Item descriptions | ||||
ObsahRingsClimbingThis ring is actually a magic leather cord that ties around a
finger. It continually grants the wearer a +5 competence bonus
on Climb checks. Faint transmutatation; CL 5th; Forge Ring, creator must have 5 ranks in the Climb skill; Price 2,500 gp. Climbing, ImprovedAs climbing, except it grants a +10 competence bonus on its
wearer's Climb checks. Faint transmutation; CL 5th; Forge Ring, creator must have 10 ranks in the Climb skill; Price 10,000 gp. CounterspellsThis ring might seem to be a ring of spell storing upon first
examination. However, while it allows a single spell of 1st
through 6th level to be cast into it, that spell cannot be cast
out of the ring again. Instead, should that spell ever be cast
upon the wearer, the spell is immediately countered, as a
counterspell action, requiring no action (or even knowledge) on
the wearer's part. Once so used, the spell cast within the ring
is gone. A new spell (or the same one as before) may be placed
in it again. Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp. Energy ResistanceThis reddish iron ring continually protects the wearer from damage from one type of energy - acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance
grants 10 points of resistance. A major ring of energy
resistance grants 20 points of resistance. A greater ring of
energy resistance grants 30 points of resistance. Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater). Feather FallingThis ring is crafted with a feather pattern all around its edge. It
acts exactly like a feather fall spell, activated immediately if
the wearer falls more than 5 feet. Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp. Force ShieldAn iron band, this simple ring generates a shield-sized (and
shield-shaped) wall of force that stays with the ring and can be
wielded by the wearer as if it were a heavy shield (+2 AC). This
special creation has no armor check penalty or arcane spell
failure chance since it is weightless and encumbrance-free. It
can be activated and deactivated at will as a free action. Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp. InvisibilityBy activating this simple silver ring, the wearer can benefit from invisibility, as the spell. Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp. Mind ShieldingThis ring is usually of fine workmanship and wrought from heavy
gold. The wearer is continually immune to detect thoughts,
discern lies, and any attempt to magically discern her
alignment. Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp. ProtectionThis ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5). SwimmingThis silver ring has a wave pattern etched into the band. It
continually grants the wearer a +5 competence bonus on Swim
checks. Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp. Water WalkingThis ring, set with an opal, allows the wearer to continually utilize
the effects of the spell water walk. Moderate transmutation; CL 9th; Forge Ring, water walk; Price 15,000 gp. RodsCancellationThis dreaded rod is a bane to magic items, for its touch drains
an item of all magical properties. The item touched must make a
DC 23 Will save to prevent the rod from draining it. If a
creature is holding it at the time, then the item can use the
holder's Will save bonus in place of its own if the holder's is
better. In such cases, contact is made by making a melee touch
attack roll. Upon draining an item, the rod itself becomes
brittle and cannot be used again. Drained items are only
restorable by wish or miracle. (If a sphere of annihilation and a
rod of cancellation negate each other, nothing can restore either
of them.) Strong abjuration; CL 17th; Craft Rod, mage's disjunction; Price 11,000 gp. Flame ExtinguishingThis rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges. Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod. If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges. A rod of flame extinguishing has 10 charges when found. Spent
charges are renewed every day, so that a wielder can expend
up to 10 charges in any 24-hour period. Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price 15,000 gp. Metamagic rodsMetamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod\'s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses. Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 3th level or lower. Lesser rods can be used with spells of 6rd level or lower, while greater rods can be used with spells of 9th level or lower. The wielder can cast up to three spells per day that are
empowered as though using the Empower Spell feat. Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater). enlargeThe wielder can cast up to three spells per day that are
enlarged as though using the Enlarge Spell feat. Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater). extendThe wielder can cast up to three spells per day that are
extended as though using the Extend Spell feat. Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater). maximizeThe wielder can cast up to three spells per day that are
maximized as though using the Maximize Spell feat. Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater). quickenThe wielder can cast up to three spells per day that are
quickened as though using the Quicken Spell feat. Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater). silentThe wielder can cast up to three spells per day without verbal
components as though using the Silent Spell feat. Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater). WondrousAmulet of Mighty FistsThis amulet grants an enhancement bonus of +1 to +5 on attack and
damage rolls with unarmed attacks and natural weapons. Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5). Amulet of Natural ArmorThis amulet, usually crafted from bone or beast scales,
