Magic Items

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Our intrepid band of murderers have encountered a variety of magical equipment during their adventures, and their dulcet-toned spiritualist has dedicated a fair portion of his time petitioning Nephe for more.


Contents

The Mariner's Fortune

Slot Throat

Activation Immediate (Mental)

Weight -

Days To Create 1

XP To Create 20

GP To Create 300

Uses 1/day

Description "This small pendant contains a perfect sphere of moonstone hung from a blue metal chain.


These necklaces are boons to sailors and spelunkers alike, because they prevent accidental drowning. When activated, this grants you the ability to breathe water (as the Water Breathing spell) for 5 rounds.


This amulet functions once per day."

Prerequisites. Water Breathing.


Amulet of Retributive Healing

Slot Throat

Activation Swift (Command)

Weight 1

Days To Create 2

XP To Create 80

GP To Create 1200

Uses 3/day

Description "This strand of ceramic beads is painted with sedate earth tones.


This amulet ensures that if you tend to your allies, you are renewed in turn.


When you activate the amulet, the next effect you use before the end of your turn that heals another creature's damage also heals you of an equal amount, as long as you could be healed by that same effect. If the effect heals multiple creatures, you only gain the retributive healing once per effect.


An Amulet of Retributive Healing functions three times per day."

Prerequisites. Mass Cure Light Wounds



Armband Of The Fortunate Fugitive

Slot Arms

Activation Immediate (Mental)

Weight 1

Days To Create 1

XP To Create 32

GP To Create 480

Uses 1/day

Description "This solid gold band is polished to a bright shine.


These armbands allow you to protect yourself from the hazards of battlefield chaos. When it is activated, the band allows you to avoid provoking a single attack of opportunity that your actions would otherwise incur.


The Armband Of The Fortunate Fugitive functions once per day."

Prerequisites. Cat's Grace or Evade Attack



Armbands of Might

Slot Arms

Activation -

Weight 2

Days To Create 5

XP To Create 164

GP To Create 2460

Uses Constant

Description "These Bronze Armbands are engraved with images of bull's horns.


When you wear these armbands, you gain a +2 bonus on Strength checks and Strength Based skill checks.


If you have the Power Attack feat, you also gain a +2 bonus on melee damage rolls for any attack on which you use the Power Attack feat and take a penalty of at least -2 on your attack roll."

Prerequisites. Bull's Strength



Belt Of Growth

Slot Waist

Activation Standard (Command)

Weight -

Days To Create 3

XP To Create 120

GP To Create 1800

Uses 1/day

Description "This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of shape.


When you activate this belt you instantly increase in size (as if affectd by enlarge person). This effect lasts for 10 minutes or until you command it to end. This ability doesn't stack with any other effect that increases your size."

Prerequisites. Enlarge Person



Belt of Auspicious Athleticism

Slot Waist

Activation Swift (command)

Weight -

Days To Create 4

XP To Create 144

GP To Create 2160

Uses Continuous - 1/day

Description "This simple cloth belt is a braid of black, green and gold threads.


This belt allows you to reliably perform normal athletic feats, or occasionally pull off a truly amazing stunt. When you activate the belt, you can take 10 on all Balance, Climb, Jump, Swim and Tumble checks made in that round, even if you are in a stressful situation.


In addition, once per day, you can activate the belt to treat the next Balance, Climb, Jump, Swim or Tumble check you attempt as if you had rolled a 20." Prerequisites. Bull's Strength, Cat's Grace



Belt Of One Mighty Blow

Slot Waist

Activation Swift (command)

Weight 1

Days To Create 2

XP To Create 60

GP To Create 900

Uses 1/day

Description "The buckle of this wide leather belt is set with a single moonstone.


Activating this belt grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage and a two-handed weapond deals an extra 3d6 points of damage."

Prerequisites. Bull's Strength



Blessed Bandage

Slot - (held)

Activation Standard (Manipulation)

Weight -

Days To Create 1/day

XP To Create 1/day

GP To Create 6

Uses Unclear (once then expended)

Description "A single, softly glowing thread runs along one side of this linen bandage.


Applying a blessed bandage immediately stabilizes the recipient (but heals no damage)."

Prerequisites. Cure minor wounds.



Boots of Swift Passage

Slot Feet

Activation Move (command)

Weight 1

Days To Create 5

XP To Create 200

GP To Create 3000

Uses 5/day

Description "These comfortable high boots are made from deep red leather with brilliant silvery-coloured leather soles.


