the same alignment (if any) as
4 days. the weapon. The spikes crumble to dust
Cost to Create: 2,250 gp (plus 620 gp 1 round after they are launched from the
for masterwork/masterwork hooked MACE OF THE weapon. A manticore greatsword regenerates
hammer), 180 XP, 5 days. DARK CHILDREN any thrown spikes at dawn each day.
LASH OF SANDS Price (Item Level): 8,012 gp (12th) Prerequisites: Craft Magic Arms and
Body Slot: — (held) Armor, magic missile.
Price (Item Level): 22,301 gp (15th) Caster Level: 9th
Body Slot: — (held) Aura: Moderate; (DC 19) necromancy Cost to Create: 2,500 gp (plus 350 gp for
Caster Level: 12th Activation: — masterwork greatsword), 200 XP, 5 days.
Aura: Strong; (DC 21) necromancy Weight: 8 lb.
Activation: Free (mental) METEORIC KNIFE
Weight: 4 lb. This heavy mace’s blackened metal haft looks
like a fleshless human femur. Its head is shaped Price (Item Level): 2,802 gp (7th)
Strips of camel skin wrap the handle of this like a skull with three screaming skeletal faces, Body Slot: — (held)
strange whip, but the rest of its length seems each howling in a different direction. Caster Level: 11th
to be a ribbon of cohesive sand. Aura: Moderate; (DC 20) transmutation
This +1 adamantine heavy mace grants you Activation: Swift (command)
This +1 desiccating burst whip is twice a +3 profane bonus on rebuke undead Weight: 1/2 lb.
as heavy as a normal whip, deals lethal attempts. You also treat your level as two
damage, and is effective even against higher when determining how many Hit This throwing knife is made from a seamless
opponents in armor. Dice of undead you can rebuke. piece of shining black metal.
Once per day, you can activate the whip Prerequisites: Craft Magic Arms and This knife functions as a +1 dagger. In
when you strike an opponent with it. Armor, animate dead. addition, a meteoric knife has three charges,
Doing so creates a mass of leather bind- which are renewed each day at dawn.
ings that enwrap the target, entangling Cost to Create: 2,500 gp (plus 3,012 for Spending 1 or more charges enhances the
it as if with a net (PH 119) for 3 rounds or adamantine heavy mace), 200 XP, 5 days. dagger’s magical properties as described
until it escapes. Each round the creature below. The effects last for 1 round.
remains entangled, it takes 1d4 points of
damage, or 1d8 points if it is a plant or 1 charge: The dagger gains the return-
an elemental that has the water subtype. ing property.
Nonliving creatures take no damage from
this effect. 2 charges: The dagger gains the flaming
and returning properties.
Prerequisites: Craft Magic Arms and
Armor, animate rope, desiccate (Snd 114). 3 charges: The dagger gains the flaming
and returning properties (DMG 224–225).
Cost to Create: 11,000 gp (plus 301 gp for In addition, if it hits a creature, it deals
masterwork whip), 880 XP, 22 days.
53
normal damage and creates an explosion Morningstar of Three times per day, you can touch any
of fire that deals an extra 3d6 points of the many object created of force (such as Bigby’s force-
fire damage to the target and all creatures ful hand or a wall of force) with this +1 heavy
adjacent to it (Reflex DC 14 half). pick. Treat this touch as a touch attack
against the touch AC provided by the spell
Prerequisites: Craft Magic Arms and or AC 0, if the spell does not provide the
Armor, fireball, telekinesis. force effect with an AC of its own. A suc-
cessful touch attack destroys the object as
Cost to Create: 1,250 gp (plus 302 gp if you had cast disintegrate on it.
for masterwork dagger), 100 XP,
3 days. Prerequisites: Craft Magic Arms and
Armor, disintegrate.
CHAPTER 2 MORNINGSTAR OF
THE MANY [RELIC] Cost to Create: 4,500 gp (plus 308 gp for
WEAPONS masterwork pick), 360 XP, 9 days.
Price (Item Level): 7,308 gp (11th)
Body Slot: — (held) QUARTERSTAFF OF
Caster Level: 20th BATTLE
Aura: Strong; (DC 25) necromancy
Activation: Swift (command) Price (Item Level): 24,600 gp (15th)
Weight: 6 lb. Body Slot: — (held)
Caster Level: 12th
This austere morningstar glows with an Aura: Strong; (DC 21) transmutation
eerie blue light at all times, and its form feels Activation: Swift (command)
unstable. Weight: 4 lb.
Illus. by W. England It is said that these morningstars have Lore: The six original A ring of snapped arrows has been etched at one
been dipped in the blood of creatures from morningstars of the many end of this metal quarterstaff, while around the
every known plane on the Great Wheel. were taken from defeated other runs a ring of broken skulls.
When you wield it, a morningstar of the champions from the Upper
many functions as a +1 morningstar if you Planes. The god Erythnul While wielding this +1/+1 quarterstaff, you
are chaotic evil, neutral evil, or chaotic dipped them in the blood can attempt to disarm opponents as if you
neutral. Furthermore, the weapon over- of their fallen owners and had the Improved Disarm feat.
comes damage reduction as if it has all four granted them a bit of his
of the alignment descriptors (chaotic, evil, chaotic essence before dis- In addition, a quarterstaff of battle has
good, and lawful). three abilities you can use when you acti-
tributing them to his own vate the weapon.
Relic Power: If you have established champions (Knowledge
the proper divine connection, you can [religion] DC 20). 1. For the next 2 rounds, the staff auto-
command a morningstar of the many to Prerequisites: Craft Magic matically deflects all ranged attacks from
mutate for 6 rounds, taking on a different Arms and Armor, Sanctify Medium or smaller attackers, as well as
form and weapon property each round, as Relic, circle of death. all ranged attacks created by spells of 2nd
given on the following table. The weapon Cost to Create: 3,500 gp (plus 308 gp for level or lower, that target you or any ally
retains its normal enhancement bonus re- masterwork morningstar), 280 XP, adjacent to you. This ability functions
gardless of its form. 7 days. three times per day.
Round Weapon and Property* PICK 2. Both ends of the
1 vicious morningstar OF staff gain the speed
2 flaming burst shortspear PIERCING weapon prop-
3 anarchic morningstar erty (DMG 225)
4 wounding battleaxe Price (Item Level): 9,308 gp for 5 rounds.
5 unholy morningstar (12th)
6 vorpal longsword This ability functions once per day.
* See DMG 223–226 for details of Body Slot: — (held) 3. Your next attack with the quarter-
these properties. Caster Level: 11th
Aura: Moderate; (DC 20) staff of battle on this turn is a battlestrike.
After the 6th round, a morningstar of the If the battlestrike hits, the quarterstaff
many again becomes a +1 morningstar until transmutation deals an extra 2d6 points of damage, and
you speak the command word again. This Activation: Free (command) the target is knocked prone and stunned
ability functions five times per day. Weight: 6 lb. for 1 round (Fort DC 22 negates the stun
and prone effects). This ability functions
To use the relic power, you must wor- The tips of this heavy pick taper to once per day.
ship Erythnul and either sacrifice a needlelike points. The stylized image
5th-level divine spell slot or have the True of a stern, bearded dwarf glowers from Prerequisites: Craft Magic Arms and
Believer feat and at least 9 HD. the center of the weapon. Armor, haste, protection from arrows, Tenser’s
transformation.
Cost to Create: 12,000 gp (plus 600 for
masterwork/masterwork quarterstaff),
960 XP, 24 days.
Pick of piercing
54
Mace of the dark
children
Lash of sands
CHAPTER 2
WEAPONS
Q uarterstaff of battle Illus. by B. Trott, D. Griffith & W. England
RAPIER OF (DMG 225) while you have RAPIER OF UNERRING
DESPERATE fewer than half your full DIRECTION [RELIC]
MEASURES [RELIC] normal hit points.
Price (Item Level): 9,320 gp (12th)
To use the relic power, Body Slot: — (held)
Caster Level: 20th
Price (Item Level): 9,320 gp (12th) you must worship Oli- Aura: Strong; (DC 25) divination
Body Slot: — (held) dammara and either Activation: —
Weight: 2 lb.
Caster Level: 20th sacrifice a 5th-level divine
This rapier has a curved blade and a hand
Aura: Strong; (DC 25) spell slot or have the True guard of delicate golden filigree.
transmutation Believer feat and at least 9 This deadly weapon can find hidden
enemies and pierce the protective magic
Activation: — HD. that veils their true locations. When you
wield a rapier of unerring direction, it func-
Weight: 2 lb. Lore: The first of these rapiers tions as a +1 ghost touch rapier.
was crafted by a rogue/sorcerer Relic Power: If you have established
the proper divine connection, a rapier of
The hilt of this rapier is set with three who had been rescued one too unerring direction automatically ignores
all miss chances, whether they stem from
moonstones. At the base of the blade is many times by her party’s pala- concealment, blink, displacement, or some
other source.
an inscription that reads, “Caution is for din, only to hear a lecture on her
To use the relic power, you must wor-
the cowardly.” erratic behavior. She gave the ship Fharlanghn and either sacrifice a
5th-level divine spell slot or have the True
rapier to a disguised Olidam- Believer feat and at least 9 HD.
Those who live by their wits often mara when she met him in a Lore: Originally a gift to Fharlanghn
from Olidammara, this rapier has
find themselves in situations over tavern. Since then, the Laugh- since been copied several times by
their heads. This rapier is an incompa- ing Rogue has awarded one of Fharlanghn’s most powerful clerics
(Knowledge [religion] DC 20).
rable boon to those in such situations. these rapiers to a fellow traveler
When you wield a rapier of desperate whenever the whim strikes him
measures, it functions as a +2 rapier if (Knowledge [religion] DC 20).
you are chaotic neutral, neutral, Prerequisites: Craft Magic
chaotic good, or chaotic evil. Arms and Armor,
Relic Power: If you Sanctify Relic, keen
have established the edge.
proper divine connec- Cost to Create: 4,500 gp
tion, a rapier of desperate (plus 320 gp for masterwork
measures gains the keen prop- rapier), 360 XP, 9 days.
erty (DMG 225) while you have
fewer than your full normal hit
points, and the speed property Rapier of Rapier of
desperate unerring
55
measures direction
Raptor arrow Activation: See text
Weight: 5 lb.
CHAPTER 2 Prerequisites: Craft Magic Arms and ROD OF CATS
Armor, Sanctify Relic, true seeing. As long as a quarterstaff, this rod is carved from
WEAPONS Price (Item Level): 10,600 gp (13th) a single length of arrow-straight ash, and its
Cost to Create: 4,500 gp (plus 320 gp for Body Slot: — (held) ends are shod in gold and silver bands.
Illus. by D. Martin masterwork rapier), 360 XP, 9 days. Caster Level: 5th
Aura: Faint; (DC 17) evocation and Designed to battle the denizens of the
RAPTOR ARROW Lower Planes, a rod of celestial might
transmutation functions as a +1/+1 quarterstaff. Its abili-
[RELIC] Activation: — and standard (command) ties can be activated only by a non-evil
Weight: 4 lb. character. A rod of celestial might has two
Price (Item Level): 6,006 gp (10th) abilities you can activate under specific
Body Slot: — (held) The head of this long rod of black wood bears circumstances.
Caster Level: 12th the stylized visage of a wise-looking feline, its
Aura: Strong; (DC 21) conjuration green gemstone eyes glimmering as if alive. 1. After a successful attack with the rod
Activation: — (ammunition) against an evil outsider, you can trigger
Weight: — When held, this +1/masterwork quarterstaff a holy smite effect centered on the target
grants you low-light vision and a +5 com- as an immediate (command) action. This
This arrow is carved from a straight piece of petence bonus on Hide and Move Silently ability functions three times per day.
ash and fletched with feathers from a preda- checks. These are continuous effects and
tory bird. Its head is curved at the tip, like a requires no activation. 2. If you are within 60 feet of an evil
raptor’s beak. outsider, you can summon an avoral guar-
Once per day, you can activate a dinal (as summon monster VII) as a standard
Raptor arrows harness the power of the rod of cats to gain one of two different (command) action. This ability functions
falcon to skewer their prey. When you fire effects: The rod creates a spider climb once per day.
a raptor arrow, it functions as a +1 arrow effect on you with a duration of
with a variant of the returning quality if 50 minutes, or it creates a dark- Prerequisites: Craft Magic Arms and
you are neutral good, lawful good, chaotic ness effect, targeted on the rod. Armor, Craft Rod, holy smite, summon
good, or neutral. At the beginning of the You and anyone else touching monster VII.
round after it is fired from a bow, a raptor the rod of cats can see normally
arrow flies through the air and restrings within this darkness. Cost to Create: 19,000 gp (plus 600 gp
itself on the bow from which it was fired. for masterwork/masterwork quar-
Unlike most ammunition, raptor arrows The rod also has a secret terstaff), 1,520 XP, 38 days.
are not destroyed when used. compartment (requiring a suc-
cessful DC 25 Search check ROD OF
Relic Power: If you have established to find) large enough to DEFIANCE
the proper divine connection, a raptor hold a set of thieves’ tools,
arrow also gains the bane property (DMG a scroll, or another object of Price (Item Level): 7,312 gp
224) against the targeted foe. similar size. (11th)
Body Slot: — (held)
To use the relic power, you must Prerequisites: Craft Magic Caster Level: 10th
worship Ehlonna and either sacrifice a Arms and Armor, Craft Rod,
4th-level divine spell slot or have the True cat’s grace, darkness, low-light Aura: Moderate; (DC 20)
Believer feat. vision (SC 134), spider climb. necromancy
Lore: The first of these arrows (reput- Cost to Create: 5,000 gp Activation: —
edly a set of five) gained relic status when (plus 600 gp for masterwork/ Weight: 3 lb.
Ehlonna used them to slay a great wyrm masterwork quarterstaff),
green dragon that was rampaging through 400 XP, 10 days. This crudely shaped, bone-white rod
a primeval forest (Knowledge [religion] resembles a cudgel.
DC 20) ROD OF
CELESTIAL You can use a rod of defiance in
Prerequisites: Craft Magic Arms and MIGHT combat as a +1 heavy mace. In addi-
Armor, Sanctify Relic, summon monster I. tion, each undead creature within
Price (Item Level): 38,600 gp
Cost to Create: 3,000 gp (plus 6 gp for (17th) 30 feet of you while you hold
masterwork arrow), 240 XP, 6 days. the rod is treated as if it had 4
Body Slot: — (held) fewer Hit Dice (minimum 1
Caster Level: 13th HD) for the purpose of turn or
Aura: Strong; (DC 21) rebuke undead checks.
Prerequisites: Craft Magic
conjuration Arms and Armor, Craft Rod,
turn undead or rebuke
56 undead.
Cost to Create: 3,500 gp
(plus 312 gp for masterwork
heavy mace), 280 XP, 7 days.
Rod of
celestial might
Rod of the recluse
ROD OF on your next attack roll. You must decide Lore: These weapons were originally CHAPTER 2
ENERVATING STRIKE before you make the attack whether you crafted by Lolth from the legs of driders
will activate this ability. who attempted to regain her favor (Knowl- WEAPONS
Price (Item Level): 18,312 gp (15th) edge [religion] DC 20).
Body Slot: — (held) Third, any time you strike a creature
Caster Level: 15th that is under a charm or compulsion Prerequisites: Craft Magic Arms and
Aura: Strong; (DC 22) necromancy effect with the rod, you can activate it as a Armor, Craft Rod, Sanctify Relic, poison.
Activation: — swift (command) action to make a special
Weight: 8 lb. caster level check (1d20+9) and attempt Cost to Create: 4,500 gp (plus 305 gp for
to dispel the effect (DC 11 + caster level masterwork light mace), 360 XP, 9 days.
This iron-shod oaken rod is blackened and of the effect). This ability functions five
weathered, yet sturdy. times per day.
Crafted from wood exposed to the Nega- Prerequisites: Craft Magic
tive Energy Plane, a rod of enervating strike Arms and Armor, Craft Rod,
functions as a +1 heavy mace. In addition, break enchantment.
when you successfully strike a creature
with the rod in melee, the target is sub- Cost to Create: 9,000 gp (plus
jected to an inflict light wounds effect 402 gp for masterwork silver
(1d8+5 damage; Will DC 11 half). If heavy mace), 720 XP, 18 days.
you score a critical hit with the rod, the
creature is instead subjected to an inflict ROD OF THE Rod of Illus. by W. England
serious wounds effect (3d8+15 damage; Will RECLUSE [RELIC] surprises
DC 14 half). Rod of
Price (Item Level): 9,305 gp enervating Rod of
When you use the rod on a minor nega- (12th) freedom
tive-dominant plane, its inflict effects are strike
empowered as if by the Empower Spell Body Slot: — (held)
feat. When used on a major negative-domi- Caster Level: 20th Rod
nant plane, these effects are maximized as Aura: Strong; (DC 25) of cats
if by the Maximize Spell feat.
necromancy
Prerequisites: Craft Magic Arms and Activation: Swift (command)
Armor, Craft Rod, inflict serious wounds. Weight: 5 lb.
Cost to Create: 9,000 gp (plus 312 gp This rod resembles a giant spider
for masterwork heavy mace), 720 XP, leg, complete with segmentations
18 days. and coarse black hairs.
ROD OF FREEDOM Rods of the recluse are usually
found in the possession of
Price (Item Level): 18,402 gp (15th) Lolth’s high priestesses. When
Body Slot: — (held) you wield this rod, it functions
Caster Level: 9th as a +2 light mace if you are cha-
Aura: Moderate; (DC 19) abjuration otic evil, neutral evil, or chaotic
Activation: See text neutral.
Weight: 6 lb.
Relic Power: If you have
This macelike scepter has an ornate head established the proper divine
fashioned of gold filigree mounted on a thick connection, you can activate
copper shaft. the rod to deliver poison (Fort
DC 20, 2d6 Str/2d6 Str) with
This +1 silver heavy mace has three special the next melee attack you make
abilities. with it. If you score a critical hit,
the Strength damage from that
As long as the rod of freedom is in your blow (both initial and second-
hand, you gain a +4 morale bonus on ary) becomes Strength drain
saving throws against charm or compul- instead. This ability functions
sion effects. This is a continuous effect five times per day.
and requires no activation.
To use the relic power, you
In addition, you can activate a rod of must worship Lolth and either
freedom as a free (mental) action at will to sacrifice a 6th-level divine spell
deal nonlethal damage without penalty slot or have the True Believer
feat and at least 11 HD.
57
Storm gauntlets Spider fang
Scourge
of pain
Rogue blade
CHAPTER 2
WEAPONS
Illus. by B. Trott & R. Spencer ROD OF ROD OF WHIPS ROGUE BLADE
SURPRISES
Price (Item Level): 15,000 gp Price (Item Level): 12,320 gp (13th)
Price (Item Level): 6,000 gp (14th) Body Slot: — (held)
(10th)
Body Slot: — (held) Caster Level: 6th
Body Slot: — (held) Caster Level: 12th Aura: Moderate; (DC 18) illusion
Caster Level: 8th Aura: Strong; (DC 21) Activation: Swift (mental)
Aura: Moderate; (DC 19) illusion, Weight: 2 lb.
transmutation
transmutation Activation: Standard The edges of this elegant rapier
Activation: Standard (manipulation) seem to fade and twitch, making
Weight: 2 lb. (command) it difficult to look at directly and
Weight: 2 lb. surrounding it with a blur of
Numerous seams, hinges, and bolts cover this
otherwise simple-looking blunt metal rod. At Tightly wrapped and knot- motion though it remains per-
one end, five black buttons jut forth. ted strands of black leather fectly still.
make up this short rod,
Similar to a rod of lordly might, a rod of allowing for a solid grip, which When you activate this +1
surprises has both combat and utilitarian nonetheless looks incomplete. rapier, it provides you with
features. Its buttons can be depressed, the effect of a blink spell
singly or in various combinations, to On command, a rod of whips grows for 6 rounds. The effect ends
cause the rod to lengthen and even sprout a magic tendril of force from one prematurely if you stop holding
a blade. It can be used as a javelin, kama, end that functions as a whip. Once the rogue blade. This effect can be
longspear, quarterstaff, scythe, shortspear, activated, a rod of whips acts as a +1 used twice per day.
short sword, or spear. A rod is treated as a dancing whip that can strike incor- Prerequisites: Craft Magic Arms and
+1 weapon in any of these forms. poreal creatures as a force effect. Armor, blink.
Cost to Create: 6,000 gp (plus 320 gp
The rod can store a message of up to A rod of whips can be activated for masterwork rapier), 480 XP,
twenty-five words as the magic mouth spell, three times per day, and each acti- 12 days.
replaying the message when the trigger- vation lasts for 10 rounds.
ing conditions are met (such as when a RUBY BLADE
specific word is spoken). You can reset Prerequisites: Craft Magic
the message as a standard action, and you Arms and Armor, Craft [RELIC]
choose the trigger. Rod, animate objects, spiritual
weapon. Price (Item Level): 20,302 gp
The rod can also lengthen up to 60 feet (15th)
and support up to 800 pounds without Cost to Create: 7,500 gp, 600 XP,
bending. 15 days. Body Slot: — (held)
Caster Level: 20th
Prerequisites: Craft Magic Arms and Ruby blade Aura: Strong; (DC 25) evocation
Armor, Craft Rod, levitate, magic mouth, Activation: — and standard
wood shape. (command)
Weight: 1 lb.
Cost to Create: 3,000 gp, 240 XP, 9 days.
58
This deep red, translucent dagger is carved from (Fort DC 17 negates). Multiple strikes Cost to Create: 4,500 gp (plus 302 gp for
a single piece of crystal. It has a rounded, razor-
sharp blade and a second blade-shaped head at on the same creature don’t stack. masterwork spear), 360 XP, 9 days.
its other end, though the latter is too small to
be usable as a weapon. Its ornate design pays Prerequisites: Craft Magic Arms and
homage to the gemcutter’s art.
Armor, symbol of pain. SPEAR OF
When you wield a ruby blade, it func- Cost to Create: 13,000 gp (plus 320 gp RETRIBUTION [RELIC]
tions as a +1 axiomatic dagger if you are
lawful evil, lawful neutral, lawful good, for masterwork scourge), 1,040 XP,
or neutral.
26 days. Price (Item Level): 9,302 gp (12th)
Relic Power: If you have established
the proper divine connection, and if Body Slot: — (held)
you have levels in a class that allows you
to rebuke undead, your effective level SKEWER-OF- Caster Level: 20th
in that class is considered 4 higher for GNOMES [RELIC] Aura: Strong; (DC 25) transmutation
the purpose of bolstering, rebuking, or Activation: —
commanding undead. This is a continuous CHAPTER 2
effect and requires no activation. Price (Item Level): 9,302 gp (12th) Weight: 6 lb.
WEAPONS
In addition, you can activate a ruby Body Slot: — (held)
blade to produce the effect of a status spell
once per day. Caster Level: 20th The shaft of this rowanwood spear appears
To use the relic power, you must Aura: Strong; (DC 25) evocation slightly curved, and its base is shod with a
worship Wee Jas and either sacrifice
a 6th-level divine spell slot or have Activation: — metal arrow point.
the True Believer feat and at least
11 HD. Weight: 4 lb.
Lore: Legend holds that the first Spears of retribution are widely known as
ruby blades were plucked from
among the gems on the hem of This spear has an ornate bone head carved the instruments of Gruumsh’s wrath.
Wee Jas’s gown. Since then, cer-
tain high priests have acquired the to resemble a skull with its mouth open in a When you wield a spear of retribution,
skill to create them (Knowledge
[religion] DC 20). scream. Its shaft is set with long spikes, and it functions as a +1 returning spear if
Prerequisites: Craft Magic Arms the base is shod with a metal tip molded in you are chaotic evil, chaotic neutral,
and Armor, Sanctify Relic, order’s
wrath, status. the shape of a skull. or neutral evil.
