D&D Wiki has recently been upgraded and the old skin has been retired. A new Vector-based skin was made. As such there are now a lot of issues. Please collect issues that you find at this page. — Blue Dragon

MSRD:FX Items

From D&D Wiki
Jump to navigation Jump to search
This material is published under the OGL 1.0a.


FX ITEMS

Magic items and psionic items are divided into categories: armor, weapons, potions, rings, scrolls, staffs, tattoos, wands, and wondrous items.

Using FX Items

To use a magic item or psionic item, it must be activated. The three ways to activate FX items are described below.

Command Word: If no activation method is suggested either in the item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

The Knowledge (arcane lore) skill might be useful in identifying secret command words or deciphering clues regarding them. A successful check (DC 30) is needed to come up with the word itself. If that check is failed, succeeding at a second check (DC 25) might provide some insight or clue to discovering the command word or phrase.

Activating a command word FX item is an attack action and does not provoke attacks of opportunity.

FX Completion: This is the activation method for scrolls. To use an FX completion item safely, a character must be high enough level in the right class to cast the spell already.

Activating an FX completion item is an attack action and provokes attacks of opportunity.

Use Activated: This type of item is activated simply by use. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession. However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed.

Unless stated otherwise, activating a use-activated FX item is either an attack action or a free action and does not provoke attacks of opportunity, unless the use involves committing an action that provokes an attack of opportunity in itself. If the use of the item takes time before an effect occurs, then use activation is an attack action. If the item’s activation is subsumed in use and takes no extra time, use activation is a free action.

Use activation doesn’t mean that if a character uses an item, he or she automatically knows what it can do. A character must know (or at least guess) what the item can do and then use the item to activate it, unless the benefit of the item comes automatically.

Size and FX Items

When an article of magic clothing, jewelry, or armor is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer.

Limit on FX Items Worn

Characters are limited in their ability to use certain magic items, based on the item’s type. Only so many magic items of a certain kind can be worn and be effective at the same time. The limits are:

1 headband, headset, hat, or helmet
1 pair of eyeglasses, contact lenses, sunglasses, or goggles
1 amulet, brooch, medallion, necklace, necktie, or scarab
1 suit of armor (archaic or modern)
1 robe, jacket, windbreaker, or coat
1 cloak, cape, poncho, sweater, or mantle
1 vest or shirt
1 pair of bracers or bracelets, or 1 watch
1 pair of gloves or gauntlets
1 pair of earrings
2 rings
1 belt
1 pair of boots, shoes, or sandals
6 tattoos

Of course, a character may carry or possess as many items of the same type as he or she wishes.

Saving Throws against FX Items

Magic and psionic items either duplicate spells or psionic powers, or they have spell-like effects. The saving throw against an effect from a magic item has a DC equal to

10 + (1.5 x the level of the spell, power, or effect).

Most item descriptions give saving throw DCs for various effects, particularly when an effect has no exact spell equivalent.

FX Item Saving Throws

A magic item’s saving throw bonuses are each equal to 2 + one-half its caster level or manifester level.

MAGIC ITEMS

Magic Items and Mundanes

For the most part, magic items won’t function for a mundane. Sure, the mundane might feel joy and attachement to such an item, or perhaps fear and loathing, depending on the person and the function of the item, but rarely does a mundane recognize and understand as such an item for what it truly is. Most of the world doesn’t believe in magic or the supernatural. So, for these people, a magic item that actually operates while in their possession is either seen as a trick or a special effect, or the person convinces himself that he didn’t really see what he thinks he just saw. In some cases, such an event might disturb a mundane to such an extent that psychological harm occurs.

Incantation-Based FX Items

Making most magic items is a solitary endeavor, one in which the spellcaster spends days (perhaps weeks) preparing an item to receive and permanently hold a spell. It is possible to do the same thing with an incantation, but this requires the help of secondary casters. This has a greater chance of failure than infusing an item with a spell as the process requires both a Craft check and the appropriate skill check for casting the incantation.

The person creating the item must have the appropriate item creation feat or ability (such as the Mage’s Scribe Scroll ability), spend the appropriate amount of time fashioning the item, succeed at the required Wealth check (purchase DC = one-fifth of the item’s listed purchase DC), and spend the appropriate amount of XP. Then the creator must succeed at the required Craft check. If this check fails, the materials are used up but the XP are not spent. If it succeeds, then the item has been successfully prepared to receive the incantation.

The person who created the item must then serve as the primary caster in performing the desired incantation. This occurs as written in the incantation’s description. Failed incantations have all the usual repercussions, plus the item has been tarnished and must be prepared before another attempt can be made to infuse it with the incantation.

Determining the Purchase DC

Calculating the purchase DCs for items created to hold incantations is technically impossible, as incantations have neither caster levels nor spell levels. For the purpose of calculating and item’s purchase DC, use the following conversions.

Caster Level = 5 + total number of successful skill checks required to complete the incantation (minimum 11).

Spell Level = total number of successful skill checks required to complete the incantation.

FX Item Descriptions

Each entry includes a description of the item and its game effects. Following the description is a line indicating the caster level or manifester level of the effect, the item’s type, a typical purchase DC, and the item’s weight (in pounds).

The GM may increase the purchase DC of an item to account for its rarity in the campaign or lower the purchase DC of items that are readily available and easy to mass-produce.

Armor

Magic and psionic armor protects the wearer better than armor without any enhancement. Magic and psionic armor provide enhancement bonuses that stack with the equipment bonuses provided by the armor. Further, all armor penalties for magic and psionic armor are reduced by 1.

In addition to an enhancement bonus, armor may have special qualities. Armor with special qualities must have at least a +1 enhancement bonus.

Magic and psionic armor resizes itself to fit the wearer.

Magic or psionic armor confers its enhancement bonus to Defense for as long as it’s worn. If armor has a special quality that the wearer needs to activate, then the wearer needs to utter a command word (an attack action).

Purchase DC: To calculate the purchase DC for armor with an enhancement bonus but no special qualities, use the following table.

Enhancement Bonus Purchase DC Modifier
+1 +8
+2 +13
+3 +18

Armor with special qualities has an additional purchase DC modifier, as noted under each item entry.

Examples of armor with special qualities include the following.

Bulletproof Shirt

This light shirt provides the same protection as a +1 leather jacket. In addition, the wearer gains the benefits of a continuous protection from arrows/bullets spell (damage reduction 5/+1 against arrows, bullets, and crossbow bolts).

Type: Armor (magic); Caster Level: 3rd; Purchase DC: 22; Weight: 1 lb.

Illusory Concealable Vest

The wearer of this concealable vest gains a +1 to +3 enchantment bonus to Defense. Upon command, the protective garment changes shape and form to assume the appearance of a sweater or other normal piece of clothing. The vest retains all its properties (including weight) when its illusion ability is in effect. Only a true seeing spell reveals the true nature of the armor.

Type: Armor (magic); Caster Level: 10th; Purchase DC: 31 (+1), 36 (+2), 41 (+3); Weight: 4 lb.

Riot Shield of Fear

Introduced by police forces that employ magical gear, this riot shield provides an enhancement bonus to Defense (+1 to +3). At its wielder’s command, the shield can also cast cause fear three times per day as a 3rd-level Acolyte.

Type: Armor (magic); Caster Level: 3rd; Purchase DC: 26 (+1), 31 (+2), 36 (+3); Weight: 6 lb.

Scalemail of the Dragon

This suit, which weighs half as much as a normal suit of scalemail, provides an enhancement bonus to Defense (+1 to +3). In addition, the armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor penalty. Speed while wearing scalemail of the dragon is 30 feet for Medium creatures and 20 feet for Small creatures.

Type: Armor (magic); Caster Level: 7th; Purchase DC: 33 (+1), 38 (+2), 43 (+3); Weight: 15 lb.

Undercover Vest of Landing

The wearer of this undercover vest gains a +1 to +3 enhancement bonus to Defense. The wearer also ignores the first 20 feet of damage from any fall. Regardless of the height of the fall, the wearer always lands on his or her feet.

Type: Armor (psionic); Manifester Level: 4th (+1), 7th (+2), 10th (+3); Purchase DC: 30 (+1), 35 (+2), 40 (+3); Weight: 3 lb.

Magic Armor and Shield Special Abilities

Most magic armor and shields only have enhancement bonuses. Such items can also have the special abilities detailed here. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Acid Resistance: A suit of armor or a shield with this enchantment normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the resist energy spell).

Purchase DC Modifier: +2.

Animated (shields only): Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time.

Purchase DC Modifier: +2.

Bashing (shields only): This shield is made to make a shield bash. No matter what the size of the attacker, a large bashing shield or bashing riot shield deals 1d8 points of damage; a small bashing shield or bashing buckler deals 1d6 points of damage. The shield acts as a +1 weapon when used to bash. (Impromptu shields cannot be bashing shields.)

Purchase DC Modifier: +1.

Blinding (shields only): A shield with this enchantment flashes with a brilliant light up to twice per day upon command of the wielder. All within 20 feet except the wielder must succeed at a Reflex saving throw (DC 14) or be blinded for 1d4 rounds.

Purchase DC Modifier: +1.

Catching (shields only): A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 versus ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover with respect to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base Defense bonus are not diverted to the wearer (but the shield’s increased Defense bonus still applies against these weapons). The wielder activates this ability with a command word and can shut it off by repeating the command word.

Purchase DC Modifier: +1.

Cold Resistance: A suit of armor or a shield with this enchantment normally has a bluish, icy hue or is adorned with furs. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).

Purchase DC Modifier: +2.

Damage Reduction (armor only): This suit of armor grants the wearer damage reduction of a specific type:

Damage Reduction Purchase DC Modifier
5/+1 +1
10/+1 +2

Electricity Resistance: A suit of armor or a shield with

this enchantment normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electrical damage per attack that the wearer would normally take (similar to the resist energy spell).

Purchase DC Modifier: +2.

Fire Resistance: A suit of armor or a shield with this enchantment normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).

Purchase DC Modifier: +2.

Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally:

Fortification Type Chance for Normal Damage Purchase DC Modifier
Light 25% +1
Moderate 75% +2
Heavy 100% +3

Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. Further, it can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Purchase DC Modifier: +2.

Glamered (armor only): A suit of armor with this capability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.

Purchase DC Modifier: +1.

Shadow (armor only): This type of armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks (essentially a bonus for an extremely favorable condition). This bonus does not stack with obscuring or blinding-based Hide check bonuses. (The armor’s armor check penalty still applies normally.)

Purchase DC Modifier: +1.

Silent Moves (armor only): This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It adds a +10 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)

Purchase DC Modifier: +1.

