Magic ItemsCopyright © 2004 by Bob Hall Return to D&D® Note: Any resemblance of any items described below to magical items employed in a work of fiction or elsewhere is purely coincidental. Contents
Abul'jiit: This potion consists of a transparent liquid with a faint burnt sienna hue. Small bits of a dark residue have settled to the bottom, and when stirred they resemble a finely chopped herb suspended in oil. The liquid has a barely detectable scent of yeast mixed with a slightly smoky aroma. It does have a mild berry taste with a lightly oily texture. The liquid can be readily mixed with most savory meals without leaving a detectable taste or scent, unless somebody with the scent ability was to closely examine the food. When served on light meals that have only mild flavoring, however, there is a slight chance of the scent or taste being detected on a successful Wisdom check at DC 17. Casting identify on this liquid will reveal the weakest of the magical properties of the potion, determining that it provides some type of magical immunity to one or more spells. The potion is specifically warded against purify food and drink and detect poison by means of a spell immunity spell cast at 8th level. This immunity is automatically activated once the liquid is poured onto edible food, then only lasts for a period of eighty minutes before waning in power. When a full ounce of the liquid is consumed, it protects the subject with spell resistance cast at 9th level. This provides SR 21 for a period of nine minutes. Unfortunately this magical effect has the deliberate limitation that the individual consuming the liquid can not voluntarily lower the spell resistance to allow spells to be cast. However the effect can be resisted by a successful Will saving throw at DC 19, or with pre-existing spell resistance. Because a potent alchemical toxin has also been mixed in with the potion, attempting to magically delay or neutralize this toxin can be exceptionally difficult. The poison typically used in this formulation is known as Abul’jiit. It is ingested; DC 18 to save; inflicts initial damage of 2d6 Con and 1d6 Wis, then secondary damage of 2d4 Con a minute later. Note that the initial Con damage will penalize the Fort save versus the secondary damage. (The base cost for a single dose of Abul’jiit is 400gp. This is included in the price below.) Assassin guilds sometimes requisition the creation of this toxin for use against targets that have the wherewithal to have their food purified by magical means. Moderate abjuration; CL 9th; Brew Potion, spell immunity, spell resistance, and at least 12 ranks in the Craft (Alchemy) skill; Price 2,000 gp. Alverghaj: This elegant scimitar has a fine, curved blade that is free from tarnish or other blemishes, and shows no runes or craft markings of any kind. The hilt is artfully carved from a single piece of blue ivory, and the guard is in the form of a mongoose rampant; whilst the pommel is shaped like a fluted onion that is twisted to form a sight spiral shape. Besides possessing the magical capabilities of a +1 scimitar, once per day upon speaking the name of the sword, the weilder has the ability to hold the sword in both hands and then detect poison as the 0-level spell cast at 1st level. When so doing, faint runes shimmer along the length of the blade in a serpentine fashion, and the sword turns dark grey if poison is detected. The sword Alverghaj no longer emits light, although it did at one time. Alverghaj was created for a hunter of venomous serpents in a distant land where snakes are a perpetual menace. The owner acquired something of a reputation for proficiency in this task, and as a result the sword gained a name and a legendary status out of all proportion to its true capabilities. The sword owner was eventually slain by a medusa, however, and the weapon has since travelled far from its original home. As a result its appearance is quite exotic for its current locale, although it handles just like a well-balance scimitar. The main difference being a slightly heavier tip with a curved notch in the back face. (As with a light tulwar.) Faint divination; CL 3rd; Craft Magic Arms and Armor, detect poison; Weight 41 lb.; Price 2,675 gp. Antiarch Sword: Save for the pommel, this dull metal sword will appear to be rusted and pitted with age when first discovered. Yet a thorough cleaning will reveal that it is still a very workable weapon that was clearly crafted by a master artisan. The hand guard is unusually elaborate and resembles the interlocking claws of a bird of prey. A large sapphire is mounted in the pommel and seems to glow with a faint inner light. The intricately decorated blade is shaped as a long sword with a slight notch in the back near the tip. Despite the appearance of the sword once clean, it is not magical in nature. Quite the opposite in fact, as the very essence of the sword is utter antipathy toward magic. The nonmagical sword blade is made out of adamantine, giving it a natural +2 enhancement bonus. The anti-magical nature of this weapon also provides the sword and its wielder with natural spell resistance 13. This makes the weapon highly valuable for those who hold a strong dislike for Wizards, and need a tool to hunt down practitioners of the dark arts. However the blade can never be magically enhanced, so spells such as magic weapon will automatically fail when cast on this sword. Creating this weapon requires repeated tempering of the blade in a vat of blood taken from creatures with natural magic resistance of 14 or higher. No aura; CL 5th; Price 19,500 gp; Cost 9,750 gp + 773 XP. Bag of Bones: When found this will appear to be a small sack made from a dry, flaking hide resembling rotting flesh. The sack is held shut by a leather drawstring, and there is an ivory skull of a tiny snake hung from the end of this cord. The bag will contain a number of small lumps that can be felt through the material. When opened the bag will constantly emit an eerie green mist that dissipates into the air and releasing the strong, fetid smell of rotting meat. Inside the bag are a seemingly endless number of finger bones, all taken from corpses long dead. Once a day a handful of bones can be pulled from the bag, then hurled at a location within 50 ft. to produce an unpredictable, magical effect. The result of this effect is determined by rolling on the table below, which can range from merely a curious phenomenon up to a fairly powerful necromantic spell. Any undead creatures summoned by the bones have average stats for beings of their type, and will serve the bag wielder for one hour before crumbling to bone dust. If any additional bones are pulled from the bag on the same day that the item has been used, they will fall apart and become useless. The bag can be used again only after midnight has passed. The first bag of this nature was crafted by the mad necrophile Cruxniche, a man noted for his highly unpredictable behavior and morbid sense of humor. A priest of a little known god of undeath as well as a practicing necromancer, Cruxniche mixed magical powers within the item in no sensible fashion.
The confounding and often convoluted formula created by Cruxniche must be followed exactly in order to manufacture this item. While the creation is not inordinately difficult for an item of this power, it does require a variety of unusual and scarce necromantic components that must be correctly processed if the bag is to function. While most are of negligible value, finding some of these components can require a fair degree of patience and contacts in various cities. The materials required for the spell are several sheets of good quality vellum; an ivory knife with a bone handle (50gp); a special light oil mixture (1gp); the hide of a stillborn calf, and a number of humanoid corpses meeting specific requirements. The sack for the spell is made from the calf hide, prepared in masterwork fashion by a skilled leather worker. Specific body parts are taken from the corpses of seven individuals who have died in particular types of accident. Thus it requires the left index finger bones from someone who bled to death by severing their left hand; the rotting liver of someone killed in a night fire; a scorched scalp from a person slain by lightning during a storm, and so forth. The body parts are ground into a fine pulp, then mixed with the light oil. This oil can be stored in a sealed jar for up to a year before the decay makes the mixture unusable. The caster must also prepare five tallow candles from the rendered fat of executed murderers. Finally, a month before the ritual is to be performed the passages of the ritual must be written in fresh blood on the vellum then left to dry on a moonless night. The ritual must be performed over an unmarked gravesite within a ring formed with the five burning tallow candles. Much of the ritual involves speaking a lengthy homage to the god of the dead in reverse. This must be done without error and while sitting naked and covered in the necrotic oil mixture. The caster then self-inflicts a number of small flesh wounds with the knife and mixes the blood with the oil using certain complex gestures. (These cuts cause a mild burning irritation lasting for several weeks. The irritation is unpleasant but is otherwise harmless.) The nicks must be formed into a specific pattern of runes. Once the runes are finished the oil mixture is scraped from the skin with the back of the knife and wiped on the interior of the bag. The requisite spells are now cast into the item in the proper order, with a pause between each spell to speak the next passage of the oddly worded activation ritual. Upon casting bane, the final spell, the sheets of vellum are burned over the candles to complete the ritual and seal the magic. Any attempts to adjust the formula to produce a more predictable bag of bones will inevitably meet with failure. Strong necromantic; CL 9th; Craft Wondrous Item, animate dead, arcane eye, bane, cause fear, darkness, daze, death knell, desecrate, enervation, ghoul touch, inflict moderate wounds, mage hand, obscuring mist, prestidigitation, ray of enfeeblement, sleep, spectral hand; Price 18,000 gp; Weight 1 lb. Book of Blessings: This remarkable philosophical treatise is written on the finest vellum, with each page magnificently decorated with beautiful panels and painstakingly printed in masterful calligraphy. It is bound in bronze-reinforced leather that is artistically shaped to represent a meditating monk seated upon a stone pedestal. The title inscribed into the binding reads, "The Golden Road of Many Journeys". The deep insight and personal lessons inscribed within the book will fill the reader with a sense of inner strength and wonder that provide a morale bonus while the lesson is being absorbed. Each time the owner of the book spends a full hour absorbing the philosophy provided by this book, she receives the benefit of a resistance spell lasting a full 24 hours. However the book can only provide this benefit for a limited number of such uses per individual. The lessons of the book can be absorbed a number of times equal to 10 + 5 per Intelligence modifier + 5 per Wisdom modifier. After the maximum number of lessons have been absorbed, the owner can gain no further benefit from the book unless their Intelligence or Wisdom modifiers are increased. Faint abjuration; CL 1st; Craft Wondrous Items, resistance, at least 9th level in Loremaster; Weight 3 lbs.; Price 2,000 gp. Boots of the Mist Master: These fine boots have gathered a much-storied history while passing from owner to owner with uncomfortable frequency. Few are the bards who can recount even a majority of the circumstances in which the boots have been employed, however, a fact not aided by the often secretive nature of past owners. These mysterious boots have a strange, nebulous property about them as if they aren't quite solid. Yet a touch will reveal a soft and very comfortable material that is surprisingly tough and durable. They can be readily pulled over the bare feet and lower legs of any being, and will immediately shift to fit themselves snuggly to the wearer. While worn they have the appearance of a misty coat of cotton, with a perfect whiteness that is untouched by any dirt or mud with which they may have had contact. These boots fit so well that the owner is scarcely even aware that they cover his feet. A master of the watery element of mist created these boots, and they are enchanted with a number of potent qualities associated with steam and vapor. The control of these properties requires merely a thought on the part of their owner, but these powers must be discovered through trial and error. The following spell-like powers can be used once per day.