Cost to Create: 10,000 gp (plus Relic Power: If you have established
302 gp for masterwork dagger), 120 XP,
20 days. Carried primarily by kobold heroes, the proper divine connection, you gain
SCOURGE OF PAIN these spears were designed to be a +2 morale bonus on attack rolls and Illus. by W. England & D. Griffith
Price (Item Level): 26,320 gp true to their name. When you carry damage rolls made with a spear of retribu-
(16th)
a skewer-of-gnomes, it functions as a tion against any enemy that dealt damage
Body Slot: — (held)
Caster Level: 9th Small +1 gnome bane spear if you to you in the previous round. Against an
Aura: Moderate; (DC 19) necromancy
Activation: — are lawful evil, lawful neutral, enemy that scored a critical hit against
Weight: 2 lb.
or neutral evil. you in the previous round, the spear also
The black leather lashes of this terrible
scourge are covered in lengths of rusted Relic Power: If you have gains the keen property (DMG 225).
wire, bits of broken red glass, and tiny
fangs. established the proper divine To use the relic power, you must wor-
Each time this +1 scourge strikes, it connection, the spear also gains ship Gruumsh and either sacrifice a
deals an extra 1d8 points of nonlethal
damage and causes agonizing pain in the unholy property (DMG 226) 5th-level divine spell slot or have the True
the creature struck. The target takes
a –4 penalty on attack rolls, saving and reveals its quasisentience Believer feat and at least 9 HD.
throws, and checks for 1d4 rounds
and abilities to you. A skewer-of- Spear of Lore: Once in a great while, Gru-
gnomes automatically sets retribution umsh flings a spear at one of his clerics
itself against a charge, with whom he is annoyed. If that
attacking and dealing double cleric then atones for the transgression
damage whenever a foe charges you. and keeps the spear, it becomes a spear of
This attack uses your highest base retribution (Knowledge [religion] DC 20).
attack bonus and all relevant modifiers, Prerequisites: Craft Magic Arms and
just as if you were making an attack of Armor, Sanctify Relic, righteous might.
opportunity. Cost to Create: 4,500 gp (plus 302 gp for
To use the relic power, you must wor- masterwork spear), 180 XP, 9 days.
ship Kurtulmak and either sacrifice a
5th-level divine spell slot or have the SPECTRAL DAGGER
True Believer feat and at least 9 HD.
Price (Item Level): 6,000 gp (10th)
Lore: The first four skewers-of- Body Slot: — (held)
gnomes were created for the kings Caster Level: 5th
of the most powerful kobold Aura: Faint; (DC 17) necromancy
tribes by weaponsmiths working in Activation: —
cooperation with Kurtulmak’s clergy. Weight: 1 lb.
Since then, the secret of their manufac-
ture has been passed down from parent This pocked and notched piece of yellowed bone
to child and is known to only a handful seems to have once been used as the pommel for
of kobold weaponmakers (Knowledge a dagger, though the blade is now missing.
[religion] DC 20).
Prerequisites: Craft Magic Arms and When you grasp the hilt of a spectral dagger,
Armor, Sanctify Relic, unholy blight. a “blade” of ghostly light coalesces into
existence. The weapon has no enhance-
Skewer-of- 59
gnomes
CHAPTER 2 ment bonus (and can’t be imbued with STAFF OF THE point pick on the other. The haft looks as
one). Attacks with a spectral dagger are UNYIELDING OAK thought it’s made from cracked granite.
WEAPONS treated as touch attacks, but the weapon
does not deal damage normally. Instead, [RELIC] In the hands of a nondwarf, stonereaver
Illlus. by W. England any target struck by the weapon is affected functions as a +1 greataxe.
by a chill touch spell (Fort DC 11 partial or Price (Item Level): 5,600 gp (10th)
Will DC 11 negates; see PH 209). A spectral Body Slot: — (held) In the hands of a dwarf, the weapon
dagger fades away if it leaves your hand, so Caster Level: 20th also gains the bane property (DMG 224)
the weapon can’t be used to make ranged Aura: Strong; (DC 25) transmutation against elementals that have the earth
attacks. Activation: Standard (command) subtype and against constructs primarily
Weight: 4 lb. made of earth, stone, or metal.
Prerequisites: Craft Magic Arms and
Armor, chill touch. This sturdy quarterstaff is formed of living Prerequisites: Craft Magic Arms and
wood, as evidenced by the tender shoots and Armor, stone shape.
Cost to Create: 3,000 gp, 240 XP, 6 days. leaves along its length.
Cost to Create: 3,000 gp (plus 320 gp for
SPIDER FANG A staff of the unyielding oak is actually a masterwork greataxe), 240 XP, 6 days.
treant bound into quarterstaff form. When
Price (Item Level): 5,302 gp (9th) you wield this weapon, it functions as a STUNSHOT SLING
Body Slot: — (held) +1/+1 quarterstaff if you are neutral, neu-
Caster Level: 5th tral good, neutral evil, lawful neutral, or Price (Item Level): 7,800 gp (11th)
Aura: Faint; (DC 17) conjuration chaotic neutral. Body Slot: — (held)
Activation: — and standard (command) Caster Level: 5th
Weight: 1 lb. Relic Power: If you have established Aura: Faint; (DC 17) evocation
the proper divine connection, you can Activation: Free (command)
Of grotesque design, this seemingly organic command this staff to become a treant. Weight: —
dagger appears to be made from sharpened This ability functions like the chang-
layers of purple-black chitin. Sinister weblike estaff spell, except that the treant is fully This sling is stitched with tiny images of styl-
patterns cover its surface, and the blade occa- real and can speak to other treants and ized bull’s heads.
sionally twitches and jerks of its own accord. animated trees. If a staff of the unyielding oak
in treant form is reduced to 0 hit points or This weapon functions as a +1 sling. Three
This +1 dagger quickly cuts fewer, it reverts to staff form and cannot be times per day, you can activate a stunshot
through webs (magical or used again for twenty-eight days. The staff sling so that the next target you hit on your
otherwise) without getting can take treant form any number of times current turn must succeed on a Fortitude
stuck. As a move action, per day, but can be in that form for only 12 save (DC equal to your attack roll result)
you can cut through a web hours overall during any one day. or be stunned for 1 round.
entangling you or another
creature. You can move To use the relic power, you must wor- Prerequisites: Craft Magic Arms and
through webs created by ship Obad-Hai and either sacrifice a Armor, sound burst.
a web spell at half your 8th-level divine spell slot or have the True
normal speed (although Believer feat and at least 15 HD. Cost to Create: 3,750 gp (plus 300 gp for
the weapon doesn’t prevent masterwork sling), 300 XP, 8 days.
you from being stuck in Lore: These staffs, of which three
either of these webs in the are known to exist, are treants that have SWORD OF MIGHTY
first place). These are con- THEWS [RELIC]
tinuous effects and require willingly bound themselves into
no activation. quarterstaff form to aid Obad-Hai’s Price (Item Level): 9,350 gp (12th)
followers. Each willingly serves for Body Slot: — (held)
Once per day, you can a year and a day, after which another Caster Level: 20th
activate a spider fang to treant takes over the responsibility Aura: Strong; (DC 25) abjuration
create a freestanding 10- (Knowledge [religion] DC 20). Activation: —
foot-by-10-foot vertical Weight: 8 lb.
curtain of cobwebs. This Prerequisites: Craft Wondrous Item,
curtain doesn’t block move- Sanctify Relic, changestaff. This ostentatious greatsword is decorated with
ment, but does provide golden filigree, and its hilt is set with a large
concealment to creatures Cost to Create: 2,500 gp (plus 600 gp ruby. Along its blade is an inscription in Dra-
behind it. Anyone touch- for masterwork/masterwork quarter- conic that reads, “Size is not strength.”
ing the curtain causes it staff), 200 XP, 5 days.
to collapse, dealing 2d4 These swords were designed for dragon-
points of acid damage to that STONEREAVER slayers of great strength. When you wield
creature. a sword of mighty thews, it functions as a
Price (Item Level): 6,320 gp (10th) +1 dragonbane greatsword, provided that
Prerequisites: Craft Magic Body Slot: — (held) you are chaotic good, neutral good, or
Arms and Armor, Melf’s acid chaotic neutral.
arrow, web. Caster Level: 8th
Aura: Moderate; (DC 19) Relic Power: If you have established
Cost to Create: 2,500 gp the proper divine connection, you are
(plus 302 gp for masterwork transmutation immune to the frightful presence of
dagger), 200 XP, 5 days. Activation: — dragons as long as you wield the sword.
Weight: 12 lb. In addition, you gain a +5 luck bonus
Half of the head of this greataxe is a curved
blade, while the other side tapers to a chisel-
60 Staff of the
unyielding oak
Sword of weapon, it functions as a +1 holy longsword improving a +1 swordbow to a +2 swordbow CHAPTER 2
mighty thews if you are lawful good, neutral good, or costs 12,000 gp, just as if you were improv-
lawful neutral. ing two +1 weapons to +2). A swordbow can WEAPONS
on Reflex saves against a dragon’s breath have special weapon properties added to
weapon. Relic Power: If you have established it (such as flaming); such properties cost Illus. by S. Ellis & W. England
the proper divine connection and you twice the normal amount (again, as if
To use the relic power, you must wor- fail a save against an enemy’s charm or improving two separate weapons) and apply
ship Kord and either sacrifice a 5th-level compulsion effect while wielding the to both weapons if possible. If a property
divine spell slot or have the True Believer sword, you are immune to its effects for can’t apply to both weapons (such as vorpal
feat and at least 9 HD. 1d4 rounds (DM rolls secretly). The effect or distance), it applies only to the swordbow
is only suppressed during this time, not when it is in an eligible form (for instance, a
Lore: Kord’s high clerics forged these negated. When the period of suppression +1 swordbow of distance is a distance weapon
greatswords in homage to the god’s signa- ends, any effects received during previous only in bow form). If a property can apply to
ture weapon, Kelmar. Since their creation, rounds take effect. the weapon in only one of its forms, it does
Kord has awarded one every decade to a not cost double the regular price.
hero who has earned his favor (Knowledge To use the relic power, you must wor-
[religion] DC 20). ship Heironeous and either sacrifice a Prerequisites: Craft Magic Arms and
6th-level divine spell slot or have the True Armor, shrink item, elf.
Prerequisites: Craft Magic Arms and Believer feat and at least 11 HD.
Armor, Sanctify Relic, antidragon aura Cost to Create: 3,000 gp (plus 375 gp for
(SC 14). Lore: Four of these longswords were masterwork longbow), 240 XP, 6 days.
commissioned from celestial dwarves
Cost to Create: 4,500 gp (plus 350 gp for by the great paladin Tardalius the Head- SWORDBOW, GREAT
masterwork greatsword), 180 XP, 9 days. strong, who won favor from Heironeous
for his conspicuous valor. Tardalius pre- Price (Item Level): 6,775 gp (11th)
SWORD OF VIRTUE sented the swords to his four sons, who Weight: 8 lb.
BEYOND REPROACH followed in his footsteps (Knowledge
[religion] DC 20). This massive bow is made entirely razor-
[RELIC] sharp steel, yet it clearly functions as a potent
Prerequisites: Craft Magic Arms ranged weapon.
Price (Item Level): 9,315 gp (12th) and Armor, Sanctify Relic, mind
Body Slot: — (held) blank. This item functions as a swordbow (see
Caster Level: 20th above), except that its two forms are a +1
Aura: Strong; (DC 25) abjuration Cost to Create: 4,500 gp (plus composite longbow (+4 Str bonus) and a +1
Activation: — 315 gp for masterwork longsword), greatsword.
Weight: 4 lb. 180 XP, 9 days.
The blade of this golden longsword is set with Prerequisites: Craft Magic Arms and
four cabochon-cut rubies, and its pommel sports SWORDBOW Armor, shrink item, elf.
a ruby-centered golden sun. Cost to Create: 3,000 gp (plus
A sword of virtue beyond reproach is designed Price (Item Level): 775 gp for masterwork composite
to grant a measure of respite from charms 6,375 gp (10th) longbow), 240 XP, 6 days.
and compulsions. When you wield this
Body Slot: — (held) SWORDBOW, LIGHT
Caster Level: 5th
Aura: Faint; (DC 17) Price (Item Level): 6,330 gp (10th)
Weight: 2 lb.
transmutation
Activation: Free (command) Small and compact, this bow seems made of
Weight: 3 lb. thin, but strong, metal sharp enough to rival
the deadliest of swords.
The limbs of this bow appear to be
made of sharpened metal, as if the This item functions as a swordbow, except
bow had been crafted from two thin, that its two forms are a +1 shortbow and
flexible swords. a +1 rapier.
This +1 longbow changes into a +1 Prerequisites: Craft Magic Arms and
longsword (or vice versa) when acti- Armor, shrink item, elf.
vated. You can interchange bow and
sword attacks as part of the same Cost to Create: 3,000 gp (plus 330 gp for
full attack action. masterwork shortbow), 240 XP, 6 days.
In sword form, the weapon fea- TENTACLE ROD
tures a bowlike grip and a pommel
that resembles the curving tip of a Price (Item Level): 14,000 gp (14th)
bow. In bow form, the weapon is Body Slot: — (held)
made of metal, and each limb of Caster Level: 6th
the bow resembles a sword blade. Aura: Moderate; (DC 18)
In either form, a swordbow has transmutation
the same enhancement bonus. A Activation: Standard (command)
swordbow’s enhancement bonus Weight: 3 lb.
can be improved as if improving
two separate weapons (for example,
Sword of 61
virtue beyond
reproach
Viperblade Greater tentacle rod
Trident of
serenity
CHAPTER 2
WEAPONS
Water whip Tentacle rod
Swordbow
Illus. by W. England Three long, russet-colored tentacles sprout TENTACLE ROD, Cost to Create: 18,000 gp, 1,440 XP,
from the end of this 2-foot-long rod, writhing GREATER 36 days.
sinuously.
Price (Item Level): 36,000 gp (17th) TRIDENT OF SERENITY
When activated, a tentacle rod makes Caster Level: 12th
three attacks (one per tentacle) against Aura: Strong; (DC 21) transmutation Price (Item Level): 5,315 gp (10th)
a single target within your melee reach Weight: 6 lb. Body Slot: — (held)
that you designate. The rod uses its own Caster Level: 5th
attack bonus (+12) rather than yours, and Six long violet tentacles sprout from the end of Aura: Faint; (DC 17) enchantment
each attack deals 6 points of bludgeoning this 2-foot-long rod, writhing sinuously when Activation: Standard (command)
damage. Treat the rod as a magic weapon you grasp the handle. Weight: 4 lb.
for the purpose of overcoming damage
reduction. When activated, a greater tentacle rod makes This trident looks almost delicate, with fine
six attacks (one per tentacle) against a points on its gradually curving prongs. Silver
If all three tentacles strike the same single target within your melee reach and pearl inlays form lazy swirls down the
living creature in a round, that creature that you designate. The rod uses its own weapon’s haft.
becomes slowed (as the slow spell) for 5 attack bonus (+18), and each attack deals 9
rounds (Fort DC 14 negates). points of bludgeoning damage. Treat the When you activate this +1 trident, it cre-
rod as a magic weapon for the purpose of ates a calm emotions effect centered on you
Lore: The secret to crafting the first overcoming damage reduction. (Will DC 16 negates). The effect lasts for
tentacle rod was learned through nightmar- 5 rounds and does not require concentra-
ish visions granted by the Elder Elemental If at least three of a greater tentacle rod’s tion. Any creature that successfully saves
Eye (a vile and mysterious divine entity) tentacles strike the same living creature against this effect is immune to further
to its most devoted followers (Knowledge in a round, that creature becomes fatigued uses of that ability for 24 hours.
[religion] DC 20). (Fort DC 20 negates); creatures already
fatigued suffer no additional effect. If all This ability functions three times per
Wielding one of these gruesome items six tentacles strike the same living creature day.
soon became a status symbol among the in a round, that creature instead becomes
cult’s leaders, which led to a need for a exhausted (Fort DC 20 negates). Lore: Originally created by aquatic
greater version for the most powerful elves for use against the blood frenzy of
followers of the Elder Elemental Eye Lore: See tentacle rod, above. sahuagin, this weapon has become equally
(Knowledge [religion] DC 25). Prerequisites: Craft Magic Arms and useful in fending off savage barbarians
Armor, Craft Rod, animate objects, Evard’s who raid coastal areas (Knowledge [arcana]
Prerequisites: Craft Magic Arms and black tentacles, ray of exhaustion, ray of DC 15).
Armor, Craft Rod, animate objects, Evard’s fatigue.
black tentacles, slow. Prerequisites: Craft Magic Arms and
Armor, calm emotions.
Cost to Create: 7,000 gp, 560 XP, 14 days.
62
Cost to Create: 2,500 gp (plus 315 gp for 1 charge: +1d6 damage. you are difficult to disarm. If the whip is CHAPTER 2
masterwork trident), 200 XP, 5 days. 3 charges: +2d6 damage. knocked from your grasp, it immediately
5 charges: +4d6 damage. flows back into your hand at the beginning WEAPONS
VIPERBLADE After these charges have been expended, of your next turn (even if it is within some-
the rod remains a +1 light mace, but it no one else’s grasp) as long as it is within 30 Illus. by E. Fiegenschuh
Price (Item Level): 6,302 gp (10th) longer provides a bonus on ranged touch feet of you. Doing this requires no action
Body Slot: — (held) attack rolls until its charges are restored. on your part. In addition, drawing a water
Caster Level: 7th Prerequisites: Craft Magic Arms and whip is always a free action.
Aura: Moderate; (DC 18) necromancy Armor, Craft Rod, bestow curse.
Activation: Swift (mental) Cost to Create: 4,000 gp (plus 305 gp for Both a fire elemental and water elemen-
Weight: 1 lb. masterwork light mace), 320 XP, 8 days. tal are bound within a water whip, allowing
it to emanate either of two energy prop-
The hilt of this dagger is shaped like a snake, WATER WHIP erties, flaming or frost (DMG 224). You
and the twisted blade looks like an impossibly choose the property when you activate
long tongue. Price (Item Level): 20,301 gp (15th) the whip, and it deals an extra 1d6 points
Body Slot: — (held) of the appropriate kind of damage (fire
Created by cults that worship serpent dei- Caster Level: 8th or cold).
ties, these +1 daggers are prized for their Aura: Moderate; (DC 19) transmutation
ability to secrete toxic venom. A viperblade Activation: — and standard (command) Lore: The first water whip was created by
has 5 charges, which are renewed each Weight: 2 lb. a sahuagin druid named Ak’ash’eck, who
day at dawn. Spending 1 or more charges roamed the fringes of a great reef a decade
envenoms the blade (at no risk to you) for This strange weapon looks less like a tradi- ago (Knowledge [history] DC 20).
the next attack you make during this turn. tional whip and more like a tube of water,
The poison deals 1d6 points of Constitution tapering along its length to icicle sharpness Ak’ash’eck enjoyed preying on unwary
damage (both primary and secondary). at one end. The handle is crafted from a pale folk sailing south to trade with other
The save DC depends on the number of blue crystal shard. sahuagin. He was famous for the trick
charges spent: of ensnaring a victim near the railing of
This +1 whip shimmers and undulates a ship passing at night, then pulling the
1 charge: Fortitude DC 12. with deceptive grace when held. Unlike victim overboard before an alarm could be
2 charges: Fortitude DC 15. a normal whip, a water whip deals lethal raised (Knowledge [history] DC 30).
3 charges: Fortitude DC 18. damage and can affect armored creatures.
Prerequisites: Craft Magic Arms and Furthermore, while wielding a water whip, Prerequisites: Bind Elemental (ECS 51)
Armor, poison. or Craft Magic Arms and Armor, planar
Cost to Create: 3,000 gp (plus 302 gp for binding.
masterwork dagger), 300 XP, 6 days.
Cost to Create: 10,000 (plus 301 gp for
WARLOCK’S SCEPTER masterwork whip), 800 XP, 20 days.
Price (Item Level): 8,305 gp (12th) WHIP OF WEBS
Body Slot: — (held)
Caster Level: 10th Price (Item Level): 6,301 gp (10th)
Aura: Moderate; Body Slot: — (held)
Caster Level: 6th
(DC 20)
necromancy Aura: Moderate; (DC 18) conjuration
Activation: — or Activation: Free (command)
swift (mental); see Weight: 1 lb.
text
Weight: 3 lb. Complex strands of tightly braided spider
webs have been woven together to create
This sturdy ebony rod is surmounted by a this unusual whip. Tiny, multilegged
carving of a demonic, horned skull. black shapes skitter up and down its
length, hiding amid its countless knots.
This +1 light mace confers a +1 pro-
fane bonus on your ranged touch When you strike a creature with this
attack rolls while you hold it. This +1 whip, you can activate it to wrap
is a continuous effect and requires the target in a web of tough, leathery
no activation. filaments. The creature is entangled
as if by a net (PH 119) for 3 rounds or
Furthermore, a warlock’s scepter has until it escapes. Multiple strikes by a
5 charges, which are renewed each day whip of webs aren’t cumulative.
at dawn. Spending 1 or more charges This ability functions three times
improves the damage of the next per day.
eldritch blast (CAr 7) you make in Prerequisites: Craft Magic Arms and
that round. Armor, web.
Cost to Create: 3,000 gp (plus
301 gp for masterwork whip),
240 XP, 6 days.
Warlock’s scepter 63
CHAPTER 2 WEAPON AUGMENT Lesser: As the least crystal, and it Cold Assault: Target’s speed is reduced by
CRYSTALS also grants you a +1 insight bonus on the 10 feet for 1 round, to a minimum speed of
WEAPONS attack roll. 5 feet (multiple hits on the same creature
Augment crystals are a new category of don’t stack).
magic items. See page 221 for details on Greater: As the lesser crystal, and it
how they function. also increases the save DC of the spell or Electricity Assault: Target is dazzled for
spell-like ability by 1. 1 round.
CRYSTAL OF ADAMANT
WEAPONRY Prerequisites: Craft Magic Arms and Fire Assault: Target takes an additional
Armor, magic weapon. 1d6 points of fire damage 1 round later
Price (Item Level): 300 gp (2nd) (least); (multiple hits on the same creature don’t
1,400 gp (5th) (lesser); 3,400 gp (8th) Cost to Create: 250 gp, 20 XP, 1 day (least); increase the next round’s damage beyond
(greater) 1,000 gp, 80 XP, 2 days (lesser); 3,000 gp, 1d6).
240 XP, 6 days (greater).
Body Slot: — (weapon crystal) Prerequisites: Craft Magic Arms and
Caster Level: 9th CRYSTAL OF Armor; Melf’s acid arrow, ray of frost, light-
Aura: Moderate; (DC 19) transmutation ENERGY ASSAULT ning bolt, or fireball; or energy bolt (EPH
Activation: — 100).
Weight: — Price (Item Level): 600 gp (3rd) (least);
3,000 gp (7th) (lesser); 6,000 gp (10th) Cost to Create: 300 gp, 24 XP, 1 day (least);
This clasp holds a small diamond orb with a (greater) 1,500 gp, 120 XP, 3 days (lesser); 3,000 gp,
sphere of steel at its center. 240 XP, 6 days (greater).
