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.

Musical Instruments

Magical musical instruments, apart from those that are or double as wondrous items, can imbue an enhancement bonus to both mundane performances and bardic performances. The enhancement bonus of the magic item is applied to any numeric bonus imparted by a bardic or similar performance. Magical musical instruments can have bonuses ranging from +1 to +3. The musical instrument's priceis equal to the square of the bonus in orichalcum bars.


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.

Activated by a pale blue rhomboid (+2 enhancement bonus to Strength)

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.

Activated by an amethyst pyramid ioun stone (hide from undead)

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 rolls.
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.

Activated by a pink and green sphere ioun stone (+2 enhancement bonus to Charisma)

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.

Activated by a scarlet and blue sphere ioun stone (+2 enhancement bonus to Intelligence)

Disk of Gluttony (Major Artefact)

Aura overwhelming necromancy; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Gluttony is made of pale inubrix. As long as the Disk of Gluttony is carried, its owner can use vampiric touch as a spell-like ability once per day, gains a +2 insight bonus on saves versus necromancy spells, and increases his hit points by 1 point per Hit Die.
Curse:
The owner is always hungry and thirsty, and is sickened whenever he has not eaten food in the past hour. The owner must make a DC 20 Will save to resist consuming any food or beverage (including potions and the like) they carry immediately. If the save is successful, the owner can resist the urge for 1 hour before being forced to make the save again.

Activated by a pink rhomboid ioun stone (+2 enhancement bonus to Constitution)

Disk of Apathy (Major Artefact)

Aura overwhelming universal; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Apathy is made of iridescent valentite. As long as the Disk of Apathy is carried, its owner can use inspiration as a spell-like ability once per day, gains a +1 insight bonus on all saving throws versus spells and spell-like abilities, and gains a +4 insight bonus on initiative checks.
Curse:
The owner becomes very apathetic, and is sickened for one hour whenever forced to make a decision. In combat, the owner is only able to attack creatures who threaten or attack her first.

Activated by a thorny ioun stone (+2 on class of combat maneuvers)

Disk of Envy (Major Artefact)

Aura overwhelming abjuration; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Envy is made of shimmering green noqual. As long as the Disk of Envy is carried, its owner can use dispel magic as a spell-like ability once per day, gains a +2 insight bonus on saves versus abjuration spells and spell-like abilities, and gains a +1 insight bonus to AC. If combined with the +1 insight bonus from a dusty rose prism ioun stone, then the disk and ioun stone grant DR 1/—
Curse:
The owner covets the success, wealth, and appearance of all other creatures, and becomes sickened whenever they are within 30 feet of any creature of the same race or character class as themself. Physical contact with such a creature nauseates the owner for 2d6 rounds if they fail a DC 26 Fortitude save.

Activated by a dusty rose prism ioun stone (+1 insight bonus to AC)

Disk of Wrath (Major Artefact)

Aura overwhelming evocation; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Wrath is made of sparkling silver siccatite that feels hot one day, but cold the next. As long as the Disk of Wrath is carried, its owner can use fireball as a spell-like ability once per day, gains a +2 insight bonus on saves versus evocation spells, and gains a +2 insight bonus on all weapon damage rolls.
Curse:
The owner becomes addicted to violence, and is sickened whenever they haven't brought a living creature to -1 hit points or fewer within the last hour. Once the owner attacks a creature, they must make a DC 20 Will save if she wants to cease attacking; otherwise, they do what they can to kill the creature.

Activated by a deep red sphere ioun stone (+2 enhancement bonus to Dexterity)

Disk of Sloth (Major Artefact)

Aura overwhelming conjuration; CL 25th
Slot none; Weight 1 lb.
Description:
The Disk of Sloth is made of blue-green glowing abyssium. As long as the Disk of Sloth is carried, its owner can use summon monster III as a spell-like ability once per day, gains a +2 insight bonus on saves versus conjuration spells, and gains a +4 insight bonus on all concentration and caster level checks.
Curse:
The owner becomes lazy and sedentary,and becomes sickened for 1 hour whenever they make more than a single move in any round. All of the owner's movement speeds are halved.

Activated by an incandescent blue sphere ioun stone (+2 enhancement bonus to Wisdom)

The Starnimmer reassembled (Major Artefact)

Aura overwhelming all schools; CL 25th
Slot none; Weight 7 lbs.

Description

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.

