Description of Magic Items

Magic items are presented in alphabetical order. The description of a magic item provides the name of the item, its category, rarity, and its magical properties.

Although costs are listed, it is always best to grant magic items as rewards, treasure, or following missions.

Generally speaking, a Common item, the only one that might be easily found in a large city, can cost from 50 to 100 gp, an Uncommon one between 150 and 500 gp, a Rare one between 500 and 5000 gp, a Very Rare up to 30000 gp, and beyond that there is only legend…

Items with a bonus greater than +2, or Legendary ones, are never purchased; they must be found through an epic adventure.

Spells are also magic items and as such, if the Narrator allows, can be purchased (horror! there is nothing more beautiful than finding a new spell among the treasures of an adventure).

A spell costs in gold pieces level * level * level * 80

Blinding

Aura: Moderate evocation; Cost: 3000 gp

Requirements: Create Magic Items 2, Daylight

A shield with this enchantment emits a blinding light up to twice per day on its wielder’ **s command. All those within 6 meters of the shield, except the wielder, must succeed on a Reflex Saving Throw with DC 14 or be Blinded for 1d4 rounds.

Spell Storing

Aura: Strong and variable evocation; Cost: 3000 gp

Requirements: Create Magic Items 2

A Spell Storing weapon allows a spellcaster to store a targeted spell up to level 3 in the weapon. The spell must have a standard casting time of 2 Actions. Each time the weapon hits a creature and that creature takes damage, the wielder can use an Immediate Action to release the spell.

Once the spell is cast, a spellcaster can store any other targeted spell inside it, still up to level 3.

The weapon magically reveals to its wielder the name of the spell currently contained within. A randomly created Spell Storing weapon has a 50\% chance of already having a spell contained within it. This special ability can only be added to melee weapons.

A Spell Storing weapon emits a strong aura of the Evocation school, plus the aura of the contained spell.

Purifying Water

Rarity: Rare; Cost: 500 gp

this sweet liquid can be used to purify water (even to desalinate seawater) and to transform poisons, acids and other harmful liquids into a drinkable beverage. Additionally, purifying water neutralizes the effectiveness of any other potion. This potion can transform up to 1000 cubic meters of almost all water-based liquids, but only 10 cubic meters of acid. The effects are permanent and a purified liquid cannot be deteriorated or contaminated again for a period of 5d4 rounds.

Adamantine

Rarity: Uncommon; Cost: +700 gp

Whoever wears this armor, the first critical hit of the round becomes a normal hit (but does not protect against damage explosion).

Adaptive

Aura: Weak transmutation; Cost: 1500 gp

Requirements: Create Magic Items, Animals and Plants List

This ability can only be added to composite bows. An Adaptive bow reacts to the strength of its wielder, acting as a bow with a Strength bonus equal to that of the person wielding it. The wielder can shoot with a lower Strength bonus (and cause less damage) if desired.

Keen

Aura: Moderate transmutation; Cost: 5000 gp

Requirements: Create Magic Items 2, Earth List

This ability in case of a critical allows counting the number of 6s rolled, increasing it by 1. Only piercing or slashing weapons can be Keen.

Wings of Flying

Rarity: Legendary; Cost: 54000 gp

while wearing this Cloak, you can use two actions to speak its command word, transforming it into a pair of bat or bird wings that sprout from your back for 1 hour or until you repeat the command word with an Action. The wings give you a flying speed of 18 meters. When they disappear, you can’ **t use them again until the dawn of the next day.

Dragon Slayer

Aura: Moderate evocation; Cost: 8000 gp

Requirements: Create Magic Items 2

When you hit a dragon with this weapon, the dragon takes 3d6 additional damage of the weapon’ **s type. For the purpose of this weapon, dragon is any creature of the dragon type.

Giant Slayer

Aura: Moderate evocation; Cost: 8000 gp

Requirements: Create Magic Items 2

When you hit a giant with this weapon, the giant takes 2d6 additional damage of the weapon’ **s type and must succeed on a Fortitude Saving Throw with DC 18 or fall prone. For the purpose of this weapon, giant is any creature of the giant type.