Slick (armor only): Slick armor seems coated at all times with a slightly greasy oil. It adds a +5 competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.)

Purchase DC Modifier: +1.

Sonic Resistance: A suit of armor or a shield with this enchantment normally has a glistening appearance. The armor absorbs the first 10 points of sonic/concussion damage per attack that the wearer would normally take (similar to the resist energy spell).

Purchase DC Modifier: +2.

Spell Resistance (armor only): This enchantment grants the armor’s wearer spell resistance while the armor is worn.

Spell Resistance Purchase DC Modifier
15 +1
19 +2
23 +3

Sponsorship: This suit of armor or a shield is emblazoned with corporate logos, emblems, and advertisements. The armor gains no special benefits but is cheaper to purchase.

Purchase DC Modifier: –2.

Weapons

As with armor, magic and psionic weapons have enhancement bonuses. The enhancement bonus applies both to attack rolls and damage rolls when the weapon is used in combat. All magic weapons and psionic weapons are considered mastercraft items, but a weapon’s mastercraft bonus does not stack with its enhancement bonus.

In addition to an enhancement bonus, weapons may have special qualities. A weapon with a special quality must have a +1 or better enhancement bonus.

Fully 30% of magic or psionic weapons shed light in a 20-foot radius. These glowing weapons cannot be concealed when drawn, nor can their light be shut off.

If a weapon has a special quality that the user needs to activate, then the user must speak a command word (an attack action).

Purchase DC: To calculate the purchase DC for a weapon with an enchantment bonus but no special qualities, use the following table.

Enhancement Bonus Purchase DC Modifier
+1 +10
+2 +15
+3 +20

Weapons with special qualities have an additional purchase DC modifier, as noted under each item entry.

Examples of weapons with special qualities include the following.

Bladegun

A bladegun is a magic pistol that transforms into a magic short sword (and back again) upon command. Each bladegun is a specific make of handgun. The handgun and short sword versions of the weapon possess the same enhancement bonus (+1 to +3). Turning the handgun into a short sword—and vice versa— takes a move action. A bladegun in handgun form must be loaded with ammunition to fire (as any gun).

Type: Weapon (magic); Caster Level: 9th; Purchase DC: 16 + pistol’s purchase DC (+1), 21 + pistol’s purchase DC (+2), 26 + pistol’s purchase DC (+3); Weight: Varies (as pistol or short sword).

Chain Saw of the Psycho

This battered chain saw has a +1 to +3 enhancement bonus. It constantly drips oil and small amounts of blood, and it does not require gas to activate. The chain saw deals x 3 damage (instead of x 2 damage) on a successful critical hit.

Any creature with a good allegiance who handles a chain saw of the psycho gains two negative levels. These negative levels remain so long as the chain saw is in hand and disappear when it is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way while the chain saw is wielded.

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 25 (+1), 30 (+2), 35 (+3); Weight: 10 lb.

Charged Nunchaku

This weapon pulses with psionic energy and deals +1d4 points of damage with each successful strike.

Type: Weapon (psionic); Manifester Level: 10th; Purchase DC: 23 (+1), 28 (+2), 33 (+3); Weight: 2 lb.

Cloudkill Grenade

This smoke grenade contains greenish ooze. When used, it releases a pungent green cloud, as the cloudkill spell cast by a 9th-level Mage. The grenade is destroyed once used. The price listed is for a box of six grenades.

Type: Weapon (magic); Caster Level: 9th; Purchase DC: 30 (per box); Weight: 2 lb. (per grenade).

Deadeye Rifle

The deadeye rifle is a Barrett Light Fifty sniper rifle with an enhancement bonus of +1 to +3. The stock is covered with elaborate runes, and the deadeye rifle is considerably lighter than a normal Barrett Light Fifty. The rifle’s wielder suffers no penalties for 5 range increments, with each additional increment accruing only a –1 penalty.

Type: Weapon (magic); Caster Level: 5th; Purchase DC: 42 (+1), 47 (+2), 52 (+3); Weight: 20 lb.

Demolition Hammer

This weapon resembles a standard sledgehammer (use the warhammer statistics) with runes carved into its wooden handle. Besides its enhancement bonus (+1 to +3), the hammer has a destroy seed incantation bound into it that the wielder may activate once per day after a successful melee attack. The target must succeed at a Fortitude save (DC 20) or take 10d6 points of damage. If the target is reduced to –10 hit points or less (or a construct, object, or undead is reduced to 0 hit points), it is destroyed as if disintegrated, leaving behind only a trace of fine dust.

Type: Weapon (magic); Caster Level: 11th*; Purchase DC: 30 (+1), 35 (+2), 40 (+3); Weight: 8 lb.

Flaming Machete

In addition to its enhancement bonus, this machete becomes sheathed in flames when the wielder utters a command word. The fire does not harm the hand that holds the weapon, and the machete deals +1d6 points of fire damage on a successful hit.

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 25 (+1), 30 (+2), 35 (+3); Weight: 3 lb.

Fragmentation Grenade of Distance

The range increment of this fragmentation grenade is double normal (20 feet instead of 10 feet).

The purchase DC given below is for a box of six grenades.

Type: Weapon (magic); Caster Level: 7th (+1 or +2), 10th (+3); Purchase DC: 35 (+1), 40 (+2), 45 (+3); Weight: 3 lb.

Holy Crossbow

Any bolt fired from this magic crossbow is blessed with holy power. It deals +2d6 points of bonus holy damage against any creature with the evil allegiance and bestows one negative level on any such creature that attempts to wield it. The negative level remains for as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Type: Weapon (magic); Caster Level: 7th (+1 or +2), 10th (+3); Purchase DC: 34 (+1), 39 (+2), 44 (+3); Weight: 7 lb.

Keen Chain Saw

In addition to its enhancement bonus, this chain saw threatens a critical hit on a natural roll of 19 or 20 (a normal chain saw has a threat range of 20).

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 29 (+1), 34 (+2), 39 (+3); Weight: 10 lb.

Thunderclap Taser

This taser releases a deafening blast of thunder when it strikes an opponent. It deals normal damage (1d4 electrical) plus an additional 2d6 points of sonic/concussion damage. The taser’s battery is exhausted after a successful hit and must be replaced after each use.

Type: Weapon (magic); Caster Level: 5th; Purchase DC: 20; Weight: 1 lb.

Wounding Handgun

Any bullet fired from this magic Glock 17 deals such a terrible wound that, in addition to taking normal damage, the victim bleeds for 1 point of damage each round thereafter. Multiple wounds from the handgun result in cumulative bleeding loss. The bleeding can only be stopped with a successful Treat Injury check (DC 15) or the application of a healing spell.

Type: Weapon (magic); Caster Level: 10th; Purchase DC: 38 (+1), 43 (+2), 48 (+3); Weight: 2 lb.

Magic Weapon Special Abilities

Most magic weapons have a +1 or better enhancement bonus. They can also have special abilities detailed here. A weapon with a special ability must have at least a +1 enchantment bonus.

Acidic: Upon command, this weapon drips with acid. The acid does not harm the hands that hold the weapon. These weapons deal +1d6 points of bonus acid damage on a successful hit. Ranged weapons so enchanted bestow the energy type upon their ammunition.

Purchase DC Modifier: +1.

Bane: A bane weapon excels at attacking a specific kind of creature (such as black dragons, ogres, or trolls). Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus and deals +2d6 points of bonus damage against the foe.

Purchase DC Modifier: +2.

Brilliant (melee weapons only): A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Equipment and enhancement Defense bonuses do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. Ranged weapons cannot be enchanted with this ability.

Purchase DC Modifier: +3.

Chaotic: This weapon is infused with the power of chaos. It deals +2d6 points of bonus damage against any creature with an allegiance to law. It bestows one negative level on any creature with the law allegiance attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Ranged weapons so enchanted bestow the power upon their ammunition.

Purchase DC Modifier: +1.

Dancing: A dancing weapon can be loosed (requiring a move action) to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. It never leaves the side of the one who loosed it (never straying more than 5 feet) and fights on even if that creature falls. The wielder who loosed it can grasp it while it is attacking on its own as a free action, but when so retrieved it can’t dance (attack on its own) again for 4 rounds.

Purchase DC Modifier: +3.

Defending (melee weapons only): A defending weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to his Defense as a special bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to Defense lasts until his next turn. This ability cannot be placed on ranged weapons.

Purchase DC Modifier: +2.

Disruption (melee weapons only): This type of weapons deals +2d6 points of damage to undead creatures.

Purchase DC Modifier: +1.

Distance (ranged weapons only): A weapon of distance doubles its range increment.

Purchase DC Modifier: +2.

Energy Blast: Energy blast weapons come in five types: acid blast, fiery blast, icy blast, electrical blast, and concussive blast. A burst weapon explodes with the appropriate energy type (acid, cold, electricity, fire, or sonic/concussion) upon scoring a successful critical hit. The energy does not harm the hands that hold the weapon. These weapons deal +1d10 points of bonus energy damage (of the requisite type) on a successful critical hit. If the weapon’s critical multiplier is x3, add +2d10 points of bonus energy damage instead, and if the multiplier is x4, add +3d10 points of bonus energy damage. Ranged weapons so enchanted bestow the energy upon their ammunition.

Any electrical device that is damaged by a shocking blast weapon has its electronics scrambled. A successful Repair check (DC 10 + the damage dealt) fixes the short.

Subjects dealt a critical hit by a concussive blast weapon must make a Fortitude save (DC 14) or be deafened permanently.

Purchase DC Modifier: +2.

Flaming: Upon command, this weapon bursts into flame. The flame does not harm the hands that hold the weapon. These weapons deal +1d6 points of bonus fire damage on a successful hit. Ranged weapons so enchanted bestow the energy type upon their ammunition.

Purchase DC Modifier: +1.

Frost: Upon command, this weapon is engulfed in a bluish nimbus of cold energy. The cold does not harm the hands that hold the weapon. These weapons deal +1d6 points of bonus cold damage on a successful hit. Ranged weapons so enchanted bestow the energy type upon their ammunition.

Purchase DC Modifier: +1.

Ghost Touch (melee weapons only): A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. Further, it can be picked up and moved by incorporeal creatures at any time.

Purchase DC Modifier: +1.

Holy: This weapon is infused with holy power. It deals +2d6 points of bonus damage against any creature with an allegiance to evil. It bestows one negative level on any creature with the evil allegiance attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Ranged weapons so enchanted bestow the power upon their ammunition.

Purchase DC Modifier: +1.

Keen (slashing weapons only): This enchantment doubles the threat range of a weapon.

Purchase DC Modifier: +1.