The wearer can also see clearly through any mist, steam, fog, or dust as if the obstruction did not exist. Preparation of these masterwork boots requires the capture of a somewhat rare smoke elemental creature that is capable of becoming partially solidified. This elemental must be slain in a manner that preserves their solid form, a task usually performed with an intense attack of electrical energy. The form must then be carefully skinned with a specially prepared blade, then cleaned and tanned with selected ingredients formulated by an alchemist and then burned over a charcoal fire. Sewing the boots together is the next essential step, as the pattern of the needle holes is all-important in maintaining the magical harmony of the whole. This is done using dense, smoky tendrils taken from the remaining corpse of the elemental. Finally the boots are ritually instilled with a portion of the magical essence of the adept, who usually has been supervising all stages of the assembly. Faint abjuration, conjuration, divination, evocation, and transmutation; CL 5th; Craft Wondrous Items, clairvoyance, fly, fog cloud, gaseous form, gust of wind, resist energy, solid fog; Weight -; Price 75,800 gp. Bracelet of the Sun’s Blessed Light: This slender bracelet is crafted from polished bronze that is alloyed with a small amount of mercury. It is slender in the back then gradually tapers outward to a wider bulge that is set with a polished, oval stone of jasper between two ruby spinels. The band is decorated with a repeated pattern of circular bumps, with each set within a ring of eight small bumps. The interior of the band is perfectly smooth except for a stylized symbol of the sun in the center of the bulge. A double ring of runes is inscribed around this sun, giving blessings of the sun god that also serves as the activation phrases. The bracelet possesses several magical powers that are strongly associated with the sun and daylight. Because of this link a creature of the shadow or a priest of darkness can never use the powers of this bracelet. (Such a priest worships a deity that has a domain of Death, Evil, or a domain that corresponds to shadow, darkness, or the night, depending on the particulars of the campaign.) The wearer gains a +2 insight bonus to AC and saving throws versus attacks by such a priest, or from shadow creatures or beings that are damaged by exposure to normal sunlight. Once per day, upon speaking one of the inscribed blessings, the wearer can choose to activate either a spell of daylight or of searing light, causing both ruby spinels to glow with a dull light. However once activated in this manner the bracelet must either be exposed to direct sunlight for a period of one hour, or to a 3rd-level spell of sub-type light, such as daylight, or sunbeam, spell, before this power can be used again. In addition, at will the wearer can cause the jasper stone to glow continually as per the light spell. With a standard action this illumination can be varied by any level ranging from none up to the full amount of a light spell. However this ability will not function while the bracelet is within an area of magical darkness. The original such bracelet was crafted by Tempur Dalegold, a high priest of the sun god. It was intended as an aid to Aelia Shardsan, a champion and follower of the sun god, in her battle against the sinister forces of darkness and shadow. Faint evocation; CL 5th; Craft Wondrous Item, daylight, light, searing light, caster chose the sun domain; Price 44,800 gp. Cinder Boots: Curiously these magical boots appear to have been left in a fire, as they are badly charred and completely black from a thick layer of soot. In actuality they are perfectly functional and fully intact. The inner lining is an odd, slick material made from woven glassy strands that feel pleasant next to the feet. Cinder, the name of the boots, is emblazoned on the heel inside both boots. When worn the boots magically adjust themselves to snuggly fit the wearer, making an odd grating sound while doing so. The boots are noisy to wear and will leave a slight trail of charcoal dust, a feature that can be a nuisance in a tidy home. However the benefits of these shoes far outweighs any such minor inconveniences. The boots provide almost complete protection to the wearer's feet and body from any common form of heat or fire. The user can walk comfortably across hot coals, being protected against the burning cinders by a resist elements spell that absorbs the first 12 points of heat damage each round. She will also radiate an aura that places her in high esteem with any fire-based creature, including those from the elemental planes of fire or lava, gaining a +4 bonus to her Charisma score when dealing with these beings. Finally once per day the wearer can speak the name "Cinder" and cloak herself in a warm fire shield that erupts from the boots. Unfortunately the noise produced by the boots gives a -2 penalty to any Move Silently skill checks by the wearer. The soot left by the boots also gives a +2 bonus to any Wilderness Lore skill checks when attempting to track the wearer of the boots. Each day that the boots are left partly or completely submerged in liquid water, they must make a saving throw or disintegrate into ashes. The original boots were developed by the sorceress Alicia Cinder, and granted as a gift for her timely and heroic rescue by the Paladin Belgorn. The boots allowed Belgorn to safely travel through a range of active volcanoes to hunt his sworn enemy, an ancient red dragon by the name of Ghulghopyr.
Note that the boots can be destroyed by lengthy submersion, so they will never be found underwater. Moderate abjuration; CL 8th; Craft Wondrous Item, fire shield, resist elements; Cost 57,000gp; Weight 1 lb. Cloak of Sorrow: This unusual sleeved cloak is made from a colorful quilt of patches arranged in a peculiar, haphazard pattern that is somehow pleasing in appearance. Each time the cape is removed it magically changes the pattern of the quilt, so the cloak never has the same arrangement twice. Whenever it is being worn the colorful patches fade to much duller shades, making the cloak appear almost dark gray. Anybody of a non-lawful alignment that is wearing the cloak is automatically warded against fire as the endure elements spell cast at 1st level. If the wearer has a chaotic neutral or chaotic evil alignment, the cloak also provides the following magical abilities:
This cloak was created by the cult leaders of the trickster god Loki. Followers of Loki are loath to reveal their true beliefs, being fearful of the ill will this would create in some communities. As a result the priests created this powerful cloak to alter their true appearance, and then used it implement the will of Loki through various acts of mischief and strife. Strong necromancy and illusion; CL 13th; Craft Wondrous Item, Craft Magic Arms and Armor, alter self, chaos hammer, destruction, endure elements, at least +9 with Bluff, Diplomacy and Disguise skills, creator must be chaotic; Price 58,500 gp; Weight 1 lb. Crescent Riding Boots: The boots are magically enchanted to allow the owner to apply exquisite control of her mount, giving a +5 bonus to her riding skill and freeing her hands to fight any opponents. This improved control of the mount also allows her to fight more effectively while mounted, giving her a +1 bonus to her attack and damage rolls. Finally by speaking the command word 'alagorn' the rider can calm her panicked mount as the calm animal spell. The boots are less well suited for marching and provide little benefit while on the ground. The original boots were crafted for the commander of an elite cavalry unit, these fine riding boots are made of dark brown polished leather, with thick heels and tapered toes. The boots cover the lower portion of the leg to just below the knee, and they are ideally shaped for riding and controlling a mount. The only distinguishing features are the bronze crescents attached behind the ankles and the short protruding knobs of bronze at the back of the heels. Faint enchantment; CL 1st; Craft Wondrous Item, calm animal, at least 8 ranks in riding skill; Price 4,500 gp. Cummerbund of Crushing: This unusual piece of garb is a piece of fine crimson material that is worn around the waist. It is placed over any shirt, but beneath a vest or vestment. (For game purposes it is considered a vest magical item, but can be worn underneath a mundane vest.) It appears fitted for a medium-size humanoid creature, but will magically resize itself to fit snugly around the belly of any two-legged creature. The cummerbund has the magical property of allowing the wearer to apply a crushing squeeze to an opponent. This item gives the wearer a +2 enhancement bonus to their Strength. The wearer also receives an additional +2 weapon enhancement bonus when performing grapple checks and dealing damage to a grappled opponent. (The two bonuses stack to give a combined +3 bonus to grapple checks and damage.) Once per day by speaking a command word, a single creature that is larger in size than the cummerbund wearer can be targeted with a reduce spell as a standard action. If the target fails to resist this effect with a successful Fort save at DC 12, then they are reduced in size by 50% for a period of five minutes, so the dimension of the target shrinks by one size category and Strength is lowered -5. Moderate transformation; CL 5th; Craft Wondrous Item, Bull’s strength, reduce, caster must have the Weapon Focus feat for grapple; Price 19,250gp; Weight 1 lb. Curio Charm: These simple magical charms are created to serve a utilitarian purpose, and are intended only to perform a single minor trick once each day. Low ranking practitioners of magic typically craft such items to generate revenue for their research or other purposes, and will usually match their work to the particular requirements of the client. For this reason a curio charm is usually considered a decorative trinket, rather than a useful magic item. However a creative individual can find a use for even the most esoteric such object. Beads of Remembrance: This loop of silken thread is strung with a series of small pieces of polished agate, each with a hole drilled through the center. Once per day while the smooth beads are rubbed between the fingers, the wielder will gain a +1 bonus to any Intelligence-based skill check. The owner must have at least one rank in the knowledge skill being used. Faint divination; CL 1st; Craft Wondrous Item, guidance; Price 400 gp; Weight 1 lb. Bowl of Time: An elegant pottery bowl that is decorated with an untarnished white glaze, this item has a gently curving bump that starts in the center and spirals its way out to the edge. The bowl has a small hole in the center. Once per day the bowl will fill up to just below the lip with two gallons of pure, crystal clear water. This water gradually drips through the hole in the bottom, finally emptying after a full day has passed. The bowl then fills again to repeat the cycle. In this manner the bowl will serve as a simple timepiece, with the position of the water along the spiral indicating the time of the day. Faint conjuration; CL 1st; Craft Wondrous Item, create water; Price 400 gp; Weight 1 lb. Cloak of Massage: This light, dark brown cloak appears quite ordinary, except for a silver clasp consisting of a pair of hand-shaped buttons joined together by a short silver chain. Once per day when the wearer grasps both pins, the cloak will apply a gentle, relaxing massage to the neck and shoulder areas. The effect lasts for up to a full hour, or until the wearer again clasps both pins. Unfortunately while this massage is very relaxing, it is no substitute for a full night of rest. Faint evocation; CL 1st; Craft Wondrous Item, prestidigitation; Price 400 gp; Weight 1 lb. Cleaning Tail: The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness. Faint transmutation; CL 1st; Craft Wondrous Item, prestidigitation; Price 400 gp; Weight 1 lb. Crying Comb: This is an ornate comb crafted from a single piece of ivory. The handle on the back is sculpted in the shape