Body Slot: — (weapon crystal)
A crystal of adamant weaponry strengthens Caster Level: 5th CRYSTAL OF
your weapon against damage. Aura: Faint; (DC 17) evocation ILLUMINATION
Activation: —
Least: This crystal improves the hard- Weight: — Price (Item Level): 100 gp (1st) (least);
ness of a weapon by 2. 400 gp (2nd) (lesser); 1,000 gp (4th)
Acid Assault (greater)
Lesser: This crystal improves the hard-
ness of a weapon by 5. This crystal seems to contain an incandescent Body Slot: — (weapon crystal)
green fluid. Caster Level: 5th
Greater: This crystal improves the Aura: Faint; (DC 17) evocation
hardness of a weapon by 10. Cold Assault Activation: Swift (command)
Weight: —
Prerequisites: Craft Magic Arms and Covered in a faint layer of condensation,
Armor, diamondsteel (SC 64). this clear crystal radiates chilling waves of This faceted, yellow crystal glows as if a small
energy. spark burns within it.
Cost to Create: 150 gp, 12 XP, 1 day (least);
700 gp, 56 XP, 2 days (lesser); 1,700 gp, Electricity Assault Activating a crystal of illumination causes
136 XP, 4 days (greater). your weapon to glow.
A brilliant blue color, this crystal sparks and
CRYSTAL OF snaps with electrical discharge. Least: The weapon sheds bright illu-
ARCANE STEEL mination in a 5-foot radius and shadowy
Fire Assault illumination for 5 feet beyond that.
Price (Item Level): 500 gp (3rd) (least);
2,000 gp (6th) (lesser); 6,000 gp (10th) This fiery red crystal appears to burn with a Lesser: The weapon sheds bright illu-
(greater) heatless flame. mination in a 20-foot radius and shadowy
illumination for 20 feet beyond that.
Body Slot: — (weapon crystal) A crystal of energy assault adds a particu-
Caster Level: 5th lar type of energy damage to a weapon’s Greater: The weapon sheds bright illu-
Aura: Faint; (DC 17) transmutation attacks: acid, cold, electricity, or fire. This mination in a 60-foot radius and shadowy
Activation: — bonus damage doesn’t stack with any illumination for 60 feet beyond that.
Weight: — energy damage of the same type dealt by
the weapon. Prerequisites: Craft Magic Arms and
The needlelike iron deposits in this spherical Armor, daylight.
quartz crystal pulse with arcane energy. Least: This crystal adds 1 point of
energy damage of its type to the weapon’s Cost to Create: 50 gp, 4 XP, 1 day (least);
A crystal of arcane steel is designed for those damage. 200 gp, 16 XP, 1 day (lesser); 500 gp, 40 XP,
who can blend magical and martial arts 1 day (greater).
into a single strike. It functions only when Lesser: This crystal adds an extra 1d6
attached to a melee weapon. points of energy damage of its type to the CRYSTAL OF LIFE
weapon’s damage. DRINKING
Least: This crystal grants a +1 insight
bonus on your weapon damage roll Greater: This crystal adds an extra 1d6 Price (Item Level): 400 gp (2nd) (least);
when delivering a spell or spell-like points of energy damage of its type to the 1,500 gp (5th) (lesser); 6,000 gp (10th)
ability through a melee attack with the weapon’s damage, as well as a secondary (greater)
weapon. effect depending on the type of crystal:
Body Slot: — (weapon crystal)
Acid Assault: Target takes –1 penalty to Caster Level: 5th
AC for 1 round (multiple hits on the same Aura: Faint; (DC 17) necromancy
creature don’t stack). Activation: —
Weight: —
64
This transparent black crystal has a faint, CRYSTAL OF SECURITY Cost to Create: 500 gp, 40 XP, 1 day (least); CHAPTER 2
sickly glow. 1,500 gp, 120 XP, 3 days (lesser); 3,000 gp,
Price (Item Level): 300 gp (2nd) (least); 240 XP, 6 days (greater). WEAPONS
A crystal of life drinking bestows a small 1,000 gp (4th) (lesser); 3,000 gp (7th)
amount of life energy upon you each (greater) FIENDSLAYER CRYSTAL
time you damage a living creature with
the weapon to which the crystal is Body Slot: — (weapon crystal) Price (Item Level): 1,000 gp (4th)
attached. Dealing nonlethal damage with Caster Level: 5th (least); 3,000 gp (7th) (lesser); 5,000 gp
the weapon doesn’t activate the crystal’s Aura: Faint; (DC 17) transmutation (9th) (greater)
effect. Activation: —
Weight: — Body Slot: — (weapon crystal)
Least: Each time you deal damage to a Caster Level: 9th
living creature with the weapon to which This cool, silver-tinted crystal emanates feelings Aura: Moderate; (DC 19) transmutation
this crystal is attached, you heal 1 point of peace and safety when held. Activation: —
of damage. When the crystal has healed Weight: —
a total of 10 points of damage, it becomes A crystal of security makes a weapon cling
inert until the following day. tightly to your hand during normal use. This perfect crystal sphere emits a faint white
glow.
Lesser: As the least crystal, except Least: This crystal grants you a +2
that you heal 3 points of damage with bonus on any check made to draw the A fiendslayer crystal helps you fight crea-
each attack until the crystal has healed weapon (such as when grappling) or to tures infused with evil.
30 points of damage. keep the weapon in your hand (such as on
an opposed disarm check or an opposed Least: A weapon with this crystal
Greater: As the least crystal, except Strength check if you and an opponent attached deals an extra 1d6 points of
that you heal 5 points of damage with both grab the weapon). damage to evil outsiders.
each attack until the crystal has healed
50 points of damage. Lesser: As the least crystal, except the Lesser: As the least crystal, and the
bonus is +5. weapon is treated as good-aligned for
Prerequisites: Craft Magic Arms and the purpose of overcoming damage
Armor, vampiric touch. Greater: As the least crystal, except reduction.
the bonus is +10.
Cost to Create: 200 gp, 16 XP, 1 day Greater: As the lesser crystal, and if the
(least); 750 gp, 60 XP, 2 days (lesser); Prerequisites: Craft Magic Arms and weapon scores a critical hit against an evil
3,000 gp, 240 XP, 6 days (greater). Armor, bull’s strength. outsider, that creature can’t use any tele-
portation abilities or spells for 1 round.
CRYSTAL OF RETURN Cost to Create: 150 gp, 12 XP, 1 day
(least); 500 gp, 40 XP, 1 day (lesser); Any evil creature grasping a weapon
Price (Item Level): 300 gp (2nd) (least); 1,500 gp, 120 XP, 3 days (greater). that bears a fiendslayer crystal gains one
1,000 (4th) (lesser); 4,000 gp (8th) negative level, which remains as long as
(greater) DEMOLITION CRYSTAL it holds the weapon and disappears when
the weapon is no longer wielded. This
Body Slot: — (weapon crystal) Price (Item Level): 1,000 gp (4th) negative level never results in actual level
Caster Level: 5th (least); 3,000 gp (7th) (lesser); loss, but it cannot be overcome in any way
Aura: Faint; (DC 17) transmutation 6,000 gp (10th) (greater) (including restoration spells) while the
Activation: — weapon is wielded.
Weight: — Body Slot: — (weapon crystal)
Caster Level: 11th Prerequisites: Craft Magic Arms and
This crystal is the color of a cloudless sky. Aura: Moderate; (DC 20) transmutation Armor, align weapon, good alignment.
Activation: —
A crystal of return allows a weapon to leap Weight: — Cost to Create: 500 gp, 40 XP, 1 day (least);
into its owner’s hand. 1,500 gp, 120 XP, 3 days (lesser); 2,500 gp,
This blue-white diamond bears a tiny ada- 200 XP, 5 days (greater).
Least: This crystal allows you to draw mantine emblem of a hammer.
the weapon to which it is attached as a PHOENIX ASH THREAT
free action. Demolition crystals were designed for
those who fight constructs, particularly Price (Item Level): 500 gp (3rd) (least);
Lesser: As the least crystal, and in for the servants of wizards who battle 2,000 gp (6th) (lesser); 6,000 gp (10th)
addition you can call the weapon (if unat- enemy golems. (greater)
tended) to your hand from up to 30 feet
away as a move action. Least: A weapon with this crystal Body Slot: — (weapon crystal)
attached deals an extra 1d6 points of Caster Level: 5th
Greater: As the lesser crystal, and the damage to constructs. Aura: Faint; (DC 17) evocation
weapon also gains the returning property Activation: —
(DMG 225). This property functions only Lesser: As the least crystal, and the Weight: —
for a weapon designed to be thrown. weapon is treated as adamantine for the
purpose of overcoming the damage reduc- Alternating fire opals and jacinths comprise
Prerequisites: Craft Magic Arms and tion of constructs. this glittering chain of gemstones.
Armor, mage hand.
Greater: As the lesser crystal, and the The augment crystal known as a phoenix
Cost to Create: 150 gp, 12 XP, 1 day weapon can deliver sneak attacks and ash threat leaves smoldering embers on
(least); 500 gp, 40 XP, 1 day (lesser); critical hits against constructs as if they your enemies after every strike. Each
2,000 gp, 160 XP, 4 days (greater). were living creatures. round, at the start of your turn, the embers
Prerequisites: Craft Magic Arms and
Armor, disintegrate.
65
CHAPTER 2 deal fire damage to each target struck by Greater: As the lesser crystal, but 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 magical
WEAPONS creature that grant concealment or similar power, which can be used to enhance the
Least: If you hit a creature with a effects (such as blur or displacement) for 1 power of a melee weapon. To imbue this
weapon bearing this crystal, that target round. This has no effect on concealment augment crystal with power, you must
takes 1 point of fire damage on the fol- granted by the environment (such as fog directly expose it for 8 hours to one of
lowing round. Multiple hits by the or a darkness spell). the following substances: sunlight, moon-
weapon against the same target aren’t light, blood, or wine (at least one pint of
cumulative. Prerequisites: Craft Magic Arms and either of the last two substances). Each one
Armor, true seeing. of these substances grants the item a dif-
Lesser: As the least crystal, but the ferent effect, as described below. Exposing
target takes 3 points of fire damage. Cost to Create: 200 gp, 16 XP, 1 day a full reservoir to a new substance replaces
(least); 500 gp, 40 XP, 1 day (lesser); the old effect with the new effect.
Greater: As the least crystal, but the 2,500 gp, 200 XP, 5 days (greater).
target takes 5 points of fire damage. When activated, a reservoir adds an
TRUEDEATH CRYSTAL extra effect to its weapon’s next successful
Lore: This crystal was first employed by melee strike (as long as it is made before
mystic swordsmen of the Golden Desert Price (Item Level): 1,000 gp (4th) the end of your turn). The effect depends
(Knowledge [arcana or history] DC 15). (least); 5,000 gp (9th) (lesser); on the substance to which the witchlight
10,000 gp (12th) (greater) reservoir was exposed (see above).
The first signs that it was in use in more
civilized lands were the charred bodies of Body Slot: — (weapon crystal) Sunlight: +2d6 fire damage (or +4d6
Graz’zt cultists left piled outside their dark Caster Level: 5th fire damage if the target is undead).
abbey’s door after Sir Alax of Bergholdt Aura: Faint; (DC 17) evocation
cleansed the den with his fiery sword Activation: — Moonlight: +2d6 electricity damage
(Knowledge [arcana or history] DC 20). Weight: — (or +4d6 electricity damage if the target
is a lycanthrope).
Prerequisites: Craft Magic Arms and This amethyst is carved in the shape of a
Armor, burning hands. humanoid skull. Blood: +2d6 damage to a living target.
Wine: –2 penalty on Will saves for 1
Cost to Create: 250 gp, 20 XP, 1 day Clerics craft truedeath crystals to aid them- round.
(least); 1,000 gp, 80 XP, 2 days (lesser); selves and others in sending undead to A witchlight reservoir functions five
3,000 gp, 240 XP, 6 days (greater). their final rest. times before it loses its power and must
be imbued again. It is considered a greater
REVELATION CRYSTAL Least: A weapon with this crystal augment crystal.
attached deals an extra 1d6 points of Lore: The first witchlight reservoir was
Price (Item Level): 400 gp (2nd) (least); damage to undead. recovered by Iggwilv from the vanity
1,000 gp (4th) (lesser); 5,000 gp (9th) drawer of one of Graz’zt’s previous par-
(greater) Lesser: As the least crystal, and the amours (Knowledge [arcana] DC 15).
weapon also functions as a ghost touch Who created the first sphere is
Body Slot: — (weapon crystal) weapon (DMG 224). unknown, but the Witch of the Yatils
Caster Level: 9th made several more after her discovery,
Aura: Moderate; (DC 19) divination Greater: As the lesser crystal, and the including one for her daughter Drelzna,
Activation: — weapon can deliver sneak attacks and who employed a bastard sword called The
Weight: — critical hits against undead as if they were Bleeding Infanta fitted with a blood-filled
living creatures. witchlight reservoir. She carried the weapon
This tiger’s-eye gem bears a striking resem- until it was lost in battle against a gnome
blance to the eye of a cat, its gaze seeming to Prerequisites: Craft Magic Arms and army led by a gold dragon somewhere
dart about. Armor, consecrate. between Ket and Perrenland (Knowledge
[arcana] DC 20).
A revelation crystal help you battle foes who Cost to Create: 500 gp, 40 XP, 1 day Prerequisites: Craft Magic Arms and
rely on invisibility. (least); 2,500 gp, 200 XP, 5 days (lesser); Armor, burning hands, shocking grasp, touch
5,000 gp, 400 XP, 10 days (greater) of idiocy, vampiric touch.
Least: When you damage an invisible Cost to Create: 2,500 gp, 200 XP, 5 days.
creature using a weapon with this aug- WITCHLIGHT
ment crystal attached, the creature emits a RESERVOIR
glowing golden aura for 1 round, allowing
everyone to know the square or squares it Price (Item Level): 5,000 gp (9th)
occupies and where it moves during that Body Slot: — (weapon crystal)
duration. The aura is as bright as a torch. Caster Level: 10th
Despite the glow in the square, creatures Aura: Moderate; (DC 20) necromancy
that attack the invisible foe still suffer a Activation: Swift (mental)
50% miss chance; the glow merely allows Weight: —
them to determine the appropriate square
to attack. This coin-sized crystal sphere is inscribed with
arcane sigils representing earth, air, wind,
Lesser: As the least crystal, but any fire, magic, death, and beauty. It rattles like
active invisibility effects on the dam- soft thunder.
aged creature are also suppressed for 1
round (even if the invisibility is natural
or extraordinary).
66
Illus. by D. Griffith
suit of armor is nice, but any adventurer whose list of More than any other category of items, the collection in
garb begins and ends with “full plate armor” just isn’t this chapter relies on the body slot entry to constrain your
giving himself a reasonable choices. Unless you’re comfort-
chance of success. From the “The arcanist’s gloves would be handy, of able making a lot of ad hoc
humble ring of feather falling course, but the lightning gauntlets match decisions about weird combina-
to the legendary vest of the archmagi, the my cloak better. . . .” tions, we recommend that your
roster of useful (even crucial) magic items campaign only use these items
worn on the body is vast. —Devis, trying to decide on as designed (rather than switch-
This chapter includes nearly 400 his next purchase ing abilities around between
magic items designed as clothing, various body slots). See “Body
jewelry, and the like. Some are fashionable, others crude, but all Slots” in Chapter 6 for information on how the body slot
provide useful benefits that can contribute to your character’s system works.
survival.
CLOTHING Multiple brass buckles run from the ankle to 1 charge: +10-foot enhancement
DESCRIPTIONS the top of the calf on these finely crafted, black bonus.
leather boots.
The items in this chapter are arranged 2 charges: +15-foot enhance-
alphabetically. A pair of acrobat boots grants you a +2 ment bonus.
competence bonus on Tumble checks.
ACROBAT BOOTS This is a continuous effect and requires 3 charges: +20-foot enhance-
no activation. ment bonus.
Price (Item Level): 900 gp (4th)
Body Slot: Feet In addition, these boots have 3 charges, Prerequisites: Craft Wondrous
Caster Level: 3rd which are renewed each day at dawn. Item, cat’s grace, longstrider.
Aura: Faint; (DC 16) transmutation Spending 1 or more charges grants you
Activation: — and swift (command) an enhancement bonus to your speed Cost to Create: 450 gp, 36 XP,
Weight: 1 lb. for 1 round. 1 day.
67
ADAMANTINE MIND Amber Amulet of Vermin CL Aura Market Price
BLADE GAUNTLETS 7th Moderate (DC 17) (Item Level)
Vermin 10th Moderate (DC 20) 500 gp (3rd)
Price (Item Level): 2,000 gp (6th) Giant bee 10th Moderate (DC 20) 700 gp (3rd)
Body Slot: Hands Giant queen ant 10th Moderate (DC 20) 700 gp (3rd)
Caster Level: 9th Giant praying mantis 10th Moderate (DC 20) 700 gp (3rd)
Aura: Moderate; (DC 19) transmutation Huge monstrous centipede 10th Moderate (DC 20) 700 gp (3rd)
Activation: — Huge monstrous scorpion 15th Strong (DC 22) 700 gp (3rd)
Weight: 1 lb. Large monstrous spider 19th Strong (DC 24) 800 gp (3rd)
Giant wasp 1,200 gp (4th)
Each of these heavy leather gloves bears a violet Giant stag beetle
crystal set on a small plate of adamantine.
CHAPTER 3
Adamantine mind blade gauntlets allow you nature’s ally). At the end of this duration, you, for 9 rounds. If any creature in this
CLOTHING to give your mind blade the properties of the creature vanishes. area (including you) attempts to manifest
adamantine. If you are able to enhance a power, it must succeed on a DC 17 Will
your mind blade (with the mind blade Eight varieties of the amber amulet of save or pay 4 more points than it other-
enhancement class feature), whenever vermin exist (see the table for the details wise would for that power manifestation.
you materialize your mind blade while of each version). An amber amulet of vermin The limit on the number of power points
wearing these gauntlets, you can choose works once per day. a subject can spend on a power remains
to treat it as an adamantine weapon for the in effect, so a creature that fails its saving
purpose of ignoring hardness or overcom- Prerequisites: Craft Wondrous Item, throw might not be able to manifest its
ing damage reduction. This ability takes giant vermin. highest-level powers.
the place of a property with a +1 enhance-
ment bonus value. Cost to Create: Varies. An amulet of catapsi functions once
per day.
For example, a 6th-level soulknife AMULET OF
wearing the gauntlets could either choose AQUATIC SALVATION Prerequisites: Craft Wondrous Item, anti-
to apply the gauntlets’ effect or apply magic field or catapsi (EPH 82).
one of the +1 enhancement bonus value Price (Item Level): 500 gp (3rd)
properties given on the table (EPH 29). A Body Slot: Throat Cost to Create: 8,000 gp, 640 XP, 16 days.
10th-level soulknife could apply both the Caster Level: 5th
gauntlets’ effect and a +1 enhancement Aura: Faint; (DC 17) conjuration AMULET OF
bonus value property rather than apply- Activation: Immediate (mental) EMERGENCY HEALING
ing a combination of properties from the Weight: —
table totaling +2. Price (Item Level): 6,000 gp (10th)
This small pendant contains a perfect sphere of Body Slot: Throat
Adamantine mind blade gauntlets func- aquamarine hung from a blue metal chain. Caster Level: 5th
tion an unlimited number of times per Aura: Faint; (DC 17) conjuration
day. The gauntlets require no separate These necklaces are boons to sailors and Activation: Immediate (command)
activation; using them is part of the action spelunkers alike, because they prevent Weight: —
to materialize your mind blade. accidental drowning. When activated,
an amulet of aquatic salvation grants you This globe-shaped citrine is bisected by a sturdy
Prerequisites: Craft Wondrous Item, fab- the ability to breathe water (as the water silver chain.
ricate, mind blade. breathing spell) for 5 rounds.
The wearer of an amulet of emergency heal-
Cost to Create: 1,000 gp, 80 XP, 2 days. An amulet of aquatic salvation functions ing can provide instantaneous aid to an
once per day. injured ally. When it is activated, you can
AMBER AMULET OF heal 1d4+5 points of damage to yourself or
VERMIN Prerequisites: Craft Wondrous Item, a creature within 30 feet. You can use this
water breathing. effect to prevent the death of a creature
Price (Item Level): See table reduced below –9 hit points, as long as
Body Slot: Throat Cost to Create: 250 gp, 20 XP, 1 day. the healing provided returns the target’s
Caster Level: See table hit points to –9 or higher. (For example,
Aura: See table; (DC varies) AMULET OF CATAPSI you couldn’t save a creature whose hit
points had been reduced to –19 or lower,
transmutation Price (Item Level): 16,000 gp (14th) since the amulet can’t provide more than
Activation: Standard (command) Body Slot: Throat 9 points of healing.)
Weight: — Caster Level: 9th
Aura: Moderate; (DC 19) enchantment This amulet has no effect on undead
This irregularly shaped piece of natural amber Activation: Standard (mental) creatures or creatures immune to heal-
is fastened at the end of a long golden chain. Weight: — ing spells.
Within the amber a tiny creature still seems
to twitch. This crimson-tinted metal amulet is rimmed An amulet of emergency healing functions
with dozens of copper pyramids. It hums cheer- three times per day.
This item summons a giant vermin that fully when grasped.
appears and obeys your commands for Prerequisites: Craft Wondrous Item, close
1 minute (as if summoned by summon When activated, this amulet emits a 30-foot- wounds (SC 48).
radius area of telepathic noise, centered on
Cost to Create: 3,000 gp, 240 XP, 6 days.
68
AMULET OF While you wear an amulet of incarnum time a charge is expended, one garnet CHAPTER 3
FORTUNE PREVAILING shielding, you are immune to any effect that turns a dull black color.
would drain your incarnum or unshape CLOTHING
Price (Item Level): 5,000 gp (9th) one of your soulmelds. An amulet of incar- Prerequisites: Craft Wondrous Item, break
Body Slot: Throat num shielding has 7 charges when created. enchantment. Illus. by E. Widermann
Caster Level: 9th Each time your amulet negates an effect, it
Aura: Moderate; (DC 19) abjuration expends 1 charge. When an amulet loses Cost to Create: 5,500 gp, 440 XP, 11 days.
Activation: Immediate (command) its last charge, it crumbles into dust.
Weight: 1 lb. AMULET OF
Prerequisites: Craft Wondrous Item, must RETRIBUTIVE
This delicate gold amulet is suspended have an essentia pool. HEALING
from a fine gold chain and set with three
aventurines. Cost to Create: 1,050 gp, 84 XP, 3 days. Price (Item Level): 2,000 gp (6th)
Body Slot: Throat
You can activate an amulet of fortune pre- AMULET OF Caster Level: 9th
vailing to reroll a saving throw. You must INVIOLATE FORM Aura: Moderate; (DC 19) transmutation
activate this ability before the success Activation: Swift (command)
or failure of the saving throw has been Price (Item Level): 11,000 gp (13th) Weight: 1 lb.
determined, and you must use the second Body Slot: Throat
result, even if it’s lower. You can’t use this Caster Level: 9th This strand of ceramic beads is painted with
ability if you have already rerolled the save Aura: Moderate; (DC 19) abjuration sedate earth tones.
for any reason. Activation: Immediate (command)
Weight: 1 lb. Devoting your life to healing is often a
An amulet of fortune prevailing functions thankless job. An amulet of retributive heal-
once per day. This platinum amulet is set with seven red ing ensures that if you tend to your allies,
garnets. you are renewed in turn.
Prerequisites: Craft Wondrous Item, break
enchantment. This amulet protects you from spells and When you activate your amulet, the
effects that would significantly change next effect you use before the end of your
Cost to Create: 2,500 gp, 200 XP, 5 days. your bodily form or composition. When- turn that heals another creature’s damage
ever you are the target of such an effect, also heals you of an equal amount, as long
AMULET OF you can expend 1 charge to negate the as you could be healed by that same effect.