Lawful: This weapon is infused with the power of law. It deals +2d6 points of bonus damage against any creature with an allegiance to chaos. It bestows one negative level on any creature with the chaos allegiance attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Ranged weapons so enchanted bestow the power upon their ammunition.

Purchase DC Modifier: +1.

Merciful: The weapon deals +1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Ranged weapons so enchanted bestow the merciful effect upon their ammunition.

Purchase DC Modifier: +1.

Mighty Cleaving (melee weapons only): This weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round. Only one extra cleave attempt is allowed per round.

Purchase DC Modifier: +2.

Returning (thrown weapons only): A returning weapon returns to the thrower’s hand at the beginning of his or her next turn.

Purchase DC Modifier: +1.

Shocking: Upon command, this weapon crackles with lightning. The electricity does not harm the hands that hold the weapon. These weapons deal +1d6 points of bonus electricity damage on a successful hit. Ranged weapons so enchanted bestow the energy type upon their ammunition.

Any electrical device damaged by a shocking weapon has its electronics scrambled. A successful Repair check (DC 10 + the damage dealt) fixes the short.

Purchase DC Modifier: +1.

Speed: A weapon of speed allows the wielder one single extra attack each round at his highest bonus.

Purchase DC Modifier: +3.

Thundering: Upon command, this weapon resonates with sonic energy. These weapons deal +1d6 points of bonus sonic/concussion damage on a successful hit. Ranged weapons so enchanted bestow the energy type upon their ammunition.

Purchase DC Modifier: +1.

Unholy: This weapon is infused with unholy power. It deals +2d6 points of bonus damage against any creature with an allegiance to good. It bestows one negative level on any creature with the good allegiance attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Ranged weapons so enchanted bestow the power upon their ammunition.

Purchase DC Modifier: +1.

Wounding (melee weapons only): This weapon deals damage to a creature such that a wound it inflicts bleeds for 1 point of damage per round thereafter in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding loss. The bleeding can only be stopped by a successful Treat Injury check (DC 15) or the application of any cure spell or other healing spell.

Purchase DC Modifier: +3.

Potions

A potion is an elixir concocted with a spell-like or psionic effect that affects only the drinker. A potion is a single-use item that can only duplicate spells or psionic powers of 3rd level or lower. A potion vial has a Defense of 12, hardness 1, 1 hit point, and a break DC of 12. A vial holds 1 ounce of liquid.

Drinking a potion takes an attack action and provokes attacks of opportunity.

Purchase DC: A potion’s purchase DC is 17 + the potion’s caster level + spell level unless noted otherwise.

Examples of potions include the following.

L’eau de Tigre

This perfume or cologne grants a +5 circumstance bonus on Bluff and Sense Motive checks for 1 hour.

Type: Potion (magic); Caster Level: 2nd; Purchase DC: 20; Weight: —.

Potion of Charisma

This potion adds a +5 enhancement bonus to the drinker’s Charisma score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Potion of Constitution

This potion provides a +5 enhancement bonus to the drinker’s Constitution score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Potion of Cure Light Wounds

A character who drinks this potion heals 1d8+1 points of damage. More potent versions of this potion (with effects similar to the cure moderate wounds and cure serious wounds spells) are rumored to exist.

Type: Potion; Caster Level: 1st; Purchase DC: 19; Weight: —.

Potion of Darkvision

The imbibing character can see in the dark for 3 hours, although everything he or she sees appears in shades of black and white.

Type: Potion; Caster Level: 3rd; Purchase DC: 22; Weight: —.

Potion of Dexterity

The imbibing gets a +5 enhancement bonus to his or her Dexterity score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Potion of Intelligence

This potion provides a +5 enhancement bonus to the drinker’s Intelligence score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Potion of Invisibility

The drinker and any gear he or she is carrying vanish from sight. Even creatures with darkvision cannot see the invisible creature. Any object picked up by the invisible creature remains visible unless tucked into clothing or a carrying item. Objects dropped or put down by the drinker become visible.

The potion does not silence the drinker, and certain conditions can render the affected creature visible. The drinker becomes visible if he or she attacks any creature; otherwise, the effect lasts for 3 minutes.

Type: Potion; Caster Level: 3rd; Purchase DC: 22; Weight: —.

Potion of See Invisibility

This potion allows its drinker to see objects and beings that are invisible as if they were normally visible. It does not reveal illusions or allow the imbiber to see through opaque objects, nor does it reveal creatures that are simply hiding, concealed, or otherwise hard to see. The effect lasts 30 minutes.

Type: Potion; Caster Level: 3rd; Purchase DC: 22; Weight: —.

Potion of Mechanical Aptitude

This potion makes the imbiber more proficient in understanding how technological devices work. He gains a +5 circumstance bonus on Computer Use and Repair checks for 1 hour.

Type: Potion (magic); Caster Level: 6th; Purchase DC: 16; Weight: —.

Potion of Stealth

This potion grants a +5 circumstance bonus on her Hide and Move Silently checks for 1 hour.

Type: Potion; Caster Level: 6th; Purchase DC: 24; Weight: —.

Potion of Strength

This potion improves the imbiber’s strength, resulting in a +5 enhancement bonus to the drinker’s Strength score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Potion of Truth

This potion forces the individual drinking it to say nothing but the truth for 10 minutes; a successful Will save (DC 12) negates the effect. Further, he or she is compelled to answer any questions put to him or her in that time, but with each question he or she is free to make a separate Will save (DC 12). If one of these secondary saves is successful, he or she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question. No more than one question can be asked each round. This effect is a mind-affecting enchantment.

Type: Potion; Caster Level: 4th; Purchase DC: 25; Weight: —.

Potion of Vehicle Handling

This bubbly potion temporarily sharpens the drinker’s driving and piloting skills, granting a +5 circumstance bonus on Drive and Pilot checks for 1 hour.

Type: Potion (magic); Caster Level: 6th; Purchase DC: 16; Weight: —.

Potion of Wall Walk

This viscid potion allows its imbiber to move across vertical surfaces or ceilings as easily as he can walk on the ground, and hold items and wield weapons normally while doing so.

Type: Potion (magic); Caster Level: 6th; Purchase DC: 16; Weight: —.

Potion of Wisdom

This potion adds a +5 enhancement bonus to the drinker’s Wisdom score for 5 minutes.

Type: Potion; Caster Level: 5th; Purchase DC: 23; Weight: —.

Vaporex (Potion of Gaseous Form)

This potent elixir or capsule renders the imbiber gaseous, as per the gaseous form spell. The effect lasts 5 minutes.

Type: Potion (magic); Caster Level: 5th; Purchase DC: 25; Weight: —.

Rings

A ring is a circular metal band worn on the finger that contains a spell-like ability or a psionic power (often an effect that persists as long as the ring is worn). A ring has a Defense of 13, hardness 10, 2 hit points, and a break DC of 25.

Activating a ring is an attack action and does not provoke attacks of opportunity.

Purchase DC:A ring’s purchase DC is 25 + the ring’s caster level unless noted otherwise.

Examples of rings include the following.

Cat’s Eye Ring

This ring grants the wearer continuous low-light vision. In addition, once per day, the wearer may transform into a cat (as the baleful polymorph incantation, but with no skill checks or additional components required). The wearer can turn back into her own form at any time. Either way, the transformation takes a move action to complete.

The wearer retains her Intelligence, Wisdom, and Charisma scores in cat form, during which the ring takes the form of a handsome collar.

Type: Ring (magic); Caster Level: 12th*; Purchase DC: 37; Weight: —.

Decoder Ring

This cheap-looking tin ring has a small dial adorned with letters of the alphabet. It grants its wearer a +10 equipment bonus on Decipher Script checks. Note that understanding does not necessarily imply spell use.

Type: Ring (magic); Caster Level: 5th; Purchase DC: 30; Weight: —.

Ring of Algos

This iron signet ring has a sigil of Algos (see Incantations) carved into its setting. Any time the wearer shakes hands with another living creature, he may activate the ring’s power (as an attack action). The two parties shaking hands make opposed Will saves, although the ring’s wearer gets to add his Charisma bonus to his save. Whoever has the lower result receives a –4 penalty to all attack rolls, skill checks, and saving throws for the next 12 hours.

Type: Ring (magic); Caster Level: 11th*; Purchase DC: 36; Weight: —.

Ring of Cold Cocking

This brass ring is shaped like a fist. The wearer can make an unarmed attack against a flat-footed opponent as if he had the Knockout Punch feat, even if he doesn’t have the prerequisites.

Type: Ring (magic); Caster Level: 5th; Purchase DC: 30; Weight: —.

Ring of Energy Resistance 15

This ring absorbs one type of energy damage: acid, cold, electricity, fire, or sonic/concussion. Each time the wearer takes damage of the specified energy type, subtract 15 points of damage from the total. If the total damage is 15 points or less, the wearer takes no damage from the attack.

Type: Ring (magic); Caster Level: 5th; Purchase DC: 30; Weight: —.

Ring of Jumping

This ring continually provides a +30 bonus to the wearer’s Jump checks and eliminates the wearer’s usual maximum distance limit.

Type: Ring (magic); Caster Level: 1st; Purchase DC: 26; Weight: —.

Ring of Lockpicking

On command, this ring releases several lockpicks, tongs, and tiny mechanical arms designed to fit into any Fine or Diminutive lock. The ring grants a +5 equipment bonus on Disable Device checks when picking or disabling mechanical or electronic locks.

Type: Ring (magic); Caster Level: 3rd; Purchase DC: 28; Weight: —.

Ring of Lyssa

A ring is made of delicate silver threads forged in a pattern of thorny brambles with a single blood-red ruby set in the center. Anyone who puts on this cursed ring is suffers the effects of a sigil of Lyssa incantation for as long as the ring is worn (Will save, DC 28, negates). When the ring is removed, the victim must make a second Will save (DC 28) or suffer the effects for an additional 16 minutes.

Type: Ring (magic); Caster Level: 12th*; Purchase DC: 37; Weight: —.

Ring of Via Negativa

This ring is set with a black pearl and allows its wearer to cast via negativa three times per day. Activating the ring is an attack action.

Type: Ring (magic); Caster Level: 7th; Purchase DC: 32; Weight: —.

Ring of the Ram

The wearer can command the ring to issue forth a ramlike force. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. (The force has Strength 25 and is considered Large.) The force gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.

A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Type: Ring (magic); Caster Level: 9th; Purchase DC: 34; Weight: —.

Ring of Surveillance Detection

This ring pulses dimly when electronic devices are monitoring the wearer. The ring can detect a working video camera, microphone, motion detector, or other sensor within 50 feet. By taking a full-round action, the wearer can locate the direction and distance to the device. It grants a +5 circumstance bonus on Search checks when trying to find concealed monitoring devices.