of a young woman’s head whose hair cascades down to form the teeth of the comb. Once per day, when the comb is first run through some hair, the handle will emit an eerie keening sound of several mourners. This sound lasts for a full round before fading away, and functions as a ghost sound spell. Faint illusion; CL 1st; Craft Wondrous Item, ghost sound; Price 400 gp; Weight 1 lb. Dish of Warming: An elegant dish fit for use in a court, this item of pottery is expertly crafted and decorated in a pleasing manner. The edge of the dish is slightly raised to contain the food and to allow the item to be carried without getting burned by touching the contents. Once per day when hot food is placed on the dish, a magical trick of prestidigitation will serve to keep the contents nicely warm for a period of a full hour. Faint evocation; CL 1st; Craft Wondrous Item, prestidigitation; Price 400 gp; Weight 1 lb. Fork of Freshness: This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual. Faint transmutation; CL 1st; Craft Wondrous Item, purify food and drink; Price 400 gp; Weight 1 lb. Frosty Goblet: This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell. Faint evocation; CL 1st; Craft Wondrous Item, ray of frost; Price 400 gp; Weight 1 lb. Glove of Proper Disposal: The elegant glove of a male or female courtier, this magical item is intended to allow the owner to dispose of small, objectionable objects without requiring actual physical contact. The glove is made from clean white fabric that is almost silky to the touch, and is free from any sign of wear or tear. The only adornment is a violet fleur-de-lis stitched on the back of the hand. Once per day the wearer can point the glove in the direction of an object, then employ the item exactly in the manner of a mage hand spell to move the objectionable item about. Faint transmutation; CL 1st; Craft Wondrous Item, mage hand; Price 400 gp; Weight 1 lb. Glow Fairy: This charm is a small crystal sculpture of a fairy perched upon a toadstool. It will sit upright on any flat surface like an ornament. Once a day when grasped by the thick stem of the toadstool, the glow fairy will glow as a light spell for a period of ten minutes. Faint evocation; CL 1st; Craft Wondrous Item, light; Price 400 gp; Weight 1 lb. Good Luck Charm: The item consists of the severed foot of a small, furred animal attached to a simple brass cap. On the back of the cap is a loop that can be used to suspend the item from a necklace or slender chain. Once per day this charm can be clasped in the hand, providing a +1 bonus to any one saving throw, or a +1 bonus to a skill check for any skill not based on Intelligence. This luck bonus functions identically to that provided by a guidance spell. Faint divination; CL 1st; Craft Wondrous Item, guidance; Price 400 gp; Weight 1 lb. Medal of Virtue: A bronze medal bearing the image of a celestial being hangs from a gold and white-hued ribbon. The medal has a clasp allowing it to be attached to soft garb at the proper location in the heft chest. When the medal is rubbed for luck, the bearer gains 1 temporary hit point lasting for a minute. While it is active, the medal glows with a faint yellow hue. Faint transmutation; CL 1st; Craft Wondrous Item, virtue; Price 400 gp; Weight 1 lb. Mending Clam: This item appears to be a silver ornament shaped like a seashell. It is hinged on the base and the shell can be opened when a small clasp along the top is released. The interior of the shell is lined with a pearly white material that sparkles in the light. When an object with a small break or tear is placed completely within the halves and the shell pressed closed, the shell magically mends the item as a mending spell. The shell will hold an object weighing up to one pound inside, but will only function once per day. Faint transmutation; CL 1st; Craft Wondrous Item, mending; Price 400 gp; Weight 1 lb. Pillow of Blissful Rest: A circular pillow with an embroidered silk cover and filled with soft down, this item provides an abnormally comfortable rest regardless of the surface on which it rests. Once per day when the owner receives at least an hour of sleep while resting with her head on this pillow, she receives a single additional hit point of magical healing. This healing functions as a cure minor wounds spell. Faint conjuration; CL 1st; Craft Wondrous Item, cure minor wounds; Price 400 gp; Weight 1 lb. Pin of Fellowship: This small tin medallion is shaped in the form of a heater shield bearing a particular heraldic emblem. It can be attached to an article of clothing by a clasp on the back, or hung from the neck by a chain. Once per day the wearer of the pin can apply a spell of resistance to an individual by holding the object in one hand while touching the target with the other hand. The magical effect gives a +1 resistance bonus to any saves by the target during the next minute. Faint abjuration; CL 1st; Craft Wondrous Item, resistance; Price 400 gp; Weight 1 lb. Pipe of Direction: This object is a dull black stone is just large enough to fit comfortably in the palm of the hand. It has been meticulously sculpted in a somewhat abstract shape of a fly. There is an opening in the nose of the object and a second hole at the tail. Once per day when the owner blows into the tail opening, a small flying insect will erupt from the opening in the front, then proceed to fly away in the direction of true north. After a moment the insect will disappear in a small puff of dust. Faint divination; CL 1st; Craft Wondrous Item, know direction; Price 400 gp; Weight 1 lb. Rainbow Headdress: This wig is made from long, curly hair that naturally cascades down over the shoulders of the owner. Firmly attached to the lining of the skull cover are concentric rings of multi-colored beads. Once per day these beads can be pinched in various combinations to produce startling color patterns in the wig, with the results being formed by a prestidigitation spell that remain in effect for a full hour. In addition to the typical hair colors, various bright and subdued hues can be applied as well as assorted streaks and bands. With a little work the wig can also be changed to different hairstyles. However learning the proper combinations to produce a particular result will require 1d4 weeks of practice. Faint illusion; CL 1st; Craft Wondrous Item, prestidigitation; Price 400 gp; Weight 1 lb. Scarf of Avoidance: When a guest grows too tedious during a social gathering and the person wants to escape the conversation, they can employ this item. It consists of a silken scarf dyed in a subtle but attractive manner. Once per day when the scarf is waved in the general direction of the target, it will subject the individual to a daze spell. Faint enchantment; CL 1st; Craft Wondrous Item, daze; Price 400 gp; Weight 1 lb. Sparkling Sphere: This object consists of a small, bronze sphere mounted on an ornate bronze base. The sphere is punctured by a series of many small holes and a few recognizable forms, typically in the shape of animals, common objects. To activate the item, it must be picked up and shaken slightly, then placed down on its base. Upon doing so four points light sources appear within the sphere, and begin moving about in random orbits. These lights are as bright as torches, and they project through the bronze sphere to cause moving sparks of illumination to dance across the walls of the room. The sphere can be used once per day and the entertaining lights show lasts for a full minute. Faint evocation; CL 1st; Craft Wondrous Item, dancing lights; Price 400 gp; Weight 1 lb. Stinging Thimble: Shaped like a brass thimble that fits over the end of a finger, this ornament is unadorned except for a slight bump at the tip. Once per day the wielder can touch a target with the ornament and a magical talon will appear from the tip to sting the foe for a single hit point of damage. This talon will penetrate armor to inflict a wound as an inflict minor wounds spell. Faint necromancy; CL 1st; Craft Wondrous Item, inflict minor wounds; Price 400 gp; Weight 1 lb. Demiform Boots: There are several different forms of these boots, but their general purpose remains the same. They resemble a carefully preserved lower limb or appendage of a beast, complete with the outer hide and any particular hoof, paw, or tail the creature possessed. The only feature that would indicate these are actually boots rather than a stuffed trophy of a hunt are the openings into which the feet can be thrust. From the shape and size of these boots it does not appear that anybody could comfortably wear this footwear, but the interior is magically enchanted to hold the feet and lower legs in a lined extra-dimensional pocket. While wearing the boots, a medium-size humanoid can once per day choose to undergo a transformation into the form of an enchanted creature at will as a full round action, and gains the physical abilities of that life form. The transformed wearer is affected in all respects as by a polymorph spell. Reversing this process can also be performed at will by spending a round on the process. The process of transformation is a disturbingly noisy one, however, giving a +8 bonus to any Listen skill checks to hear the individual change form. Boots of the Centaur: These shoes appear to be made from the lower hind legs of a horse. When worn by a medium-size humanoid, these will alter the lower body of the wearer into a horse, while the area of the body above the waist retains its normal form. The wearer has Str 18, Dex 14, and Con 15. The size changes to Large; she has +2 natural armor, and she gains four hooves that allow two hoof attacks and provide a ground movement of 50 ft. Moderate transmutation; CL 8th; Craft Wondrous Item, polymorph; Price 64,000 gp; Weight 1 lb. Boots of the Harpy: This footwear resembles a pair of claws from a large predatory bird. When worn by a medium-size humanoid, these will transform the owner into a bird-like being. The wearer will retain the head and breasts of her normal form, but the remainder will change into a huge, filthy bird. The wearer has Str 10, Dex 15, and Con 10. She has +1 natural armor; she can attack with two claws, and can move 20 ft. across the ground or fly at 80 ft. Moderate transmutation; CL 8th; Craft Wondrous Item, polymorph; Price 64,000 gp; Weight 1 lb. Boots of the Merfolk: This footwear resembles the tail fin from a large fish. It only has a single slit at the top into which both feet can be inserted, typically making it only useful for wearing while swimming. When worn by a medium-size humanoid, this footwear will transform the owner into a member of the Merfolk. The wearer will retain the head and breasts of her normal form, but the remainder will change into a scaled tail. She has Str 10, Dex 12, and Con 12, and can move 5 ft. on the ground or 50 ft. by swimming. Moderate transmutation; CL 7th; Craft Wondrous Item, polymorph; Price 56,000 gp; Weight 1 lb. Boots of the Sphinx: This footwear looks like the back legs of a hunting cat. When worn by a medium-size creature, these will transform the owner into an Androsphinx, with a body the shape of a lion and the wings of an eagle will sprout from the back. While in this form the wearer will retain only the head and neck. A wearer has Str 25, Dex 10, and Con 19. Her size changes to large; she gains +13 natural armor; and she can attack with claws and a rake attack. She is able to move 50 ft. across the ground or fly 80 ft. Moderate transmutation; CL 10th; Craft Wondrous Item, polymorph; Price 80,000 gp; Weight 1 lb. Forming a pair of these boots requires an actual physical specimen from which to form a magical template. A precise cast must be made of the lower body parts using a specially prepared plaster material and then the surface must be completely coated with fresh blood of the specimen. A master craftsman then shapes the hide of the creature around the cast, performing much the same task as a taxidermist in reforming the lower body parts of the creature. While this is being done the caster is endowing the physical form of the boots with the transformational power they will