toughens the wearer's body and flesh, giving him an
enhancement bonus to his natural armor bonus of from +1 to
+5, depending on the kind of amulet. Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5). Boat, FoldingA folding boat looks like a small wooden box - about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. A third word of command causes the boat or ship to fold
itself into a box once again. Faint transmutation; CL 6th; Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill; Price 7,200 gp;Weight 4 lb. Bracers of ArmorThese items appear to be wrist or arm guards. They surround the wearer
with an invisible but tangible field of force, granting him
an armor bonus of +1 to +8, just as though he were wearing
armor. Both bracers must be worn for the magic to be
effective. Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);Weight 1 lb. Gem of BrightnessThis crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp. Horseshoes of a ZephyrThese four iron shoes are affixed like normal horseshoes. They allow a
horse to travel without actually touching the ground. The
horse must still run above (always around 4 inches above) a
roughly horizontal surface. This means that nonsolid or
unstable surfaces can be crossed, and that movement is
possible without leaving tracks on any sort of ground. The
horse moves at its normal base land speed. All four shoes
must be worn by the same animal for the magic to be
effective. Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 6,000 gp;Weight 4 lb. (for four). Cloak of ArachnidaThis black garment, embroidered with a weblike pattern in
silk, gives the wearer the ability to climb as if a spider
climb spell had been placed upon her. In addition, the cloak
grants her immunity to entrapment by web spells or webs of
any sort - she can actually move in webs at half her normal
speed. Once per day, the wearer of this cloak can cast
web. She also gains a +2 luck bonus on all Fortitude saves
against poison from spiders. Faint conjuration and transmutation; CL 6th; Craft Wondrous Item, spider climb, web; Price 14,000 gp;Weight 1 lb. Cloak of Displacement, MinorThis item appears to be a normal cloak, but when worn by a
character its magical properties distort and warp light
waves. This displacement works similar to the displacement
spell except that it only grants a 20% miss chance on
attacks against the wearer. It functions continually. Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price 24,000 gp;Weight 1 lb. Horn of Goodness/EvilThis trumpet adapts itself to its owner, so it produces
either a good or an evil effect depending on the owner's
alignment. If the owner is neither good nor evil, the horn
has no power whatsoever. If he is good, then blowing the
horn has the effect of a magic circle against evil. If he is
evil, then blowing the horn has the effect of a magic circle
against good. In either case, this ward lasts for 1
hour. The horn can be blown once per day. Faint abjuration; CL 6th; Craft Wondrous Item, magic circle against good, magic circle against evil; Price 6,500 gp; Weight 1 lb. Periapt of WisdomAlthough it appears to be a normal pearl on a light chain, a periapt
of wisdom actually increases the possessor's Wisdom score
in the form of an enhancement bonus of +2, +4, or +6
(depending on the individual item). Moderate transmutation; CL 8th; Craft Wondrous Item, owl's wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6). Stone of Good LuckThis stone is typically a bit of rough polished agate or some similar
mineral. Its possessor gains a +1 luck bonus on saving
throws, ability checks, and skill checks. Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price 20,000 gp. Tome of Leadership and InfluenceThis ponderous book details suggestions for persuading and
inspiring others, but entwined within the words is a
powerful magical effect. If anyone reads this book, which
takes a total of 48 hours over a minimum of six days, he
gains an inherent bonus of from +1 to +5 (depending on the
type of tome) to his Charisma score. Once the book is read,
the magic disappears from the pages and it becomes a normal
book. Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb. Unguent of TimelessnessWhen applied to any matter that was once alive this ointment allows
that substance to resist the passage of time. Each year of
actual time affects the substance as if only a day had
passed. The coated object gains a +1 resistance bonus on all
saving throws. The unguent never wears off, although it can
be magically removed (by dispelling the effect, for
instance). One flask contains enough material to coat eight
Medium or smaller objects. A Large object counts as two
Medium objects, and a Huge object counts as two Large
objects. Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Price 150 gp. SpecificElven ChainThis extremely light chainmail is made of very fine mithral
links. Speed while wearing elven chain is 30 feet for Medium
creatures, or 20 feet for Small. The armor has an arcane
spell failure chance of 20%, a maximum Dexterity bonus of
+4, and an armor check penalty of -2. It is considered light
armor and weighs 20 pounds. No aura (nonmagical); Price 4,150 gp. Darkwood ShieldThis nonmagical heavy wooden shield is made out of darkwood. It has no
enhancement bonus, but its construction material makes it
lighter than a normal wooden shield. It weighs 5 pounds and
has no armor check penalty. No aura (nonmagical); Price 257 gp. Javelin of LightningThis javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14
half ). It is consumed in the attack. Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP. | ||||