Type: Ring (magic); Caster Level: 5th; Purchase DC: 30; Weight: —.

Scrolls

A scroll is a spell magically inscribed onto paper or parchment so that it can be used later. Once the spell is cast, the scroll becomes blank or turns to dust. Scrolls are single-use items. A scroll has a Defense of 9, hardness 0, 1 hit point, and a break DC of 8.

No preparation time is needed to cast a spell written on a scroll. The reader must perform the short, simple, finishing parts of the spell. To use a scroll safely, a character must be high enough level in the right class to cast the spell already.

Activating a scroll has four prerequisites. First, the reader must be able to read the writing. This can be done with a successful Spellcraft check (DC 15 + the spell’s level) or a read magic spell. Second, the user must be able to cast arcane spells (for arcane spell scrolls) or divine spells (for divine spell scrolls). Third, the user must have an Intelligence score high enough to cast the spell. Finally, the user must be able to see and read the text of the scroll.

If the user isn’t high enough level to cast the spell normally, he or she must succeed at a caster level check (DC = the caster level of the scroll +1). If this check fails, the spell fails and disappears from the paper; the scroll is wasted.

Using a scroll is an attack action that provokes attacks of opportunity.

Purchase DC:A scroll’s purchase DC is 15 + the scroll’s caster level + spell level unless noted otherwise.

Examples of scrolls include the following.

Scroll of Fireball

Reading the scroll activates a fireball spell. The spell functions exactly like a spell prepared and cast the normal way, except that no components are required.

Type: Scroll; Caster Level: 5th; Purchase DC: 23; Weight: —.

Scroll of Neutralize Poison

Reading the scroll activates a neutralize poison spell. The spell functions exactly like a spell prepared and cast the normal way, except that no components are required.

Type: Scroll; Caster Level: 7th; Purchase DC: 26; Weight: —.

Scroll of Raise Dead

Reading the scroll activates a raise dead spell. The spell functions exactly like a spell prepared and cast the normal way, except that no components are required.

Type: Scroll; Caster Level: 9th (divine); Purchase DC: 29; Weight: —.

Staffs

A staff is a 4- to 7-foot-long, ornately wrought shaft of wood enhanced to cast a number of different (though often related) spells or psionic powers. Most staffs easily double as walking sticks or cudgels. A staff has a Defense of 7, hardness 5, 10 hit points, and a break DC of 24.

A staff of divine spells can be used only by a divine spellcaster, and a staff of arcane spells can be used only by an arcane spellcaster. Only creatures with psionic abilities can use a staff of psionic powers.

Using a staff is an attack action and does not provoke attacks of opportunity. A staff has 50 charges when new.

Purchase DC:Unless noted otherwise, a staff’s purchase DC is 24 + the staff’s caster level or manifester level + the total levels of the spells stored in the staff.

For a used staff with 25 charges, reduce the purchase DC by 2.

Examples of staffs include the following.

Doppler Staff

This staff is unusual in that it performs only one function— albeit a considerable one. Crafted from sandalwood carved with cloud patterns spiraling up its shaft, the doppler staff requires that the user hold it above her head using both hands. The staff enables its user to cast a control weather incantation without secondary casters. The staff also grants a +4 equipment bonus on all Knowledge (arcane lore) checks to successfully complete the incantation. Each attempted use costs one charge, even if the incantation fails.

Type: Staff (magic); Caster Level: 11th (arcane); Purchase DC: 41; Weight: 5 lb.

Staff of Fire

The staff has three uses, each identical to the corresponding arcane spell. Each time the staff is used, it depletes a certain number of charges.

  • Burning hands (5d4 points of fire damage; DC 13); uses 1 charge.
  • Fireball (9d6 points of fire damage; DC 15); uses 1 charge.
  • Wall of fire (DC 17); uses 2 charges.
  • Type: Staff (magic); Caster Level: 9th (arcane); Purchase DC: 43; Weight: 5 lb.

Staff of Illumination

The staff has three uses, each identical to the corresponding divine spell. Each time the staff is used, it depletes a certain number of charges.

  • Light; uses no charges.
  • Searing light (4d8 points of damage, or 9d6 points of damage to undead; Reflex save DC 15); uses 1 charge.
  • True seeing (lasts 9 minutes; Will save DC 17); uses 2 charges.
  • Type: Staff (magic); Caster Level: 9th (divine); Purchase DC: 41; Weight: 5 lb.

Staff of the Mind’s Eye

This staff has three uses, each identical to the corresponding psionic power. Each time the staff is used, it depletes a certain number of charges.

  • Brain lock (lasts 5 rounds; Will save DC 13); uses 1 charge.
  • Inflict pain (3d6 points of psychic damage; DC 15); uses 1 charge.
  • Whitefire (5d4 points of fire damage; Reflex save DC 17); uses 1 charge.
  • Type: Staff (psionic); Manifester Level: 9th; Purchase DC: 40; Weight: 5 lb.

Staff of Swarms

This polished black staff often doubles as a walking cane, one end of which is capped with a ornate silver insect or arachnid. The staff has a number of uses, some identical to the corresponding divine spell. Each time the staff is used, it depletes a certain number of charges. A fully-charged staff holds 50 charges.

  • Shadowmoth plague (lasts 9 minutes); uses 1 charge.
  • Crawling carpet (lasts 9 minutes); uses 1 charge.
  • Rage of bees (lasts 9 minutes); uses 2 charges.

Type: Staff (magic); Caster Level: 9th (divine); Purchase DC: 45; Weight: 5 lb.

Staff of the Urban Jungle

This staff is crafted from a long piece of rebar and topped with a variety of bangles, including doll heads, wires, and bolts. It requires that the user hold it forth in at least one hand.

The staff has a number of uses, some identical to the corresponding arcane spell. Each time the staff is used, it depletes a certain number of charges. A fully-charged staff holds 50 charges.

  • Arcane graffiti; use no charges.
  • Change self; uses 1 charge.
  • Power device (lasts 90 minutes); uses 1 charge.
  • Burglar’s buddy (lasts 9 minutes; Will save DC 14); uses 1 charge.
  • Nondetection (lasts 9 hours; Will save DC 15); uses 1 charge.
  • Synchronicity (lasts 90 minutes; Will save DC 17); uses 2 charges.

Type: Staff (magic); Caster Level: 9th (arcane); Purchase DC: 45; Weight: 5 lb.

Staff of Voltage

This staff is made from a solid piece of copper and etched with lightning bolts or electrical symbols resembling circuitry. It requires that the user hold it forth in at least one hand. A fully-charged staff holds 50 charges. The staff has a number of uses, some identical to the corresponding arcane spell. Each time the staff is used, it depletes a certain number of charges.

  • Degauss (by touch); uses 1 charge.
  • Electromagnetic pulse (DC 15); uses 1 charge.
  • Lightning bolt (9d6 points of electricity damage; Reflex save DC 15); uses 1 charge.

Type: Staff (magic); Caster Level: 9th (arcane); Purchase DC: 40; Weight: 5 lb.

Tattoos

Tattoos are single-use “items” containing a spell-like or psionic effect that affects only the bearer. They can be drawn or imprinted just about anywhere on the body; however, the bearer of a magic or psionic tattoo must touch it (and speak a command word) to activate its power, so tattoos are normally placed in easy-to-reach places.

Magic and psionic tattoos are permanent until activated or dispelled.

Activating a tattoo is an attack action, requires the utterance of a command word, and does not provoke attacks of opportunity.

Purchase DC: A tattoo’s purchase DC is 15 + the tattoo’s caster level or manifester level + spell level or power level unless noted otherwise. The purchase DC includes the cost of drawing or imprinting the tattoo on the body.

Examples of tattoos include the following.

Broken Arrow Tattoo

The bearer of the tattoo, which usually looks like a broken arrow, gains damage reduction 10/+2 against ranged weapons that fire arrows, bolts, or bullets (as per the protection from arrows/bullets spell). The effect lasts for 50 minutes.

Type: Tattoo (magic); Caster Level: 5th (arcane); Purchase DC: 20; Weight: —.

Bullseye Tattoo

The bearer of this bullseye tattoo gains a +20 insight bonus on her next single attack, as per the true strike spell. The attack ignores any miss chance that applies to attacks against a concealed target.

Type: Tattoo (magic); Caster Level: 1st (arcane); Purchase DC: 17; Weight: —.

Caduceus Tattoo

This tattoo is usually shaped like a medical caduceus (a pair of serpents entwined around a staff). Activating the tattoo triggers a caduceus incantation that affects a single target: the bearer or another creature touched by the bearer. The effects are instantaneous, and once the tattoo is successfully created, no skill checks are required to activate the spell and there is no chance of the incantation failing.

The magic of the caduceus tattoo immediately ends any and all of the following adverse conditions affecting the target: temporary ability damage (but not permanent ability drain), blindness (including dazzled effects), confusion or insanity, daze, deafness, fatigue, exhaustion, feeblemindedness, nausea, and poison. It also cures up to 150 points of damage. A single tattoo is enough to simultaneously achieve all these effects. The tattoo’s magic also removes negative levels, but it does not restore permanently drained levels.

Type: Tattoo (magic); Caster Level: 11th*; Purchase DC: 26; Weight: —.

*See the Incantation-Based FX Items sidebar.

Tattoo of Body Adjustment

This tattoo has one of three effects, which the bearer chooses at the time of activation:

Instantly heal 3d6 points of damage.

Gain a +7 bonus on the bearer’s next Fortitude save to negate further damage from any one disease or poison currently afflicting the bearer.

Instantly heal 2 points of temporary ability damage.

Type: Tattoo (psionic); Manifester Level: 3rd; Purchase DC: 20; Weight: —.

Tattoo of Natural Armor

This tattoo, when activated, covers the bearer’s skin in hard ridges that provide a +4 natural armor bonus to Defense. The effect lasts 7 minutes.

Type: Tattoo (psionic); Manifester Level: 7th; Purchase DC: 26; Weight: —.

Tattoo of Spell Resistance

This tattoo comes in various patterns, although tribal bands around the forearm or bicep are the most common. The bearer of this tattoo gains SR 21 for 9 minutes once the tattoo is activated.

Type: Tattoo (magic); Caster Level: 9th (divine); Purchase DC: 24; Weight: —.

Tattoo of Spider Climb

The bearer can climb and travel on vertical surfaces and ceilings for 30 minutes. The bearer gains a climb speed of 20 feet and need not make Climb checks to scale a surface. The bearer cannot take run actions for the duration of the effect.