gain. Rarer and more potent beasts require greater magical skill to accomplish this task, as well as difficult to obtain materials to prepare the boot material. Devout Tear: These translucent crystalline objects are shaped in the form of falling raindrops. They are just large enough to be held comfortably in the hand, and have a texture similar to smooth granite. When examined in the daylight they appear pale white in hue, and sparkle slightly with a rainbow of hues that shift as they are turned about. In low lighting the drops glow with a faint inner light. When commanded the devout tear immediately vanishes from the hand of the owner and reappears as a mysterious aura about the head and upper body. The owner can restore the devout tear to physical form at will, or it will appear in his hand immediately upon his death. The devout tear bestows a divine gift upon the owner that allows him to call upon the unique powers of his deity in time of need. The wearer of the aura gains a +2 bonus to any Knowledge (religion) skill rolls. Once per day, while the aura is active, the owner can also exchange any one of his remaining, uncast domain spells for any other domain spell of that deity at the same level. The domain chosen need not be one that the priest has selected. Thus a priest of a god with domains of good, law, luck, or strength can trade a memorized domain spell for another spell at the same level from any one of the other three domains. However the priest must still supply any components and experience points needed by the replacement spell. Each devout tear is keyed to a particular faith, so it will never function for a priest of a different deity. A priest can only use a single devout tear. It does not prevent any other magic items from being used. The drop is formed from the tears of the collected priesthood while they are engaged in rapturous prayer, then blessed with the most sacred essence of the order. Completing the tear requires the cooperation of at least two or more priests who together are capable of casting all domain spells of their common deity. Strong transmutation; CL 17th; Craft Wondrous Item, two or more priests who can collectively cast all spells from all domains of their common deity, at least 6 ranks in Knowledge (religion); Price 110,000 gp. The powers of the figurehead can only be invoked while holding the ring attached to the mane, and only one person at a time can command the item.
Legend holds that this figurehead was crafted for the self-styled Dragonlord of a northern archipelago. This tyrant ruled his lands with an iron fist, and ever hungered for new conquests. To aid in his schemes, the Dragonlord's powerful witch-queen crafted this device to be mounted on the flagship of her lord's fleet. With the awesome power of this device at his command, his queen augured that no power on the seas could withstand his conquering fleet. It came, thereby, that the Dragonlord was finally to suffer defeat by his own greed when, in an attempt to conquer the capital of his final foe, he ventured deep inland along a major river. It was here that the fleet was destroyed by a combination of powerful magic; an artfully crafted boom strung across the river, and the reckless bravery of the defenders. The ship and its figurehead went down in a blaze of glory, and the device has been unseen for many years. Legend holds that it now sits as a trophy in the throne room of an underwater palace, although this is likely a baseless rumor. Strong evocation, moderate enchantment, and fainbt abjuration; CL 15th; Craft Wondrous Item, crushing despair, incendiary cloud, protection from arrows, wind wall; Weight 40 lbs.; Price 300,000 gp. The ebony wyrm is a +2 large shield of acid resistance. As a normal action the wielder can cause the head of the wyrm emblem to spit a glob of acid at any target within 30 ft., attacking as an acid arrow spell cast by a 3rd level wizard. Once per day, upon speaking a command word, the shield will emit a billowing cloud of acid about the wielder as the acid fog spell. The shield wielder is completely immune to this acidic mist. Finally the wielder gains the ability to speak and understand draconic. Strong conjuration and faint abjuration; CL 15th; Craft Magic Arms and Armor, acid cloud, acid arrow, resist elements, ability to speak Draconic; Price 90,750 gp. Fated Ring of Falling: An identify spell will imply that this is a ring of feather falling, and indeed it will so activate whenever the wearer falls more than 3 ft. However, each time the feather fall power is activated there is a 25% chance that it will also activate a dispel magic that affects the wearer. This dispel will automatically negate the feather fall effect. After the dispel magic has been activated the ring becomes cursed and it can not be removed. Moderate abjuration and faint transmutation; CL 5th; Forge Ring, dispel magic, feather fall; Price 31,500 gp. Feather Sword: The blade of this sword is formed from a flawless, dark brown feather from a giant eagle. The feather is over three feet in length and emits a faint, silvery aura. The polished bronze guard is in the form of an eagle's claws, while the pommel is shaped as a hooked eagle's beak. The grip is covered in a soft down of speckled white feathers that provide a comfortable and satisfactory hold. The sword can not be readily inserted into a scabbard, so instead it is hung from a hook on the belt. In spite of the frail appearance of this weapon, it is surprisingly durable and effective in combat. The sword is a +2 weapon that is +4 to hit creatures while they are flying. Each swing of the feather blade produces a giant, silvery claw of force that rakes the opponent with razor sharp talons, doubling the threat range of the weapon as per the keen edge spell. This claw will also appears when the weapon is used for other purposes, allowing the feather sword to be employed much like a magical long sword. Because the wielder can not apply their physical strength through the flexible feather blade, no strength modifier is applied to the attack or damage rolls. Since little strength is required to strike a foe, however, the weapon is especially well suited to use while flying. It can be wielded without any penalty that might normally be imposed for engaging in melee while in mid air. The individual wielding the weapon gains a +2 bonus to their Spot skill and can use feather fall at will as the spell cast by an 8th level Sorcerer. The origins of this unusual blade are a mystery, although its elegant craftsmanship bespeaks an elvish origin. Some believe this weapon was created by a race of winged elves for use by close allies. Construction of the sword a wing feather of a female giant eagle, given voluntarily and intact. Creating the hilt requires a handful of down taken from the nest of the same eagle shortly after its eggs have hatched. Moderate transmutation; CL 8th; Craft Magic Arms and Armor, feather fall, keen edge, cat’s grace, creator must have 4 ranks in the Spot skill; Price 48,500 gp; Weight 2 lbs. Forking Weapon: This enchantment can only be placed on a ranged weapon missile. A missile enchanted with this ability magically splits into multiple copies of itself while in flight. All of the copies travel along a trajectory very similar to the original missile. For every +5 by which the attack roll exceeds the target’s AC, an additional, duplicate missile strikes the same target. The duplicate missiles have the same mundane and magical properties as the original missile. Once the attack is completed, all of the copies immediately vanish. Faint transmutation; CL 6th; Craft Magic Arms and Armor, enlarge, proficiency with the appropriate missile weapon; Price +1 bonus. Furnace of Käelg The legend of the furnace of Käelg speaks of an ancient struggle between two powerful spirit dragons, and their multitude of minions. The mighty forces of the spirit dragon Uxilarchan were led by the sorcerer-king Käelg, a powerful figure in his own right. After many eons had passed the enemy forces were eventually crushed, and Käelg ruled over all. His foes, however, had created many dark and potent items of power to oppose Uxilarchan, and these proved to have a potent corrupting influence over his minions. These corrupted items proved most difficult to dispose, and part of their insipid power lay in their ability to fall into the hands of the weak and depraved. Thus Käelg required a means to permanently dispose of these tools of evil, and for this the sorcerer-king was taught the secret of the manufacture of a magical furnace. This furnace required many rare and precious materials to complete, as well as the assistance of the djinn race. With its completion, however, Käelg was not only able to irretrievably destroy the evil objects, but to tap into their untainted core energy and use this magic for his own purposes. King Käelg ruled his minions for many centuries, until a rupture occurred between him and his djinn allies. The nature of the final, fatal conflict remains lost to history, but the net result was the gradual collapse of his empire and the fall of civilization into a long, dark age of barbarism. During this fallen time the whereabouts of the furnace became a subject of much rumor and speculation. Some state that it was carried back to the land of the djinn as part of their reparations. Others think the objects it had destroyed corrupted the furnace; and that it fell into the hands of evil. Most recently the furnace of Käelg came into the possession of the First Prelate of Duke Elberest. The Duke was a despotic tyrant would brook no rivals for his power. In order to maintain his rule over his duchy, the Duke gradually banished many powerful and influential individuals, including the majority of his council of sorcerers. Items possessing magical powers were confiscated, and then destroyed by the First Prelate within the furnace. The Duke then used the furnace for his own purposes, particularly to create many permanent magical wonders in his palace. This low, ornate bronze furnace has four oval side panels, each adorned with an elegant, stylistic image of a flying dragon. There is a slightly concave surface on the top with a rounded lip, and a helix pattern forms a band around the center. The stove rests on four bronze legs, each in the shape of a small dragon's claw. The bronze furnace always feels unusually warm to the touch. One of the bronze side panels will open to reveal a hollow interior that continually emits a searing flame. The door is 1 ft. across, and the interior is only slightly larger. Anything placed within the furnace will take 5d4 points of fire damage each round, with half damage on a Reflex save at DC 11. Whenever anything is placed inside the furnace and the door latched shut, it will be steadily disintegrated over the course of the following minute by wave upon wave of the most intense heat imaginable. (The effect is identical to a disintegrate spell that inflicts fire damage.) Only artifacts, and objects that are immune to flame, are impervious to this destruction. When a magical object is within the Furnace of Käelg, the artifact retains the experience that was originally used for the creation of the item. Once per week upon speaking a command phrase, the furnace can be used to cast a limited wish spell. The furnace draws upon the experience it has retained from destroyed magic items for these spells, and the owner need only expend the additional XP that the furnace is unable to supply. When the furnace is first found it has a 50% chance to already have 1d6 x 1,000 XP. Weight 150 lbs.; CL 18th. Gliding Puma Cloak: This pale golden cloak is made from multiple layers of light, opaque material that feels slightly coarse to the touch. The collar is lined with a short furred ruff that looks quite stylish. This collar can be unrolled and pulled over the head to form an elegant puma mask and cap, disguising the identity of the wearer. The cloak is waterproof and keeps the wearer reasonably warm in all but the most extreme weather conditions. In addition it endows the wearer with certain feline powers and properties.