INCARNUM SHIELDING transformation. You must decide whether If the effect heals multiple creatures, you
to use the charge before you attempt a only gain the retributive healing once
Price (Item Level): 2,100 gp (6th) saving throw. Effects that the amulet pro- per effect.
Body Slot: Throat tects against include, but are not limited
Caster Level: 3rd to, polymorph, petrification, the touch of For example, a human cleric casting cure
Aura: Faint; (DC 16) abjuration an aboleth’s tentacle, and the attack of a light wounds on an ally after activating this
Activation: — chaos beast. amulet would gain the same amount of
Weight: 1 lb. healing, but a human wizard casting repair
An amulet of inviolate form has 7 charges light damage on her warforged ally would
This ornate silver necklace is set with a bril- when created, one for each garnet. Each not benefit from activating the amulet
liant, blue stone. (since that spell only affects constructs).
Amulet of
second chances
Amber Amulet of
amulet of retributive
vermin
healing
Amulet of
emergency
healing
Amulet of 69
wordtwisting
CHAPTER 3 An amulet of retributive healing In addition, you can activate
functions three times per day. the amulet to grant both you and
CLOTHING an adjacent ally a +5 competence
Prerequisites: Craft Wondrous bonus to AC for 1 round. You must
Illus. by W. England Item, mass cure light wounds. be adjacent to an ally to activate
this power. This ability can be
Cost to Create: 1,000 gp, 80 XP, used once per day.
2 days.
Prerequisites: Craft Wondrous
AMULET OF Item, heroism.
SECOND CHANCES
Cost to Create: 1,000 gp, 80 XP,
Price (Item Level): 40,000 gp 2 days.
(17th)
AMULET OF
Body Slot: Throat TEARS
Caster Level: 17th
Aura: Strong; (DC 23) Price (Item Level): 2,300 gp
(6th)
transmutation
Activation: Swift (command) Body Slot: Throat
Weight: — Caster Level: 4th
Aura: Faint; (DC 17)
This tiny, golden hourglass hangs from
a thin mithral chain. enchantment
Activation: Swift (command)
An amulet of second chances gives Weight: —
you the ability to reverse disastrous
choices. When you activate the Adorning a glossy silver chain, a spiral
amulet, you undo all the events of of pearl teardrops circles a colorless
your current turn and begin the turn crystal sphere.
again. This includes moving yourself
and any other creatures back to the An amulet of tears has 3 charges,
positions they occupied at the start which are renewed each day at
of your turn, removing any damage dawn. Spending 1 or more charges
or other conditions (harmful or ben- when you activate the amulet
eficial) that have occurred during grants you temporary hit points,
your turn (to yourself or others), and as described below. These hit
in all other ways “resetting” events. points last for up to 10 minutes;
All affected creatures are aware of they don’t stack with any other
the events of the now-nonexistent temporary hit points.
round, but they are free to make
entirely different choices from the 1 charge: 12 temporary hit
ones they originally made. points.
An amulet of second chances func- 2 charges: 18 temporary hit
tions once per day. points.
Prerequisites: Craft Wondrous 3 charges: 24 temporary hit
Item, time stop or time regression points.
(EPH 138).
Prerequisites: Craft Wondrous
Cost to Create: 20,000 gp, 1,600 XP, Item, aid.
40 days.
Cost to Create: 1,150 gp, 92 XP,
3 days.
AMULET OF AMULET OF
TEAMWORK TOXIN DELAY
Price (Item Level): 2,000 gp (6th) Incarnum items: ring of soulbound protection, ring of essentia, Price (Item Level): 400 gp
Body Slot: Throat cloak of soulbound resistance, amulet of incarnum shielding, (2nd)
Caster Level: 3rd
glove of incarnum theft Body Slot: Throat
Aura: Faint; (DC 16) enchantment you successfully use the aid another Caster Level: 3rd
Activation: — and swift (command) action, the bonus granted to your ally Aura: Faint; (DC 16) conjuration
Weight: — improves from +2 to +3. When you flank Activation: Immediate (command)
an enemy, you and any allies also flanking Weight: —
This silver chain comes together in the form of that creature gain a +2 bonus on damage
a pair of linked hands. rolls. These are continuous effects and The transparent crystal hanging from this
require no activation. necklace contains several drops of viscous
An amulet of teamwork allows you to work green fluid.
more effectively as part of a team. When
70
When you activate an amulet of toxin delay, ANGELHELM When you activate an ankh of ascension, CHAPTER 3
it creates a delay poison effect on you (as you must sacrifice a prepared divine spell
the spell, but with a duration of only 2 Price (Item Level): 10,000 gp (12th) or divine spell slot. The caster level of any CLOTHING
rounds). You can activate this item when- Body Slot: Head divine spells of that level or lower that
ever you would be required to attempt a Caster Level: 9th you cast before your next turn increases Illus. by B. Hagan
saving throw against poison (before roll- Aura: Moderate; (DC 19) transmutation by 4.
ing the save). Activation: — and standard (command)
Weight: 2 lb. An ankh of ascension functions three
An amulet of toxin delay functions once times per day.
per day. This winged mithral helm shines in the light
like a priceless heirloom. Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous Item, gate.
delay poison. An angelhelm allows a good-aligned
wearer to emulate certain traits of celestial Cost to Create: 4,500 gp, 360 XP, 9 days.
Cost to Create: 200 gp, 16 XP, 1 day. beings. Your melee attacks are treated as
good-aligned weapons for the purpose ANKLET OF
AMULET OF of overcoming damage reduction. This TRANSLOCATION
WORDTWISTING is a continuous effect and requires no
activation. Price (Item Level): 1,400 gp (5th)
Price (Item Level): 6,000 gp (10th) Body Slot: Feet
Body Slot: Throat In addition, your angelhelm allows Caster Level: 7th
Caster Level: 5th you to use cure critical wounds, dispel evil Aura: Moderate; (DC 18) conjuration
Aura: Faint; (DC 17) divination (DC 17), and resist energy (acid or cold Activation: Swift (command)
Activation: — and standard (command) only) as spell-like abilities each once Weight: —
Weight: — per day.
A pewter chime hangs from this simple leather
Strips of torn and knotted scrolls seem to make The helm grants no benefit to nongood ankle-band.
up this amulet. You can discern a few letters wearers.
in red ink on the tightly rolled parchment, but An anklet of translocation allows you to
these symbols are warped and meaningless. Prerequisites: Craft Wondrous Item, make short dimensional hops. When it is
dispel evil, cure critical wounds, resist energy, activated, you can instantly teleport (with
An amulet of wordtwisting grants you a good alignment. no chance of error) up to 10 feet. The new
+2 insight bonus on Bluff, Diplomacy, space must be within line of sight and
Intimidate, and Sense Motive checks. Cost to Create: 5,000 gp, 400 XP, line of effect.
This is a continuous effect and requires 10 days.
no activation. You can’t use the anklet to move into a
ANKH OF ASCENSION space occupied by another creature, nor
If you are an orc wearing an amulet can you teleport into a solid object; if you
of wordtwisting, you instead gain a +4 Price (Item Level): 9,000 gp (12th) attempt to do so, the anklet’s activation is
insight bonus on the indicated skill Body Slot: Throat wasted. You can bring along objects weigh-
checks. In addition, once per day, you Caster Level: 17th ing up to your maximum load, but you
can activate a tongues effect on yourself Aura: Strong; (DC 23) conjuration can’t bring another creature with you.
(as the spell). Activation: Free (command)
Weight: 3 lb. An anklet of translocation functions two
Prerequisites: Craft Wondrous Item, times per day.
tongues. Crudely carved from splintering wood and
dangling from frayed twine, this simple ankh Prerequisites: Craft Wondrous Item,
Cost to Create: 3,000 gp, 240 XP, 6 days. looks brittle and ancient. dimension door.
Cost to Create: 700 gp, 56 XP, 2 days.
Mesmerist’s Badge of the
gloves svirfneblin
Ankh of
ascension
Adamantine mind
blade gauntlets
71
CHAPTER 3 ARCANIST’S GLOVES Caster Level: 17th This glass lens is rimmed with gold and has a
Aura: Strong; (DC 23) conjuration fine gold chain attached to an ear clip.
CLOTHING Price (Item Level): 500 gp (3rd) Activation: Swift (mental)
Body Slot: Hands Weight: 1 lb. Putting on a monocle is a standard action.
Illus. by S. Ellis Caster Level: 3rd While wearing an artificer’s monocle, when-
Aura: Faint; (DC 16) transmutation Numerous small diamonds adorn this silver ever you successfully use your artificer
Activation: Swift (command) armband like tiny constellations. 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 sleek blue gloves bear tiny golden stars mized healing, the next healing spell of 6th edge (arcana), you can spend 1 additional
across the knuckles. level or lower that you cast on your turn minute studying the item. If you do, you
is automatically maximized (as the Maxi- can identify the abilities of that item as if
When you activate arcanist’s gloves, you mize Spell feat, but with no adjustment to you had cast identify upon it.
add 2 to the caster level of the next 1st- spell level or casting time).
level arcane spell you cast before the end Prerequisites: Craft Wondrous Item,
of your turn. An armband of maximized healing func- identify, artificer knowledge or Knowledge
tions three times per day. (arcana) 5 ranks.
Arcanist’s gloves function two times
per day. Prerequisites: Craft Wondrous Item, Cost to Create: 750 gp, 60 XP, 2 days.
Maximize Spell, heal.
Prerequisites: Craft Wondrous Item, BADGE OF THE
fox’s cunning. Cost to Create: 3,600 gp, 288 XP, 8 days. SVIRFNEBLIN
Cost to Create: 250 gp, 20 XP, 1 day. ARMBANDS OF MIGHT Price (Item Level): 15,000 gp (14th)
Body Slot: Throat
ARMBAND OF Price (Item Level): 4,100 gp (9th) Caster Level: 3rd
ELUSIVE ACTION Body Slot: Arms Aura: Faint; (DC 16) illusion,
Caster Level: 3rd
Price (Item Level): 800 gp (3rd) Aura: Faint; (DC 16) transmutation transmutation
Body Slot: Arms Activation: — Activation: — and standard (command)
Caster Level: 3rd Weight: 2 lb. Weight: —
Aura: Faint; (DC 16) transmutation
Activation: Immediate (mental) These bronze armbands are engraved with This brooch is little more than a hunk of gray
Weight: 1 lb. images of bulls’ horns. rock studded with a number of colorful, uncut
gems and wrapped in tarnished metal 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 wearing this item, you gain dark-
Strength-based skill checks. vision out to 30 feet and a +5 competence
An armband of elusive action allows you bonus on Hide checks. These are continu-
to protect yourself from the hazards of If you have the Power Attack feat, you ous effects and require no activation.
battlefield chaos. When it is activated, also gain a +2 bonus on melee damage rolls
the band allows you to avoid provoking for any attack on which you use the Power Once per day, you can activate the badge
a single attack of opportunity that your Attack feat and take a penalty of at least to give yourself a blur effect (as the spell).
actions would otherwise incur. –2 on your attack roll.
Prerequisites: Craft Wondrous Item, blur,
An armband of elusive action functions Prerequisites: Craft Wondrous Item, darkvision, svirfneblin.
once per day. bull’s strength.
Cost to Create: 7,500 gp, 600 XP, 15 days.
Prerequisites: Craft Wondrous Item, cat’s Cost to Create: 2,050 gp, 164 XP, 5 days.
grace or evade attack (CP 89). BEAR HELM
ARTIFICER’S MONOCLE
Cost to Create: 400 gp, 32 XP, 1 day. Price (Item Level): 1,500 gp (5th)
Price (Item Level): 1,500 gp (5th) Body Slot: Head
ARMBAND OF Body Slot: Face Caster Level: 7th
MAXIMIZED HEALING Caster Level: 5th Aura: Moderate; (DC 18) abjuration
Aura: Faint; (DC 17) divination Activation: Immediate (mental)
Price (Item Level): 7,200 gp (11th) Activation: See text Weight: —
Body Slot: Arms Weight: —
72 Artificer’s monocle
This large helmet is wrapped in the hide of BELT OF BATTLE BELT OF THE CHAPTER 3
a bear’s head, with metal teeth worked into CHAMPION [RELIC]
its visor. Price (Item Level): 12,000 gp (13th) CLOTHING
Body Slot: Waist Price (Item Level): 4,500 gp (9th)
While raging, you can halve the damage Caster Level: 9th Body Slot: Waist Illus. by C. Critchlow
dealt by a single sneak attack or critical hit Aura: Moderate; (DC 19) transmutation Caster Level: 20th
scored against you. You can activate this Activation: — and swift (mental) Aura: Strong; (DC 25) transmutation
item after the damage from the attack has Weight: — Activation: —
been determined. This leather belt bears a platinum buckle set Weight: 1 lb.
with three small black pearls.
A bear helm functions once per day. This belt is forged of thick golden links, each
Prerequisites: Craft Wondrous Item, Beholder crown set with a cabochon-cut semiprecious stone. Its
stoneskin. large, oval buckle is embossed with the closed
Cost to Create: 750 gp, 60 XP, 2 days. A belt of battle helps you avoid being caught fist of Kord.
off guard in combat and allows occasional
BEHOLDER CROWN bursts of extra activity. While worn, it These gem-studded belts are sacred to fol-
grants you a +2 competence bonus on ini- lowers of Kord, the god of strength. When
Price (Item Level): 20,000 gp (15th) tiative checks. This is a continuous effect you wear one of these items, it functions
Body Slot: Head and requires no activation.
Caster Level: 13th as a belt of giant strength +2 if you
Aura: Strong; (DC 21) In addition, a belt of battle has 3 charges, are chaotic good, neutral good,
which are renewed each day at dawn. or chaotic neutral. All of Kord’s
necromancy Each time you activate the belt, one of followers vie for the honor of win-
Activation: Swift (mental) the black pearls set into its buckle turns
Weight: 1 lb. white. The pearls return to normal when ning one of these items, and each belt
the ring’s charges renew. Spending 1 or is passed down through generations of
Ten metal stalks sprout from this more charges grants you an extra action, his faithful.
grotesquely formed bronze crown. At which must be taken immediately (before
the tip of each stalk, a different gem you take any other action). Relic Power: If you have established
gazes like a glistening eye. the proper divine connection, you gain
1 charge: 1 move action. a +5 competence bonus on Strength
These strange crowns can shoot 2 charges: 1 standard action. checks and a +4 morale bonus on saves
rays from eyelike gems, much like 3 charges: 1 full-round action. against fear effects while wearing a belt of
the attacks of their namesake. Each Prerequisites: Craft Wondrous Item, the champion. If you ever fail a save against
gem can fire a different ray a single haste. a fear effect while wearing this belt, its
time at a target (doing this burns out the Cost to Create: 6,000 gp, 480 XP, relic power is negated for 1 hour.
gem). Each ray extends up to 30 feet and 12 days. To use the relic power, you must wor-
requires a ranged touch attack to success- ship Kord and either sacrifice a 3rd-level
fully strike a target. Each ray functions divine spell slot or have the True Believer
as a particular spell (though the ray only feat and at least 5 HD.
affects a single target): Lore: The first belt of the champion was
• charm monster (Will DC 17 negates) forged by a priest of Kord in a tiny village
• charm person (Will DC 17 negates) for a traveling hero who, having failed
• deep slumber (Will DC 17 negates) to persuade the villagers to flee before a
• disintegrate (Fort DC 17 partial) horde of orcs, offered to stay and defend
• fear (Will DC 17 partial) them. Each decade since then, Kord has
• finger of death (Fort DC 17 partial) given one of these belts to a favorite fol-
• flesh to stone (Fort DC 17 negates) lower (Knowledge [religion] DC 20).
• inflict moderate wounds (Will DC 17 Prerequisites: Craft Wondrous Item,
Sanctify Relic, bull’s strength.
half ) Cost to Create: 2,250 gp, 180 XP, 5 days.
• slow (Will DC 17 negates)
• telekinesis (violent thrust against a BELT OF GROWTH
target of up to 325 pounds; Will DC 17 Price (Item Level): 3,000 gp (7th)
negates) Body Slot: Waist
Prerequisites: Craft Wondrous Item, Caster Level: 10th
charm monster, charm person, deep slumber, Aura: Moderate; (DC 20) transmutation
disintegrate, fear, finger of death, flesh to stone, Activation: Standard (command)
inflict moderate wounds, slow, telekinesis. Weight: —
Cost to Create: 10,000 gp, 800 XP,
20 days. This thick brass belt looks like it is riddled with
cracks. It bends as though it has been stretched
out of shape.
When you activate a belt of growth, you
instantly increase in size (as if affected
73
by enlarge person). This effect lasts for 10 Belt of battle Aura: Faint; (DC 17) transmutation
minutes or until you command it to end. Activation: Swift (command)
CHAPTER 3 This ability doesn’t stack with any other Weight: 1 lb.
effect that increases your size.
CLOTHING The buckle of this wide leather belt is set with
A belt of growth functions once per day. a single blood-red carbuncle.
Prerequisites: Craft Wondrous Item,
enlarge person. Activating a belt of one mighty blow grants
Cost to Create: 1,500 gp, 120 XP, 3 days. extra damage on your next melee attack
made before the end of your turn. A
BELT OF light weapon deals an extra 1d8 points of
HIDDEN POUCHES damage, a one-handed weapon deals an
extra 2d6 points of damage, and a two-
Price (Item Level): 5,000 gp (9th) handed weapon deals an extra 3d6 points
Body Slot: Waist of damage.
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration A belt of one mighty blow functions once
Activation: Move (command); see text Belt of growth per day.
Weight: 1 lb.
Prerequisites: Craft Wondrous Item,
Ten tiny pockets run along the inside of this bull’s strength.
otherwise unremarkable leather belt.
Cost to Create: 750 gp, 60 XP, 2 days.
Hidden inside this belt are ten small
pockets, each of which seems big enough Belt of one mighty blow BELT OF
to hold only a few coins. Each pocket PRIESTLY MIGHT
Illus. by C. Critchlow actually functions as a small bag of hold-
ing and can hold up to 1/2 cubic foot or Price (Item Level): 6,000 gp (10th)
5 pounds of nonliving matter. No object Body Slot: Waist
with any dimension exceeding 6 inches Caster Level: 8th
can be placed in a pocket. Anything placed Aura: Moderate; (DC 19) transmutation
inside a pocket effectively has one-tenth Activation: —
its normal weight, so a full pocket weighs Weight: 1 lb.
only 1/2 pound at most.
A prominent, yet worn, holy symbol adorns
In addition, two secret pockets lie this threadbare cloth sash.
behind each visible one, for a total of thirty
pockets in all. The hidden pockets can be This belt features a deity’s holy symbol.
accessed only through a command word.
A true seeing spell reveals the presence of Belt of priestly might Followers of that deity or anyone of that
the hidden pockets but not the command
word needed to open them. deity’s alignment can wear the belt safely.
Even when a pocket is full, it never Any other creature gains one negative
bulges, so a belt of hidden pouches
stuffed with 150 pounds of items level when wearing the belt. The nega-
still looks like an ordinary belt.
tive level remains for as long as the
To place any object in the belt,
you merely press the object into the belt. belt is worn. This negative level never
Doing so while speaking the command
word places the object in one of the hidden results in actual level loss, but it cannot
pockets (if one of them is empty). Placing
an item in a pocket (hidden or visible) is a be overcome in any way (including resto-
move action that does not provoke attacks
of opportunity. ration spells) while the belt is worn.
Naming a stored object and speaking a While wearing the belt, you gain a
second command word draws the named
object out of the belt and places it in your Belt of ultimate athleticism +1 enhancement bonus to your exist-
hand. Doing this is a move action that does
not provoke attacks of opportunity. visible pockets cannot reveal anything ing natural armor bonus. (A creature
stored in the hidden pockets. It is possible without natural armor has an effective
You can also reach into one of the ten to use a Sleight of Hand check to pluck natural armor bonus of +0.) The belt also
regular hidden pockets and draw out an something out of one of the ten visible grants you a +2 enhancement bonus to
item, just as if retrieving a stored object pockets, but only someone wearing or Strength.
(a move action that provokes attacks of holding a belt can access the hidden
opportunity). pockets, and then only with the correct Prerequisites: Craft Wondrous Item,
command word. barkskin, bull’s strength.
A casual search won’t reveal any objects
placed in the belt, and searching the Cost to Create: 3,000 gp 240 XP, 6 days.
Prerequisites: Craft Wondrous Item, BELT OF
Leomund’s secret chest.
Cost to Create: 2,500 gp, 200 XP, 5 days. THEFT-HEALING
74 BELT OF ONE Price (Item Level): 2,000 gp (6th)
MIGHTY BLOW Body Slot: Waist
Caster Level: 8th
Price (Item Level): 1,500 gp (5th) Aura: Moderate; (DC 19) transmutation
Body Slot: Waist Activation: Free (command)
Caster Level: 5th Weight: 1 lb.
This supple brown leather belt has a silver Lore: Gruumsh, god of orcs, gave his Activation: — CHAPTER 3
buckle engraved with numerous tiny magi- shamans the knowledge to craft the first Weight: 1/2 lb.
cal runes. blighter’s hex-eye to help his people clear the CLOTHING
woodlands of their enemies (Knowledge This helm’s face is a solid slab of iron, appar-
Designed and used by spellthieves (CAd [history or religion] DC 15). Elves joke that ently allowing its wearer no way to see out. Illus. by E. Cox
13), belts of theft-healing heighten the payoff the orcs are so stupid that Gruumsh has to
of stealing spells. When you steal a spell teach every new generation the secrets of Despite its appearance and name, a blind- 75
or spell-like ability from an unwilling the eyepatch’s construction again (Knowl- helm doesn’t restrict your vision in any
target, you can activate the belt to also heal edge [history or religion] DC 20). way. More important, it grants you blind-
damage equal to the level of the spell or sense out to 5 feet and provides you with
spell-like ability stolen. Prerequisites: Craft Wondrous Item, a +5 competence bonus on saves against
keen edge. gaze attacks.
A belt of theft-healing functions three
times per day. Cost to Create: 700 gp, 56 XP, 2 days. Prerequisites: Craft Wondrous Item,
true seeing.
Prerequisites: Craft Wondrous Item, bear’s Bolt shirt
endurance, steal spell. Cost to Create: 7,500 gp, 600 XP, 15 days.
BLINDFOLD OF
Cost to Create: 1,000 gp, 80 XP, 2 days. TRUE DARKNESS BOLT SHIRT
BELT OF ULTIMATE Price (Item Level): 9,000 gp (12th) Price (Item Level): 5,000 gp (9th)
ATHLETICISM Body Slot: Face Body Slot: Torso
Caster Level: 3rd Caster Level: 7th
Price (Item Level): 3,600 gp (8th) Aura: Faint; (DC 16) divination Aura: Moderate; (DC 18) conjuration
Body Slot: Waist Activation: — Activation: Move (command)
Caster Level: 9th Weight: — Weight: —
Aura: Moderate; (DC 19)
This black, silky piece of cloth is completely Golden lightning bolts are embroidered along
transmutation opaque when held up to the light. the sleeves of this sturdy tunic of blue linen.
Activation: Swift (command)
Weight: — When you wear this blindfold, you gain You can teleport (with no chance of error)
the blindsight ability out to 30 feet (MM to any location within 60 feet, as long as
This simple cloth belt is a braid of black, green, 306). Because your eyes are protected, you you have both line of sight and line of
and gold threads. are also immune to gaze attacks and spells effect to that destination. A harmless
or effects that rely on sight. You cannot trail of crackling sparks traces the path
A belt of ultimate athleticism allows you to use vision in any way while wearing the from your original location to your des-
reliably perform normal athletic feats, or blindfold. tination, making it obvious where you
occasionally pull off a truly amazing stunt. have landed.