Type: Tattoo (magic); Caster Level: 3rd; Purchase DC: 19; Weight: —.

Wands

A wand is a short stick imbued with the power to cast a specific spell 50 times. The spell must be 4th level or lower, and the wand cannot be recharged. A typical wand has a Defense of 7, hardness 5, 5 hit points, and a break DC of 16.

A divine spell wand can be used only by divine spellcasters, while an arcane spell wand can be used only by arcane spellcasters.

Using a wand is an attack action and does not provoke attacks of opportunity. A wand has 50 charges when new.

Purchase DC: Unless noted otherwise, a wand’s purchase DC is 24 + the wand’s caster level + the level of the spell stored in the wand. The purchase DC is for a fully charged wand. For a used wand with 25 charges, reduce the purchase DC by 2.

Sample wands include the following:

Wand of Animate Dead

This wand allows its user to cast animate dead.

Type: Wand (magic); Caster Level: 5th (divine); Purchase DC: 32; Weight: 1 lb.

Wand of Knock

A single charge from the wand opens as many as two locked, barred, stuck, or magically held mechanisms within 30 feet of each other (including locked doors and containers).

Type: Wand (magic); Caster Level: 3rd (arcane); Purchase DC: 28; Weight: 1 lb.

Wand of Web

This wand allows its user to cast web.

Type: Wand (magic); Caster Level: 3rd (arcane); Purchase DC: 28; Weight: 1 lb.

Wondrous Items

Wondrous items include anything that doesn’t fall into the other groups, including jewelry, tools, books, clothing, and gadgets.

Unless noted otherwise, activating a wondrous item takes an attack action and does not provoke attacks of opportunity. Wondrous items are activated by command word or use-activated.

Purchase DC: A wondrous item’s purchase DC is 25 + the item’s caster level + its FX modifier. The FX modifier depends on the item’s nature, as shown on the table below:

Item’s Nature FX Modifier
Single-use item
Continuous effect or bonus 1 +3
Limited number of uses per day +2
Limited number of charges +1
  1. See Limit on FX Items Worn. A continuous effect item that does not take up one of these limited spaces has a +4 FX modifier (instead of +3).

Examples of wondrous items include the following.

Air Duct Infiltration Suit

This is a pale blue pair of coveralls, like the kind worn by many janitors, that are favored by corporate spies. Four times per day, the wearer can use the suit to trigger a gaseous form spell, allowing him to travel through a building’s air ducts.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 32; Weight: 2 lb.

Animated Tools

Two different sets of animated tools exist: the “mechanoset” is designed for mechanical devices, while the “electroset” is intended for electrical devices. When used like ordinary tools, animated tools operate as a deluxe tool kit of the appropriate type (+2 equipment bonus on Repair checks), although they have the same size and weight as a basic kit.

On command, the tool animate and begin repairing a single damaged item of the appropriate type. The animated tools must be placed within 5 feet of the item to be repaired, and the user must remain within 30 feet for the duration of the repairs. When used in this manner, the animated tools act as though they have 10 ranks in the Repair skill (Repair +10). The animated tools have a hardness of 10 and 10 hit points (total). They cannot be commanded to attack.

Type: Wondrous Item (magic); Caster Level: 9th; Purchase DC: 34; Weight: 12 lb. (electronic) or 22 lb.(mechanical).

ARCANOBOTS Action Figure

ARCANOBOTS action figures are durable, articulated, collectible robots powered by magic (though to most of the world, this is just marketing hyperbole). When powered by magic batteries (as opposed to normal batteries), they respond to the verbal commands of their owners. They come equipped with pop-out jet wings and miniature “death ray” guns that deal light sonic/ concussion damage (unless powered by normal batteries, in which case they fire harmless beams of light).

An ARCANOBOT filled with magic batteries operates for 24 hours, at which point it becomes an inanimate, normal toy.

Magic batteries can be obtained from the manufacturer’s web site (purchase DC 36); most visitors to the web site (who don’t recognize the arcanobots’ true magical nature) assume that the high-cost “magic” batteries are a joke or publicity stunt. Only those with a true understanding of Shadow are likely to pay the price to unlock the Arcanobots actual potential. An ARCANOBOT action figure has the following statistics:

Arcanobot: CR 1/4; Diminutive construct; HD 1/8d10; hp 1; Mas —; Init +3; Spd 10 ft., fly 30 ft. (good); Defense 17, touch 17, flat-footed 14 (+3 Dex, +4 size); BAB +0; Grap –16; Atk +0 melee (1d2–4 nonlethal, unarmed strike) or +3 ranged touch (1d3 sonic/concussion, “death ray”); Full Atk +0 melee (1d2–4 nonlethal, unarmed strike) or +3 ranged touch (1d3 sonic/concussion, “death ray”); FS 1 ft. by 1 ft.; Reach 0 ft.; SQ darkvision 60 ft., construct immunities; AL creator or owner; SV Fort +0, Ref +3, Will –5; AP 0; Rep +0; Str 3, Dex 16, Con —, Int —, Wis 1, Cha 1.

Type:Wondrous Item (magic); Caster Level: 10th; Purchase DC: 5 (does not include magic batteries); Weight: 1 lb.

Backpack of Holding

This appears to be a common daypack, typically used by students and hikers. The backpack of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the backpack, it weighs a fixed amount. This weight, and the limits in weight and volume of the backpack’s contents, depend on the backpack’s type, as shown below.

Pack Type Weight Weight Limit of Contents Volume Limit of Contents Purchase DC
Light backpack 2 lb. 250 lb. 30 cu. ft. 34
Medium backpack 5 lb. 500 lb. 70 cu. ft. 36
Heavy backpack 8 lb. 1,000 lb. 150 cu. ft. 38
Jumbo backpack 20 lb. 1,500 lb. 250 cu. ft. 41

If the backpack is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a backpack of holding is turned inside out, its contents spill out, unharmed, but the backpack must be put right before it can be used again. If living creatures are placed within the backpack, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a backpack of holding is a move action unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

Type: Wondrous Item (magic); Caster Level: 9th; Purchase DC: Varies; Weight: Varies.

Bad Hair Day Clip

At first this seems like a cheap, plastic hair clip of the kind found in most convenience stores, but closer inspection reveals a tiny rune carved into the grip. This cursed item contains a version of the afflict incantation seed that causes the person wearing it to suffer a –4 morale penalty on all saving throws, Charisma checks, and Charisma-based skill checks. Removing the hair clip requires a remove curse or break enchantment spell.

Type: Wondrous Item (magic); Caster Level: 11th*; Purchase DC: 39 (often sold as a mundane hair clip, purchase DC 1); Weight: —.

Camera of Soul Stealing

This bulky, old-fashioned instant camera steals the life force of anyone caught in its field of view. Once per day, the user of the camera of soul stealing can take a picture (the camera does not need to be loaded with film). Anyone within a 30-foot cone must succeed at a Will save (DC 20) or gain 1d4 negative levels. If a creature successfully makes the Will save, it is permanently immune to the effects of that camera of soul stealing.

The pictures taken by the camera of soul stealing are black and white, and they possess a horrific, mind-bending quality such that people look gaunt and haunted, objects are twisted in a sinister way, and shadows seem darker and menacing.

Type:Wondrous Item (magic); Caster Level: 10th; Purchase DC: 37; Weight: 5 lb.

Chemical Light Stick of Revealing

This FX item reveals invisible creatures and objects within its 5-foot light radius. This magic item usually comes in packs of five, and each light stick lasts 6 hours.

The purchase DC and weight given below are for a pack of five.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 29; Weight: 1 lb.

Crystal Pistol

This item is the same size as a Small handgun. Pulling the trigger activates the psionic energy stored inside the crystal. The energy strikes a single target designated by the user and deals 3d6 points of bludgeoning damage. The user may choose to have the device deal nonlethal damage instead.

The target must be within 130 feet. A crystal pistol can be fired 50 times before the crystal shard is completely drained of psionic energy. This item cannot be recharged.

Firing a crystal pistol is an attack action and does not provoke attacks of opportunity.

Type: Wondrous Item (psionic); Manifester Level: 3rd; Purchase DC: 29; Weight: 2 lb.

Demonic Biker’s Jacket

This worn and faded leather jacket is covered with spikes, rivets, and metal chains. A large skull shrouded in flame adorns the back. The jacket makes the wearer look dangerous and menacing, granting a +4 equipment bonus on Intimidate checks. Once per day, the wearer’s hands can transform into gnarled talons for up to 10 rounds. The transformation allows the jacket’s wearer to make unarmed strikes without provoking attacks of opportunity. The wearer deals 1d6 points of lethal damage (plus Strength modifier, if any) with each successful unarmed strike.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 35; Weight: 4 lb.

Driving Ace Gloves

These snug, leather racing gloves provide a +5 equipment bonus on all Drive checks while operating a land vehicle (no benefit for boats, planes, or helicopters). Both gloves must be worn for the magic to be effective.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: —.

Duct Tape of Repair

This magic brand of duct tape can repair damaged objects and vehicles. When a 5-foot strip of the duct tape is applied to the damaged area, the duct tape disappears and the object regains 1d8+5 hit points instantly.

Duct tape of repair comes in a standard-size roll and can be used 14 times before the roll is exhausted. Applying duct tape of repair is a full-round action that provokes attacks of opportunity.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 31; Weight: 1 lb.

Eagle Eye Sunglasses

These stylish sunglasses grant superior vision as well as protecting the wearer’s eyes from bright lights and UV rays. The sunglasses grant a +5 equipment bonus on Spot checks made in brightly lit locations.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: —.

Eldritch Cell Phone

This cell phone has an unusually long and odd-shaped antenna but is otherwise nondescript. It has the ability to connect to any other phone regardless of weather conditions or distance. The connection has a slight warble to it, but is otherwise free of static and other interference. If the person being contacted doesn’t have a phone, the eldritch cell phone automatically dials the phone nearest to the individual (even though the contact might be unable to reach it). Furthermore, the eldritch cell phone magically encrypts the conversation so that anyone who taps into the conversation (using a cellular interceptor or other hardware) hears only gibberish.

The eldritch cell phone has a built-in caller ID defeater and cannot be traced by mundane technology.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 32; Weight: —.

Fabric of Style

This bolt of fine, silky fabric is wrapped around a person’s body. On command, fabric of style turns into a any sort of outfit of excellent quality, but does not include accessories like jewelry, watches, and so forth. Fabric of style also grants a +2 equipment bonus on Charisma checks and Charisma-based skill checks while worn. The style of outfit can be changed, but the fabric of style must be removed and donned again, requiring a full-round action. If any part of the outfit is removed, the fabric of style turns back into the bolt of cloth.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 36; Weight: 3 lb.