Amorphous

Aura: Moderate transmutation; Cost: 2250 gp

Requirements: Create Magic Items 2, Metamorphosis,

Once per day on command, the wearer of the armor (along with any equipment worn) can take the form of a viscous liquid that is able to pass through any space through which thick mud could reasonably flow. While using this ability, your speed is reduced to 3 meters and you can only take movement actions. You can assume this form for 1 minute or until you spend a Move Action to return to your natural form. An Amorphous armor must be made primarily of leather, cloth, or other organic and flexible material.

Flask of Curses

Rarity: Rare; Cost: 800 gp

this object looks like a flask, bottle, jug, container, decanter, or pitcher. It can contain a liquid or emit smoke. When the flask is uncorked for the first time, all creatures within 9 m are cursed.

Iron Flask

Rarity: Legendary; Cost: 35000 gp

this bottle of iron has a brass stopper. You can use two actions to speak the command word of the flask, targeting a creature that you can see within 18 meters of you. If the target is native to a plane of existence other than the one you’ **re on, it must succeed on a Will Saving Throw with DC 21 or be trapped in the flask. If the target has already been trapped in the flask, it gets +1d6 to the Saving Throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’ **t need to breathe, eat, or sleep, and doesn’ **t age. You can use two actions to remove the flask’ **s stopper and release the creature within. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give it no commands or give it a command that would result in its death, it will defend itself but take no other actions. At the end of the duration, the creature acts according to its normal behavior.

The identify spell reveals that a creature is inside the flask, but the only way to determine what type of creature it is is to open the flask. A newly discovered iron flask might already contain a creature chosen by the Narrator or determined randomly.

d100 Contains
1-50 Empty
51-66 Demon
67 Angel Deva
68-69 Devil (greater)
70-73 Devil (lesser)
74-75 Genie Djinni
76-77 Genie Efreeti
78-83 Elemental (any)
84-86 Invisible Stalker
87-90 Night Hag
91 Angel Planetar
92-95 Salamander
96 Angel Solar
97-99 Succubus/Incubus
100 Topi, La

Amulet of Poison Resistance

Aura: Moderate necromancy; Cost: 3000 gp

Requirements: Create Magic Items, Remove Poison; Rarity: Rare

this gem hanging from a silver chain is black and shiny. The wearer has a +2 to Saving Throws against poison.

Scarring Amulet

Aura: Strong necromancy; Cost: 25000 gp

Requirements: Create Magic Items, Cure Wounds; Rarity: Very Rare

this gem hanging from a gold chain is red and brilliant. The wearer recovers Hit Points twice as fast as normal (even Maximum Hit Points). The amulet prevents taking damage from Bleeding.

Amulet Against Possession

Aura: Strong abjuration; Cost: 32000 gp

Requirements: Create Magic Items 3, Mental Shield; Rarity: Very Rare

the bearer of this copper amulet becomes immune to possession and domination spells.

Amulet of Gangrene

this engraved gem hanging from a chain appears to be of little value. If a character keeps it for more than 1 day, they are struck by a terrible gangrene that causes them to permanently lose 1 point of Dexterity, Constitution, and Charisma per week. The gem (and gangrene) can only be neutralized by Remove Curse and Remove Disease, followed by Healing or Wish. The gangrene can also be defeated by grinding an amulet of health and sprinkling the powder on the afflicted character.

Amulet of Inevitable Location

Aura: Strong divination; Cost: 8000 gp

Requirements: Create Magic Items 2, Clairvoyance; Rarity: Very Rare

this cursed amulet has the appearance of an amulet of undetectability. On the contrary, it makes the wearer vulnerable to this type of magic. The probability of observing the wearer and the duration of spells used for this purpose are doubled.

Amulet of Physical Resistance

Aura: Strong abjuration; Cost: 8000 gp

Requirements: Create Magic Items 1, Resistance; Rarity: Rare

while wearing this amulet you have a +2 to Fortitude Saving Throws.

Amulet of Protection from Detection and Location

Aura: Strong abjuration; Cost: 20000 gp

Requirements: Create Magic Items 3, Mental Shield; Rarity: Rare

while wearing this amulet you are hidden from divination magic. You cannot be targeted by these magics or perceived through magical scrying sensors.