Faint transmutation; CL 1st; Craft Wondrous Item, feather fall, cat’s grace, at least 5 ranks in Jump, at least 4 ranks each in Listen, Search, and Spot; Price 4,200 gp; Weight 1 lb. Glove of the Long Fingers: This item is a single leather glove with abnormally long finger slots. The grip of the glove is made of much lighter and suppler leather than the back, and the two halves are attached to each other in an almost seamless fashion. A row of brass rivets run along the knuckles of the glove, and a second row forms a ring around the wrist. Careful examination of these rivets will reveal that each is adorned with a tiny hand print. This glove will magically adapt itself to fit the hand of the wearer, even going so far as to change the number of digits and to modify the thumb pocket. Once the glove is on the hand, the wearer will find that the pockets for the digits remain disproportionately long, yet are somehow completely filled by his or her fingers. The wearer can still perform tasks normally while wearing the glove. The wearer gains a +4 enhancement bonus to the Sleight of Hand skill. At will, while maintaining concentration, the wearer can also manipulate an object within 25 ft. as the mage hand spell cast at 1st level. Finally, once per day, upon speaking a command word, the wearer can use the telekinesis spell. Moderate transmutation; CL 9th; Craft Wondrous Items, mage hand, telekinesis, 5 ranks in Sleight of Hand skill; Weight -; Price 19,500 XP. Gullintari, the Dawn Blade: This beautiful blade is a +4 great sword that has a golden-hued, glowing blade, a pommel in the shape of a ram's head, and a white hilt of purest ivory. The guards of the blade are in the shape of wings, and while is it being wielded in battle these can be heard to sing with the voices of sacred spirits. The name of the sword means gold-teethed, in honor of the god Heimdall. It is also known as the dawn sword, and it glows with the golden light of a flawless sunrise. Gullintari constantly radiates a warm, yellow glow equivalent to a torch. When the blade is swung, it leaves a sparkling rainbow pattern hanging in the air that gently fades away. The wielder of the sword receives the low-light vision ability of an elf, and while so affected his or her eyes glow faintly with a golden hue. While standing guard the wielder of the sword is granted much improved alertness and senses, gaining a +10 sacred bonus to Listen and Spot skill checks when performing no other action except a 5-foot movement each round. Three times per day the wielder can use a command word to see invisibility as the spell cast by a 3rd-level wizard. Apart from its marvelous martial attributes, however, the greatest power of the sword is the ability to create a rainbow pattern as the spell cast by a 7th-level wizard. This ability can be activated once per day by speaking the command word 'Bifrost'. The blade was created for use by beings of lawful good alignment. Creatures not of a lawful good alignment are unable to invoke the rainbow pattern ability. For evil or chaotic creatures, Gullintari functions as a +2 weapon with no special abilities. The original weapon was a blade granted to the nine unsleeping guardians of Heimdall, the warriors chosen for their particular valor and dedication as wards of kings. It was created by the warrior priests of Heimdall. Moderate illusion, faint divination, and faint evocation; CL 12th; Craft Magic Arms and Armor, alarm, see invisibility, light, rainbow pattern, caster is a follower of Heimdall; Weight 15 lb.; Price 58,400 gp. Heritage Weapon: A heritage weapon provides special benefits when wielded by any member of a particular bloodline. The weapon holds three spells of up to 2nd level, and each spell can be used once per day. The wielder can activate a spell at will as a partial action. The spells are chosen when the weapon is first created and can not be altered thereafter. They are typically chosen to suit the preferences of the group for whom the weapon is crafted. As a free action the wielder can also choose to expend one of the unspent spells and gain a temporary +1 enhancement bonus to the weapon attack and damage rolls. This bonus lasts for a period of ten minutes; regardless of which spell is expended. The enhancement bonus is cumulative with any existing bonuses for the weapon. The three spells imbued within the weapon are subject to a number of significant restrictions. They can have a combined total of no more than five spell levels. Each spell is no higher than 2nd level, and all must come from a single class of caster. The spells must have a casting time of one action, and can not be permanent or have a duration that is normally longer than ten minutes at the caster’s level. Finally any material components required by the spells can only be of negligible cost. (A focus must be physically attached to the weapon, and its cost included in the total price of the weapon.) In order for the heritage abilities of the weapon to be used, the wielder must be a member of a designated bloodline. Members of this bloodline must be able to trace their lineage back to a specific common ancestor, who need not be alive at the time the weapon is forged. Thus the bloodline could potentially be set to one of the very earliest ancestors of a single race, if such an individual can be identified, making it available for all creatures of that type. Likewise the requirement can be more narrowly focused, limiting use of the heritage abilities to use by members of a single family. This specific requirement must be determined when the weapon is first crafted and is often graphically portrayed in the design of the item. The first such weapons were crafted by the high elves. During ancient wars the high elves grew weary of having their potent magical weapons captured by their enemies and then wielded against the elves. Thus their skilled craftsmen devised a heritage property that would make the weapon most potent only when wielded by an elf. Since that time the knowledge of the creation of heritage weapons has spread widely, allowing the creation of magic weapons that are of benefit only to certain individuals and groups. A heritage weapon must be crafted with the cooperation and participation of a member of the bloodline for whom it is intended. The spell caster must know the common name, gender, race, and general birthplace of the selected ancestor of the bloodline. If these are not available then a physical sample of the individual will also serve, as will an original masterwork crafted by the ancestor. Strong evocation (plus aura of imbued spells); CL 9th; Craft Magic Arms and Armor, all spells invested in the weapon; Price +1 bonus. Hyboreal Torque: This item is a twisted piece of metal that has been artistically shaped in the form of a necklace. In daylight the torque has a sparkling quality like a field of freshly fallen snow. The metal has a faintly milky quality and is completely covered with tiny engraved runes that have been arranged in the form of snowflakes. The metal has a chill quality that is never lost even if the torque is held over an open flame. The wearer of the Hyboreal Torque is protected from all fire-based attacks as the chill shield aspect of the fire shieldspell. Three times per day while casting any spell with an energy descriptor of fire she can change the energy descriptor to cold. The resulting spell is identical in function to the normal spell, except that the manifestation and effects of the spell are of utter cold rather than intense heat and flame. Thus a fireball spell can be changed to frostball, producing an explosion of bitterly cold, blue flames. In certain cases the Torque will transform a fire-based spell into a specific, cold-based spell. So a wall of fire spell will become wall of ice; fire storm changes to ice storm; heat shield is reversed to chill shield; and heat metal changes to chill metal. Moderate transmutation and abjuration; CL 7th; Craft Wondrous Item, fire shield, ice storm, and at least 4 ranks in Knowledge (arcana); Price 95,200 gp. Imp Master Ring: This black, glassy ring is exquisitely sculpted with a series of tiny demonic skulls, each showing a different expression. The eyes of each skull are set with a mote of gold. When the ring is placed on a finger, the ring grows warm and begins to glow with a faint, blood red hue and radiates a mild aura of evil. Inlaid in runes of the infernal tongue on the inside of the band is the name of an Imp. This demon is bound to the ring and compelled to serve the wearer. This Imp hates its enforced servitude, however, and will seek to subvert the instructions of its master wherever possible. The Imp is summoned whenever the wearer says its name aloud, but it must drink a drop of fresh blood before it will perform a service. Whenever the Imp is slain, it can not be summoned again for a period of thirteen days. Moderate conjuration; CL 7th; Forge Ring, summon monster IV; Price 50,400 gp. Jack of Thieves: This reversible leather jacket has been bestowed with powers of stealth, misdirection, and escape. The outside of the jacket is lightly tanned and bears the emblem of the craftsmen responsible for its manufacture. When turned inside out, the jacket is a dull black with no reflective surfaces. The runic command words needed to activate the powers are stitched on the pocket lining of the jacket. The jack gives a +1 luck bonus to AC and a +2 bonus to the Tumble skill of the wearer. When worn light side out, the owner gains a +2 bonus to her Move Silently skill. Once a day with light side out, she can use command words to activate feather fall and expeditious retreat as the spells cast by a 1st level Sorcerer. When worn dark side out, the owner gains a +2 bonus to her Hide skill. Once a day with dark side out, she can use command words to activate jump and ghost sound as the spells cast by a 1st level Sorcerer. The jack functions as a vest and is worn thus as an article of clothing. Under normal circumstances it requires a full minute to reverse the jack due to the layers of clothing and equipment that must first be removed. However if the jack is the only item worn on the upper body and nothing is being carried in the hands then it only requires a full round action to reverse the vest. Faint illusion and transmutation; CL 5th; Craft Wondrous Item, expeditious retreat, feather fall, ghost sound, jump, at least four ranks in the hide, tumble, and move silently skills; Price 18,400 gp; Weight 5 lbs. Jaws of Dugoin: When first found this druidic item will resemble a polished ivory spindle that is covered in a symmetric array of fanged spikes. There is an indentation around the center that bears a set of exquisite runes inlaid with a dark hardwood. The runes are in language spoken in the jungle land where it was crafted, and they read, "Feast or perish". The object is small enough to be readily placed part way into the mouth of a medium-size creature, and it is safe to bite down around the central indentation. Once the item is gripped in this manner it magically transforms itself and the surrounding mouth to form a potent set of fanged jaws. The fangs can later be removed by pulling firmly on both joints near the back of the mouth. Once extracted the jaws immediately reform back into a spiked spindle. The "Jaws of Dugoin" is a +1 magical weapon. If the wearer does not have a natural bite attack then it inflicts a base 1d4+1 hp damage, the default bite attack for a medium-size creature. It allows the wearer to detect poison at will once a toxin makes contact with the fangs. It also provides a +2 bonus to any Intimidate skill checks. The original item of this type was crafted by an unknown shaman or druid from a jungle land for a powerful tribal chieftain. The jaws were primarily used during hunts, allowing the chief to slay game with a deadly bite. Faint evocation and divination; CL 1st; Craft Magic Arms and Armor, caster must have at least 4 ranks in the intimidate