Fuel Tablets

These amber-colored tablets come in bottles of ten. Each fuel tablet transforms into liquid or gaseous fuel (gasoline, diesel, kerosine, jet fuel, or propane) when dropped into the fuel tank of a vehicle or other machine. The fuel completely fills the tank, but is otherwise like regular fuel and is destroyed once used.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 29 (per bottle); Weight: —.

Gauntlet of Lightning

This gauntlet allows its wearer to cast lightning bolt 3 times per day. Each bolt deals 5d6 points of electricity damage, or half if a Reflex save (DC 14) succeeds. Using the gauntlet is an attack action and does not provoke attacks of opportunity.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 32; Weight: 1 lb.

Glasses of Minute Seeing

These normal looking glasses have specially crafted lenses. When worn, they grant the wearer a +5 equipment bonus on Search checks to locate or identify features such as tiny seams, marks, cracks, or imperfections.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: —.

Haz-Mat Gloves

These elbow-length, optic yellow gloves are made of coarse, stiff material. The wearer gains acid, cold, and fire resistance 10 so long as both gloves are worn.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 35; Weight: 5 lb.

Hidden Holster

This concealed carry holster can hold any handgun and grants a +5 circumstance bonus on Sleight of Hand checks to conceal the weapon. The bonus applies to physical searches as well as casual inspection.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: 0.5 lb.

Icethrower

This backpack and spray nozzle looks similar to a flamethrower but shoots a 45-foot-long cone of cold that deals 9d6 points of cold damage to creatures and objects in the area. A successful Reflex save (DC 17) halves the damage. Using the icethrower is an attack action and provokes attacks of opportunity.

The cold fuel stored in the icethrower’s backpack is drained after 10 shots but can be replenished (at the cost of the item’s purchase DC).

Type: Wondrous Item (magic); Caster Level: 9th; Purchase DC: 35; Weight: 50 lb.

Instant Ice Box

This item looks like an ordinary 1-foot-wide, 3-foot-long, and 1.5-foot-deep picnic cooler with a 2-inch-thick plastic cover. The only apparent difference are the three buttons on the hasp. When the lid is closed and one or more of the buttons are pressed, the instant ice box will magically cool any materials placed inside for as long as the lid remains closed. If the lid is opened, the effect ends. The cooler has a total of 50 charges that can be spent in three different ways.

Chill (uses 1 charge): If any one of the buttons is pressed, the box chills all the contents to a temperature of 40°F (4.5°C), as though placed in a domestic refrigerator.

Preserve (uses 2 charges): If any two of the buttons are pressed, the box chills all the contents to a temperature of 0°F (–18°C), as though placed in a domestic freezer.

Freeze (uses 3 charges): If all three buttons are pressed, the box chills all the contents to a temperature of –27°F (–32.75°C), about the temperature used for storing freeze-dried medical supplies.

An instant ice box drained of all charges functions as an ordinary cooler.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 33; Weight: 5 lb.

Invisifinder Goggles

These military-grade night vision goggles are carved with runes and other occult symbols. In addition to the benefits of regular night-vision goggles, they also allow the wearer to see invisibility as the spell.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: 3 lb.

Jade Crocodile

When the owner sets down this figurine and speaks the proper command word, the figurine instantly transforms into a crocodile that obeys its owner’s simple commands. The crocodile remains for 10 minutes, reverting to figurine form at the end of this duration or when reduced to 0 hit points.

A jade crocodile can be used once per day. Activating the item is an attack action and does not provoke attacks of opportunity. The figurine has a Defense of 8, hardness 5, 6 hit points, and a break DC of 22.

Type: Wondrous Item (magic); Caster Level: 6th; Purchase DC: 33; Weight: —.

Leather Jacket of Damage Reduction

In addition to providing the usual +1 equipment bonus to Defense, this well-worn leather jacket reduces the damage to its wearer from any melee and ranged weapon attack by 1 point (1/—). This damage reduction stacks with any other damage reduction.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: 4 lb.

Lucky Deck

This ordinary looking deck of playing cards usually features a stylized genie or similar image on the backs of its cards, The lucky deck grants its owner a +5 luck bonus on Gamble checks involving card games (such as poker or single-deck blackjack). To become the owner, a person must keep the deck on his or her person for 24 continuous hours.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: —.

Lucky Dice

These ordinary looking, casino-grade dice grant a +5 luck bonus on Gamble checks when used for any dice games (such as craps). Because they work for anyone who uses them, the user typically palms them between throws to avoid suspicion (requiring a separate Sleight of Hand check).

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: —.

Lucky Suit

A polyester suit consisting of a garish plaid jacket and lime green pants, the lucky suit protects the wearer from ranged attacks as though he had total concealment (50% miss chance). The suit doesn’t actually conceal or displace the wearer, but helps the wearer avoid range attacks that might normally hit. The concealment doesn’t apply to melee attacks. The wearer also gains a +2 luck bonus on Reflex saves.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 38; Weight: 3 lb.

Magic Billiard-Ball

Once per day, this otherwise normal looking toy Magic Billiard-ball can be used to cast augury (as by a 5th-level Acolyte). To activate this ability, the user must state the question out loud and shake the Magic Billiard-ball. It provides no answers whatsoever if used more than once in a 24-hour period.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 30; Weight: —.

Medicine Bundle

This small leather pouch, filled with herbs and crystals, is adorned with small beads and feathers. While worn, it provides a +4 resistance bonus on Fortitude saves. The medicine bundle becomes useless once the wearer fails to make a save. Only one medicine bundle can be worn at a time for any benefit —wearing multiple medicine bundles negates the bonus.

Type: Wondrous Item (magic); Caster Level: 1st; Purchase DC: 26; Weight: —.

Muse Statuette

This six-inch-tall statuette of a beautiful woman animates and provides suggestions to the controller on ways to improve whatever art form they are working on (provided the user knows the appropriate verbal command). The statue grants a +5 circumstance bonus on any Craft (visual art or writing) skill check. The statue has a hardness of 5 and 5 hit points. If the muse statuette is destroyed, its owner takes a –10 penalty on Craft (visual art) and Craft (writing) checks for the next year. A remove curse spell negates this penalty.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: 2 lb.

Parka of Warmth

This winter parka grants cold resistance 10 to the wearer. Unless the wearer takes actual damage, the parka of warmth keeps him at a constant comfortable temperature. This ability overlaps (does not stack) with any other cold resistance the wearer might have.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: 3 lb.

Pen of Invisible Ink

This pen looks like an old-fashioned calligraphy stylus, but contains its own magical supply of black ink. Any letter printed with this pen appears normal until the user speaks a name and blows upon the paper. Once spoken, the ink fades and can only be viewed by the person who was stated at the time of writing. If the name is not specific, then anyone with the same name will be able to read the message as normal.

A read magic spell will indicate that invisible ink has been used, but will not reveal the message. It is possible to create a nonmagical chemical compound (Craft [chemical] check, DC 25) that, when spread over the surface of the paper, reveals the message written in invisible ink.

A pen of invisible ink holds enough ink for 50 messages.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 29; Weight: —.

Quick-Draw Holster

Any handgun placed in this hip holster fits perfectly. The quick-draw holster allows its wearer to draw or holster the weapon as a free action (as though the wearer had the Quick Draw feat).

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: 1 lb.

Replay Mirror

This 3-foot-by-3-foot mirror has an attractive, modern frame. Uttering a command word causes the mirror to “record” anything within its field of view, exactly like a video recorder, for 1 hour. One can also speak a command word instructing the mirror to begin recording anywhere up to 1 hour in the future. On command, the mirror can “replay” the images that it has captured (visual only, no audio).

The viewer can move back and forth to change viewing angles, just like looking in a regular mirror. The mirror recording can move in reverse, pause, and fast forward, just like a normal, high-quality VCR. The mirror can remember up to 3 hours of recordings, “erasing” the oldest images first.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 35; Weight: 20 lb.

Rod of Technology

This 18-inch-long metal rod is covered in wires and diodes, and topped with a large crystal. Six switches are built into its length. Each switch activates a special power of the rod.

The first button turns the rod into a portable satellite telephone.

The second button transforms the rod into a metal detector.

The third switch turns the rod into a lock release gun.

The fourth button transforms the rod into a GPS receiver.

The fifth switch causes the rod’s crystal tip to shed bright light equivalent to a light spell.

The sixth button delivers an electrical pulse to any device touched by the rod’s crystal tip, duplicating the effects of a power device or degauss spell (at the wielder’s discretion).

Type: Wondrous Item (magic); Caster Level: 1st; Purchase DC: 29; Weight: 6 lb.

Running Shoes of Striding and Springing

The wearer of these shoes moves at double his or her normal speed. In addition, these shoes grant a +10 equipment bonus on Jump checks.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: 1 lb.

Screaming Amulet

As an attack action, the wearer can cause the amulet to emit a horrid psionic shriek that disrupts the brain waves of every living creature in a 15-foot-radius burst centered on the wearer (the wearer is unaffected). The shriek deals 7d6 points of damage, or half with a successful Will save (DC 17). Power resistance applies. Using a screaming amulet does not provoke an attack of opportunity. Activating the amulet costs 10 power points; if the wearer does not have 10 power points to spend, he or she cannot activate the item.

Type: Wondrous Item (psionic); Manifester Level: 7th; Purchase DC: 34; Weight: —.

Shadow Detector

The Shadow detector looks like a normal hand-held metal detector, but is inscribed with a variety of occult runes. When waved over a living creature within 5 feet, it can determine whether it is a creature of Shadow (which includes Shadowkind characters). The Shadow detector works in the same way as a detect magical aura, but only detects creatures of Shadow.

Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: 2 lb.

Six-Demon Bag

So long as the bag remains bound, the possessor gains a +1 luck bonus on all saves. Opening or sealing the bag is a move action that provokes attacks of opportunity.

Inside the bag are six small stones. Each stone can be hurled up to 60 feet, exploding at any point within range as designated by the possessor. Each stone releases a 15-foot-radius burst of energy or shrapnel that deals 5d6 points of damage, or half damage if a Reflex save (DC 15) succeeds.

  • Stone of Acid Rain: This stone releases a burst of acid.
  • Stone of Earth: This stone releases a burst of stony shards that deals slashing damage.
  • Stone of Fire: This stone releases a burst of fire.
  • Stone of Hail: This stone releases a burst of cold.
  • Stone of Lightning: This stone releases a burst of electricity.
  • Stone of Thunder: This stone releases a burst of sonic/concussion energy.

Once all six stones are thrown, the six-demon bag loses all of its magic properties.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 34; Weight: —.