Weapon Bane

Aura: Moderate evocation; Cost: 3000 gp

Requirements: Create Magic Items 2, Abjuration List

A Bane weapon excels at attacking certain creatures. Against the chosen enemy, its effective bonus becomes +2. The weapon also automatically inflicts critical damage against such enemy. To randomly determine the weapon’ **s chosen enemy, use the following table:

d\% Chosen enemy
01-05 Aberrations
06-09 Beasts
10-16 Constructs
17-22 Dragons
23-27 Fey
61-70 Magical Creatures
d\% Chosen enemy
28-60 Humanoids (choose subtype)
71-72 Oozes
73-88 Fiends
89-90 Plants
91-98 Undead
99-100 Insects

Ring of Spell Storing

Rarity: Rare; Cost: 24000 gp

this ring stores spells cast into it, holding them until the wearer uses them. The ring can store up to 3 Spells for a maximum of 15 Magic Points, with a maximum of 6 Magic Points per individual spell.

Any creature can cast a stored spell of level 1 to 5 on the ring by touching it. The spell has a DC equal to 10 + 2 x Spell Level, any Attack Roll is made by the caster.

To charge the spell into the ring, the caster must aim at the ring to have it absorbed. If the ring cannot contain the spell, the spell manifests normally. A spell cast through this ring is no longer contained within it and frees up space for other spells.

Weapon Ring

Aura: Moderate enchantment; Cost: 4000 gp

Requirements: Create Magic Items 2, Magic Aura

A Weapon ring can only be applied to melee weapons. When inserted into the weapon’ **s hilt, the character can twice per day use 1 Action to make the weapon magical +1 for 10 rounds. This ability cannot be activated on objects that already have a magical bonus. The Weapon Ring’ **s ability recharges at dawn. The weapon ring does not count against the limits for wearing rings.

Greater Weapon Ring

Aura: Strong abjuration; Cost: 8000 gp

Requirements: Create Magic Items 2, Magic Aura

A Greater Weapon ring can only be applied to melee weapons and has only one power. When found, it is necessary to roll on the table below to determine the type of feat that the ring confers. The weapon ring does not count against the limits for wearing rings. A weapon can’ **t hold more Weapon Ring then its magical bonus.

1d100 Feat 1d100 Feat
1-6 Cursed -2 55-60 Shocking
7-12 Courageous 61-66 Frost
13-18 Of Pain 67-72 Flaming
19-24 Vicious 73-78 Marine
1d100 Feat 1d100 Feat
25-30 +3 79-84 Shapeshifting
31-36 Cursed -1 85-90 +2
37-42 Titanic Weapon 91-96 Thundering
43-48 Chaos 97-100 Transforming
49-54 Corrosive    

When inserted into the hilt of the weapon, the character can twice per day use 1 Action and add the rolled feat to the weapon for 10 rounds. If the weapon is not at least magical +1, it becomes magical +1. The ability of the Greater Weapon Ring recharges at dawn.

Ring of Fire Elemental Command

Rarity: Legendary; Cost: 250000 gp

this ring is linked to the Elemental Plane of Fire. While you wear it, you have +1d6 to Attack Rolls against elementals from the Elemental Plane of Fire, and they have -1d6 to Attack Rolls made against you.

You can spend 2 charges of the ring to cast dominate monster on a fire elemental. Additionally, you have resistance to fire damage. You can speak and understand Ignan.

If you help kill a fire elemental while wearing the ring, you gain access to the following additional properties:

  • You have immunity to fire damage.

  • You can cast the following spells through the ring, spending the required number of charges: Heat wave (1 charge), wall of fire (3 charges), or fireball (2 charges).

The ring has 5 charges. It regains 1d4 + 1 charges daily at dawn.

Spells cast through the ring have Saving Throw DC 21.

Ring of Water Elemental Command

Rarity: Legendary; Cost: 250000 gp

this ring is linked to the Elemental Plane of Water. While you wear it, you have +1d6 to Attack Rolls against elementals from the Elemental Plane of Water, and they have -1d6 to Attack Rolls made against you.

You can spend 2 charges of the ring to cast dominate monster on a water elemental. Additionally, you can stand on and walk on liquid surfaces as if they were solid ground. You can speak and understand Aquan.