When you activate the belt, you can take Prerequisites: Craft Wondrous Item, see
10 on all Balance, Climb, Jump, Swim, and invisibility. You can’t use the shirt to move into
Tumble checks made in that round, even a space occupied by another creature,
if you are in a stressful situation. Cost to Create: 4,500 gp, 360 XP, 9 days. nor can you teleport into a solid object;
if you attempt to do so, the shirt’s acti-
In addition, once per day, you can acti- BLINDHELM vation is wasted. You can bring along
vate the belt to treat the next Balance, objects weighing up to your maximum
Climb, Jump, Swim, or Tumble check you Price (Item Level): 15,000 gp (14th) load, but you can’t bring another creature
attempt as if you had rolled a 20. Body Slot: Head with you.
Caster Level: 11th
Prerequisites: Craft Wondrous Item, bull’s Aura: Strong; (DC 20) divination This ability functions once per day.
strength, cat’s grace. Prerequisites: Craft Wondrous Item,
dimension door.
Cost to Create: 1,800 gp, 144 XP, 4 days. Cost to Create: 2,500 gp, 200 XP, 5 days.
BLIGHTER’S HEX-EYE BONE RING
Price (Item Level): 1,400 gp (5th) Price (Item Level): 20,000 gp (15th)
Body Slot: Face Body Slot: Ring
Caster Level: 7th Caster Level: 12th
Aura: Moderate; (DC 18) transmutation Aura: Strong; (DC 21) abjuration
Activation: Swift (command) Activation: —
Weight: — Weight: —
This black leather eyepatch bears a blood-red Seemingly fragile and nearly weightless, this ring
pentagram. appears to be a single long finger bone, bleached
white and somehow bent into a circle.
When you activate a blighter’s hex-eye, your
melee attacks against elves and creatures While wearing a bone ring, you are pro-
of the plant type deal an extra 2d6 points tected from energy drain and ability drain
of damage. This effect lasts for 1 round. (but not ability damage). A bone ring has
A hex-eye functions three times per
day, but it can’t be activated in consecu-
tive rounds.
3 charges, which are renewed each difficult terrain and through
day at dawn. Every negative level or squares occupied by allies
point of ability drain prevented uses when making a charge after
1 charge. For example, a success- activating the boots.
ful slam attack from a vampire, You can use this ability two
which normally bestows two times per day.
negative levels, instead drains Prerequisites: Craft Wondrous
2 charges from the ring. Item, cat’s grace, longstrider.
Prerequisites: Forge Ring, negative Boots of Boots of Boots of Cost to Create: 1,000 gp, 80 XP,
energy protection. agile leaping swift passage sidestepping 2 days.
CHAPTER 3 Cost to Create: 10,000 gp, 800 XP,
CLOTHING 20 days. BOOTS OF THE BOOTS OF
BOOTS OF BATTLE CHARGER BIG STEPPING
AGILE LEAPING
Price (Item Level): 2,000 gp (6th) Price (Item Level): 6,000 gp (10th)
Body Slot: Feet Body Slot: Feet
Price (Item Level): 600 gp (3rd) Caster Level: 3rd Caster Level: 7th
Body Slot: Feet Aura: Faint; (DC 16) transmutation Aura: Moderate; (DC 18) conjuration
Caster Level: 3rd Activation: Swift (command) Activation: — and standard (command)
Aura: Faint; (DC 16) transmutation Weight: 2 lb. Weight: 2 lb.
Activation: —
Weight: 2 lb. These heavy leather boots bear thick copper These wolfhide boots are secured with leather
bands just above the ankle. thongs that wrap twice about the ankle. The
These crocodile-skin boots feel slightly elastic. fur is exceptionally soft and has a faint sheen
When activated, boots of the battle charger that makes the boots appear to shimmer in
Illus. by D. Martin & F. Vohwinkel While wearing boots of agile leaping, you allow you to make a charge attack as a the light.
can add your Dexterity modifier (instead standard action (rather than a full-round
of your Strength modifier) on Jump action), though the charge only includes The spirit of a blink dog has been har-
checks. movement up to your speed (rather than nessed within these boots. While you are
If you have at least 5 ranks in Balance, double your speed). You must make the wearing these boots, your caster level for
you can stand from prone as a swift action. charge attack in the round you activate all teleportation spells is increased by 2.
When standing from prone, you do not the boots, or the effect is lost. This is a continuous effect and requires
provoke attacks of opportunity. If you also wear a magic item that grants no activation.
Prerequisites: Craft Wondrous Item, an enhancement bonus to your Dexterity In addition, when you speak the com-
cat’s grace. score, you can move across mand word, you can teleport up to 60
Cost to Create: 300 gp,
24 XP, 1 day.
76 Regdar tests out boots of stomping, boots of the battle charger, boots of big stepping,
sandals of springing, sandals of sprinting, and boots of dragonstriding
feet with no chance for error, as if using a BOOTS OF These comfortable, black leather boots have CHAPTER 3
greater teleport spell. This ability functions DRAGONSTRIDING unusually springy soles.
three times per day. CLOTHING
Price (Item Level): 1,500 gp (5th) Boots of jumping allow you to jump excep-
Prerequisites: Craft Wondrous Item, Body Slot: Feet tionally long distances. You only need Illus. by F. Vohwinkel
dimension door. Caster Level: 9th to move at least 10 feet in a straight line
Aura: Moderate; (DC 19) transmutation to attempt a running jump (rather than
Cost to Create: 3,000 gp, 240 XP, 6 days. Activation: — and swift (mental) 20 feet). This is a continuous effect and
Weight: 1 lb. requires no activation.
BOOTS OF
DESPERATION These boots have a scaly look, as though they In addition, boots of jumping have 3
were made from reptile hide. charges, which are renewed each day at
Price (Item Level): 2,800 gp (7th) dawn. Spending 1 or more charges grants
Body Slot: Feet You gain a +2 competence bonus on Climb you a competence bonus on Jump checks
Caster Level: 3rd and Jump checks while wearing these for 1 round.
Aura: Faint; (DC 16) transmutation boots. This is a continuous effect and
Activation: Swift (command) requires no activation. 1 charge: Gain a +10 competence bonus
Weight: — on Jump checks.
Once per day, you can activate boots of
These soft-soled boots look comfortable and dragonstriding to gain a climb speed equal 2 charges: Gain a +15 competence bonus
quiet. to your land speed for 10 rounds. on Jump checks.
You can activate boots of desperation only Prerequisites: Craft Wondrous Item, 3 charges: Gain a +20 competence bonus
when your current hit point total is equal jump, spider climb. on Jump checks.
to or less than half your full normal hit
points. When activated, the boots grant a Cost to Create: 750 gp, 60 XP, 2 days. Prerequisites: Craft Wondrous Item,
+30-foot enhancement bonus to your base jump.
speed and a +5 dodge bonus to AC against BOOTS OF JUMPING
attacks of opportunity. These benefits last Cost to Create: 1,250 gp, 100 XP, 3 days.
for 1 round. Price (Item Level): 2,500 gp (7th)
Body Slot: Feet BOOTS OF LANDING
This ability functions three times per Caster Level: 3rd
day. Aura: Faint; (DC 16) transmutation Price (Item Level): 500 gp (3rd)
Activation: — and swift (command) Body Slot: Feet
Prerequisites: Craft Wondrous Item, Weight: 2 lb. Caster Level: 3rd
expeditious retreat. Aura: Faint; (DC 16) transmutation
Activation: —
Cost to Create: 1,400 gp, 112 XP, 3 days. Weight: 1 lb.
Tordek shops for new boots, trying out rock boots, boots of the mountain king, 77
steadfast boots, boots of tremorsense, and boots of landing
CHAPTER 3 These light blue leather boots have very thick BOOTS OF BOOTS OF STOMPING
soles. Walking in them is like dancing in SIDESTEPPING
CLOTHING clouds. Price (Item Level): 600 gp (3rd)
Price (Item Level): 6,000 gp (10th) Body Slot: Feet
While wearing boots of landing, you land on Body Slot: Feet Caster Level: 3rd
your feet no matter how far you fall, and Caster Level: 12th Aura: Faint; (DC 16) evocation
you take 2 fewer dice of damage from the Aura: Strong; (DC 21) transmutation Activation: Standard (manipulation)
fall than normal (thus, a fall of 20 feet or Activation: Swift (mental) Weight: 1 lb.
less deals you no damage). Weight: —
The thick metal soles of these dirt-brown
Prerequisites: Craft Wondrous Item, These soft leather boots are adorned with a boots are slightly wider than the vamp. Brassy
feather fall or catfall (EPH 82). copper chain around the ankle. metal bands run from the sides of the soles to
the tops.
Cost to Create: 250 gp, 20 XP, 1 day. Boots of sidestepping allow you to slide out
of range of an enemy’s attacks. When you When you stomp your feet and activate
BOOTS OF THE activate the boots, you can take a 5-foot boots of stomping, you generate a 15-foot-
MOUNTAIN KING step (PH 144). Unlike a normal 5-foot step, long cone-shaped burst of psychokinetic
you can take this action even if you have force that travels along the ground, top-
Price (Item Level): 1,500 gp (5th) already moved during the round, and it pling creatures and loose objects. The
Body Slot: Feet doesn’t prevent you from moving again shock wave affects only creatures standing
Caster Level: 7th afterward (or even taking your normal on the ground within the area. Creatures
Aura: Moderate; (DC 18) abjuration 5-foot step). For example, you could acti- that fail a DC 13 Reflex save are thrown to
Activation: — vate the boots to move 5 feet away from the ground, prone, and take 1d4 points of
Weight: 1 lb. an adjacent monster, spend a move action nonlethal damage.
to move another 20 feet away, then take a
These iron-shod red leather boots appear rugged standard action. Boots of stomping function three times
and worn. per day.
Boots of sidestepping function three times
While wearing boots of the mountain king, per day. Prerequisites: Craft Wondrous Item, sonic
you can move more easily than usual over blast (SC 195) or stomp (EPH 133).
rough and difficult terrain. Prerequisites: Craft Wondrous Item,
haste. Cost to Create: 300 gp, 24 XP, 1 day.
These boots allow you to ignore
increased movement costs and skill check Cost to Create: 3,000 gp, 240 XP, 6 days. BOOTS OF SWIFT
DC increases for light and dense rubble. PASSAGE
In addition, you can move up stairs and BOOTS OF SKATING
slopes at normal speed and run or charge Price (Item Level): 5,000 gp (9th)
downhill without making a Balance Price (Item Level): 7,000 gp (11th) Body Slot: Feet
check (DMG 89). These boots require no Body Slot: Feet Caster Level: 7th
activation. Caster Level: 3rd Aura: Moderate; (DC 18) conjuration
Aura: Faint; (DC 15) transmutation Activation: Move (command)
Prerequisites: Craft Wondrous Item, free- Activation: — Weight: 1 lb.
dom of movement. Weight: 2 lb.
These comfortable high boots are made from
Cost to Create: 750 gp, 60 XP, 2 days. These white leather boots extend to mid-calf deep red leather with brilliant copper-colored
and lace up from toe to top. They sport two leather soles.
BOOTS OF THE dull metal edges that slant downward from
MOUNTAIN KING, the bottom of each side. When activated, boots of swift passage tele-
GREATER port you up to 20 feet in any direction
These boots allow you to slide along the (with no chance of error).
Price (Item Level): 21,500 gp (15th) ground as if on smooth ice. You can grace-
Activation: — and swift (command) fully skate along the ground, turn, or stop You must have line of sight and line of
suddenly as desired. You gain a +10-foot effect to your destination to use the boots.
This rough-looking boots are made of craggy enhancement bonus to your land speed You can’t use the boots to move into a space
leather that resembles a rough granite cliff face, while wearing the boots. This is a continu- occupied by another creature, nor can you
and they are shod with thick iron. ous effect and requires no activation. teleport into a solid object; if you attempt
to do so, the boots’ activation is wasted.
These boots function as boots of the moun- Skating up an incline removes the You can bring along objects weighing up
tain king. In addition, you can activate bonus to speed, while skating down a to your maximum load, but you can’t bring
greater boots to gain the benefit of a decline increases the boots’ enhancement another creature with you.
stoneskin spell. This ability functions bonus to land speed by an additional 10
once per day. feet. Boots of swift passage function five times
per day.
Prerequisites: Craft Wondrous Item, free- Prerequisites: Craft Wondrous Item, expe-
dom of movement, stoneskin. ditious retreat or skate (EPH 132). Prerequisites: Craft Wondrous Item,
dimension door.
Cost to Create: 10,750 gp, 860 XP, Cost to Create: 3,500 gp, 280 XP, 7 days.
22 days. Cost to Create: 2,500 gp, 200 XP, 5 days.
78
BOOTS OF TEMPORAL These serviceable black leather boots always CHAPTER 3
ACCELERATION seem to bear the dust of the road, regardless of
your efforts to clean them. CLOTHING
Price (Item Level): 43,000 gp (17th)
Body Slot: Feet Boots of the unending journey Travel is a way of life for the followers Illus. by B. Hagan
Caster Level: 17th of Fharlanghn, and these boots give his
Aura: Strong; (DC 23) conjuration This is a continuous effect and requires chosen followers a spring in their step.
Activation: Swift (command) no activation. While wearing boots of the unending journey,
Weight: 1 lb. you gain a +10-foot enhancement bonus to
Once per day, you can activate the boots your speed if you are neutral good, lawful
These dark leather boots feature a small image to become invisible (as greater invisibility)
of a sundial sewn into each side. When worn, for 7 rounds. neutral, neutral, chaotic neutral, or neu-
they pulse slightly once every second. tral evil. This is a continuous effect and
Prerequisites: Craft Wondrous Item, requires no activation.
Once per day, you can enter another greater invisibility, pass without trace.
time frame for 2 rounds, speeding up Relic Power: If you have established
so greatly that all other creatures seem Cost to Create: 5,500 gp, 440 XP, the proper divine connection, you are
frozen, though they are actually moving 11 days. constantly under a pass without trace
at normal speed. Other creatures are nor- effect. Boots of the unending journey also
mally immune to your attacks, powers, BOOTS OF render you immune to the effects of
or spells, but if you create an area effect TREMORSENSE fatigue and exhaustion. These are continu-
that lasts longer than 2 rounds, that effect ous effects and require no activation.
applies normally once the duration of the Price (Item Level): 5,000 gp (9th) To use the relic power, you must wor-
item’s effect expires. Body Slot: Feet ship Fharlanghn and either sacrifice a
Caster Level: 5th 4th-level divine spell slot or have the True
While under the effect of the boots, Aura: Faint; (DC 17) transmutation Believer feat and at least 7 HD.
you cannot enter an area protected by an Activation: Swift (command) Lore: The first pair of these boots was
antimagic field, null psionics field, or by a Weight: 1 lb. made by an adventurer who had grown too
spell or power that neutralizes 9th-level old to travel without magical aid. When
spells or powers. Normal and magical fire, The soles of these black boots are unusually she died, the boots were offered to the god
cold, acid, and the like can still harm you. wide and their shape strangely cylindrical, Fharlanghn, who wore them himself in
Except as described here, this effect func- like the feet of an elephant. his earthly travels. It is said that once per
tions as a time stop spell. century, Fharlanghn gives his pair of boots
When you activate boots of tremorsense, of the unending journey to a fellow traveler,
When the duration expires, you resume you gain tremorsense out to 30 feet for then endows an ordinary cobbler with the
acting during your current turn in normal 5 rounds. This ability functions three power to make him a new pair (Knowledge
time, but you are shaken for 1 round. times per day. [religion] DC 20).
Prerequisites: Craft Wondrous Item,
Splintered or partitioned minds within Prerequisites: Craft Wondrous Item, Sanctify Relic, restoration, pass without
your own mind, such as might be in effect tremorsense. trace.
through the use of psionic powers such as Cost to Create: 2,000 gp, 160 XP, 4 days.
schism, are not temporally sped up, even if Cost to Create: 2,500 gp, 200 XP, 5 days.
your second mind manifested this power. BRACERS OF
Your primary mind gains the benefit, BOOTS OF THE ACCURACY
while your second mind remains stuck UNENDING JOURNEY
in the standard time frame. Price (Item Level): 4,000 gp (8th)
[RELIC] Body Slot: Arms
Prerequisites: Craft Wondrous Item, time Caster Level: 5th
stop or temporal acceleration (EPH 136). Price (Item Level): 4,000 gp (8th) Aura: Faint; (DC 17) divination
Body Slot: Feet Activation: Swift (mental)
Cost to Create: 21,500 gp, 1,720 XP, Caster Level: 20th Weight: 1 lb.
43 days. Aura: Strong; (DC 25) conjuration
Activation: — Each of these bronze bracers is engraved with
BOOTS OF Weight: 1 lb. an image of an open eye.
TRACKLESSNESS
Wearing bracers of accuracy allows you to
Price (Item Level): 11,000 gp (13th) make ranged attacks with extreme preci-
Body Slot: Feet sion. The bracers have 3 charges, which
Caster Level: 7th are renewed each day at dawn. Spending
Aura: Moderate; (DC 18) illusion 1 or more charges grants a benefit to all
Activation: — and standard (mental) ranged attacks you make before the end
Weight: 1 lb. of your turn.
These pale green boots are slim and elegant, 1 charge: Ignore AC bonus from cover
with perfectly smooth soles. (except total cover) for all targets.
When you wear these boots, you leave no
tracks (as if affected by pass without trace).
79
CHAPTER 3 Bracers of dawn Four times per day, you can turn the dial
to the right position as a standard action
CLOTHING 2 charges: Ignore miss chance from Bracers of the blast barrier allow you to turn and aim the lens at a target, unleashing a
concealment (except total concealment), a spell or spell-like ability into a temporary searing light effect (as the spell). The dial
Illus. by D. Martin including miss chances from effects such wall of magical energy. When you activate automatically returns to the middle posi-
as blur or displacement (but not incorporeal- these bracers, the next spell you cast or tion after each use of this ability.
ity), for all targets. spell-like ability you use before the end
of your turn instead appears as a 10-foot- Even though only one bracer is
3 charges: Ignore both cover and conceal- long, 10-foot-high opaque wall that lasts equipped with the lens-and-dial appara-
ment (as previous entries) for all targets. for 1 round per level of the spell. One end tus, both must be worn for the magic to
of the wall must be placed at any corner of be effective.
Prerequisites: Craft Wondrous Item, your space, and the wall can extend in any
clairaudience/clairvoyance. direction. The wall must be continuous Prerequisites: Craft Wondrous Item,
and unbroken when created. If its sur- searing light.
Cost to Create: 2,000 gp, 160 XP, 4 days. face is broken by any object or creature,
the wall fails to form and the spell and Cost to Create: 13,000 gp, 1,040 XP,
BRACERS OF activation are lost. 26 days.
ARCANE FREEDOM
Any creature passing through the wall BRACERS OF THE
Price (Item Level): 2,300 gp (6th) takes damage equal to that normally dealt ENTANGLING BLAST
Body Slot: Arms by the spell or spell-like ability (with a
Caster Level: 7th minimum of 1 point per level of the spell Price (Item Level): 2,000 gp (6th)
Aura: Moderate; (DC 18) abjuration or spell-like ability). A successful Reflex Body Slot: Arms
Activation: Swift (command) save (using the normal save DC for a Caster Level: 3rd
Weight: 1/2 lb. spell of that level cast by you) halves this Aura: Faint; (DC 16) conjuration
damage. Activation: Swift (command)
These ornate blue leather armbands are stitched Weight: 1 lb.
with depictions of golden eagles in flight. This ability functions three times per
day. Each of these jet black bracers is set with an
Bracers of arcane freedom allow you to cast oval of tiny, ruby-red stones.
arcane spells without the normal complex Prerequisites: Craft Wondrous Item,
gestures required. When you activate wall of fire. Bracers of the entangling blast allow you to
these bracers, you omit the somatic com- reduce the damage dealt by your magic
ponent of the next arcane spell you cast Cost to Create: 1,600 gp, 128 XP, 4 days. to ensnare those affected by it. When
before the end of your turn (as if applying you activate these bracers, the next
the Still Spell feat to it, but without alter- BRACERS OF DAWN spell you cast or spell-like ability you
ing the spell’s level or casting time). use deals only half its normal damage;
Price (Item Level): 26,000 gp (16th) however, any creature damaged by the
This effect functions two times per Body Slot: Arms spell becomes entangled for 1d3 rounds,
day. Caster Level: 6th taking an additional 1 point of damage
Aura: Moderate; (DC 18) evocation per level of the spell each round on your
Prerequisites: Craft Wondrous Item, free- Activation: Move (manipulation) and turn. This damage is of the same type as
dom of movement. normally dealt by the spell (or your choice
standard (manipulation) if the spell deals more than one type of
Cost to Create: 1,150 gp, 92 XP, 3 days. Weight: 1 lb. damage). These bracers have no effect on
a spell or spell-like ability that doesn’t
BRACERS OF THE These leather bracers are set with brass studs. deal damage.
BLAST BARRIER One of the pair also features a lens-and-dial
contraption. This ability function three times per
Price (Item Level): 3,200 gp (8th) day.
Body Slot: Arms When you turn the dial to the left, both
Caster Level: 7th bracers appear normal. When you turn the Prerequisites: Craft Wondrous Item,
Aura: Moderate; (DC 18) evocation dial to the middle position, a beam of light web.
Activation: Swift (command) emerges from the lens, illuminating your
Weight: 1 lb. surroundings as a bullseye lantern would. Cost to Create: 1,000 gp, 100 XP, 2 days.
Turning the dial to the left or back to the
These silver and red bracers are set with round, middle is a move action. BRACERS OF
jet-black stones. GREAT COLLISION
Price (Item Level): 1,500 gp (5th)
Body Slot: Arms
Caster Level: 5th
Aura: Moderate; (DC 17) transmutation
Activation: Free (command)
Weight: —
These thick platinum armbands are etched
with a pattern of crossed hammers.
80
Bracers of great collision allow you to deliver opportunity granted to you by an oppo- You must wear bracers of quick strike CHAPTER 3
particularly crushing attacks with blud- nent, even if you have already reached your for 24 hours before you can access their
geoning weapons. When you score a normal limit of attacks of opportunity abilities. If you take them off, they become CLOTHING
successful critical hit with a bludgeoning in the round. This ability functions two inactive until worn for an additional 24
melee weapon, you can activate the brac- times per day. hours. Illus. by D. Martin
ers to deal an extra 2d6 points of damage
with that attack (or 3d6 points of damage Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item,
if you wield the weapon with two hands). Combat Reflexes, cat’s grace. haste.
You must activate the bracers before you
roll damage for the critical hit. Cost to Create: 1,150 gp, 92 XP, 3 days. Cost to Create: 700 gp, 56 XP, 2 days.
Bracers of great collision function two BRACERS OF BRACERS OF
times per day. QUICK STRIKE REPULSION
Prerequisites: Craft Wondrous Item, Price (Item Level): 1,400 gp (5th) Price (Item Level): 4,000 gp (8th)
greater magic weapon, keen edge. Body Slot: Arms Body Slot: Arms
Caster Level: 5th Caster Level: 11th
Cost to Create: 750 gp, 60 XP, 2 days. Aura: Faint; (DC 17) transmutation Aura: Moderate; (DC 20) evocation
Activation: Swift (command) Activation: Swift (command)
BRACERS OF Weight: 1 lb. Weight: —
OPPORTUNIT Y Each of these mithral bracers bears an image
of a needle-sharp dagger. Each of these steel bracers bears an oval of
Price (Item Level): 2,300 gp (6th) smoky quartz carved with the image of an
Body Slot: Arms When you activate bracers of quick strike, upraised hand.