Spectacles of Speed Reading

These octagonal-framed spectacles resemble ordinary reading glasses, but they have been enchanted with a version of the bibliolalia incantation. While wearing these glasses, a character increases her reading speed to 10 pages per minute (or reduces required reading time to 20% of the listed time) and, for the 30 minutes following the completion of a book, has perfect recall of everything she read. After that, she must make a Research check (DC = one-fifth of the book’s page count) to remember more than general information.

Type: Wondrous Item (magic); Caster Level: 11th*; Purchase DC: 39; Weight: —.

Stamps of Delivery

Normally found in books of six, stamps of delivery are large, ornate postage stamps bearing the image of the Greek god Hermes. A letter or package weighing no more than 5 pounds that bears a stamp of delivery will instantly transport to the address listed on the label (arriving at the appropriate mail slot, box, or in front of the main door if there isn’t one). The stamp of delivery can be placed on any object (within the target weight), as long as it has the target address is labeled somewhere on its surface.

If successfully delivered, the stamp of delivery bears an illegible but visible postmark and cannot be used again. If the address is incorrect but actually exists, the package will deliver itself to that location. If the address labeled on the package does not exist, the package will not transport and the stamp of delivery will be rendered useless.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 32 (per book); Weight: —.

Tempus Fugit Watch

The tempus fugit watch is an antique gold pocket watch with numerous hands that do not seem to conform to the standard array of hours, minutes, and seconds. It uses long-forgotten and extremely powerful magic to stop time for a short while while enabling its wearer to move about freely. These watches are only found, as the secret of their manufacture has been lost.

Once per day, the tempus fugit watch can make time cease to flow for everyone but the wearer. In reality, the wearer speeds up so greatly that all other creatures seem frozen, though they are moving at their regular speed. The wearer is free to act for 1d4+1 rounds of apparent time. While the time stop is in effect, other creatures are invulnerable to the wearer’s attacks and spells. A spell that affects an area and has a duration longer than the remaining duration of the time stop (such as cloudkill) have their normal effects on other creatures once the time-stopping effect ends. Normal and magical fire, cold, gas, and the like can still harm the wearer during the time stop. The wearer cannot move or harm items held, carried, or worn by a creature stuck in normal time, but the wearer can affect any item that is not in another creature’s possession. The wearer is not detectable while the effect lasts.

There is a 1% chance per use that the watch ceases to function after its last use. Once it ceases to function, the watch cannot be repaired.

Type:Wondrous Item (magic); Caster Level: 10th; Purchase DC: 37; Weight: —.

Token of Friendship

Tokens of friendship are tiny silver charms in various shapes strung on silver necklaces or bracelets. Groups of up to 10 charms (all of the same design) are enchanted at the same time with a version of the satellite tracking incantation. Anyone wearing one of these charms can, as a move equivalent action, determine the exact location of any other single person wearing another of the matched charms. As per the incantation, the charms provide only GPS coordinates.

Type:Wondrous Item (magic); Caster Level: 13th; Purchase DC: 41; Weight: —.

Translator’s Earpiece

This tiny molded earpiece (which requires a succcessful Spot check, DC 20, to notice) lets the wearer speak and understand the language of any intelligent creature, whether it is a racial tongue or regional dialect (as per the tongues spell, albeit continuously). It does not allow the wearer to understand or transcribe written foreign languages.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: —.

Trench Coat of Useful Items

This appears to be an unremarkable black trench coat, but a character who dons it notes that it is adorned with small cloth patches in various shapes. Only the wearer of trench coat can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created trench coat of useful items always has two each of the following patches:

  • Flashlight, standard
  • Knife
  • Multipurpose tool
  • Duct tape
  • 150-foot-long rope
  • Boltcutter

In addition, the trench coat has 2d6+4 other items, determined by rolling on the table below.

d% Result
01–08 Bundle of cash (increase Wealth bonus by +2)
09–15 Loaded flare gun (with 3 extra rounds)
16–22 Gas mask (with an extra filter canister)
23–30 Night vision goggles
31–44 24-foot-long metal ladder
45–51 Diamondback X-20 mountain bike
52–59 Steel handcuffs
60–68 Portable generator (with full tank of gas)
69–75 Fire exitinguisher
76–83 Small bag of jewels (increase Wealth bonus by +4)
84–90 Cell phone (connects to any cellular network and works for 8 hours before becoming useless)
91–96 First aid kit
97–00 Roll twice more, ignoring results of 97–00

Type: Wondrous Item (magic); Caster Level: 9th; Purchase DC: 35; Weight: 1 lb.

Umbrella of Feather Falling

If this umbrella is open, the user can jump from any height and drift to the ground as though affected by a feather fall spell. The umbrella does not function if it is not open, although the user can attempt to do so while falling by succeeding at a Dexterity check (DC 10), taking no damage if successful. Failure indicates that the umbrella does not open in time, and the user takes the full damage from the fall.

Type: Wondrous Item (magic); Caster Level: 1st; Purchase DC: 30; Weight: 2 lb.

Universal ID

This blank piece of plastic is the size of a credit card and can transform into any form of ID on command, including photo, holographic imprints, and watermarks (as per the magic ID spell). It does not create a magnetic strip or other form of nonvisual information. The card must be held by the user for the image to be changed.

Type: Wondrous Item (magic); Caster Level: 1st; Purchase DC: 29; Weight: —.

Video Camera of True Seeing

This video camera is covered in runes and sigils. In addition to operating like a normal video camera, it is also capable of videotaping things unseen by normal eyes, as if through the true seeing spell. The camera records invisible beings as well as the actual form of Shadow creatures with perfect clarity.

Type: Wondrous Item (magic); Caster Level: 9th; Purchase DC: 37; Weight: 2 lb.

Watch of Speed

This modern looking wristwatch improves the wearer’s concept of time, granting a +2 equipment bonus on initiative checks. This bonus stacks with other abilities that improve initiative, such as the Improved Initiative feat.

Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 33; Weight: —.

Windbreaker of Resistance

This garment offers magic protection in the form of a +1 to +3 resistance bonus on all saving throws.

Type: Wondrous Item (magic); Caster Level: 4th (+1), 7th (+2), 10th (+3); Purchase DC: 22 (+1), 25 (+2), 28 (+3); Weight: 1 lb.

ARTIFACTS

Artifacts are wondrous items that are especially powerful, particularly difficult to craft, or unique. They are ancient relics whose origins are shrouded in mystery. Even the most powerful artificers cannot create artifacts, for they are items whose power has grown through time. They are true objects of legend and, in many cases, instigators or catalysts of world change.

Activating an Artifact

Unless otherwise noted, activating an artifact takes an attack action and does not provoke attacks of opportunity. Artifacts are activated by command word or use-activated.

Destroying an Artifact

Artifacts are unnaturally resilient and can only be destroyed by extraordinary means. The secret to destroying an artifact is often as well-guarded and mysterious as the artifact itself, requiring a successful Research check (DC 25) to uncover.

Destroying the artifact is even more arduous—and frequently the basis for an entire adventure.

To illustrate the difficulty of destroying an artifact, several means of destruction are presented below (and the GM is encouraged to devise other means).

  • Locate and retrieve an ancient Babylonian scroll with a transform seed incantation, which will turn the artifact into something that can be destroyed by conventional means.
  • Use a subjugate outsider incantation to summon a powerful demon, then command it to take the artifact and plunge it into a pit of Hell.
  • Find the living descendant of an ancient Mongol dynasty whose blood, when spilled on the artifact, will cause it to dissolve.
  • Place the artifact on an altar in a Paris cathedral, then splash it with holy water from the Aspergillum of Saint Javier, which was stolen from the cathedral in the 15th century and was last seen in a private art collection in Singapore.
  • Persuade or trick a red dragon emperor or empress into devouring the artifact, which will be consumed in the fires of its stomach.
  • Locate an Egyptian brazier with the power to summon an efreeti noble, then use a wish to command the efreeti to smash the artifact with its great iron falchion.

Artifact Purchase DCs

Artifacts cannot generally be purchased on the open market, although a careless vendors might sell one inadvertantly (by failing to realize its true nature or power). Since artifacts are often unique items, one must strike a deal with the current owner (who usually demands an exorbitant price). Players may not equip their characters with artifacts without their GM’s permission.

For the purposes of reward values, an artifact’s purchase DC is 30 + its FX modifier. The FX modifier depends on the item’s nature, as shown below:

Artifact Effects FX Modifier
Each single-use effect
Each continuous effect, permanent effect, or +3 enhancement bonus +10
Each effect with a limited number of uses per day, or each +2 enhancement bonus +7
Each effect with a limited number of charges, or each +1 enhancement bonus +5

Sample Artifacts

Examples of artifacts include the following.

Caesar’s Shield

This is the shield that Julius Caesar carried with him from Britain to Egypt and back to Rome. The shield is said to have disappeared at roughly the same time Caesar was slain by ambitious senators. It has reportedly surfaced from time to time, appearing on auction blocks and being alternately decried as a forgery and contested in bidding wars more savage than any of Caesar’s campaigns.

This +3 large shield, emblazoned with the image of a roaring lion’s head, allows the bearer to wield any weapon as though he was proficient in its use. It also grants whatever weapon its bearer uses a +3 enhancement bonus. The bearer has damage reduction 10/+1 while grasping Caesar’s shield as well.

Type: Artifact (magic); Caster Level: —; Purchase DC: 70; Weight: 15 lb.

Crescent of the Moon

Legend says that the stone blade of this ancient scythe is carved from rock that came from the moon. Given the age of the specimen, this seems patently impossible, but its previous owners have been unwilling to submit the crescent to scientific examination. Experts estimate that it was made during the early iron age, though why one would make a stone blade when metal ones were widely available, no one can say. The crescent has a long and colorful history as an object both desired and feared by pagan sects.

This +3 scythe, with images of the lunar cycle and baying wolves carved into its shaft, also has the quality of lycanthrope bane (gaining an additional +2 enhancement bonus and dealing an additional +2d6 points of damage to werewolves, wererats, and other lycanthropes).

The crescent of the moon has other enchantments that activate only during specific phases of the lunar cycle. The following effects are active only from dusk to dawn on the days in question:

New Moon: On the three nights of the new moon, the crescent grants its wielder the ability to recognize lycanthropes by sight regardless of their current form—humanoid, hybrid, or animal.

Waxing: During the period of time between new and full moon, the crescent grants its wielder darkvision out to a range of 60 feet.