If you help kill a water elemental while wearing the ring, you gain access to the following additional properties:

  • You can breathe underwater and have a swimming speed equal to your movement speed.

  • You can cast the following spells through the ring, spending the required number of charges: create or destroy water (1 charge), control weather (3 charges), wall of ice (3 charges), or ice storm (2 charges).

The ring has 5 charges. It regains 1d4 + 1 charges daily at dawn. Spells cast through the ring have Saving Throw DC 21.

Ring of Air Elemental Command

Rarity: Legendary; Cost: 250000 gp

this ring is linked to the Elemental Plane of Air. While you wear it, you have +1d6 to Attack Rolls against elementals from the Elemental Plane of Air, and they have -1d6 to Attack Rolls made against you.

You can spend 2 charges of the ring to cast dominate monster on an air elemental. Additionally, when you fall, you descend 18 meters per round and take no damage from falling. You can speak and understand Ictun.

If you help kill an air elemental while wearing the ring, you gain access to the following additional properties:

  • You have resistance to electricity damage.

  • You have flying speed equal to your movement speed and can hover.

  • You can cast the following spells through the ring, spending the required number of charges: Chain lightning (3 charges), gust of wind (2 charges), or wall of wind (1 charge).

The ring has 5 charges. It regains 1d4 + 1 charges daily at dawn.

Spells cast through the ring have Saving Throw DC 21.

Ring of Earth Elemental Command

Rarity: Legendary; Cost: 250000 gp

this ring is linked to the Elemental Plane of Earth. While you wear it, you have +1d6 to Attack Rolls against elementals from the Elemental Plane of Earth, and they have -1d6 to Attack Rolls made against you.

You can spend 2 charges of the ring to cast dominate monster on an earth elemental. Additionally, you can move across difficult terrain composed of debris, stones, or earth as if it were normal terrain. You can speak and understand Tremun.

If you help kill an earth elemental while wearing the ring, you gain access to the following additional properties:

  • You have resistance to acid damage.

  • You can move through solid earth or rock as if it were difficult terrain. If you end your round there, you are ejected to the nearest unoccupied space you last occupied.

  • You can cast the following spells through the ring, spending the required number of charges: Stone Shape (2 charges), wall of stone (3 charges), or stoneskin (1 charge).

The ring has 5 charges. It regains 1d4 + 1 charges daily at dawn.

Spells cast through the ring have Saving Throw DC 21.

Ring of Three Wishes

Rarity: Legendary; Cost: 75000 gp

while wearing this ring, you can use two actions to spend 1 of its 1d3 charges to cast the wish spell through it. The ring loses its magic when you use the last charge.

Ring of Warmth

Rarity: Uncommon; Cost: 5000 gp

while wearing this ring, you have resistance to cold damage. Additionally, you and everything you wear and carry are immune to the effects of low temperatures down to -45° C.

Ring of Human Control

Rarity: Rare; Cost: 2500 gp

this ring gives the wearer the ability to use the charm spell once per day. The effect lasts until the controller ends it, 1 hour passes, or the spell is dispelled.

Ring of Plant Control

Rarity: Very Rare; Cost: 5000 gp

the wearer of this ring can control plants and plant creatures in a 3x3 m square area within a distance of 18 meters. Even if a plant is immobile, it can be moved while under the effect of this ring. The control lasts as long as the controller maintains total concentration, which prevents any other Action.

Ring of Swimming

Rarity: Uncommon; Cost: 3000 gp

while wearing this ring, you have swimming speed equal to your Movement.

Ring of Jumping

Rarity: Uncommon; Cost: 2500 gp

while wearing this ring, with two actions you can cast the jump spell through it at will, but the target can only be yourself.

Ring of the Ram

Rarity: Rare; Cost: 5000 gp

while wearing this ring, you can use two actions to spend 1 to 3 charges to attack a visible creature within 18 meters of you.

The ring produces a spectral ram’ **s head and makes its ranged Attack Roll with a +7 bonus. If it hits, for each charge spent, the target takes 2d10 force damage and is pushed 1 meter away from you.