Until activated, the Starnimmer appears only as a stack of nine metal disks. The nine disks shimmer different hues of colour owing to the different metals of their construction.
Once activated, the Starnimmer floats near the user, and the disks animate, turning slowly to impart isnight to the user. The starnimmer glows a cool white light as if generated by a daylight spell, emitting star like motes that dance around the astrolabe and the user, sometimes drifting as far as the illumination generated by the item spreads. The floating Starnimmer stays with the user, following them wherever they go and even teleporting along with them. Although the Starnimmer is not in physical contact with the user, it is in all ways treated as if it were an attended object being held or carried. The Starnimmer implants knowledge of all its powers and how to activate them into the mind of anyone who activates it in this way.

The activated Starnimmer protects its user in a number of ways. First, it constantly infuses the wearer with magical energy, granting them fast healing 5. Second, it grants the user the constant effects of a foresight spell (providing a +2 insight bonus to AC and on Reflex saves, and preventing the user from ever being surprised or flat-footed). Third, up to once per day, the Starnimmer can target its wearer with true resurrection the instant they are slain—they need not activate this power, as the Starnimmer automatically triggers if the user is killed.

The user at any time can change which of the disks is "in lecture" without disassembling and reassembling the Starnimmer; the disks simply magically reorder themselves and they immediately gain an additional defense and the use of a spell-like ability, usable at will, as detailed below. The user may change which disk is in lecture as a standard action by concentrating, but cannot change the disk to an “oppositional” disk. The effects granted by each of the Starnimmer's disks (as well as the two oppositional disks for each) are listed at the end of this item description.

As an immediate action (but no more often than once per 6 seconds), the current user of the Starnimmer may cause the artefact to instantaneously transfer itself to another willing creature within 120 feet. The Starnimmer teleports from the current user and appears next to the target creature. As it does so, it unleashes a surge of potent magic that affects both of these creatures, granting a +2 insight bonus on all saving throws for 1 round and healing each creature of 2d8+10 points of damage. This transfer occurs so quickly that it can grant the bonus on a saving throw after the saving throw itself has been rolled, but it must be made before the result of that role is confirmed by the GM. Likewise, the healing granted can occur in the instant before a creature actually takes damage from any source, which could heal a heavily wounded target before the additional damage renders it unconscious or even kills it.

As a standard action, the user of the Starnimmer can take a reading of the exact coordinates of the location where they are standing. The Starnimmer enables its user to recall the exact coordinates of nine such locations at a time.
Nine times per day, the user of the Starnimmer can teleport as per teleport. If the user selects a location that they know the exact coordinates of, the spell functions as greater teleport.
As a swift action, at will, the user of the Starnimmer can teleport themselves to any spot within 120 feet that happens to be either due north, east, south, or west from their starting location.

Each of the Starnimmer's disks contains an ioun stone embedded in a small receptacle, representing the brightest star of the zodiac constellation featured in the disk. These ioun stones cannot be removed as long as the Starnimmer is whole, and they help to power the following additional abilities when one of the disks is in lecture.
The Bear (Zeal): Made of siccatite. Grants a +4 insight bonus on weapon damage rolls and ice storm as a spell-like ability. Opposed by the Rabbit (Love) and the Tortoise (Patience).
The Boar (Generosity): Made of inubrix. Grants fast healing 10 (this replaces the standard fast healing granted by the Starnimmer) and fear as a spell-like ability. Opposed by the Dragon (Wealth) and the Owl (Inspiration).
The Dragon (Wealth): Made of adamantine. Grants a +4 insight bonus on attack rolls and beast shape II as a spell-like ability. Opposed by the Boar (Generosity) and the Monkey (Ambition).
The Fish (Humility): Made of bluemetal. Grants a +4 to the Difficulty Class to all spells you cast and scrying as a spell-like ability. Opposed by the Lion (Honesty) and the Owl (Inspiration).
The Lion (Honesty): Made of orichalcum. Grants a +8 insight bonus on skill checks and greater invisibility as a spell-like ability. Opposed by the Fish (Humility) and the Rabbit (Love).
The Monkey (Ambition): Made of noqual. Grants a +4 insight bonus to AC and dimensional anchor as a spell-like ability. Opposed by the Dragon (Wealth) and the Tortoise (Patience).
The Owl (Inspiration): Made of valentite. Grant a +8 insight bonus on initiative checks and inspiration as a spell-like ability. Opposed by the Boar (Generosity) and the Fish (Humility).
The Rabbit (Love): Made of djezet. Grants a +4 insight bonus on combat manoeuver rolls and charm monster as a spell-like ability. Opposed by the Bear (Zeal) and the Lion (Honesty).
The Tortoise (Patience): Made of abyssium. Grants a +8 insight bonus on concentration and caster level checks and haste as a spell-like ability. Opposed by the Bear (Zeal) and the Monkey (Ambition).

Ice Drake Short Sword/Dagger


Categories: General Campaign Rules, Equipment, Spells and Magic

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