skill, detect poison, magic fang, wildshape; Price 3,100 gp. Locket of the Clouds: This heavy necklace consists of three strands of tourmaline stones held together by ornate links of electrum, and attached to the wing tips of a stylized silver raptor. This bird figurine has emerald eyes and a beak of sculpted ivory. The necklace is a locket that opens to display a beautiful inlaid image of a young, raven-haired woman crafted from many tiny inlaid precious stones. The locket item is activated by placing it over the neck and then opening the locket. Once this occurs the wearer is immediately transformed into a gaseous shape, as per the gaseous form spell. The victim will remain gaseous until a means can be found to lift the curse. The creator of the necklace understood the proper means to remove the curse, but this knowledge has long since been lost. The legend of this cursed device holds that the emperor of the court of the clouds had deemed the time suitable to select a mate for his eldest daughter and heir, the beautiful princess Shatyn. Many nobles from throughout the empire came to court the princess, including the renowned and crafty wizard Khormalain. This mage was most eager to woo the princess, as he was very covetous of the throne. In order to ensure his success, Khormalain cunningly sought to use his magical abilities to surpass his competitors, and employed devious means and foul plots when magic would not suffice. Despite his successes, he was ultimately deemed unsuitable by the wise emperor as a consort to his daughter. For this disgrace Khormalain decided to exact a dire revenge. The emperor had two loves in his life: his eldest daughter and his beautiful hunting raptors. In honor of the wedding to the chosen suitor, the mage crafted a beautiful but cursed item of magic that the emperor would find irresistible. Once placed around the neck and the locket opened, the wearer would be transformed into a vaporous form, and would thereafter be unable to return to their normal physical condition. As a cloud the emperor would be fated to waste away over many weeks, while the daughter would be helpless to affect his fate. By this means Khormalain would induce the princess to take him as her husband, lest her father lose his life. Faint transmutation and necromancy; CL 7th; Craft Wondrous Item, bestow curse, gaseous form; Weight 2 lbs.; Price 15,000 gp. Magical Essence: This potion is stored in a partially silvered flask of crystal or glass with an iron stopper. The effervescent liquid within glows faintly with an inner light formed by a rainbow of flashing sparks of energy. This potion is formed from the essence of purest magic, and is used to empower an individual who is constructing a magical item. When it is consumed, an almost unbearable sensation of energy can be felt flowing throughout the body. This energy will substitute for some or all of the experience and cost that must be spent to construct a magical item. Each potion provides a specific amount of experience in the form of magical essence. This experience can only be spent on the construction of magical items, and any unspent experience is lost a month following the consumption of the potion. More than one such potion can be consumed at the same time, and the total amount of experience provided by the potions is cumulative. However consuming more magical essence than you can handle can have disastrous effects. Potions of magical essence can be prepared with the following experience values. Both the experience value and the cost to create the potion contribute directly toward the requirements of constructing a single magical item.
To check for a negative side effect of consuming too much magical essence, determine the equivalent level that the consumed experience would provide. The subject must succeed with a Will save at DC 15 + equivalent level, or suffer the negative side effect from the potion. On a failure the subject suffers from a disease-like condition known as magefire. This has an incubation period of 1 day, DC 18, and inflicts 1d3 Int and 1d2 Wis damage. The condition has SR 20, making it very difficult to cure except through a lengthy period of rest and recuperation. This item is almost always stored in a very secure location under the direct control of a wizard. If it is found among ruins, then it will be warded my magical enchantments and other arcane protections. In order to create a potion of magical essence, the caster must first prepare a suitable vessel. This requires a masterwork glass or crystal vial that can be sealed airtight. The interior must then be silvered by holding the vial in boiling water, then vaporizing a piece of silver and allowing the gaseous metal to settle on the interior. Filling the vessel requires the blood of a dragon or a sorcerer, from which any impurities have been carefully filtered. The resulting liquid is transparent with a faint golden tinge. The caster then forgoes preparing any spells for a week except for permanency. This spell must be cast once per day, followed by a channeling of magical energy into the vessel. In between each application the vessel must be carefully sealed and stored in a location free of possible magical effects. A lead-lined container will suffice for this purpose. Faint to moderate universal; CL 11th; Brew Potion, permanency, any one metamagical feat; Weight 1 lb.; Price see table. Mannequin of the Jester: This item has the appearance of a very fine quality, wooden hand-mannequin, the type of figurine sometimes used by jesters and bards to entertain kings and their progeny. It has an exquisitely painted porcelain head with a colorful jester's cap and beautiful, multi-colored garb. There are tiny bells attached to the wrists and ankles that make faint tinkling sounds whenever it is moved. In the back of the mannequin are finger holes that allow control and manipulation of the head and mouth. In addition to its use as an implement of entertainment, this mannequin also possesses some magical properties. These abilities can be used whenever the mannequin is held in a hand and the head controls are being manipulated. While holding the mannequin in this manner, the owner can at will produce minor tricks as the prestidigitation spell. Three times per day the owner can produce auditory illusions as the ghost sound spell. Twice per day, upon speaking a command word, the owner can produce a grease spell. Once per day, upon speaking a command word, the owner can activate hideous laughter. These magical powers are produced at the minimum caster level required for a Wizard. Faint conjuration, enchantment, and illusion; CL 3rd; Craft Wondrous Item, grease, prestidigitation, hideous laughter, ventriloquism, and at least 2 ranks in Perform (comedy); Weight 2 lbs.; Price 3,600 gp. Manticore Morningstar: This +2 morningstar of wounding is shaped as the spiked tail of a manticore, with a scaly texture that feels much like the hide of a reptile. The hilt is covered in a piece of lion fur, and the hand guard is formed from a double ring of manticore fangs. While it is being held, the wielder benefits from the keen senses of a manticore, receiving a +4 bonus to Spot skill checks while in daylight. Once per minute as a standard action, the wielder can target a single creature within 130 feet for a volley of six manticore spikes. These spikes are formed from pure force and attack with the base attack bonus of the wielder, without benefiting from feats or combat actions. Each spike inflicts 1d8 points of damage, and they can strike incorporeal creatures. There is no range penalty for this attack. If a creature has spell resistance and can successfully resist a spell from a 3rd level caster, then all of the spikes are successfully resisted. The spikes return to the morningstar at the end of the round. No more than 24 such volleys can be used per day. Moderate evocation; CL 11th; Craft Magic Arms and Armor, spiritual weapon, Mord’s sword, at least 4 ranks in the Spot skill; Price 23,000 gp; Weight 8 lbs. Metamorphic Weapon: This enchantment allows a weapon to transform between two or more entirely different types. By speaking an appropriate command phrase as a free action, the form of the weapon can be changed. While changing form, the weapon is surrounded by a pale nimbus of light, and ripples of change pass along the material The transformation requires 2d10 rounds to complete, and the enchantment bonus of the weapon is lowered by one until the change is finished. A metamorphic weapon always has a base form, with a given weapon bonus that determines the total market cost. For each special ability in the base form (including the metamorphic enchantment) the weapon can change into an additional type that has its own enhancement bonus and set of special abilities. However each additional weapon type must also include the metamorphic special ability, and the total weapon bonus of each type can not exceed the weapon bonus for the base form. Any spells or powers stored in a particular form are preserved between transformations, but can only be used when the weapon has assumed that form. Note that, regardless of the form, an intelligent weapon always retains its intelligence and any associated abilities between transformations. The prerequisites for all special abilities of each weapon type must also be satisfied. The weapon types must be selected at the time the weapon is enchanted, and can not be changed thereafter. Each of the forms must be a different type of weapon, and the total cost must include the masterwork material cost of each weapon type. For example, a +2 metamorphic longbow of distance with a weapon bonus of +4 can be morphed into a +1 metamorphic keen short sword of spell storing. (The spell stored in the short sword can only be used when it is in this form, but is not lost by switching between types.) The cost is +375gp for the longbow, +310gp for the short sword, and 32,000gp for the +4 weapon bonus. The caster level needed to create a metamorphic weapon is at least 9th, and must be two levels greater than the highest caster level needed for each of the remaining special abilities to be added to the weapon. The time needed to build a metamorphic weapon is equal to the total time it would require to build each of the magical weapon forms separately. Manufacturing a metamorphic weapon requires all of the base steps needed to create weapons of each type, but the construction process must be performed in a closely coordinated manner. The same spell caster must be present for each of the steps, and must also perform the crucial procedure needed to link the weapons into one form. While the metamorphic ability is no more arcane than creating most other weapon special abilities, the research unneeded to determine the ritual for this transformation can be unusually difficult as the caster is likely to have prior examples from which to work. Hence such a metamorphic weapon usually requires the skills of a higher level caster than would normally be needed when compared to the requirements each individual type of weapon. It also takes an unusually long period of time to complete the entire enchantment process. Moderate transmutation; 9th; Craft Magic Arms and Armor, instant summons, limited wish, and any requirements for the other forms; Price +1 bonus. Orb of Confusion: A crystalline sphere small enough to hold cupped in the hand, this magical orb glows with a faint white light that illuminates the frosted, colorful surface. The exterior displays a mesmerizing panalopy of shifting colors and hues, resembling somewhat a puddle of water coated with a thin sheet of oil. It is typically mounted in an ornate necklace of tin, and hangs from a pendant in the center, sitting within a fine web of tin wire. This orb continually radiates a 15-ft.