Caster Level: 3rd you can make one extra attack with any
Aura: Faint; (DC 16) transmutation weapon you are holding if you already Bracers of repulsion produce an instan-
Activation: — and immediate (mental) made a full attack on this turn. This attack taneous wave of force that pushes back
Weight: 1/2 lb. is made at your full base attack bonus, plus enemies. When you activate the bracers,
any modifiers appropriate to the situa- all enemies within 10 feet must succeed
These matching leather wristbands feel light tion. This effect is not cumulative with on a DC 19 Fortitude save or be pushed
but strong. any other effect that grants you an extra 5 feet away from you. Huge and larger
attack when making a full attack, such as creatures are unaffected by bracers of
Bracers of opportunity allow you to take the Rapid Shot feat, a speed weapon, or repulsion, though incorporeal creatures
advantage of opponents who let down the haste spell. can be affected.
their defenses.
Bracers of quick strike function once This ability functions three times per
If you have the Combat Reflexes feat, per day. day.
you gain a +2 competence bonus on any
attack of opportunity you make (whether
the attack of opportunity is granted
by the bracers or not). This is a
continuous effect and requires
no activation.
When you activate these brac-
ers, you can take an attack of
Bracers of
arcane freedom
Armbands
of might
Bracers of Bracers of Bracers of
retaliation accuracy great collision
81
CHAPTER 3 Prerequisites: Craft Wondrous Item, Brawler’s effects function continuously while the
Bigby’s forceful hand. gauntlets bracers are activated.
CLOTHING
Cost to Create: 2,000 gp, 160 XP, 4 days. Brute You can suppress the winds about you
Illus. by J. Zhang gauntlets by uttering “calm” in Auran, although
BRACERS OF doing so also suppresses the benefits the
RETALIATION Hellcat
gauntlets bracers bestow. You can reactivate
Price (Item Level): 5,000 gp (9th) the bracers by saying “zephyr” while
Body Slot: Arms Finned focusing on the etchings of the silver
Caster Level: 3rd gauntlets plates.
Aura: Faint; (DC 16) enchantment
Activation: — and immediate Prerequisites: Bind Elemental (ECS
51) or Craft Wondrous Item, planar
(command) binding.
Weight: 1 lb.
Cost to Create: 5,000 gp, 400 XP, 10 days.
These hard leather armguards look sturdy,
yet flexible. BRAWLER’S
GAUNTLETS
Bracers of retaliation protect you from
attacks and punish attackers for injuring Price (Item Level): 1,000 gp (4th)
you. They grant you a +1 armor bonus to Body Slot: Hands
AC (as bracers of armor). This is a continu- Caster Level: 3rd
ous effect and requires no activation. Aura: Faint; (DC 16) transmutation
Activation: Swift (command)
In addition, when you are dealt damage Weight: 2 lb.
by a melee attack, you can activate the
bracers and sacrifice an arcane spell or The iron links and leather grips of these gaunt-
spell slot of 1st level or higher to daze your lets are rough and worn from hard use.
attacker for 1 round. A successful Will save
(DC 10 + the level of the spell sacrificed) Wrestlers and priests of the brawler god
negates this effect. This effect functions Kord prize these gauntlets. When acti-
three times per day. vated, for 1 round, they grant you a +2
bonus on grapple checks and damage rolls
Prerequisites: Craft Magic Arms and when making unarmed attacks.
Armor, Craft Wondrous Item, daze mon-
ster, mage armor. Brawler’s gauntlets function three times
per day.
Cost to Create: 2,500 gp, 200 XP, 5 days.
Prerequisites: Craft Wondrous Item,
BRACERS OF WIND bull’s strength.
Price (Item Level): 10,000 gp (12th) Cost to Create: 500 gp, 40 XP, 1 day.
Body Slot: Arms
Caster Level: 11th BROOCH OF
Aura: Moderate; (DC 20) conjuration AVOIDANCE
Activation: Standard (command)
Weight: 1 lb. Price (Item Level): 3,100 gp (8th)
Body Slot: Throat
These bracers consist of silver plates that can Caster Level: 3rd
be attached to a person’s forearms by ornate Aura: Faint; (DC 16) transmutation
leather straps. An etching on their surface Activation: Swift (mental)
echoes the swirls within crystal shards set just Weight: —
above the wrists.
This brooch features a square, pale green crystal
Bracers of wind continuously emit a faint in a plain gold setting.
breeze, occasionally billowing your cloak
or hair. Upon their activation, the winds A brooch of avoidance allows you to better
around you swell and surge, imposing a escape attacks of opportunity. When
–2 penalty on ranged attacks made against activated, it grants you a +4 dodge bonus
you, as if fired in a strong wind (DMG 95). against attacks of opportunity until the
Siege weapons, thrown boulders, and the end of your turn.
like are unaffected. This effect does not
stack if the wind in the area is already A brooch of avoidance functions three
strong or greater. In addition, when you times per day.
use a ranged weapon, you gain a +1 com-
petence bonus on the attack roll. These Prerequisites: Craft Wondrous Item,
cat’s grace.
Cost to Create: 1,550 gp, 124 XP, 4 days.
82
BROOCH OF STABILITY day at dawn. Spending 1 or more charges BURNOOSE OF CHAPTER 3
grants you a morale bonus on Strength 1,001 THORNS
Price (Item Level): 1,000 gp (4th) checks, Strength-based skill checks, and CLOTHING
Body Slot: Throat melee weapon damage for 1 round. Price (Item Level): 3,000 gp (7th)
Caster Level: 3rd Body Slot: Torso Illus. by E. Cox
Aura: Faint; (DC 16) conjuration 1 charge: +2 morale bonus. Caster Level: 7th
Activation: — 2 charges: +3 morale bonus. Aura: Moderate; (DC 18) transmutation
Weight: — 3 charges: +4 morale bonus. Activation: — and swift (command)
Prerequisites: Craft Wondrous Item, Weight: 2 lb.
This runed silver brooch shows signs of con- bull’s strength.
siderable use. Cost to Create: 250 gp, 20 XP, 1 day. Thousands of strange pores cover this robe
of thick green cloth, making it look like the
This brooch is useful in dangerous battles. BRUTE RING parched skin of some desert plant.
When your hit points are reduced to –1 or
lower, you automatically become stable Price (Item Level): 2,300 gp (6th) A burnoose of 1,001 thorns grants you a
(assuming the damage wasn’t enough to Body Slot: Ring +1 enhancement bonus to your existing
kill you). Caster Level: 12th natural armor bonus. (A creature without
Aura: Strong; (DC 21) transmutation natural armor has an effective natural
A brooch of stability functions once per Activation: Standard (command) armor bonus of +0.)
day. Weight: —
You also gain a +4 bonus on saves to
Prerequisites: Craft Wondrous Item, cure This silver ring is set with a sapphire carved resist becoming dehydrated from heat or
light wounds. in the form of a crude fist. exposure (but gain no protection from
desiccation damage, such as a horrid wilting
Cost to Create: 275 gp, 22 XP, 1 day. A brute ring allows you to push another spell, or spells that cause you to become
creature away from you with pure force. dehydrated). This is a continuous effect
BRUTE GAUNTLETS When you activate the ring, a blast of force and requires no activation.
issues forth, making a bull rush attack
Price (Item Level): 500 gp (3rd) against a single creature up to 30 feet When activated, a burnoose sprouts
Body Slot: Hands from you. You can use either the ring’s hundreds of sharp thorns, which last for
Caster Level: 3rd check modifer (+5) or your own bull rush 5 rounds. Any creature that strikes you
Aura: Faint; (DC 16) transmutation check modifier, whichever is higher. As a with a natural weapon or makes a grapple
Activation: Swift (command) force effect, this ability affects incorporeal check against you (except to escape your
Weight: — creatures. grapple or pin) takes 1d6 points of piercing
damage from the needles.
This pair of heavy black leather gauntlets is set A brute ring functions two times per
with metal studs. day. This ability functions once per day.
Prerequisites: Craft Wondrous Item, skin
Brute gauntlets allow you to temporarily Prerequisites: Forge Ring, telekinesis. of the cactus (Snd 120).
increase your physical might. These gaunt- Cost to Create: 1,150 gp, 92 XP, 3 days. Cost to Create: 1,500 gp, 120 XP, 3 days.
lets have 3 charges, which are renewed each
Dispelling
cord
Formless vest
Lightning tunic
Burnoose of 1,001 thorns 83
CHAPTER 3 CADUCEUS BRACERS While in viper form, you replace all
your normal statistics and special abilities
CLOTHING Price (Item Level): 2,000 gp (6th) with those of a typical viper of the appro-
Body Slot: Arms
Illus. by B. Hagan Caster Level: 12th Casting gloves priate size, except for your alignment,
Aura: Strong; (DC 21) conjuration your hit points, your Hit Dice (for
84 Activation: — ing them greater power. Using an infusion
Weight: 1 lb. to power Cannith goggles requires 10 min- the purpose of adjudicating effects
utes and the expenditure of an infusion of based on HD), and your ability to
These lightweight silver bracers depict a the appropriate level. An infusion powers understand (but not speak) the lan-
pair of intertwined, snakelike shapes. the goggles for 24 hours. guages you normally understand.
Caduceus bracers allow you to convert Cannith goggles powered with a 1st-level Any gear worn or carried melds
your innate healing powers into infusion grant low-light vision. Powering into the new form and becomes
other forms of restorative magic. By them with a 2nd-level infusion grants the nonfunctional. Treat this as a poly-
sacrificing 5 points of healing (derived wearer low-light vision and darkvision out morph effect, as defined on page
from lay on hands, wholeness of body, to 60 feet. If powered with a 3rd-level infu- 95 of Player’s Handbook II.
or any similar ability that measures your sion, the goggles provide low-light vision
ability to heal as a daily limit of points), and darkvision out to 120 feet. Prerequisites: Craft Wondrous
you can remove 1 point of ability damage Item, ability to wild shape.
or remove the dazed, fatigued, or sickened Lore: The artificers of a powerful noble
condition from one creature. family called House Cannith were tasked Cost to Create: 1,000 gp, 80 XP,
to find a way to enhance human vision, 2 days.
Using these bracers in this manner and the results of their research are Can-
follows all the normal limitations of your nith goggles (Knowledge [history] DC 20). CASTING GLOVE
healing ability. For example, a paladin
using caduceus bracers must touch the Prerequisites: Craft Wondrous Item, Price (Item Level): 20,000 gp (15th)
target to be affected (just as with lay on hardening (ECS 112). Body Slot: Hands
hands), while a monk wearing these Caster Level: 11th
bracers can affect only herself (since she Cost to Create: 6,500 gp, 520 XP, 13 days. Aura: Moderate; (DC 20) transmutation
can’t use wholeness of body on another Activation: Free (manipulation);
creature). CAPE OF THE VIPER
see text
You can spend extra points for cumula- Price (Item Level): 2,000 gp (6th) Weight: —
tive effect, For example, you could spend Body Slot: Shoulders
15 points of healing to remove both the Caster Level: 7th This seamless black leather glove has small
fatigued condition and 2 points of abil- Aura: Moderate; (DC 18) transmutation silver and gold runes around the tip of each
ity damage. Activation: Swift (command) finger.
Weight: 1 lb.
You can also combine normal healing A casting glove allows you to store an item
with the bracers’ effect. For instance, you This viridian cape is shot with threads of and make use of it without first retrieving
could spend 25 points to produce the greenish metal. it. It functions as a glove of storing (DMG
effects in the previous example and heal 257), allowing you to store or retrieve a
10 points of damage as well. A cape of the viper allows you to transform single item within it as a free action.
into a poisonous serpent. The cape has 3
Prerequisites: Craft Wondrous Item, lesser charges, which are renewed each day at In addition, once per round while
restoration. dawn. Spending 1 or more charges trans- wearing a casting glove, you can activate or
forms you into a viper for 7 rounds. consume a stored magic item as if you were
Cost to Create: 1,000 gp, 80 XP, 2 days. holding it in your hand. The activation and
1 charge: Small viper. all effects function just as normal for the
CANNITH GOGGLES 2 charges: Medium viper. item, and the activation requires the same
3 charges: Large viper; add +2 to the save type of action.
Price (Item Level): 13,000 gp (13th) DC of your bite’s poison.
Body Slot: Face Prerequisites: Craft Wondrous Item,
Caster Level: 5th shrink item.
Aura: Faint; (DC 17) transmutation
Activation: — and 10 minutes; see text Cost to Create: 10,000 gp, 800 XP,
Weight: 1/2 lb. 20 days.
These light orange, round, translucent lenses CAT’S-EYE BROOCH
are mounted within a flexible metal frame
that has a soft leather strap with a clasp at Price (Item Level): 9,000 gp (12th)
the back. Body Slot: Throat
Caster Level: 5th
Cannith goggles grant a +5 competence Aura: Faint; (DC 17) conjuration
bonus on Search and Spot checks. This Activation: —
is a continuous effect and requires no Weight: —
activation.
This silver brooch holds a green chrysoberyl
In addition, an artificer (ECS 29) can at its center, slitted with a black streak like a
power the goggles with infusions, grant- living cat’s eye.
A cat’s-eye brooch provides you with a +1
luck bonus on all saving throws and an
Cat’s-eye brooch that deals hit point damage can benefit Chronocharm of the CHAPTER 3
from this effect. Celestial Wanderer
additional +4 bonus on saving throws CLOTHING
against disease. Prerequisites: Craft Wondrous Item, chaos Price (Item Level): 500 gp (3rd)
hammer or eldritch blast. Body Slot: Throat Illus. by D. Martin & B. Trott
Prerequisites: Craft Wondrous Item, Caster Level: 5th
resistance, remove disease. Cost to Create: 4,000 gp, 320 XP, 8 days. Aura: Faint; (DC 17) transmutation
Activation: Immediate (mental)
Cost to Create: 4,500 gp, 360 XP, 9 days. CHASUBLE OF FELL Weight: —
POWER, GREATER
CHARM OF This charm resembles an ebony starburst.
COUNTERSONG Price (Item Level): 18,000 gp (14th)
Caster Level: 9th A chronocharm of the celestial wanderer slows
Price (Item Level): 400 gp (2nd) Aura: Moderate; (DC 19) evocation your perception of time, allowing you
Body Slot: Throat a second chance to recognize potential
Caster Level: 3rd Arcane runes seem to drift slowly across this danger. When you activate this chro-
Aura: Faint; (DC 16) transmutation scarlet strip of cloth. nocharm, you can immediately reroll a
Activation: — single Listen or Spot check that you just
Weight: — As a chasuble of fell power, except the greater attempted. The result of the second roll
chasuble adds an extra 2d6 points of replaces the first result.
This small silver charm depicts lines of parallel damage to your eldritch blasts or damag-
musical notes. ing spells you cast that have the chaotic This ability functions once per day.
descriptor. Prerequisites: Craft Wondrous Item,
This small charm, usually pinned to the hawkeye (SC 110 ).
front of your shirt or tunic, allows you Prerequisites: Craft Wondrous Item, chaos Cost to Create: 250 gp, 20 XP, 1 day.
to use countersong to interrupt a sonic hammer or eldritch blast.
attack. Once per day, you can activate Chronocharm of the
your countersong bardic music ability as Cost to Create: 9,000 gp, 720 XP, 18 days. Fateweaver
an immediate action.
CHRONOCHARM Price (Item Level): 500 gp (3rd)
Prerequisites: Craft Wondrous Item, Per- Body Slot: Throat
form 6 ranks, countersong. A chronocharm occupies the throat body Caster Level: 3rd
slot, but it can be worn simultaneously Aura: Faint; (DC 16) transmutation
Cost to Create: 200 gp, 16 XP, 1 day. with any number of other chronocharms, Activation: Immediate (mental)
which all function normally. However, Weight: —
you can’t wear more than one of the same
chronocharm. This tiny golden spindle dangles from a thin
chain of gray steel.
You must wear a chronocharm for 24
hours before you can access its abilities.
If it is taken off, it becomes inactive until
worn for an additional 24 hours.
CHASUBLE OF Chronocharm Chronocharm
FELL POWER of the of the horizon
Price (Item Level): 8,000 gp (11th) fateweaver walker
Body Slot: Throat
Caster Level: 6th Chronocharm Chronocharm
Aura: Moderate; (DC 18) evocation of the celestial of the grand
Activation: —
Weight: — wanderer master
This long strip of scarlet cloth is embroidered Chronocharm Chronocharm
with arcane sigils and mystic designs. of the uncaring of the laughing
While wearing a chasuble of fell power, your archmage rogue
eldritch blasts (CAr 7) or spells you cast that
have the chaotic descriptor deal an extra
1d6 points of damage. Only a chaotic spell
85
CHAPTER 3 A chronocharm of the fateweaver slows your Chronocharm of the CIRCLET OF MAGES
perception of time, letting you avoid an Laughing Rogue
CLOTHING ill-advised step. When you activate this Price (Item Level): 5,000 gp (9th)
chronocharm, you can immediately reroll Price (Item Level): 500 gp (3rd) Body Slot: Head
a single Balance, Climb, or Tumble check Body Slot: Throat Caster Level: 7th
that you just attempted. The result of the Caster Level: 5th Aura: Moderate; (DC 18) transmutation
second roll replaces the first result. Aura: Faint; (DC 17) transmutation Activation: — and free (command)
Activation: Immediate (mental) Weight: —
This ability functions once per day. Weight: —
Prerequisites: Craft Wondrous Item, This leather circlet has a silver headpiece
cat’s grace. This miniature hourglass hangs on a thin silver showing crescent moons on either side of a
Cost to Create: 250 gp, 20 XP, 1 day. chain. As the sand runs from one bulb to the seven-pointed star.
other, it turns from black to white.
Chronocharm of the A circlet of mages grants you a +2 compe-
Grand Master First imagined by skilled temple raid- tence bonus on Concentration checks.
ers devoted to Olidammara, the god of This is a continuous effect and requires
Price (Item Level): 500 gp (3rd) rogues, chronocharms of the laughing rogue no activation.
Body Slot: Throat have found their way into the toolboxes of
Caster Level: 3rd thieves of all stripes. When you activate In addition, this circlet has 3 charges,
Aura: Faint; (DC 16) transmutation this chronocharm, you can immediately which are renewed each day at dawn.
Activation: Immediate (mental) reroll a single Disable Device skill check Spending 1 or more charges when you
Weight: — that you just attempted. You can activate cast a spell allows you to avoid losing
this item after the success or failure of the that prepared spell or spell slot (as if you
This tiny, hollow glass flower dangles from a first roll has been determined (even if your hadn’t cast it).
slim golden chain. failure resulted in accidentally setting off
a trap), but before any ramifications of 1 charge: Retain a spell of up to 1st level.
A chronocharm of the grand master slows your that roll have been applied. The result of 2 charges: Retain a spell of up to 2nd
perception of time, allowing you to better second roll replaces the first result. level.
dodge an incoming ranged attack. When 3 charges: Retain a spell of up to 3rd
it is activated, you gain a +5 dodge bonus to This ability functions once per day. level.
your AC against a single ranged attack. Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item,
haste. Rary’s mnemonic enhancer.
This ability functions once per day. Cost to Create: 250 gp, 20 XP, 1 day. Cost to Create: 2,500 gp, 200 XP, 5 days.
Prerequisites: Craft Wondrous Item,
cat’s grace. Chronocharm of the CIRCLET OF
Cost to Create: 250 gp, 20 XP, 1 day. Uncaring Archmage RAPID CASTING
Chronocharm of the Price (Item Level): 500 gp (3rd) Price (Item Level): 15,000 gp (14th)
Horizon Walker Body Slot: Throat Body Slot: Head
Caster Level: 9th Caster Level: 11th
Price (Item Level): 500 gp (3rd) Aura: Moderate; (DC 19) transmutation Aura: Moderate; (DC 20) transmutation
Body Slot: Throat Activation: Swift (command) Activation: Swift (command)
Caster Level: 3rd Weight: — Weight: —
Aura: Faint; (DC 16) transmutation
Activation: Swift (command) A bloodstone eye stares forth from this pen- This golden circlet is engraved with dozens of
Weight: — tagonal trinket. different symbols and runes.
This charm shows a rising sun half-obscured A chronocharm of the uncaring archmage alters A circlet of rapid casting allows you to cast
by the horizon. your perception of time, allowing you to a small number of spells each day more
cast a single spell more quickly. When it quickly. This circlet has 3 charges, which
Like other chronocharms, this item slows is activated, the next spell of 3rd level or are renewed each day at dawn. Spending 1
your perception of time for a specific, lower you cast that has a casting time of 1 or more charges allows you to cast a single
singular purpose. When you activate a full round can be cast as a standard action spell as part of the same swift action you
chronocharm of the horizon walker, you can instead. If you don’t cast such a spell by the used to activate the circlet. This spell must
move up to half your speed as part of the end of your turn, the effect fades. be one that normally has a casting time of
same swift action used to activate it; this no longer than 1 standard action. Doing
movement does not provoke attacks of This ability functions once per day. this expends the prepared spell or spell
opportunity. When determining the dis- Prerequisites: Craft Wondrous Item, slot as if you had cast the spell normally.
tance you can move, round down to the Quicken Spell.
nearest 5-foot increment. Cost to Create: 250 gp, 20 XP, 1 day. 1 charge: Cast a single spell of up to
2nd level.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, 2 charges: Cast a single spell of up to
expeditious retreat. 3rd level.
Cost to Create: 250 gp, 20 XP, 1 day.
3 charges: Cast a single spell of up to
4th level.
86
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item, protection lasts until the start of your CHAPTER 3
Quicken Spell. wild surge. next turn.
CLOTHING
Cost to Create: 7,500 gp, 600 XP, Cost to Create: 2,100 gp, 168 XP, 5 days. A cloak of elemental protection functions
15 days. once per day. You must wear a cloak of
CLOAK OF BATTLE elemental protection for 24 hours before
CIRCLET OF SOLACE you can access its abilities. If it is taken
Price (Item Level): 22,000 gp (15th) off, it becomes inactive until worn for an
Price (Item Level): 3,000 gp (7th) Body Slot: Shoulders additional 24 hours.
Body Slot: Head Caster Level: 14th
Caster Level: 3rd Aura: Strong; (DC 22) transmutation Prerequisites: Craft Wondrous Item,
Aura: Faint; (DC 16) abjuration Activation: — and standard (command) resist energy.
Activation: Swift (command) Weight: 1 lb.
Weight: — Cost to Create: 500 gp, 40 XP, 1 day.
Thousands of thin, silvery chain links make
The circlet is made of delicate ivory threads up this long cloak. CLOAK OF
interwoven with silver bands covered in runes PREDATORY VIGOR
of healing. A cloak of battle grants you a +4 armor
bonus to AC. This is a continuous effect Price (Item Level): 1,400 gp (5th)
A circlet of solace allows you to bolster and requires no activation. The cloak also Body Slot: Shoulders
your healing spells. After activating the has two other abilities tied to unique com- Caster Level: 3rd
circlet, the next healing spell you cast on mand words. Aura: Faint; (DC 16) conjuration
a living ally before the end of your turn Activation: Swift (mental)
also grants that creature a +5 morale bonus The first command transforms the Weight: 2 lb.
on saves against disease, fear, and poison cloak into an iron +1/+1 quarterstaff that
for 1 minute. If the spell affects multiple leaps into your hands (or falls at your feet This leopardskin cloak appears comfortable,
creatures, only one (your choice) gains the if you don’t have an open hand). The same yet protective.
circlet’s benefit. command transforms the staff back into a
cloak, returning it to your shoulders. A cloak of predatory vigor helps you channel
A circlet of solace functions three times the power of your combat frenzy into reju-
per day. The second command allows the venating energy. While in a rage or frenzy,
cloak to make a disarm attempt against you can activate this cloak to heal damage
Prerequisites: Craft Wondrous Item, delay an adjacent opponent (using your base to yourself equal to your Hit Dice.
poison, remove fear. attack bonus and size modifier, and with
a +4 bonus on the roll). This attempt does This effect functions two times per
Cost to Create: 1,500 gp, 120 XP, 3 days. not provoke attacks of opportunity. If day.
the disarm attempt succeeds, the cloak
CIRCLET OF can fling the weapon up to 10 feet in any Prerequisites: Craft Wondrous Item, cure
WILD SURGING direction. (The disarmed weapon can’t be moderate wounds.
thrown at a creature as an attack.) If the
Price (Item Level): 4,200 gp (9th) disarm attempt fails, you can’t be disarmed Cost to Create: 700 gp, 56 XP, 2 days.
