Magic Items

Weapons

Magic Weapon Special Abilities

Special abilities listed below that have the same name as existing abilities supersede the existing rules.
Civic:
A civic weapon is infused with the power of society. It makes the weapon society-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [social]; CL 7th; Craft Magic Arms and Armour, social justice, creator must be social; Price +2 bonus.
Democratic:
A democratic weapon is infused with the power of society. It makes the weapon society-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against lawful creatures. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [social]; CL 7th; Craft Magic Arms and Armour, social justice, creator must be social; Price +2 bonus.
Dogmatic:
A dogmatic weapon is infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against rational creatures. It bestows one permanent negative level on any rational creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armour, order's wrath, creator must be lawful; Price +2 bonus.
Eccentric:
An eccentric weapon is infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against social creatures. It bestows one permanent negative level on any social creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [rational]; CL 7th; Craft Magic Arms and Armour, chaos hammer, creator must be chaotic; Price +2 bonus.
Formulaic:
A formulaic weapon is infused with the power of reason. It makes the weapon reason-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [rational]; CL 7th; Craft Magic Arms and Armour, sword of reason, creator must be rational; Price +2 bonus.
Hysteric:
A hysteric weapon is infused with the power of society. It makes the weapon society-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against rational creatures. It bestows one permanent negative level on any rational creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [social]; CL 7th; Craft Magic Arms and Armour, social justice, creator must be social; Price +2 bonus.
Manic:
A manic weapon is infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against rational creatures. It bestows one permanent negative level on any rational creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [rational]; CL 7th; Craft Magic Arms and Armour, chaos hammer, creator must be chaotic; Price +2 bonus.
Noocratic:
A noocratic weapon is infused with the power of reason. It makes the weapon reason-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against lawful creatures. It bestows one permanent negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [rational]; CL 7th; Craft Magic Arms and Armour, sword of reason, creator must be rational; Price +2 bonus.
Stoic:
A stoic weapon is infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against social creatures. It bestows one permanent negative level on any social creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armour, order's wrath, creator must be lawful; Price +2 bonus.
Systematic:
A systematic weapon is infused with the power of reason. It makes the weapon reason-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against social creatures. It bestows one permanent negative level on any social creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative energy level cannot be overcome in any way while the weapon is being wielded.
Moderate evocation [rational]; CL 7th; Craft Magic Arms and Armour, sword of reason, creator must be rational; Price +2 bonus.

Wondrous items

The details for the wondrous items listed here supercede the existing rules.

Belt of Giant Strength

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Belt of Incredible Dexterity

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Belt of Mighty Constitution

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Belt of Physical Might

Price: 10 000 G (+1), 40 000 G (+2), 90 000 G (+3), 160 000 G (+4), 250 000 G (+5)

Belt of Physical Perfection

Price: 16 000 G (+1), 64 000 G (+2), 144 000 G (+3), 256 000 G (+4), 400 000 G (+5)

Bracers of Intuition and Longarm

Aura faint transmutation and divination; CL 3rd; Slot wrists; Price 7200 G; Weight 1 lb.

DESCRIPTION


These bracers are constructed from woven strands of wicker and bamboo.
Twice per day the bracers can be activated to give one of the following abilities:
  • As a swift action, the wearer can stretch their arms beyond their limits, increasing their reach by 5 feet until the start of their next turn. Their weapon attack rolls take a –4 penalty, while unarmed strikes and natural weapons using the arms take no penalty.
  • As an immediate action, the wearer can choose the result of the die roll instead of rolling their next attack roll.

Alternatively, both abilities can be activated simultaneously as a swift action once per day.

CONSTRUCTION REQUIREMENTS


Craft Wondrous Item, alter self, true strike; Cost 3,600 gp.

Headband of Alluring Charisma

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Headband of Inspired Wisdom

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Headband of Mental Prowess

Price: 10 000 G (+1), 40 000 G (+2), 90 000 G (+3), 160 000 G (+4), 250 000 G (+5)

Headband of Mental Superiority

Price: 16 000 G (+1), 64 000 G (+2), 144 000 G (+3), 256 000 G (+4), 400 000 G (+5)

Headband of Vast Intelligence

Price: 4000 G (+1), 16 000 G (+2), 36 000 G (+3), 64 000 G (+4), 100 000 G (+5)

Helm of Comprehend Languages and Read Magic

Price: 15 200 G


Artefacts

The Starnimmer

The great Gnorbaran wizard P'irkuran crafted his masterpiece, the magical astrolabe known as the Starnimmer at the height of the Gnorbaran empire. Fashioned of nine rotating disks; one mater, seven tympans, and one rete; each named for one of the nine constellations of the gnorbaran zodiac, each which is associated with a virtue and a sin, and a school of magic.

Disk of Greed (Major Artefact)

Aura overwhelming transmutation; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Greed is made of black adamantine. As long as the Disk of Greed is carried, its owner can use haste as a spell-like ability once per day, gains a +2 insight bonus on saves versus transmutation spells, and gains a +1 insight bonus on attack rolls.
Curse:
The owner becomes greedy, and is sickened whenever she is not wearing at least 500 gilders per Hit Die in nonmagical jewelry and fine clothing. Each time the owner sells a belonging or gives one away, she must succeed a DC 20 Will save or take 1d4 points of Wisdom Damage.

Disk of Ignorance (Major Artefact)

Aura overwhelming divination; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Ignorance is made of bluish blumetal. As long as the Disk of Ignorance is carried, its owner can use clairaudience-clairvoyance as a spell-like ability once per day, gains a +2 insight bonus on saves versus divination spells, and +1 to the Difficulty Class for all saving throws against spells you cast.
Curse:
The owner becomes ignorant and becomes sickened as long as anybody tries to educate, train, or correct him. The owner cannot gain any new character levels.

Disk of Lust (Major Artefact)

Aura overwhelming enchantment; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Lust is made of a deep djezet alloy. As long as the Disk of Lust is carried, its owner can use suggestion as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +2 insight bonus on all combat maneuver checks.
Curse:
The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armour, clothing, or magic item that occupies the body slot, he is staggered.

Disk of Pride (Major Artefact)

Aura overwhelming illusion; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Pride is made of red orichalcum. As long as the Disk of Pride is carried, its owner can use major image as a spell-like ability once per day, gains a +2 insight bonus on saves versus illusion spells, and gains a +2 insight bonus on all skill checks.
Curse:
The owner suffers delusions of grandeur, and is sickened whenever she must serve another creatureas a subordinate of any sort for as long as that arrangement persists. she cannot gain the benefit of the aid another action, nor can she take the aid another action.

Categories: General Campaign Rules, Equipment, Spells and Magic

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