When activated, these boots teleport you up to 20 feet in any direction (with no chance of error).


You must have line of sight and line of effect to your destination to use the boots. You can't use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you."

Prerequisites. Dimension door



Boots Of Serendipitous Sidestepping

Slot Feet

Activation Swfit (mental)

Weight -

Days To Create 6

XP To Create 240

GP To Create 3600

Uses 3/day

Description "These soft leather boots are adorned with moonstones fastened to a copper chain around the ankle.


These boots allow you to slide out of range of an enemy's attacks. Whe you activate the boots, you can take a 5-foot step. Unlike a normal 5-foot step, you can take this action even if you have already moved during the round, and it doesn't prevent you from moving again afterward (or even taking your normal 5-foot step). For example you could activate the boots to move 5 feet away from an adjacent monster, spend a move action to move another 20 feet away, then take a standard action."

Prerequisites. Haste



Bracers Of The Opportune Opening

Slot Arms

Activation -- and immediate (mental)

Weight 0.5

Days To Create 3/day

XP To Create 92

GP To Create 1380

Uses 2/day

Description "These matching leather wristbands feel light but strong.


These bracers allow you to take advantage of opponents who let down their defences.


If you have the Combat Reflexes feat, you gain a +2 competence bonus on any attack of opportunity you make (whether the attakc of opportunity is granted by the bracers or not). This is a continuous effect and requires no activation.


When you activate these bracers, you can take an attack of opportunity granted to you by an opponent, even if you have already reached your normal limit of attacks of opportunity in the round. This ability functions two times per day."

Prerequisites. Cat's Grace, Combat Reflexes



Charm Of Countersong

Slot Throat

Activation -

Weight -

Days To Create 1 day

XP To Create 16

GP To Create 240

Uses Constant

Description "This small silver charm depicts lines of parallel musical notes.


This small charm, usually pinned to the front of your shirt or tunic, allows you to use countersong to interrupt a sonic attack. Once per day, you can activate your countersong bardic music ability as an immediate action."

Prerequisites. Perform 6 ranks, countersong.

Chime of Harmonic Agony

Slot - (held)

Activation Standard (Command)

Weight 0.5

Days To Create 4

XP To Create 124

GP To Create 1860

Uses 3/day

Description "This constantly vibrating silver chime is inscribed with bizarre, alien musical notes.


This chime allows you to channel musical power through your own body to wreak harm on your enemies. When you activate the chime, you must spend one daily use of your bardic music ability and target a creature within 30 feet. The chime deals sonic damage equal to 3d6 + your Charisma modifier (Fort DC 16 for half damage).


If you also wear a magic item that grants an enhancement bonus to your Contitution score, you can add the item's bonus to the damage dealt by the chime."

Prerequisites. Shout



Contact Medallion

Slot Throat

Activation Standard (Mental)

Weight -

Days To Create 3

XP To Create 120

GP To Create 1800

Uses 3/day

Description "This wide, ovoid medallion hangs from a tightly wrapped leather cord. It bears an engraving of two heads facing one another with a jagged beam of energy connecting their foreheads.


When you activate the power of this medallion, you forge a telepathic bond (as Rary's telepathic bond) with one person who is within 1 mile and known to you. This bond lasts for 1 minute."

Prerequisites. Rary's Telepathic Bond



Bracers Of Convenient Counterstrike

Slot Arms

Activation Immediate (Command)

Weight -

Days To Create 3/day

XP To Create 100

GP To Create 1500

Uses 2/day

Description "Each of these steel bracers bears the image of a stacked pair of daggers pointed in opposite directions.


Counterstrike Bracers allow you to answer an unsuccessful melee attack against you with an unexpected riposte. You can activate the bracers immediately after an enemy has missed you with a melee attack. Doing this grants you a free attack of opportunity against that enemy (even if you have already used up your allotted attacks of opportunity for the round). You must activate the bracers before your enemy takes any other attacks or actions."

Prerequisites. Haste



Instant Tent

Slot - (held)

Activation Standard (Command)

Weight 0.5

Days To Create 9

XP To Create 360

GP To Create 5400

Uses -

Description "This strip of canvas, folded into a small triangle, bears Nephe's sigil on one side.


When activated Daoer's instant tent grows to become a 20-foot-square tent. THe inside of the tent is always temperate in climate as the Leomund's tiny hut spell. Cots inside can sleep up to eight Medium creatures. The tent also features a fire pit with smoke hole. The tent has resistance to electricity 10, fire 10 and acid 10, as well as immunity to cold."