Body Slot: Head in return. This ability can be used three
Caster Level: 7th times per day. CLOAK OF QUILLS
Aura: Moderate; (DC 18) transmutation
Activation: Free (command) Prerequisites: Craft Wondrous Item, cat’s Price (Item Level): 2,500 gp (7th)
Weight: 1 lb. grace, mage armor, magic weapon. Body Slot: Shoulders
Caster Level: 3rd
This thin, platinum circlet depicts blasts of wild Cost to Create: 11,000 gp, 880 XP, Aura: Faint; (DC 16) transmutation
energy across its surface. 22 days. Activation: Free (command)
Weight: 1 lb.
A circlet of wild surging allows you to CLOAK OF ELEMENTAL
enhance your emotional state to make PROTECTION Thousands of small quills cover the exterior of
your wild surges more powerful. When this thick, high-collared leather cloak. While
you use wild surge while manifesting Price (Item Level): 1,000 gp (4th) most of the quills are little more than the length
a power, you can activate the circlet to Body Slot: Shoulders of a porcupine’s, several on the shoulders and
increase the bonus to your manifester Caster Level: 3rd back are nearly 2 feet long.
level by 1. The increased wild surge still Aura: Faint; (DC 16) abjuration
requires the normal extra power point cost Activation: Immediate (command) While grappling, each time you roll a
normally required to augment the power. Weight: 1 lb. grapple check (other than the initial check
This also increases your chance of psychic to enter or resist the grapple), you can acti-
enervation by 5% and increases the dura- This white cloak is embroidered with runes vate your cloak of quills. Doing this lodges
tion of your surging euphoria by 1 round representing the five energy types in metal- quills in your opponent, dealing 1d6
(if you have that class feature). lic thread. points of damage to each other creature in
the grapple (Reflex DC 16 negates).
A circlet of wild surging functions three When you activate a cloak of elemental
times per day, but won’t function in con- protection, you gain resistance 10 against This ability functions five times per
secutive rounds. a single energy type of your choice (acid, day.
cold, electricity, fire, or sonic). This
Prerequisites: Craft Wondrous Item,
quillfire (SC 164).
Cost to Create: 1,250 gp, 100 XP, 3 days.
87
CHAPTER 3 CLOAK OF THE CLOAK OF
SALAMANDER SOULBOUND
CLOTHING RESISTANCE,
Price (Item Level): 6,000 (10th)
Body Slot: Shoulders GREATER
Caster Level: 7th
Aura: Moderate; (DC 18) evocation Price (Item Level): 13,000 gp (13th)
Activation: Immediate (command) Caster Level: 18th
Weight: 1 lb. Aura: Strong; (DC 24) abjuration
This red-hued cloak is made from the Made of cloth the color of a twilight sky, four
scales of a reptilian creature and feels bright blue quartz crystals form the clasp of
warm to the touch. When donned, it this finely crafted cloak.
erupts in flame, which dances continu-
ously over its surface. As a cloak of soulbound resistance,
except a greater cloak of soulbound
A cloak of the salamander deals fire damage resistance has a maximum essentia
to those who strike you in melee with capacity of 4, and the maximum
natural weapons or nonreach manufac- resistance bonus it can grant is +5.
tured weapons. The flames that cover it Prerequisites: Craft Wondrous Item,
do not harm you or creatures or objects resistance.
that you touch. Cost to Create: 6,500 gp, 520 XP,
13 days.
When you activate a cloak of the salaman-
Illus. by S. Tappin der, any creatures that strike you with such Cloak of the salamander CLOAK OF STONE
weapons take 1d6+7 points of fire damage.
This effect lasts until the beginning of A cloak of soulbound resistance grants you a Price (Item Level): 8,000 gp (11th)
your next turn. This ability functions three +1 resistance bonus on your saving throws. Body Slot: Shoulders
times per day. In addition, it serves as a receptacle for Caster Level: 5th
your essentia, much as a soulmeld does. Aura: Faint; (DC 17) transmutation
Prerequisites: Craft Wondrous Item, Every point of essentia invested in it Activation: — and standard (command)
fire shield. increases the bonus by 1, subject to the Weight: 2 lb.
maximum values noted below.
Cost to Create: 3,000 gp, 240 XP, 6 days. This mottled gray cloak looks like an incredibly
Each cloak of soulbound resistance has an thin sheet of stone.
CLOAK OF THE essentia capacity. The maximum number
SALAMANDER, of essentia points that can be invested in it While wearing a cloak of stone, you gain a
GREATER equals this value or your normal essentia +5 competence bonus on Hide and Move
capacity (see Table 2–1: Essentia Capacity, Silently checks. This is a continuous effect
Price (Item Level): 36,000 gp (17th) Magic of Incarnum 19), whichever is lower. and requires no activation.
Activation: — Investing or reallocating essentia in the
cloak is a swift action (and can be done as In addition, you can activate the cloak
Made from the scaly hide of some reptilian part of the normal swift action used for to merge with stone as though using the
beast, this crimson cloak is continuously reallocating essentia). meld into stone spell. This ability functions
shrouded in an aura of flame and smoke. once per day.
A cloak of soulbound resistance has a
As a cloak of the salamander, except the maximum essentia capacity of 2, and Prerequisites: Craft Wondrous Item,
effect is continuous and requires no the maximum resistance bonus it can meld into stone.
activation. grant is +3.
Cost to Create: 4,000 gp, 320 XP, 8 days.
Prerequisites: Craft Wondrous Item, Chakra Bind (Shoulders): A cloak of
fire shield. soulbound resistance improves your resis- CLOAK OF THORNS
tance bonus by an additional 1 when it is
Cost to Create: 18,000 gp, 1,440 XP, bound to your shoulders chakra, which Price (Item Level): 26,000 gp (16th)
36 days. can exceed the maximum values described Body Slot: Shoulders
above. See Binding Items to Chakras (MoI Caster Level: 7th
CLOAK OF SOULBOUND 108) for more information. Aura: Moderate; (DC 18) transmutation
RESISTANCE Activation: —
Prerequisites: Craft Wondrous Item, Weight: 1 lb.
Price (Item Level): 5,000 gp (9th) resistance.
Body Slot: Shoulders This brown cloak seems to be composed entirely
Caster Level: 6th Cost to Create: 2,500 gp, 200 XP, 5 days. of long thorns.
Aura: Moderate; (DC 18) abjuration
Activation: — A cloak of thorns grants you a +2 enhance-
Weight: 1 lb. ment bonus to your existing natural
armor bonus. (A creature without natu-
This finely crafted garment is made of blue and ral armor has an effective natural armor
purple material. A pair of matched blue quartz bonus of +0.)
crystals form the cloak’s clasp.
88
CHAPTER 3
CLOTHING
Cloak of quills Cloak of predatory vigor Cloak of stone Illus. by W. England & C. Critchlow
In addition, any creature striking you in CLOAK OF WEAPONRY weapon with a weight of up to 25 pounds
melee with a natural weapon or nonreach and a size no larger than Medium. When
manufactured weapon takes 1d4+3 points Price (Item Level): 2,300 gp (6th) you activate the cloak, you can draw forth
of piercing damage. Body Slot: Shoulders the weapon (or stow a weapon, if the cloak
Caster Level: 9th is empty).
Prerequisites: Craft Wondrous Item, Aura: Moderate; (DC 19) conjuration
barkskin, command plants. Activation: Swift (command) Creatures and nonweapon objects can’t
Weight: 1 lb. be stored within the cloak.
Cost to Create: 13,000 gp, 1,040 XP, This simple white linen cloak is lined with
26 days. a dark pelt that seems to shimmer and blur Prerequisites: Craft Wondrous Item,
under close scrutiny. Leomund’s secret chest.
CLOAK OF A cloak of weaponry has an extradimen-
TURN RESISTANCE sional space within it that can hold a single Cost to Create: 1,150 gp, 92 XP, 3 days.
Price (Item Level): 11,000 gp (13th) Collar of healing COLLAR OF HEALING
Body Slot: Shoulders
Caster Level: 10th Price (Item Level): 5,000 gp (9th)
Aura: Moderate; (DC 20) necromancy Body Slot: Throat
Activation: — Caster Level: 11th
Weight: 1 lb. Aura: Moderate; (DC 20) conjuration
Activation: — and immediate
This cloak is little more than a tattered piece
of homespun cloth, secured by a rotted leather (command)
thong at the neck. Weight: —
While you wear this cloak, your turn This lightweight animal collar is crafted from
resistance increases by 4. fine leather.
Prerequisites: Craft Wondrous Item, This collar allows you to heal your trusted
rebuke undead as a 10th-level cleric. animal friend at a moment’s notice. A
collar of healing functions only when worn
Cost to Create: 5,500 gp, 440 XP, by your animal companion, familiar, or
11 days. special mount. While that creature wears
the collar, you always know its exact hit
point total. This is a continuous effect and
requires no activation.
89
CHAPTER 3 In addition, you can activate the collar 1 minute. Moving the eyepatch from one 3 charges: The morale bonus granted
from any distance (as long as you are on eye to another requires a move action that by your aura of courage increases by 4,
CLOTHING the same plane) to cure the animal wear- doesn’t provoke attacks of opportunity. and your aura of courage affects all allies
ing it. This instantly heals the creature within 60 feet of you.
wearing the collar of 50 points of damage A corsair’s eyepatch functions a total of
and removes the fatigued or exhausted three times per day. Prerequisites: Craft Wondrous Item,
condition (if the creature currently suf- remove fear.
fers from such). This ability functions Prerequisites: Craft Wondrous Item, see
once per day. invisibility. Cost to Create: 375 gp, 30 XP, 1 day.
Prerequisites: Craft Wondrous Item, heal Cost to Create: 1,500 gp, 120 XP, 3 days. CRIMSON
or fortify familiar (SC 98) or heal mount, DRAGONHIDE
status. COUNTERSTRIKE BRACERS
BRACERS
Cost to Create: 2,500 gp, 200 XP, 5 days. Price (Item Level): 5,000 gp (9th)
Price (Item Level): 2,500 gp (7th) Body Slot: Arms
CONTACT MEDALLION Body Slot: Arms Caster Level: 3rd
Caster Level: 5th Aura: Faint; (DC 16) abjuration,
Price (Item Level): 3,000 gp (7th) Aura: Faint; (DC 17) transmutation
Body Slot: Throat Activation: Immediate (command) transmutation
Caster Level: 9th Weight: — Activation: —
Aura: Moderate; (DC 19) enchantment Weight: 1 lb.
Activation: Standard (mental) Each of these steel bracers bears the image of
Weight: — a stacked pair of daggers pointed in opposite These leather bracers are crafted from the scaly
directions. red hide of a large reptile.
This wide, ovoid medallion hangs from a
tightly wrapped leather cord. It bears an Counterstrike bracers allow you to answer an Crimson dragonhide bracers grant you resis-
engraving of two heads facing one another unsuccessful melee attack against you with tance to fire 5 and a +1 enhancement bonus
with a jagged beam of energy connecting their an unexpected riposte. You can activate to your existing natural armor bonus. (A
foreheads. the bracers immediately after an enemy creature without natural armor has an
has missed you with a melee attack. Doing effective natural armor bonus of +0.)
When you activate a contact medallion, you this grants you a free attack of opportu-
forge a telepathic bond (as Rary’s telepathic nity against that enemy (even if you have Prerequisites: Craft Wondrous Item,
bond) with one person who is within 1 already used up your allotted attacks of barkskin, resist energy.
mile and known to you. This bond lasts opportunity for the round). You must acti-
for 1 minute. vate the bracers before your enemy takes Cost to Create: 2,500 gp, 200 XP, 5 days.
any other attacks or actions.
This ability functions three times per CRYSTAL MASK OF
day. This ability functions two times per DETECTION
day.
Prerequisites: Craft Wondrous Item, Price (Item Level): 10,000 gp (12th)
Rary’s telepathic bond. Prerequisites: Craft Wondrous Item, Body Slot: Face
haste. Caster Level: 7th
Cost to Create: 1,500 gp, 120 XP, 3 days. Aura: Moderate; (DC 18) divination
Cost to Create: 1,250 gp, 100 XP, 3 days. Activation: —
CORSAIR’S EYEPATCH Weight: 1/2 lb.
CREST OF BRAVERY
Price (Item Level): 3,000 gp (7th) This crystal mask is held in place with black
Body Slot: Face Price (Item Level): 750 gp (3rd) cloth straps, and it covers only the top portion
Caster Level: 3rd Body Slot: Throat of the face. Translucent and shot through with
Aura: Faint; (DC 16) divination Caster Level: 5th golden flecks, the mask is warm to the touch.
Activation: Swift (command) Aura: Faint; (DC 17) abjuration
Weight: — Activation: Immediate (command) A crystal mask of detection grants you a +10
Weight: — competence bonus on Search checks.
A leather strap and a bit of hardened leather
and krenshar hide make up this menacing This cloak clasp bears the engraved image of a Prerequisites: Craft Wondrous Item,
black eyepatch. paladin standing against a dragon. Search 10 ranks.
Despite its name, the improved visual A crest of bravery adds a regal touch to Cost to Create: 5,000 gp, 400 XP, 10 days.
acuity provided by a corsair’s eyepatch is your attire, emphasizing your bravery
equally useful to landlubbers. Wearing and loyalty to your comrades. A crest CRYSTAL MASK OF
this eyepatch has no negative impact on has 3 charges, which are renewed each DISCERNMENT
your eyesight—it appears completely day at dawn. Spending 1 or more charges
transparent to you. While you wear a cor- enhances your ability to bolster your allies Price (Item Level): 10,000 gp (12th)
sair’s eyepatch over your left eye, activating against fear, as described below. The effect Body Slot: Face
it grants you the ability to use see invisibility lasts for 5 rounds. Caster Level: 7th
(as the spell) for 1 round. While you wear Aura: Moderate; (DC 18) divination
it over your right eye, activating it grants 1 charge: The morale bonus granted by Activation: —
you the benefit of the Blind-Fight feat for your aura of courage increases by 4. Weight: 1/2 lb.
2 charges: Your aura of courage affects
all allies within 60 feet of you.
90
Crystal mask of
dread
Crystal mask of CHAPTER 3
detection
CLOTHING
Crystal mask of
insight
This transparent crystal mask has a pale green CRYSTAL MASK OF A crystal mask of knowledge grants you a Illus. by A. Stokes
tinge and covers all the face, except the mouth INSIGHT +5 competence bonus on a specific type
and jaw. Its straps are made of silvery cloth. of Knowledge check. For instance, one
Price (Item Level): 20,000 gp (15th) mask would add the bonus on Knowledge
A crystal mask of discernment grants you Body Slot: Face (psionics) checks, while another would do
a +10 insight bonus on Sense Motive Caster Level: 7th so for Knowledge (history).
checks. Aura: Moderate; (DC 18) divination
Activation: — Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous Item, Weight: 1/2 lb. Knowledge 5 ranks of the appropriate
Sense Motive 10 ranks. type.
A simple, thin band of turquoise crystal, this
Cost to Create: 5,000 gp, 400 XP, item masks only the eyes. Thin, bone-white Cost to Create: 1,250 gp, 100 XP, 3 days.
10 days. twine holds it in place.
CRYSTAL MASK OF
CRYSTAL MASK OF A crystal mask of insightful detection grants LANGUAGES
DREAD you a +9 insight bonus on Search and
Spot checks. Price (Item Level): 2,500 gp (7th)
Price (Item Level): 10,000 gp (12th) Body Slot: Face
Body Slot: Face Prerequisites: Craft Wondrous Item, Caster Level: 3rd
Caster Level: 7th Search 9 ranks, Spot 9 ranks. Aura: Faint; (DC 16) divination
Aura: Moderate; (DC 18) divination Activation: —
Activation: — Cost to Create: 10,000 gp, 800 XP, Weight: 1/2 lb.
Weight: 1/2 lb. 20 days.
This cobalt mask covers only the lower por-
This black crystal mask is mapped with writh- CRYSTAL MASK OF tion of the face. Light brown leather straps
ing red veins. It hides the entire face, revealing KNOWLEDGE hold it in place.
only the eyes. Black leather straps hold it
tightly in place. Price (Item Level): 2,500 gp (7th) Each of the various crystal masks of lan-
Body Slot: Face guages grants you the ability to speak, read,
A crystal mask of dread grants you a +10 com- Caster Level: 3rd and write five different languages. For
petence bonus on Intimidate checks. Aura: Faint; (DC 16) divination example, a mask might grant the ability to
Activation: — speak, read, and write Celestial, Draconic,
Prerequisites: Craft Wondrous Item, Weight: 1/2 lb. Dwarven, Elven, and Infernal.
Intimidate 10 ranks.
This mask features a piece of curved golden crystal Prerequisites: Craft Wondrous Item, speak,
Cost to Create: 5,000 gp, 400 XP, that covers the forehead. The crystal is attached read, and write all five languages.
10 days. to the front of a dark brown cloth cap.
Cost to Create: 1,250 gp, 100 XP, 3 days.
91
CHAPTER 3 CRYSTAL MASK OF This bright blue opaque eye covering extends up Crystal mask of visual insight
MINDARMOR to the hairline, down below the nose, and back
CLOTHING to the ears. Though easy to pull off if desired, When activated, a crystal mask of visual
Price (Item Level): 10,000 gp (12th) the mask fits snugly and needs no straps to insight allows you to ignore the effects of
Illus. by J. Thomas & S. Ellis Body Slot: Face keep it in place. concealment (but not invisibility) on any
Caster Level: 5th creature within 30 feet for 1 round.
Aura: Faint; (DC 17) enchantment A crystal mask of psionic
Activation: — craft grants you a +10 Prerequisites: Craft Wondrous Item, true
Weight: 1/2 lb. competence bonus strike or moment of insight (CP 93).
on Psicraft checks.
The front portion of this periwinkle crystal Cost to Create: 5,000 gp, 400 XP, 10 days.
mask drops down below the eyes. Narrow Prerequisites: Craft
slits in the mask allow the wearer full range Wondrous Item, Psicraft Greatreach
of vision. 10 ranks. bracers
A crystal mask of mindarmor grants you a +4 Cost to Create: 5,000 gp,
insight bonus on Will saving throws. 400 XP, 10 days.
Prerequisites: Craft Wondrous Item, remove CRYSTAL MASK OF
fear or conceal thoughts (EPH 85). VISUAL INSIGHT
Cost to Create: 5,000 gp, 400 XP, 10 days. Price (Item Level): 10,000 gp (12th)
Body Slot: Face
CRYSTAL MASK OF Caster Level: 15th
PSIONIC CRAFT Aura: Strong; (DC 22) divination
Activation: Swift (command)
Price (Item Level): 10,000 gp (12th) Weight: 1/2 lb.
Body Slot: Face
Caster Level: 7th This transparent band extends around the
Aura: Moderate; (DC 18) divination head at eye level.
Activation: —
Weight: 1/2 lb. Deathguardian
bracers
Deathstrike
bracers
Bracers of the
blast barrier
Goodberry bracelet
92
DEATHGUARDIAN Boots of temporal
BRACERS acceleration
Price (Item Level): 6,000 gp (10th)
Body Slot: Arms
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: Immediate (command)
Weight: 3 lb.
These two gold coils wind around the arm CHAPTER 3
from bicep to wrist like serpents. A tiny
ruby is set into each end of the coils. CLOTHING
Deathguardian bracers allow you to Dimension
trade arcane spells for protection from stride boots
physical harm. When you activate the
bracers, choose a prepared arcane spell Q uicksilver boots
or uncast spell slot. You lose that spell or
spell slot (as if you had cast the spell) and DESPERATION CHAIN This ability functions once per day. Illus. by B. Hagan
gain damage reduction equal to twice the You must wear a desperation chain for 24
level of the spell or spell slot sacrificed. Price (Item Level): 15,000 gp (14th) hours before you can access its abilities.
This damage reduction lasts until the start Body Slot: Waist If it is taken off, it becomes inactive until
of your next turn and can’t be overcome Caster Level: 13th worn for an additional 24 hours.
by any type of weapon. Aura: Strong; (DC 21) no school Prerequisites: Craft Wondrous Item,
Activation: Immediate (command) limited wish.
Deathguardian bracers can be activated Weight: 5 lb. Cost to Create: 7,500 gp, 600 XP, 15 days.
as long as you have arcane spells remain-
ing to sacrifice. Alternating links of a strange green metal and DEVASTATION
ivory make up this chainlike belt. GAUNTLETS
Prerequisites: Craft Wondrous Item,
stoneskin. A desperation chain gives an arcane spell- Price (Item Level): 2,000 gp (6th)
caster the opportunity to either avoid Body Slot: Hands
Cost to Create: 3,000 gp, 240 XP, 6 days. capture or strike back against an enemy. Caster Level: 5th
You can activate a desperation chain when Aura: Faint; (DC 17) transmutation
DEATHSTRIKE BRACERS you are being rendered helpless by an Activation: Swift (command)
enemy (such as being pinned, paralyzed, or Weight: —
Price (Item Level): 5,000 gp (9th) dropped to –1 or fewer hit points). When
Body Slot: Arms you activate the chain, you can cast a single Stylized flames rendered in scarlet enamel
Caster Level: 5th arcane spell of 3rd level or lower without encircle these steel gauntlets.
Aura: Faint; (DC 17) transmutation spending an additional action to do so.
Activation: Swift (mental) Doing this expends the prepared spell or Devastation gauntlets are prized by anyone
Weight: 2 lb. spell slot as if you had cast the spell. The who earns gold by fighting in melee, from
chosen spell must have a casting time no raging barbarians to wily swashbucklers.
Each of these black steel bracers is marked with longer than 1 full round. Casting a spell These gauntlets have 3 charges, which are
an etching of crossed swords. in this way requires no verbal or somatic renewed each day at dawn. Spending 1 or
components and does not provoke attacks more charges grants you a bonus to the
When activated, deathstrike bracers allow of opportunity. You must still provide any damage dealt by a critical hit you make in
you to use melee weapons to deal extra material components or focus required, melee. You activate the gauntlets after you
damage from critical hits and sneak attacks as well as pay any XP or other costs of have confirmed a critical hit, but before
to constructs, elementals, oozes, plants, the spell. damage is rolled.
and undead as if they were not immune
to such extra damage. You must still roll a The spell you cast takes effect after the 1 charge: +2d6 points of damage.
critical threat and confirm it as a critical hit effect that rendered you helpless (so it 2 charges: +3d6 points of damage.
or qualify to deliver sneak attack damage can’t prevent that effect), though it could 3 charges: +4d6 points of damage.
to gain any benefit from the bracers. This theoretically neutralize or reverse it. For Prerequisites: Craft Wondrous Item,
effect does not allow you to overcome any example, a bard wearing the chain could keen edge.
other immunity or resistance to extra cast cure light wounds in response to being Cost to Create: 1,000 gp, 80 XP, 2 days.
damage from sneak attacks or critical hits reduced to –3 hit points.
(such as the fortification armor property).
This effect lasts for 1 round.
This ability functions three times per
day.