Alternatively, you can spend 1 to 3 charges of the ring, with two actions per charge, to attempt to break down a door within 18 meters of you. The ram has DC 18 +6 for each charge spent to break through.

This ring has 3 charges, and regains 1 spent charge every morning at dawn.

Ring of Djinni Summoning

Rarity: Legendary; Cost: 35000 gp

while wearing this ring, you can speak its command word, with two actions, to summon a specific djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space of your choice, within 36 meters of you. It remains until you maintain concentration (as if concentrating on a spell), for a maximum of 1 hour, or until it drops to 0 Hit Points. Then it returns to its native plane.

While it remains summoned, the djinni is friendly to you and your companions. It obeys any command you give it, no matter the language used. If you give it no orders, the djinni will defend itself from attacks but take no other actions.

After the djinni departs, it cannot be summoned again before 24 hours have passed, and if the djinni dies, the ring loses its magic.

Ring of Deception

Rarity: Rare

the wearer of this cursed ring is convinced that it has a power chosen by the Narrator or determined randomly.

Ring of Weakness

Rarity: Rare

once worn, this ring can only be removed by Remove Curse. The wearer loses one point of Strength per round until it is reduced to -3.

Ring of X-ray Vision

Rarity: Common; Cost: 6000 gp

while wearing this ring, you can use two actions to speak its command word. When you do so, you can see through solid matter for 1 minute. This sight has a radius of 9 meters. To you, solid objects within the radius appear transparent and don’ **t prevent light from passing through them.

This sight can penetrate 30 centimeters of stone, 2.5 centimeters of common metal, or up to 90 centimeters of wood or dirt. Denser substances block the vision, as does a thin sheet of lead. Each time you use the ring again before completing a night’ **s rest, you must succeed on a Fortitude Saving Throw with DC 18 or become fatigued.

Ring of Shooting Stars

Rarity: Very Rare; Cost: 14000 gp

while wearing this ring in dim light or darkness, you can cast dancing lights and light through it at will. Casting either spell through the ring requires two actions. The ring has 6 charges for the following other properties.

The ring regains 1 spent charge daily at dawn.

Faerie Fire. Spend 1 charge with two actions to cast faerie fire through the ring.

Ball Lightning. You can spend 2 charges with two actions to create one to four lightning spheres of 1 meter in diameter. The more spheres you create, the less powerful each individual sphere will be. Each sphere appears in an unoccupied space you can see within 36 meters of you. The sphere lasts as long as you concentrate on it (as if concentrating on a spell), up to a maximum of 1 minute. Each sphere sheds dim light in a 9-meter radius. With two actions, you can move each sphere up to 9 meters, but not more than 36 meters from you. When a creature, other than you, comes within 1 meter of a sphere, the sphere discharges lightning at that creature and then disappears. That creature must make a Reflex Saving Throw with DC 18. If it fails the Saving Throw, the creature takes electricity damage based on the number of spheres you created (4 spheres, 2d4 damage; 3 spheres, 2d6 damage; 2 spheres, 5d4 damage; 1 sphere, 4d12 damage).

Shooting Stars. You can spend 1 to 3 charges with two actions. For each charge spent, you shoot a spark of light from the ring to a visible point within 18 meters of you. Each creature in a 3-meter-sided cube originating from that point is covered in sparks and must make a Dexterity Saving Throw DC 15, taking 5d4 fire damage if they fail, or half as much damage if they succeed.

Ring of Mind Shielding

Rarity: Uncommon; Cost: 16000 gp

while wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine if you are lying, know your Traits, or learn what kind of creature you are. Creatures can communicate telepathically with you only if you allow it.

Ring of Feather Fall

Rarity: Rare; Cost: 2000 gp

if you fall from more than 1 meter and wear this ring, the Feather Fall spell activates automatically.

Ring of Water Walking

Rarity: Uncommon; Cost: 1500 gp

while wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Ring of Evasion

Rarity: Rare; Cost: 5000 gp

while wearing this ring and failing a Reflex Saving Throw, you can use your Reaction Action to spend 1 charge to repeat the Saving Throw you just failed. This ring has 3 charges, and regains 1 spent charge every morning at dawn.