Prerequisites. Leomund's tiny hut



Doss Lute

Slot - (held)

Activation -- / Standard (Command)

Weight 3

Days To Create 4

XP To Create 160

GP To Create 2400

Uses Unlimited

Description "This graceful lute is carved of alder and inlaid with abstract designs of copper and moonstones.


This masterwork lute grants you a +2 circumstance bonus on Perform (stringed instruments) checks. If you have at least 6 ranks in Perform (stringed instruments), you can also command it and produce one of three spell effects (delay poison, hold person, or mirror image) each once per day.


If you pick up a Doss Lute but do not have 6 or more ranks in Perform (stringed instruments), the instrument bestows a negative level on you, which persists for as long as you hold it. This negative level never results in actual level loss, buy it cannot be overcome in any way (including restoration spells) while the instrument is held."

Prerequisites. Delay Poison, Hold Person, Mirror Image, Bard

Earthbind Wand

School: Transmutation (Wizard 2nd level spell)

Casting Time:One Standard action

Range:50ft

Duration: 10 minutes duration

Saving Throw: Fortitude (partial), DC 15.

Tyrus received one created with a Caster Level of 10th from Camil Veston 
at the Temple of Nephe in Eathe when he asked for assistance fighting the
Dragon Imthaikalus.

On a successful saving throw, the fly speed of a creature is reduced by 100ft/round, on a failed save all fly speed is lost.

Pendant of The Favoured Athlete

Slot Throat

Activation Immediate (Mental)

Weight -

Days To Create 1

XP To Create 20

GP To Create 300

Uses 1/day

Description "This tiny golden spindle dangles from a thin chain of gray steel.


This charm slows your perception of tim, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Balance, Climb or Tumble check the you just attempted. The result of the second roll replaces the first result."

Prerequisites. Cat's Grace



Field Provisions Box

Slot - (held)

Activation Standard (Command)

Weight 1

Days To Create 2

XP To Create 40

GP To Create 1200

Uses 1/day

Description This well-crafted wooden box produces a full day's sustenance (food and water) for up to fifteen humans or four horses.

Prerequisites. Create food and water.



Everful Mug

Slot - (held)

Activation Standard (Command)

Weight -

Days To Create 1

XP To Create 8

GP To Create 120

Uses 3/day

Description "This common-looking brown clay mug has persistent stains just under the rim.


Three times per day when you recite the command word, this mug fills with 12 ounces of water, cheap ale, or watery wine (your choice)."

Prerequisites. Create water

Everlasting Feedbag

Slot - (held)

Activation -

Weight 1

Days To Create 1

XP To Create 32

GP To Create 480

Uses 1/day

Description "This leather feedbag is adorned with a small medallion bearing an embossed cornucopia symbol.

When you place an everlasting feedbag around the muzzle of a horse, donkey or other equine animal, suitable feed fills the bag and is continuously replenished unti it is removed from the animal. Any uneaten feed disappears at that time."

Prerequisites. Create food and water.



Everlasting Rations

Slot - (held)

Activation -

Weight 2

Days To Create 1

XP To Create

GP To Create 210

Uses 1/day

Description "This nondescript, small leather pouch has a light blue silk drawstring.


This pouch contians enough trail rations to feed a Medium creature for one day. Every morning at midnight, the pouch magically creates another day's worth of rations."

Prerequisites. Create food and water.



Globe Of Sunlight

Slot - (held)

Activation Standard (thrown)

Weight 1

Days To Create 6

XP To Create 240

GP To Create 3600

Uses Once only.

Description "This golden, fist-sized orb is set with faceted rubies and yellow topazes.


You can hurt a globe of sunlight up to 50 feet. When it arrives at the end of it's trajectory, it detonates as a sunburst spell (Reflex DC 22 partial), except that the radius of the burst is only 40 feet. Once activated, the globe is expended and cannot be used again."

Prerequisites. Sunburst



Glyph Seal

Slot - (held)

Activation Standard (Manipulation)

Weight -

Days To Create 1

XP To Create 40

GP To Create 600

Uses Reusable

Description "This multicolored, thumb-sized moonstone is carved with a variety of arcane symbols.

A glyph seal allows you to convert any arcane or divine spell of up to 2nd level into a symbol similar to a glyph of warding. To do so, you must cast the spell while holding the seal; doing this is called keying the seal. You can safely transport a keyed glyph seal until you activate it by pressing the seal to the desired surface. The seal can adhere to any nonmagical, nonliving object. An activated glyph seal functions as the spell glyph function of a glyph of warding and can be detected and disabled as a magic trap (DC 30).