-radius emanation that causes all creatures to become confused as the spell. Even the wearer of the orb is subject to this condition. There is no means to turn off this effect, other than to destroy the orb. One tale has it that the original such orb was created by a lich as a magical item for the construct guardian of his lair. The orb of confusion is almost always found in the possession of creatures that are not subject to mind-affecting magic, such as undead, vermin, animated plants, or constructs. Any other creatures seeking to use this implement must ward themselves against its effects through some magical means, or be exceptionally strong willed to avoid its effects. Moderate enchantment; CL 7th; Create Wondrous Item, confusion; Price 84,000 gp. Palanquin of Passage: This palanquin is designed in regal style, with an elegantly decorated hardwood exterior and plush, padded interior lined in powder blue silk. The trim is covered with gold leaf, and the panels are finely decorated with inlaid designs of lapis lazuli. Clear blue panes of crystal fill each of the window openings, providing an unobstructed view of the surroundings when the curtains are drawn back. The interior has sufficient room to conformably carry one medium-size passenger or two smaller passengers. The magical properties of the palanquin must be commanded from the seat in the interior. The door will magically open or close upon speaking a command word. At a gesture toward a quartz crystal set in the ceiling, the interior can be continually illuminated by a light spell until extinguished in the same manner. The passenger is protected against extremes of heat or cold by continual endure elements spells. Once per day a magic mouth spell on the exterior allows an announcement to be made when the passenger leaves the transport. Finally, once per day the owner can speak a command word that will create a sturdy cottage as the secure shelter spell. This shelter will remain for 12 hours, and has sufficient room for the palanquin to be carried through the door and stored in the interior. Moderate conjuration, faint illusion, abjuration, evocation, and transmutation; CL 7th; Craft Wondrous Item, secure shelter, light, magic mouth, open/close, resist elements; Weight 150 lbs.; Price 30,860 gp. Pantaloons of the Raptor: These chalk white pantaloons are always impeccably clean, and will resize themselves to fit comfortably around the legs of the individual who wears them. The pantaloons are seamless and have no pockets or recesses. They can be readily pulled into place or removed, and will never drop down of their own accord. The cleanliness is maintained by means of a magical prestidigitation cleansing effect cast at 1st level, an ability that is automatically activated whenever the pants become dirty. A close examination of the pants will reveal they are covered in a fine down of pure white feathers from a hatchling raptor. The pantaloons allow the wearer to activate a jump spell-like ability up to three times per day at will. He can also activate a levitate spell-like ability once per day at will as a free action, but this ability must be activated when the wearer is in mid-air at least 5 feet above the ground. While the levitate ability is active the pantaloons will become noticeably baggy, and will flap in the slightest breeze. Finally, once per day upon speaking a command word, the wearer can use a summon nature’s ally II spell-like ability to summon an eagle. Creating the pantaloons requires the collection of a pound of downy hatchling feathers from the nests of birds of prey. The material of the pantaloons is formed from the finest flax, and must be thoroughly cleansed in specially formulated, clear light oil. The pantaloons must then be woven in masterwork fashion on a specially built loom designed to leave no seams. Such a loom requires expertise with the carpentry skill to construct. As the pantaloons are being formed on the loom the spell caster imbues the magical properties into the item. Faint transmutation, conjuration, and universal; CL 3rd; Craft Wondrous Item, jump, levitate, prestidigitation, summon nature’s ally II, at least 3 ranks in the Jump skill; Weight 2 lbs.; Price 7,250 gp. Pocket Arcanabula: This small, brass-bound book is normally protected by an elegant leather slipcase. The book cover is decorated by the embossed image of a dragon rampant, centered within an oval band containing a series of magical runes. Inlaid along the ornate, hinged edge of the book are two small, egg-shaped silver buttons. The book cover is held shut by an elaborate, folding clasp. Inside the covers are 100 pages of fine quality vellum. The pages are printed with miniscule lettering that can barely be read even in bright sunlight. The book is permanently enchanted with a shrink item spell that can be activated once per day. This magical property is concealed with a permanent undetectable aura spell, which can also be activated once per day. The pocket arcanabula is one-twelfth the normal dimensions of a proper spellbook, and weighs only 1/2000th the typical amount. The runes on the cover can be translated by means of a read magic spell to read, "The grandest of achievements can appear in the most diminutive of packages." By pressing the buttons on the edge of the book cover, the shrink item spell effect can be deactivated as a normal action. The book will then expand to normal size, making the text readily legible to Medium creatures and converting it into a weighty tome. Pressing both buttons will re-enable the shrink item spell, reducing the book to its more compact form. This reduction in size can be performed once per day. The book cover has a hardness rating of 7, and the entire book has 8 hit points. When found it is typically filled with spells totaling up to 50 spell levels. (To determine a random number of spell levels, roll 5d10.) It can be inscribed in the manner of a normal spell book whenever the reduce spell is deactivated. None or faint transmutation; CL 5th; Create Wondrous Item, undetectable aura, shrink item, at least 4 ranks of Craft (bookbinding); Price 6,525 gp; Weight 3 lb. or negligible. Ring of Cooking: This wide silver ring has two smooth bands with a series of knobs in between. The inner surface of the band contains three runes representing fire, water, and spirit, as well as the activation phrase. The ring protects the wearer against heat damage as an resist energy spell, preventing burn injuries when working with normal boiling water and steam. The ring can also allow the wearer to safely taste any edible substance, even toxins, merely by touching it with the same finger. This taste will allow the wearer to detect poison as the spell. Finally the ring provides a +2 competence bonus to any Profession (cook) skill check. A quirk of the ring is that if it is worn constantly then it will cause a certain obsession with food. The owner must consume more food than is normally required, or after a month the ring will cease to function. As a result the wearer will gradually become obese, increasing in weight by 5% each cumulative year that the ring is worn and used. Whenever the wearer adopts a dietary regimen in an attempt to reduce their weight, the ring will become inert until the weight is fully regained. The original such ring was crafted by Longpole Widdledeep, a halfling cooking wizard. It was created as a training device so that apprentice cooks could work in hot cooking areas without fear of getting burned, while gaining deeper insight into his cooking mastery. Faint abjuration; CL 1st; Forge Ring, resist energy, detect poison, creator must have 5 ranks of the Profession (cook) skill; Price 14,100 gp. Ring of Degeneration: This cold, black ring continually allows an undead wearer to heal 1 point of damage per level or hit dice every hour. Severed body parts of the undead that are held in place will reattach themselves and gradually return to their condition prior to the injury. However the ring will only repair damage taken while the ring was being worn. This ring will preserve the body of the corpse so that it does not decay, in a manner similar to the gentle repose spell. If a living being places this ring upon their finger, it curses them to suffer 1 point of negative energy damage each hour until a means can be found to remove the ring. A ring of regeneration will magically neutralize the effects of a ring of degeneration when both are worn by the same being, but will not lift this curse. This item will almost always be found on a well-preserved corpse or on an undead being of significant power. The formula for the constructing this ring has long been a closely guarded secret of certain evil necromantic societies, and the dire lore is formulated in such a manner that only be employed by a necromancer or the priest of a deity of undead. The ring is typically crafted from the nails of coffins; heated in fetid flames of burning necrotic flesh, and then quenched in the ichor of a captive Lemure. It must then be properly ensorcelled on a moonless night in an unhallow zone that contains active undead. Strong conjuration, moderate necromancy; CL 15th; Forge Ring, enervation, gentle repose, regenerate, Necromancy wizard specialization or Death domain; Price 67,800 gp. Ring of Underwater Breathing: This deep blue crystal ring has been exquisitely carved in a subtle wave pattern. Veins of lighter white run through the ring, and have been merged into the pattern to form white caps. On the inner surface of the ring is carved the mysterious message, "Calm the depths of solitude". When placed on a finger, the ring magically changes size to fit then begins to glow with a pale blue light.
Whenever the owner enters a body of water, she is able to inhale the surrounding liquid much like a fish. The ring also provides a +5 competence bonus to the Swim skill, and the wearer can swim underwater normally without suffering the cumulative -1 skill check penalty. Finally the wearer is able to survive the freezing temperatures of arctic waters as by the aid of an endure elements spell. However, the wearer is automatically stunned for 1d3 rounds following the transition to breathing air to breathing water, or vice versa. Moderate abjuration and transmutation; CL 5th; Forge Ring, endure elements, water breathing, at least 6 ranks in the Swim skill; Price 31,800 gp. Ring of Weapon Insight: This flawless iron ring has been expertly shaped to display two hands, with each grasping the forearm of the other as in greeting. On the interior of the band are faintly glowing orange runes that read "To gain peace, master war". While wearing this ring the owner gains full proficiency with a single type of weapon exactly as if she had taken the appropriate weapon proficiency feat. The particular weapon is chosen at the time the ring is forged, but is usually a martial or exotic weapon. The type of weapon proficiency is immediately revealed to the owner when the ring is placed on the finger. If the owner already has the given weapon proficiency, then there is no benefit to wearing this ring. Faint divination; CL 1st; Forge Ring, appropriate weapon proficiency, true strike; Price 4,000 gp. Ring of Wild Elemental Magic: When first discovered this elemental ring will initially appear to be a slightly fluted band of dark oak. Closer examination, however, will reveal that the band is veined with four distinct networks of darker vessels. The ring will have a warm, fleshy feel and it will pulse faintly. When placed on a finger the veins will pulse with more vigor and small clumps will be felt circulating through the ring. The ring is closely linked to the elemental planes, and at any point of time one of the Elemental or Para-elemental planes predominates. The currently dominant plane determines the powers that are available to the individual wearing the ring. To determine the plane that dominates the ring when it is first found, the DM should roll 1d4 twice and consult the following table and record the order of the elements chosen. The first roll is called the descendent element, while the second roll is the ascendant element.