Ring of Animal Influence

Rarity: Rare; Cost: 4000 gp

Ring 4000 gp

While wearing this ring, you can use two actions to spend 1 of its charges to cast one of the following spells through it: animal friendship (Saving Throw DC 15), speak with animals, fear (Saving Throw DC 15, targets only beasts that have Intelligence -2 or less).

This ring has 3 charges, and regains 1 spent charge daily at dawn.

Ring of Invisibility

Rarity: Very Rare; Cost: 10000 gp

while wearing this ring, you can turn invisible with two actions. Everything you wear or carry becomes invisible with you. You remain invisible until the ring is removed, you attack or cast a spell, or until you use two actions to become visible again. The ring can be used 3 times per day.

Ring of Free Action

Rarity: Rare; Cost: 20000 gp

while wearing this ring, difficult terrain doesn’ **t cost you extra movement. Additionally, magic can neither reduce your speed nor render you paralyzed or restrained.

Ring of Protection

Rarity: Very Rare; Cost: 5000 gp

various cost, various rarity, while wearing this ring, you have a bonus of +1 (5000 gp, rare), +2 (7500 gp, rare), +3 (12000 gp, very rare) to Defense and Saving Throws.

Ring of Resistance

Rarity: Rare; Cost: 12000 gp

while wearing this ring, you have resistance to one type of damage. The gem set in the ring indicates the type of damage, which is chosen or randomly determined by the Narrator.

d10 Damage Type Gem
1 Acid Pearl
2 Force Sapphire
3 Cold Tourmaline
4 Lightning Citrine
5 Fire Garnet
6 Void Jet
7 Positive Energy Jade
8 Light Topaz
9 Sound Spinel
10 Negative Energy Slate

Ring of Regeneration

Rarity: Very Rare; Cost: 12000 gp

while wearing this ring, you regain 1d6 Hit Points every 10 minutes, provided you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality in 1d6 + 1 days, provided that for the entire period you keep at least 1 Hit Point.

Ring of Telekinesis

Rarity: Very Rare; Cost: 80000 gp

while wearing this ring, you can cast the telekinesis spell at will, but you can only target objects that are not being worn or carried.

Ring of Spell Turning

Rarity: Legendary; Cost: 35000 gp

while wearing this ring, you have +1d6 to Saving Throws against any spell that targets only you and not an area of effect. Additionally, if you make a Critical Success on your Saving Throw and the spell is level 5 or lower, the spell has no effect on you and instead targets the spellcaster who cast the spell.

Elemental Water Amphora

Rarity: Rare; Cost: 2500 gp

this amphora can be used to summon and control a water elemental similarly to the summon elemental spell. It is necessary to prepare the magic item and conduct a ritual for one round before the actual summoning, which requires one round. After the elemental has been summoned, concentration must be maintained in order to give it orders. The amphora can be used once per day.

Anti-hemorrhagic

Aura: Moderate healing; Cost: 3000 gp

Requirements: Create Magic Items 2, Cure Wounds 5, Cure Wounds

An Anti-hemorrhagic armor helps stop blood loss from the wearer’ **s wounds. An Anti-hemorrhagic armor reduces Bleeding damage by 1 each end of round.

Apparatus of the Crab

Rarity: Legendary; Cost: 15000 gp

this item appears as a sealed iron barrel of Large size weighing 250 kilograms. The barrel conceals a catch, which can be found by succeeding on a DC 25 Awareness check. Removing the catch opens a compartment at one end of the apparatus, allowing two Medium or smaller creatures to enter. At the opposite end are arranged ten levers, each in a neutral position, capable of moving up or down. When certain levers are used, the apparatus transforms and resembles a giant lobster.

The apparatus is a Large object with the following statistics.

Defense: 20, Hit Points: 200, Speed: 9 m, swim 9 m (or 0 m both if legs and tail are not extended)

Damage Immunities: poison

To be used as a vehicle, the apparatus requires a pilot. When the apparatus door is closed, the compartment is airtight, letting in no water or air. The compartments hold enough air for 10 hours, divided by the number of creatures inside. The apparatus floats on water and can also push itself underwater to a depth of 270 meters. Below this threshold, the apparatus takes 2d6 bludgeoning damage per minute due to pressure. A creature inside the compartment can use two actions to move up to two levers up or down. After each use, the lever returns to its neutral position. Each lever, from left to right, functions as shown on the table below.