A glyph seal is unaffected by the spell within it. Once activated, the now-empty glyph seal can be retrieved (though it requires a successful DC 30 Search check to find) and used. You can always remove any glyph seal you keyed and activated to redeploy it elsewhere."

Prerequisites. Glyph of Warding



Hammersphere

Slot - (held)

Activation Standard (Command)

Weight 0.5

Days To Create 2

XP To Create 60

GP To Create 900

Uses

Description "This sphere is 4 inches in diameter, made of silver and covered in small rubies. The divine symbol of Nephe is etched onto it's surface in four places.

Once per day, when held aloft and activated, this sphere conjures forth a giant hammer. This hammer functions as a spiritual weapon (CL 7) except that it deals 3d6 points of damage on a successful hit. You do not have to concentrate on the hammer or keep the sphere aloft while it attacks."

Prerequisites. Greater Magic Weapon, Spiritual Weapon



Belt Of Contingent Healing

Slot Waist

Activation Continuous/Standard (Command)

Weight 1/day

Days To Create 1

XP To Create 40

GP To Create 600

Uses - / Up to 3/day

Description "This broad leather belt is studded with three moonstones.


While wearing a Healing Belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.


In addition, the belt has 3 charges, which are renewed each day at Midnight. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch (much as a Cleric can). You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)


1 charge: Heals 2d8 points of damage. (Potential 6-48)

2 charges: Heals 3d8 points of damage. (Potential 5-40)

3 charge: Heals 4d8 points of damage. (Potential 4-32)

" Prerequisites. Cure moderate wounds



Magic Bedroll

Slot -

Activation Full-round (manipulation)

Weight 6

Days To Create 1

XP To Create 20

GP To Create 300

Uses -

Description "This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender.


This bedroll grants you a comfortable and peaceful night's sleep. As long as you lie in it, you gain the benefit of an endure elements spell. After sleeping for 8 hours in the bedroll, you recovere 1 hit point per character level, in addition to the hit points you recover normally. Getting into or out of a magic bedroll is a full-round action."

Prerequisites. Cure light wounds, Endure elements



Life Ring

Slot - (held)

Activation Standard (Manipulation)

Weight 5

Days To Create 1

XP To Create 16

GP To Create 240

Uses Once only.

Description "This 3-foot-diameter, 4-inch-thick wooden hoop has four equally spaced handholds where the wood flattens slightly. A piece of thin twine crosses the middle of the ring.


To activate the Life Ring, you break the twine crossing the hoop. Once active, a life ring grants a feather fall effect to the next four creatures who touch it within 10 rounds. The duration of each subject's feather fall benefit is equal to the number of rounds remaining in the item's duration when that creature touches the life ring. At the end of this duration, the broken life ring becomes inert and useless."

Prerequisites. Extend Spell, Feather Fall



Replenishing Skin

Slot - (held)

Activation -

Weight 4

Days To Create 1

XP To Create 40

GP To Create 600

Uses See description

Description "This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive.


Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours."

Prerequisites. Create water



Rope of Stone

Slot - (held)

Activation Swift (Command)

Weight 5

Days To Create 1

XP To Create 32

GP To Create 480

Uses No Limit

Description "This 50-foot coil of silk rope has a silvery sheen.


This silk rope becomes as hard as stone (hardness 8, 15hp) when you speak the command word (but remains just as climbable as normal). A second command word returns the rope to it's normal composition. The rope retains its exact shape when hardened (which adds 5 to the DC of Escape Artist checks made to slip free of it). If the rope is ever broken in either form, it is destroyed."

Prerequisites. Stone Shape



Safewing Emblem

Slot Throat

Activation Immediate (Mental)

Weight -

Days To Create 1

XP To Create 10

GP To Create 150

Uses Once only.

Description "This porcelin pin is sculpted to look like a pair of outstretched white wings. A tiny moonstone adorns the center, where the wings meet.


If you fall at least 10 feet, a safewing emblem becomes a pair of feathery wings that grant you a feather fall effect, allowing you to descend safely from any height up to 180 feet. When you land, the emblem shatters, its magic expended."

Prerequisites. Feather Fall



Sending Stones

Slot - (held)

Activation Standard

Weight 1

Days To Create 2

XP To Create 56

GP To Create 840

Uses 1/day

Description "These fist-sized chunks of unworked stone are mirror images of one another.