Full Moon: On the three nights of the full moon, the crescent grants its wielder the ability to throw himself into a violent rage once per night. This rage lasts 1d4+3 rounds, and the wielder cannot choose to end it prematurely. Beginning a rage is a free action. In the rage, the wielder temporarily gains +4 Strength, +4 Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to Defense. The increased Constitution increases the wielder’s hit points by 2 per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the wielder can take no action other than attacking; if there are no foes to attack, he must forfeit all actions until the rage has passed—he does not have to attack his friends. At the end of the rage, the wielder is fatigued (–2 to Strength, –2 to Dexterity, can’t charge or run) for 1d4+3 rounds. The wielder may only fly into a rage during his action, not in response to somebody else’s action.

Waning: During the period of time between full and new moon, the crescent grants its wielder the scent special quality.

Type: Artifact (magic); Caster Level: —; Purchase DC: 68; Weight: 12 lb.

Cup of Curing

The origins of this gold chalice, crafted in intricate baroque patters and encrusted with dozens of jewels, are as mysterious as its powers. At various times in history, the cup has an object of worship for nearly every major religion—indeed, there is evidence that its possession has precipitated innumerable wars.

Any liquid drunk from the cup takes on amazing curative powers. One swallow cures all diseases, blindness, deafness, hit point damage, and all temporary ability damage. It also neutralizes poisons in the drinker’s system (so that no additional damage or effects are suffered) and cures mental disorders caused by spells or injury to the brain.

A second swallow in the same sitting removes negative levels and restores permanently drained levels and ability scores.

A third swallow grants the drinker a +5 bonus on saving throws, attack rolls, and skill checks for one day.

A fourth swallow causes the drinker to glow with a brilliant white light. One round later, as the light grows brighter, anyone looking at the person must succeed at a Fortitude save (DC 25) or be struck blind for 2d6 minutes. On the next round, the drinker’s body is completely consumed as the light flares—anyone still watching must succeed at a Fortitude save (DC 35) or be struck permanently blind. The following round the light ceases, and the cup of curing disappears along with any trace of the greedy drinker. No spell can divine where the cup goes or when it will surface again.

A character may drink from the cup on up to five different occasions. The sixth time, he immediately suffers consequences identical to drinking four times in a sitting.

Drinking from the cup is a move action that provokes attacks of opportunity.

Type: Artifact (magic); Caster Level: —; Purchase DC: 51; Weight: 3 lb.

Dagger of Eternal Unrest

The curved, black blade of this dagger leads into a hilt inlaid with human bones ending in a large black onyx gem. It is a relic formerly used by a cult that performed ritual sacrifices then brought their victims back from the grave as the walking undead. The dagger has a +3 enhancement bonus plus a secondary enchantment.

Three times per day, if the dagger is used in a successful coup de grace, the wielder may choose to have the blade cast animate dead on the victim. This creates a zombie under the control of the dagger’s wielder. If the dagger changes hands, so too does the zombie’s loyalty.

Type: Artifact (magic); Caster Level: —; Purchase DC: 47; Weight: 1 lb.

Houdini’s Watch Fob

This short length of gold chain with a belt clip on one end and a wooden fetish at the other once belonged to the famed stage magician Harry Houdini. The fetish is a crude, tiny carving of a human figure with strange glyphs gouged into its chest and back. Houdini, it is said, was never seen without this fob hooked to his belt—never, that is, except for the night that he died.

In the intervening years, the fob has passed through the hands of several collectors, all of whom swear that they will give the artifact a permanent home. Each owner, though, has fallen on hard times, passed away, or come to a particularly valid reason to sell the item less than a year after taking possession. The fob, it seems, does not want to stay in one place.

Anyone wearing the fob gains a +3 luck bonus on Reflex saves, as well as a +6 luck bonus on Balance, Bluff, Climb, Disguise, Escape Artist, Move Silently, and Tumble checks. Furthermore, the fob grants the wearer the Improved Initiative feat.

Type: Artifact (magic); Caster Level: —; Purchase DC: 50; Weight: —.

Index of Alexandria

There are four copies of this large, leather-bound, illuminated tome believed to exist (although rumors perpetually circulate about more). They represent the life’s work of a monk identified only as Ranald de St. Augustine (exactly which site named for St. Augustine remains unclear). They are Latin translations of a series of Greek scrolls attributed to Aristarchus of Samothrace —the last known librarian of the Great Library of Alexandria —that purport to be a complete index to the 40,000 volumes housed in that legendary temple to knowledge.

Reading the Index takes 40 days (which do not have to occur in a row). At the end of each day, the reader must make a Decipher Script check (DC 30) or that day’s effort is lost.

Upon completing the book, the reader gains +4 Intelligence, +2 Wisdom, and a +3 insight bonus on all Knowledge (arcane lore, art, civics, earth and life sciences, history, physical sciences, tactics, or theology and philosophy) checks.

After completely reading the book, a person may return to the volume to try to glean specific information or insight on matters of ancient history, languages and translation, various sciences, theology, and philosophy. (It is up to the GM to decide whether or not a specific subject falls into one or more of these categories.) This requires 2d6 hours and a successful Research check (DC 25).

Type: Artifact (magic); Caster Level: —; Purchase DC: 60; Weight: 30 lb.

Sphere of Annihilation

A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The sphere is actually a hole in the continuity of the universe. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed.

There are several known spheres of annihilation. Most belong to government agencies, some to universities or private research groups, and a few to private collectors. It is even feared that one or two have fallen into the hands of radical terrorist groups.

The origin of the spheres is uncertain, but the most common rumor is that they are all small pieces of a single original globe of annihilation. It is said that the globe is over 200 feet in diameter and that the U.S. government has it secreted away in an underground bunker in the Nevada desert.

A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort. The brain waves of the individual concentrating on moving it bend spatial fabrics, causing the hole to slide. The range of this control is 40 feet initially, then 40 feet + 10 feet per character level once control is established. Control is based on the character’s Intelligence and level. (The higher his level, the greater his mental discipline.) The character adds his Intelligence bonus and character level and then applies the total to a 1d20 roll. To control the sphere, the DC is 30. The sphere’s speed is 10 feet per round + 1 foot for every point by which the control check result exceeds 30.

If two or more characters vie for control of a sphere of annihilation, the rolls are opposed. If none is successful, the sphere slips toward the one who rolled lowest.

Should a teleport incantation be cast upon a sphere of annihilation, there is a 50% chance (a 01–50 result on d%) that the spell destroys it, a 34% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, resulting in a tremendous explosion. Everything within a 60-foot radius takes 2d6x10 points of damage. Dispel magic has no effect on the sphere, although a greater dispel magic incantation has a chance of succeeding (treat the sphere as a spell effect created by a 20th-level spellcaster for this purpose).

Type: Artifact (magic); Caster Level: —; Purchase DC: 40; Weight: —.

Staff of Sorcerous Might

A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact had been sitting in a display case in the British National Museum for decades. No one knows exactly what caused it to release a lightning bolt, shattering the case along with any illusions that it was just an ordinary decorative walking stick. Some people say it belonged to Merlin, Circe, or any one of a dozen other literary or historical sorcerers. Others say that it is just another magical piece of detritus that has come through Shadow in recent years. No one truly knows whether it is one of a kind, or if there are other staffs like it waiting to be found. In any case, it is one of the most powerful items that any spellcaster could possess.

The staff of sorcerous might gives the wielder spell resistance 23. It has several other spell powers, as well. Some the staff’s powers drain charges, while others don’t. A fully-charged staff of sorcerous might has 50 charges. The following powers do not drain charges:

Detect magical aura
Mage armor
Hold portal
Mage hand
Light

The following powers drain 1 charge per usage:

Dimension door
Dispel magic
Electromagnetic pulse (Will save DC 15)
Fireball (10d6 points of damage, Reflex save DC 15)
Ice storm
Invisibility
Knock
Lightning bolt (10d6 points of damage, Reflex save DC 15)
Summon vivilor IV

These powers drain 2 charges per usage:

Cone of cold (10d6 points of cold damage, Reflex save DC 17)
Passwall
Telekinesis (400 pounds maximum additional weight)

A staff of sorcerous might has the following additional spell-like abilities:

Absorb: As an readied action, the staff’s wielder can draw spells or spell-like abilities into the staff. The magic absorbed must be a single-target spell or a ray directed either at the character possessing the staff or her gear. The staff then nullifies the spell’s effect and stores its potential, converting spell levels into charges. The GM should keep a running total of the number of charges currently in the staff. If the staff absorbs spell levels beyond its charge limit (50), it explodes as if a retributive strike had been made (see below). Note that the wielder has no idea how many spell levels are cast at her—the staff does not communicate this knowledge.

Absorbing spells is risky, but absorption is the only way this staff can be recharged.

Retributive Strike: The staff of sorcerous might can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges.

A successful Reflex save (DC 17) reduce damage by half. The character breaking the staff is destroyed in the explosion.

Only the staff of sorcerous might is capable of a retributive strike—this is not an act that can be performed with any other staff, wand, or magic item.

Type: Artifact (magic); Caster Level: —; Purchase DC: 95; Weight: 5 lb.

Talisman of Pure Good

A divine spellcaster with an allegiance to good who possesses this item can cause a flaming crack to open at the feet of a divine spellcaster with an allegiance to evil who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must have an allegiance to good, and if he is not exceptionally pure in thought and deed (GM’s discretion), the evil character gains a Reflex saving throw (DC 19) to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. (In the air, in a highrise building, or on a boat or airplane are all places of safety against this otherwise potent item.)

A talisman of pure good has 7 charges. If a divine spellcaster without an allegiance to good touches one of these medallions, he takes 6d6 points of damage. If a divine spellcaster with an allegiance to evil touches one, he takes 8d6 points of damage.

All other characters are unaffected by this item.

Type: Artifact (magic); Caster Level: —; Purchase DC: 35; Weight: —.

Talisman of Ultimate Evil

A divine spellcaster with an allegiance to evil who possesses this item can cause a flaming crack to open at the feet of a divine spellcaster with an allegiance to good who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must have an allegiance to evil, and if he is not exceptionally foul and perverse (GM’s discretion), the good character gains a Reflex saving throw (DC 19) to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. (In the air, in a high-rise building, or on a boat or airplane are all places of safety against this otherwise potent item.)

A talisman of ultimate evil has 6 charges. If a divine spellcaster without an allegiance to evil touches one of these medallions, he takes 6d6 points of damage. If a divine spellcaster with an allegiance to good touches one, he takes 8d6 points of damage. All other characters are unaffected by this item.

Type: Artifact (magic); Caster Level: —; Purchase DC: 35; Weight: —.




Back to MSRD

Padlock.png This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.

Open Game Content (Padlock.pngplace problems on the discussion page).
Stop hand.png This is the Modern System 3.5 Reference Document. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains MSRD material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.