1: Extends legs and tail, allowing the apparatus to walk and swim. Retracts legs and tail, reducing the apparatus’ **s speed to 0 and making it incapable of benefiting from speed bonuses.

2: Opens the front porthole. Closes the front porthole.

3: Opens the side portholes (two per side). Closes the side portholes (two per side).

4: Extends two claws from the front side of the apparatus. Retracts the claws.

5: Makes a melee weapon attack with each extended claw: +8 to the Attack Roll, reach 1 m, one target. Hit: 7 (2d6) bludgeoning damage. Makes a melee weapon attack with each extended claw: +8 to the Attack Roll, reach 1 m, one target. Hit: The target is grappled (DC 18 to escape).

6: The apparatus walks or swims forward. The apparatus walks or swims backward.

7: The apparatus turns 90 degrees to the left. The apparatus turns 90 degrees to the right.

8: Front slits emit bright light in a 9-meter radius and dim light for 18 meters. Turns off the lights.

9: The apparatus sinks 6 meters in liquids. The apparatus rises 6 meters from liquids.

10: Unlocks and opens the rear hatch. Closes and seals the rear hatch.

Battering

Aura: Weak evocation; Cost: 3000 gp

Requirements: Create Magic Items 2,

These shields are very solid and often bear the emblem of a ram or bull. When the wearer of a battering shield makes an attack with the shield as part of a Charge, the shield’ **s Defense bonus applies to Attack Rolls and damage. This does not stack with any other enhancement that the shield possesses. This ability is not applicable to light shields.

Magic Weapons

Cost: 1800 gp

Weapon (any) +1 1800 gp, +2 6000 gp, +3 17000 gp, +4 45000 gp, +5 80000 gp

You have a bonus to Attack Rolls and damage rolls made with this weapon. The bonus is determined by the rarity of the weapon. Some magic weapons possess additional properties, such as emitting light.

Magic Armor / Shield

Armor (any) +1 2500 gp, +2 10000 gp, +3 18000 gp, +4 35000 gp, +5 80000 gp

Shields (small, medium, heavy): +1 1500 gp, +2 4000 gp, +3 9000 gp, +4 20000 gp, +5 35000 gp

While wielding this shield/armor, you have a bonus to Defense determined by the magic bonus of the shield/armor. This bonus is in addition to the normal Defense bonus provided by the shield/armor.

Demonic Armor

Aura: Strong evocation; Cost: 5000 gp

Requirements: Create Magic Items 2 ; Rarity: Rare

While wearing the armor you can understand and speak Abyssal. Additionally, the armor’ **s clawed gauntlets transform unarmed strikes made with your hands into magic weapons that deal slashing damage, with a +1 bonus to Attack Rolls and damage rolls and d6 as the damage die.

Wand of Metal Detection

Rarity: Uncommon; Cost: 500 gp

when a charge is spent, the wand points in the direction of any metal mass of at least 100 kg within 6 meters. The wielder of the wand has an intuitive perception of the type of metal detected.

Wand of Arcane darts

Rarity: Rare; Cost: 8000 gp

while holding this wand, you can use two actions to spend 1 or more of its charges to cast Arcane dart through it, as the eponymous spell. Each charge generates 1 dart. The wand has 7 charges. The wand regains 1d3+1 spent charges at dawn.

Wand of Lightning

Rarity: Rare; Cost: 32000 gp

while holding this wand, you can use two actions to spend 1 charge to cast lightning bolt through it (Saving Throw DC 18). This wand has 7 charges. The wand regains 1d3 + 1 spent charges at dawn.

Wand of Secrets

Rarity: Uncommon; Cost: 500 gp

while holding this wand, you can use two actions to spend 1 charge and detect if a secret door or trap is located within 9 meters of you, the wand pulses and points to the one nearest to you. The wand has 3 charges. The wand regains all spent charges at dawn.