These unremarkable-looking stones come in pairs. Once per day, the bearer of each stone can send a message (as the sending spell) to the bearer of the other stone. If a stone's mate is not in a creature's possession, no message is sent and you know the communication has failed. If either stone of the pair is destroyed, the other becomes useless."

Prerequisites. Sending



Spellsight Spectacles

Slot Face

Activation -

Weight -

Days To Create 3

XP To Create 100

GP To Create 1500

Uses Constant

Description "These round-rimmed spectacles have blue-tinted lenses and a moonstone set into the join of each earpiece.


They grant you a +5 competence bonus on Spellcraft checks made to decipher scrolls and Use Magic Device checks made to use scrolls."

Prerequisites. Read Magic



Torc of Heroic Sacrifice

Slot Throat

Activation Immediate (Command)

Weight -

Days To Create 6

XP To Create 240

GP To Create 3600

Uses 1/day

Description "This jet-black torc is crafted in the form of two clasped hands.

A torc of heroic sacrifice allows you to take an injury meant for your ally. When you activate this torc, you take all the damage dealt to a single ally by a single attack or effect that has just occurred. The damage dealt to you has no type, and therefore ignores any energy resistance, damage reduction, or immunities you might have. The ally must be within 30 feet, and you must have line of sight to that ally."

Prerequisites. Greater Heroism



Transposer Cloak

Slot Shoulders

Activation Swift (Command)

Weight -

Days To Create 6

XP To Create 240

GP To Create 3600

Uses 3/day

Description "This cloak is divided diagonally into two colors. The upper portion is pure white, while the lower portion is black as night.


It allows you to switch positions with another creature. When you activate this cloak, you and any one creature within 30 feet swap positions. Both you and the target must occupy the same size of space on the battlefield (for instance, a human could swap places with a dwarf or a goblin, but not with an Ogre or a cat). If the other creature is unwilling, it is allowed a DC 13 Will save to negate the effect. Each creature can bring alone objects weighing up to it's maximum load, but additional creatures can't be brought along."

Prerequisites. Baleful Transposition

Vampire Torc

Slot Throat

Activation Swift (Command)

Weight -

Days To Create 5/day

XP To Create 200

GP To Create 3000

Uses 2/day

Description "This black iron torc bears a moonstone which glows a soft red and seems to seep tears of blood.

It allows you to heal your own wounds when you deal damage to an enemy. When you activate this torc, the next successful melee attack you make before the end of your turn also heals you an amount of damage equal to half of the damage your attack dealt. This ability functions equally well regardless of your creature type. If you don't deal damage with a melee attack before your turn ends, that activation of the torc is wasted."

Prerequisites. Vampiric Touch



Vest of Defense

Slot Torso

Activation Swift (Command)

Weight 1

Days To Create 2

XP To Create 80

GP To Create 1200

Uses 3/day

Description "This snug-fitting vest is crafted from the skin of a huge tan-and-black snake.


A vest of defense improves your ability to dodge attacks. When activated, this vest improves the dodge bonus to AC granted by fighting defensively, the total defense action, or the Combat Expertise feat by 2. Using more than one of these techniques doesn't provide more than a +2 bonus. This bonus lasts for 1 round."

Prerequisites. Cat's Grace



Wand Bracelet

Slot Arms

Activation See text

Weight -

Days To Create 12

XP To Create 480

GP To Create 7200

Uses "This golden chain bracelet has a number of small metal objects hanging from it like charms.


A wand bracely can store up to four items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet as a swift (manipulation) action, causing it to appear in your hand.


If you have an item in hand, you can use a move (manipulation) action to store the item in the bracelet or to switch a held item for a stored item by touching the item to the charm representing the stored item. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.


Lore: The name wand bracelet describes the most common use of this item. Originally designed to hold small keepsakes as charms, and crafted to be appropriate for formal gatherings, they found popularity among artificers who favor spell trigger devices (Knowledge [history] DC15).

These bracelets are also sometimes known as assassins' charms because small weapons can easily be concealed within them (Knowledge [History] DC 20). "

Prerequisites. Shrink Item



Watch Lamp

Slot Head

Activation Swift (command)

Weight -

Days To Create 1

XP To Create 20

GP To Create 300

Uses Continuous/see text

Description "This plain mithral headband has no distinguishing features.

When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command."

Prerequisites. Dancing Lights


See also: Artifacts.

The text on this page is Open Game Content, and is licensed 
for public use under the terms of the Open Game License v1.0a.
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