Each time a power of the ring is used, the person playing the character rolls a 1d6 and consults the table above. The former ascendant element becomes the descendant element, and the newly generated element becomes the ascendant element. The resulting elements will determine the dominant plane the next time it is used. Notice that each chosen element will influence the dominant plane of the ring for at least the next two uses. If a roll of 5 or 6 is made on the first table, then the ascendant element is set to math the new descendant element. The individual wearing the ring can always sense which element is ascendant and which element is descendant. All powers of the ring are immediately available to the wearer, although she must first learn how to activate the powers. However an elementalist specializing in a particular plane must make a Fortitude saving throw when a power from an opposing plane is used, or suffer from a confusion spell lasting for the full duration of the effect. Thus a fire elementalist risks becoming confused when he uses one of the water abilities. The abilities of the ring can be used twice per day. The particular combination of elements that currently dominate the ring will determine the choice of abilities available to the wearer. The following table shows the abilities provided when a particular combination of elements dominates the ring. Whenever a primary elemental plane dominates, the wearer will have a choice between two different special abilities.
Note that the wearer of this ring gains no additional protection against the current dominant element. Nor is she any more or less vulnerable to the opposing element. Due to the elemental nature of this ring, it requires the cooperation of a wizard and a druid to manufacture. Each must be at least 9th level, and both must contribute half of the total XP. Strong evocation, conjuration, and transmutation CL 9th; Forge Ring, air walk, control winds, flame strike, ice storm, incendiary cloud, sepia snake sigil, solid fog, summon monster V, wall of fire; Price 67,700 gp. Rod of Passage: The end of this rod is fitted with a cluster of heavy, retracted digging claws, as from a subterranean creature, mounted in star-shaped pattern in a blunt crown. The shaft is smooth oak, with a wire-bound handle and a small crystal sphere mounted at the end inside a silver frame. When the rod is activated, the sphere begins to produce disturbing patterns in the surrounding air and the claws extend to form a cage. This rod can be wielded as a +2 ghost touch heavy mace. Upon speaking a command word, the following spell-like functions of the rod can each be used once per day:
Strong conjuration, moderate transmutation, and faint divination; CL 9th; Craft Rod, detect secret doors, knock, dimension door, passwall, plane shift; Weight 12 lbs.; Price 49,100 gp. Rug of Cleaning: This is a finely-crafted, oval carpet that would fit well in the lounge of any successful merchant or artisan. Along its edge is a repeating motif of arcane symbols carefully woven into the material. Within this frame is an elegant decoration of some type, usually made to the taste of the original owner. The rug is 6 ft. in length and 4 ft. wide. Once per day, while the rug is laid upon a flat surface, the owner can summon an unseen servant to perform tasks within 25 ft. This servant will remain in place for up to an hour, but will vanish if the rug is removed from its place. If the servant is not summoned during the day, it will automatically appear during the night and perform cleanup of the neighboring area. It will continue to repeat this task night after night, regularly removing dust, cleaning objects, and generally doing its best to make the area spotless and immaculate. The carpet is fully capable of guiding the servant in this task, and so it does not require outside direction. However if the owner is present while the servant is active, he can issue new commands. The carpet will never suffer from wear, and will magically repair any small rips or tears in its surface. It has a hardness of 2, a Break (rip) DC of 15, and 20 hp. If it suffers damage sufficient to reduce it to zero hit points, the rug loses all of its magical properties and is destroyed. Otherwise it mends physical damage at the rate of 1 point per hour. Faint conjuration; CL 3rd; Craft Wondrous Item, mending, unseen servant; Price 2,800 gp; Weight 5 lbs. Slime Lord Ring: This ring is a burnished band of dark copper. Due to the innate magical properties of this ring it is constantly covered in a layer of oily slime. Any attempts to wipe this away will fail as the ring creates a fresh supply to replace any removed. Indeed, when placed on a finger the band will secrete a steady stream of the stuff, and it will constantly drip down the fingers. If gloves are worn over the ring, they will fill with slime within a minute and will have a constant tendency to slide off. The ring is immune to its own secretions, however, and will never involuntarily slide off. It automatically resizes to fit very snuggly around the finger, nestling itself behind the joint. The wearer of this ring gains several special benefits closely associated with slime and amorphous creatures. Once per day the slime from the ring can be used to coat an entire body, a task requiring a full hour to complete. This slime provides a +10 circumstance bonus to Escape Artist checks, and on grapple checks made to resist or escape a grapple or to escape a pin. The wearer is also protected from the special attacks of oozes by a protection from energy spell. She gains a +4 bonus to any saves versus mind-affecting spells and abilities. At will she can target an opponent with ranged touch attack of slime spray, producing the same effect as the flare spell cast by a 1st level sorcerer. Once per day the wearer can shapeshift into the form of any ooze as per the polymorph spell. She may only adopt one such form per use, and she must have previously contacted an ooze of the same type. The only clue remaining as to the identity of the original crafter is a band of faint runes on the exterior of the first Slime Lord ring. These ancient runes mysteriously read, 'Ere lord from mud begot Uhlgor returns thence.' Hence the original such band is sometimes called the Ring of Uhlgor. The research needed to create this ring requires the lengthy examination of the properties of many different types of oozes. The forged ring must be repeatedly heated and quenched in samples of different types of ooze, while administering the requisite magical enhancements. Finally the ring must be continually suspended in a darkened container of ritually prepared rare oils for a period of exactly one week. Moderate conjuration, transmutation, abjuration, and faint evocation; CL 7th; Forge Ring, flare, grease, polymorph, protection from energy; Price 69,500 gp. Spear of the Einherjar: This shortspear has a shaft of flawless ash that is tipped with a leaf-shaped spear point of untarnished iron. One side of the spear point is decorated with an open eye, while the other portrays an empty eye socket. Just behind the tip a set of eight golden rings are banded tightly around the shaft. This divine weapon is named for the souls of the honored dead warriors who are chosen by the valkyres to serve in Valhalla, the great hall of Odin. The source of its formidable magic comes from one of the legendary songs of power learned by Odin when he drank from the well of Mimir. It provides wisdom through the three frenzies of madness: the berserker in combat, the vision trance of the seer, and the creativity of the poet. Upon death it grants visions of deep wisdom as gained by Odin after he hung impaled on Yggdrasil. The creation lore for this weapon was taught to the leaders of the clans when Odin traveled the lands in his guise as an old wanderer. By ancient clan tradition it is forbidden for a spear of the Einherjar to be wielded by any save the most valiant of warriors, lest the wrath of the valkyres be brought upon the tribes in the afterlife. Entire gatherings of the clans have been known to seek bloody retribution when one of these sacred weapons was stolen and wielded by one they deemed unworthy. In the hands of any character other than a barbarian, this weapon performs only as a +2 shortspear. In the hands of a barbarian, the weapon becomes a +4 shortspear of mighty cleaving; extends each barbarian rage for up to two additional rounds, and automatically heals the wielder for 1d8+5 points of damage whenever a rage ends. The barbarian wielder can also use comprehend languages and guidance once per day with a command word. Once per week a barbarian wielder can speak with dead at will with any corpse slain with this spear. Finally the barbarian gains a +2 bonus to the Craft (poetry) skill. Upon being slain while wielding this weapon, the wielder is granted a series of enigmatic visions that will be partially recalled upon successful restoration to life. The visions are difficult to interpret, being more in the nature of a dream-like analogy than an actual message. However when the proper circumstances present themselves these visions can be more fully understood. This allows the wielder to use divination three times at any point in the future, as long as they still carry the spear. These spell effects are not cumulative, so another resurrection will only increase the current unspent divinations to three. The total divinations that can be provided by the spear are fifty, at which point it must be magically re-enchanted by a follower of Odin. A spear of the Einherjar is only to be found among the clans who worship Odin, or in the burial cairns of a clan hero. Moderate evocation, divination, and necromancy; CL 12th; Craft Magic Arms and Armor, comprehend languages, divination, guidance, speak with dead, at least four ranks in Craft (Poetry), caster is a follower of Odin; Weight 5 lb.; Price 61,400gp Staff of the Lady: This elegant magical staff consists of a length of smooth birch that is completely free from knots and other defects. It is decorated with a line of eight elder futhark runes inlaid in gold. Together these runes symbolize wealth, seasonal cycles, knowledge, journeys, home, and fertility. Mounted at the tip of the staff is a large piece of amber mounted in a golden frame in the shape of a teardrop. The staff radiates a feminine life energy that was imbued specifically for use by the female followers of Freya. If anyone besides these followers attempts to wield this weapon it will only function as a +1 quarterstaff. Furthermore, if a male wields the staff, once per week he must make a Will saving throw at DC 13 or suffer the curse of permanent impotency. This impotency can not be alleviated by this staff, and can only be cured by a remove curse or limited wish spell. When wielded by a female follower of Freya, the staff functions as a +3 spell storing quarterstaff. Once per day the female wielder can also use the following spell-like abilities:
Finally, a female cleric of Freya gains the ability to employ the Seidhr once each day, a trance-like state that enhances magical communion with the spirit world. Entering this trance requires a full minute of uninterrupted focus, and the cleric effectively becomes stunned while this state is maintained. The Seidhr allows the wielder to cast a bonus cleric spell of up to fourth level, without having to pray |