Prerequisites: Craft Wondrous Item,
keen edge.
Cost to Create: 2,500 gp, 200 XP, 5 days.
93
Dragon spirit
amulet
Wyrmfang
amulet
CHAPTER 3
CLOTHING
Dragon’s eye
amulet
Necklace of
copper dragon
scales
Illus. by W. England Dragon mask
DIMENSION STRIDE Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item,
BOOTS dimension door. dispel magic.
Price (Item Level): 2,000 gp (6th) Cost to Create: 1,000 gp, 80 XP, 2 day. Cost to Create: 500 gp, 40 XP, 1 day.
Body Slot: Feet
Caster Level: 7th DISPELLING CORD DRAGON MASK
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command) Price (Item Level): 1,000 gp (4th) Price (Item Level): 4,000 gp (8th)
Weight: 1 lb. Body Slot: Torso Body Slot: Face
Caster Level: 5th Caster Level: 6th
These sleek leather boots lean slightly forward, Aura: Faint; (DC 17) abjuration Aura: Moderate; (DC 18) divination
as if poised to leap. Activation: Swift (command) Activation: Swift (command)
Weight: — Weight: 2 lb.
While wearing dimension stride boots, you The end of this long silken cord is tied with five Glistening metals and brilliant paints adorn
gain a +2 competence bonus on Jump different knots. this elaborate mask, which has the shape of a
checks. This is a continuous effect and stylized dragon head. Spreading like a sunburst
requires no activation. A dispelling cord is worn wrapped loosely around the draconic features are rays of shim-
around your chest, its two ends slung over mering metal and glass, one for each breed of
In addition, the boots have 5 charges, your shoulder. When you activate a dispel- metallic and chromatic dragon.
which are renewed each day at dawn. ling cord, you gain a +2 competence bonus
Spending 1 or more charges allows you to on any dispel checks you make until the When activated, a dragon mask allows
teleport a short distance (with no chance end of your turn. you to use see invisibility, as the spell, for
of error). You must have line of sight and 5 minutes. This ability functions two
line of effect to your destination. You A dispelling cord functions five times per times per day.
can’t use the boots to move into a space day. Each time it is activated, one of the
occupied by another creature, nor can you five knots magically unties itself, indicat- Prerequisites: Craft Wondrous Item, see
teleport into a solid object; if you attempt ing the uses remaining for the day. invisibility.
to do so, the boots’ activation is wasted.
You can bring along objects weighing up Lore: The first dispelling cords were cre- Cost to Create: 2,000 gp, 160 XP, 4 days.
to your maximum load, but you can’t bring ated by an ancient king who wanted to
94 other creatures. prevent his enemies from having magi-
cal dominion over his army. To ensure
1 charge: Teleport 20 feet. magical supremacy, the king ordered his
3 charges: Teleport 40 feet. mages into battle armed with dispelling
5 charges: Teleport 60 feet. cords (Knowledge [history] DC 15).
DRAGON SPIRIT DRAGON’S-EYE CHAPTER 3
AMULET AMULET
CLOTHING
Price (Item Level): 2,000 gp (6th) Price (Item Level): 55,000 gp (18th)
Body Slot: Throat Body Slot: Throat
Caster Level: 9th Caster Level: 9th
Aura: Moderate; (DC 19) transmutation Aura: Moderate; (DC 19) transmutation
Activation: Swift (command) Activation: —
Weight: — Weight: 1 lb.
This necklace features a large, clear crystal set This amulet is a fist-sized orb painted to
in silver, and the silhouette of a dragon has resemble a dragon’s eye. It hangs from a heavy
been etched onto it. gold chain.
Prized by dragon shamans (PH2 11), a While wearing this amulet, you gain a +10
dragon spirit amulet expands the range competence bonus on Search and Spot
of the draconic aura channeled by those checks, and blindsense out to 30 feet.
characters. When you activate this amulet,
your draconic aura affects you and all allies Prerequisites: Craft Wondrous Item,
within 60 feet to whom you have line of dragonsight (SC 73).
effect. This effect lasts for 1 round.
Cost to Create: 27,500 gp, 2,200 XP,
Though originally designed for dragon 55 days.
shamans, this amulet functions equally
well for any other character who gains a DRAGONSCALE CLOAK Illus. by W. England
draconic aura (see Dragon Magic page 86).
[RELIC]
This ability functions three times per
day. Price (Item Level): 5,000 gp (9th)
Body Slot: Shoulders
Prerequisites: Craft Wondrous Item, Caster Level: 20th
dragon type or dragonblood subtype. Aura: Strong; (DC 25) transmutation
Activation: Swift (command)
Cost to Create: 1,000 gp, 80 XP, 2 days. Weight: 2 lb.
DRAGON SPIRIT This long, flowing cloak is sewn from an assort-
CINCTURE ment of chromatic dragon scales.
Price (Item Level): 2,000 gp (6th) Dragonscale While wearing this cloak, you have resis-
Body Slot: Waist cloak tance 5 to an energy type of your choice
Caster Level: 6th (acid, cold, electricity, or fire) provided
Aura: Moderate; (DC 18) evocation Activation: — and free (mental); that you are chaotic evil, neutral evil, or
Activation: — see text chaotic neutral. You can select or change
Weight: — the resistance by speaking the command
Weight: 1 lb. word.
This wide, embroidered belt sash is emblazoned
with images of fire-breathing dragons. These thick leather gauntlets sport real dragon’s Relic Power: If you have established
teeth for studs. the proper divine connection, you can
While you wear a dragon spirit cincture, your also transform a dragonscale cloak into
breath weapon damage is increased by one Dragonfang gauntlets function as master- functional dragon wings upon command.
die (or by 1 point if your breath weapon work spiked gauntlets and also grant you The wings (which last for 2 hours per
doesn’t deal damage expressed in dice). a +2 enhancement bonus to Strength. day, divided up as you wish) allow you
to fly with a speed of 60 feet and aver-
If you are also holding a magic weapon In addition, three times per day, you can age maneuverability. Additionally, the
that deals the same type of damage as your activate the gauntlets to treat your next value of the cloak’s resistance to energy
breath weapon, your breath weapon save melee attack against a weapon or shield as increases to 20.
DC increases by 1. though you had the Improved Sunder feat,
even if you don’t meet its prerequisites. To use the relic power, you must wor-
Prerequisites: Craft Wondrous Item, ship Tiamat and either sacrifice a 6th-level
breath weapon. If you have Improved Unarmed Strike, divine spell slot or have the True Believer
dragonfang gauntlets allow you to overcome feat and at least 11 HD.
Cost to Create: 1,000 gp, 80 XP, 2 days. damage reduction with your unarmed
strikes as though you were wielding a Lore: The first dragonscale cloak is said
DRAGONFANG magic weapon. In this case, you deal to have been created from the scales of
GAUNTLETS unarmed strike damage instead of spiked Tiamat herself by a devoted high priest
gauntlet damage. who visited the dragon queen on her
Price (Item Level): 8,610 gp (12th) home plane. Since then, those who ally
Body Slot: Hands Prerequisites: Craft Wondrous Item, bull’s with evil dragons have occasionally col-
Caster Level: 3rd strength, magic weapon, shatter. lected assortments of scales with which
Aura: Faint; (DC 16) evocation,
Cost to Create: 4,000 gp (plus 610 gp for 95
transmutation masterwork spiked gauntlets), 320 XP,
8 days.
to duplicate the process (Knowledge [reli- Prerequisites: Craft Wondrous Item, This reddish crystal shard is inscribed with
gion] DC 20). dream, nightmare. arcane symbols, banded with mithral, and
hanging from a small silver chain.
Prerequisites: Craft Wondrous Item, Cost to Create: 3,750 gp, 300 XP, 8 days.
CHAPTER 3 Sanctify Relic, polymorph, resist energy. An empowered spellshard is keyed to a spe-
EAGLE CLAW cific spell of up to 3rd level. When you
CLOTHING Cost to Create: 2,500 gp, 200 XP, 5 days. TALISMAN cast the attuned spell, you can use your
empowered spellshard as a focus in addition
DREAMING BLINDFOLD Price (Item Level): 1,000 gp (4th) to the spell’s normal components (if any).
Body Slot: Throat Doing this empowers the spell (as though
Price (Item Level): 7,500 gp (11th) Caster Level: 5th using the Empower Spell feat, but with no
Body Slot: Face Aura: Faint; (DC 17) transmutation adjustment to spell level or casting time).
Caster Level: 9th Activation: Swift (command) The spellshard is activated as a part of the
Aura: Moderate; (DC 19) illusion Weight: — spellcasting process. The markings on
Activation: 1 minute (command) the shard reveal the spell to which it is
Weight: — An eagle claw worked from adamantine attuned to a character who makes a suc-
dangles from a silver chain. cessful DC 30 Spellcraft check. The prices
This black silk blindfold is embroidered with and levels of empowered spellshards are
mystical symbols done in silver thread. The wearer of an eagle claw talisman is described on the table below.
capable of delivering ruinous strikes
While wearing a dreaming blindfold, you against doors, locked chests, or other Spell Level Price (Item Level)
are effectively blinded, but you can send objects. When you activate an eagle claw 1st 1,500 gp (5th)
a useful or terrible dream to a sleeping talisman, you gain a +5 competence bonus 2nd 3,000 gp (7th)
creature. Once per day, the blindfold can on the next Strength check (or unarmed 3rd 6,000 gp (10th)
produce either one of two effects (but not strike damage roll) you make to break or
Illus. by E. Widermann both in the same day): burst an item. This effect lasts for 1 round An empowered spellshard functions three
or until used. times per day.
Dream: You send a phantasmal message
to a specific known living creature. This This ability functions three times per The school of magic an empowered
effect functions as the dream spell, except day. spellshard radiates is the same as that of
that the range is 100 miles and you can’t the spell to which it is attuned.
deliver the dream through a messenger. Prerequisites: Craft Wondrous Item,
shatter. Lore: These shards were created during
Nightmare: You send a hideous phan- the last great war to assist battle mages
tasmal vision to a specific known living Cost to Create: 500 gp, 40 XP, 1 day. on the front lines (Knowledge [history]
creature. This effect functions as the DC 10). As a result, many empowered
nightmare spell, except that the range is EMPOWERED spellshards are keyed to destructive evoca-
100 miles. SPELLSHARD tion spells (Knowledge [history] DC 15).
If you are also wearing a psicrown (EPH Price (Item Level): See text Prerequisites: Craft Wondrous Item,
169), you can target the recipient of the Body Slot: Throat Empower Spell, spell to which the shard
dream or nightmare with a single psionic Caster Level: 9th is attuned.
power generated by the psicrown as if you Aura: Moderate; (DC 19) varies
were adjacent to that creature. However, Activation: See text
the power costs twice the normal number Weight: 1/4 lb.
of power points and renders the dreaming
blindfold inert for seven days.
Empowered Enemy spirit
spellshard pouch
Eagle claw Brooch of
talisman stability
Anklet of
translocation
96
Cost to Create: 750 gp, 60 XP, 2 days (1st chosen by you when you activate it) for 1 CHAPTER 3
level); 1,500 gp, 120 XP, 3 days (2nd level); round. Effectively, the helm temporarily
3,000 gp, 240 XP, 6 days (3rd level). adds essentia to the affected receptacles CLOTHING
(soulmelds, incarnum feats, magic items,
ENDURING AMULET Executioner’s hood and so on) until it reaches its maximum. Illus. by C. Critchlow
While this ability is in effect, you can’t
Price (Item Level): 1,500 gp (5th) If a creature of the type keyed to reallocate essentia from the affected
Body Slot: Throat the pouch wears that pouch, it receives one receptacle.
Caster Level: 3rd negative level. The negative level remains
Aura: Faint; (DC 16) abjuration for as long as the pouch is worn and dis- 1 charge: Maximizes essentia investment
Activation: — and immediate appears when it is no longer carried. The in one receptacle.
negative level never results in actual level
(command) loss, but cannot be overcome in any way 2 charges: Maximizes essentia invest-
Weight: — (including restoration spells) while the ment in two receptacles.
pouch is worn.
This circular, coin-shaped talisman is half 3 charges: Maximizes essentia invest-
flame red and half ice blue. Prerequisites: Craft Wondrous Item, ment in three receptacles.
detect animals or plants, ranger with favored
An enduring amulet protects you from enemy type/subtype matching that of Prerequisites: Craft Wondrous Item,
extremes of temperature, as if by the the pouch. essentia pool, meldshaper.
endure elements spell. This is a continu-
ous effect and requires no activation. Cost to Create: 1,050 gp, 84 XP, 3 days. Cost to Create: 1,500 gp, 120 XP,
3 days.
In addition, the amulet has 3 charges, ESSENTIA HELM
which are renewed each day at dawn. EXECUTIONER’S HOOD
Spending 1 or more charges grants you Price (Item Level): 3,000 gp (7th)
resistance to cold and fire for 1 round. Body Slot: Head [RELIC]
Caster Level: 11th
1 charge: Resistance to cold 10 and Aura: Moderate; (DC 20) transmutation Price (Item Level): 6,000 gp (10th)
fire 10. Activation: Swift (command) Body Slot: Head
Weight: 3 lb. Caster Level: 20th
2 charges: Resistance to cold 15 and Aura: Strong; (DC 25) transmutation
fire 15. A flawless sapphire is set on this heavy steel Activation: —
helm, shining almost too faintly to notice. Weight: —
3 charges: Resistance to cold 20 and
fire 20. These imposing helmets are valued by This black cloth hood is made of coarse fabric.
incarnates and other meldshapers, because Two eyeholes have been crudely cut to allow its
Prerequisites: Craft Wondrous Item, they can temporarily supercharge one or wearer to see, and it is secured at the neck with
resist energy. more of your soulmelds or other essentia a piece of rope tied in the style of a noose.
receptacles (see Magic of Incarnum for
Cost to Create: 750 gp, 60 XP, 2 days. details on incarnum). Death and destruction have accompanied
the former wearers of an executioner’s
ENEMY SPIRIT POUCH An essentia helm has 3 charges, which hood. Those who know of this item’s dark
are renewed each day at dawn. Spending history are terrified to look upon one.
Price (Item Level): 2,100 gp (6th) 1 or more charges maximizes the essentia While wearing an executioner’s hood, you
Body Slot: Throat investment in one or more of your soul- can attempt a coup de grace attack as a
Caster Level: 3rd melds or other essentia receptacles (as standard action rather than a full-round
Aura: Faint; (DC 16) divination action if you are chaotic evil, neutral evil,
Activation: — or chaotic neutral. 97
Weight: 1 lb.
Relic Power: If you have established
A small collection of teeth, small scales, knots the proper divine connection, each time
of hair, and strange bits of jerky fills this pouch. you make a successful coup de grace
The worn leather bag’s strings are long enough attempt, you gain a +1 morale bonus on
to allow the pouch to be worn as a necklace. melee attack rolls and damage rolls and
1 temporary hit point per level. These
This item is keyed to a single type of crea- benefits last for 5 minutes and stack to a
ture (aberration, animal, magical beast, maximum of a +5 bonus and 5 temporary
and so on). A pouch keyed to humanoids hit points per level.
or outsiders must be keyed to a subtype as
described in the ranger’s favored enemy To use the relic power, you must wor-
ability (PH 47). While wearing an enemy ship Erythnul and either sacrifice a
spirit pouch, you gain a +1 competence 5th-level divine spell slot or have the True
bonus on attack rolls against creatures Believer feat and at least 9 HD.
of this type.
Lore: Legend holds that a high priest
If you are a ranger, the pouch increases of Erythnul created the original three
your favored enemy bonus against crea- executioner’s hoods and distributed them to
tures of its type by 2. If you don’t have the followers in large cities, who wore them
favored enemy ability, the pouch grants to terrify the local citizens (Knowledge
you a +2 bonus on damage rolls and certain [religion] DC 20).
skill checks as if that type of creature were
your favored enemy. One executioner’s hood was worn by
a ruler named Xeric IV, who publicly
Fanged mask
CHAPTER 3 Corsair’s
eye patch
CLOTHING
Lore gem
Headband of
conscious effort
Illus. by A. Stokes executed every member of his own against gaze attacks. These are continuous mum). Points you cannot gain are lost
extended family two centuries ago. Since effects and require no activation. immediately.
then, the three hoods have been scattered
across the globe by tides of war and con- Prerequisites: Craft Wondrous Item, true Eyes of power leech have no effect on non-
quest (Knowledge [religion] DC 20). seeing or ubiquitous vision (EPH 139). psionic targets or psionic creatures with a
current power point reserve of 0.
Prerequisites: Craft Wondrous Item, Cost to Create: 1,600 gp, 128 XP, 4 days.
Sanctify Relic, bear’s endurance. Prerequisites: Craft Wondrous Item, vam-
EYES OF POWER LEECH piric touch or power leech (EPH 124).
Cost to Create: 6,000 gp, 240 XP, 6 days.
Price (Item Level): 10,000 gp (12th) Cost to Create: 5,000 gp, 400 XP,
EYES OF Body Slot: Face 10 days.
EXPANDED VISION Caster Level: 7th
Aura: Moderate; (DC 18) enchantment EYES OF POWER
Price (Item Level): 3,200 gp (8th) Activation: Standard (command) LEECH, VAMPIRIC
Body Slot: Face Weight: —
Caster Level: 3rd Price (Item Level): 20,000 gp (15th)
Aura: Faint; (DC 16) divination Bluish energy plays about these silver-tinted Body Slot: Face
Activation: — lenses. Silver wires extend back to wrap around Caster Level: 15th
Weight: — the ears. Aura: Strong; (DC 22) enchantment
Activation: Standard (command)
These two ovals of murky glass are rimmed Once per day, you can drain power points Weight: —
with brass and linked by a brass arch. When from another psionic creature by meeting
resting on the bridge of a wearer’s nose, the its gaze. A selected target within 40 feet Gold wire rims these dark lenses and extends
glass magically clears. must succeed on a DC 16 Will save, or a back to wrap around the ears. Blue sparks of
connection of crackling energy is formed energy dance about them.
These lenses expand your field of vision. between the wearer and the victim. The
Flanking opponents gain only a +1 bonus connection drains 1d6 power points from As eyes of power leech, except that you
when attacking you instead of +2 (attack the target for every round that the wearer gain power points from the subject even
benefits that are conditional on flanking, concentrates (to a maximum of 7 rounds). if doing so would bring you over your
such as a rogue’s sneak attack damage, Concentrating to drain power points is a normal maximum. Furthermore, you
still apply because you remain flanked). full-round action. Each round, you gain can maintain concentration for up to 13
You gain a +2 competence bonus on Spot 1 power point from those drained from rounds. Power points you gain in excess of
checks but take a –2 penalty on saves the target (subject to your normal maxi- your maximum fade after 8 hours if they
are not spent before that time.
98
Prerequisites: Craft Wondrous Item, vam- Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item, clai- CHAPTER 3
piric touch and limited wish or power leech magic fang or magic weapon. raudience/clairvoyance, message.
(EPH 124) and bend reality (EPH 80). CLOTHING
Cost to Create: 4,150 gp, 332 XP, 9 days. Cost to Create: 3,000 gp, 240 XP, 6 days.
Cost to Create: 10,000 gp, 800 XP, Illus. by E. Cox
20 days. FARSPEAKING AMULET FIENDHELM
EYES OF TRUTH Price (Item Level): 6,000 gp (10th) Price (Item Level): 10,000 gp (12th)
Body Slot: Throat Body Slot: Head
Price (Item Level): 5,500 gp (10th) Caster Level: 5th Caster Level: 9th
Body Slot: Face Aura: Faint; (DC 17) divination Aura: Moderate; (DC 19) abjuration
Caster Level: 9th Activation: Swift (command) Activation: — and full-round
Aura: Moderate; (DC 19) divination Weight: —
Activation: — and swift (command) (command)
Weight: — This chain bears a large green crystal in its Weight: 2 lb.
center. Four smaller, removable charms of red
This pair of thin, crystal lenses has a faint crystal also hang from the pendant. This horned, black adamantine helm seems to
blue tint. absorb the light around it. The helm’s faceplate
To use a farspeaking amulet, one character shows a fiendish visage, and hellish orange light
Eyes of truth grant you improved visual wears the central crystal, while up to leaks from its eyes, nostrils, and mouth.
acuity, and can allow you briefly to see four others carry the four removable, red
the world as it truly is. While worn, the crystals. Removable crystals don’t occupy A fiendhelm allows an evil-aligned wearer
lenses grant you a +5 competence bonus a body slot, and can simply be carried. to emulate certain traits of evil extraplanar
on Spot checks. This is a continuous effect Charms can be removed or replaced as a creatures. Your melee attacks are treated as
and requires no activation. standard action. The wearer can, with a evil-aligned for the purpose of overcom-
standard (mental) action, return a single ing damage reduction. This is a continuous
In addition, you can activate the lenses charm to the amulet from any distance, as effect and requires no activation.
to gain a true seeing effect (as the spell) long as it is on the same plane.
for 1 round. This ability functions once In addition, a fiendhelm allows you to use
per day. When you activate the amulet, you create dispel good, inflict critical wounds, and resist
a link between yourself and any or all of the energy (electricity or fire only) as spell-like
Prerequisites: Craft Wondrous Item, characters carrying red charms, enabling abilities each once per day. Use your own
true seeing. all affected characters to converse as if character level as the caster level, and the
standing together. This effect lasts for up save DCs equal 10 + the spell level + your
Cost to Create: 2,750 gp, 220 XP, 6 days. to 10 minutes, and the amulet can be acti- Cha modifier.
vated three times per day. Only characters
FANGED MASK on the same plane as the amulet’s wearer A fiendhelm grants no benefit to non-
can participate in the conversation. evil wearers.
Price (Item Level): 8,300 gp (12th)
Body Slot: Face If you also wear a magic item that grants Prerequisites: Craft Wondrous Item,
Caster Level: 3rd you a competence bonus on Listen checks dispel good, inflict critical wounds, resist
Aura: Faint; (DC 16) transmutation when you activate the amulet, you can energy, evil alignment.
Activation: Standard (mental) choose to also listen to the environment
Weight: 1 lb. of any or all of the characters in the con- Cost to Create: 5,000 gp, 400 XP, 10 days.
versation as if you were present. The magic
Two rows of overlapping, mismatched teeth of the amulet allows you to differentiate FIERY TUNIC
form a curving ridge along the bottom of between the various locations without
this bronze half-mask’s spiny demonic visage. undue confusion. Price (Item Level): 5,000 gp (9th)
Snakes’ fangs, sharks’ teeth, filed human inci- Body Slot: Torso
sors, and other yellowed specimens create half Caster Level: 7th
of a monstrous maw. Aura: Moderate; (DC 18) conjuration
Activation: — and swift (command)
Weight: 2 lb.
When you activate a fanged mask, you This eye-catching tunic shifts and moves like
can make a natural bite attack. The bite liquid flame. A crystal shard burns a brilliant
deals 1d6 points of damage plus your red in the middle of the chest, fused seamlessly
Strength modifier (assuming you are with the cloth of the shirt.
Medium; see DMG 28 for details on
damage for larger and smaller crea- A fiery tunic grants you resistance to fire 5.
tures). This attack is treated as a magic This is a continuous effect and requires
weapon for the purpose of overcoming no activation.
damage reduction, and the bite damage
doesn’t stack with any bite attack you When you activate the tunic, it gener-
already have. ates a fire shield, as the spell (warm shield
effect only), that lasts for 5 rounds. In
Three times per day, upon biting a target addition, any melee weapons you hold
while activating the mask, you can force while the fire shield is active are treated
that creature to make a successful DC 13 as flaming weapons (DMG 224). You can
Fortitude save or be stunned for 1 round. deactivate this effect at any time with
99
Fiery tunic