Wand of Fire

Rarity: Very Rare; Cost: 18000 gp

a wand of fire produces various spells and consumes 1 charge + level of the manifested spell. The spells that can be manifested are: Heat wave, pyrotechnics, fireball, wall of fire. As long as the wand is held in hand, any 1s on the dice for fire damage it inflicts is considered as 2. The wand has 7 charges and recovers 1 at dawn.

Wand of Ice

Rarity: Very Rare; Cost: 15000 gp

a wand of fire produces various spells and consumes 1 charge + level of the manifested spell. The spells that can be manifested are: Ray of Frost, Sleet Storm, ice storm, cone of cold. As long as the wand is held in hand, any 1s on the dice for cold damage it inflicts is considered as 2. The wand has 7 charges and recovers 1 at dawn.

Wand of the War Mage

Rarity: Very Rare; Cost: 25000 gp

1500 / 5500 / 25000 gp, uncommon (+1), rare (+2), or very rare (+3), while holding this wand, you gain a bonus to Attack Rolls with spells determined by the rarity of the wand. In addition, you ignore light cover when making a spell attack.

Wand of Binding

Rarity: Rare; Cost: 10000 gp

this wand has 7 charges for the following properties. The wand regains 1 spent charge at dawn. While holding this wand, you can use two actions and spend some of its charges to cast one of the following spells (Saving Throw DC 21):

hold monster (5 charges) or Hold Person (2 charges).

while wielding this wand, with two actions you can spend 1 charge to cast detect magic through it. This wand has 7 charges, and recovers 1d3 spent charges every morning at dawn.

Wand of Secret Door Detection

Rarity: Uncommon; Cost: 300 gp

this wand points to the nearest secret passage within 6 meters. The effect consumes one charge of the 7 available; all charges are recovered at dawn each day.

Wand of Assisted Escape

Rarity: Rare; Cost: 2000 gp

while wielding this wand, you can use the Reaction Action and spend 1 charge to gain +1d6 on Saving Throws you make to avoid becoming paralyzed or hindered, or you can spend 1 charge to gain +1d6 on any check made to escape a grapple attempt.

Wand of Light

Rarity: Rare; Cost: 3500 gp

a wand of light manifests various spells and consumes 1 charge + the level of the manifested spell. The spells that can be manifested are: dancing lights, light, continual flame, daylight. Finally, by spending 5 charges, the wielder can create a beam of intense sunlight. The light of intense golden-yellow color has a range of 36 m, and forms a sphere of light with a diameter of 12 m. Anyone in the area of effect is blinded and stunned for 1 round if they fail a Fortitude Saving Throw DC 17. The golden sphere has a devastating effect on undead, inflicting 6d6 Light damage with no possibility of a Saving Throw. This wand has 7 charges. The wand recovers 2 spent charges at dawn.

Wand of Polymorph

Rarity: Very Rare; Cost: 32000 gp

while wielding this wand, you can use two actions to spend 1 charge to cast polymorph through it (DC 18, Will Saving Throw). This wand has 3 charges. The wand recovers 1 spent charge at dawn.

Wand of Negation

Rarity: Very Rare; Cost: 35000 gp

this wand negates spells or similar effects produced by magic items. The wielder points the wand toward an object within 36 meters, and it emits a light gray ray that hits the target. The ray automatically cancels spell manifestations or similar effects of level 3 or lower. Each use of the wand costs 1 charge and it can only be used once per round. This wand has 3 charges. The wand recovers 1 charge every day at dawn.

Wand of Paralysis

Rarity: Rare; Cost: 16000 gp

while wielding this wand, you can use two actions to spend 1 charge to cause a thin ray to shoot from its tip toward a visible creature within 18 meters of you. The target must succeed on a Fortitude Saving Throw with DC 17 or be paralyzed for 1 minute. At the end of each of the target’ **s rounds, it can make a Fortitude Saving Throw DC 15, ending the effect on itself if it succeeds. This wand has 7 charges. The wand recovers 1 spent charge at dawn.

Wand of Fear

Rarity: Rare; Cost: 13000 gp

this wand has 7 charges for the following properties. The wand recovers 1 spent charge at dawn.

Command while wielding this wand, you can use two actions to spend 1 charge and command another creature to flee or grovel, as per the command spell (Saving Throw DC 18)

Fear Cone while wielding this wand, you can use two actions to spend 2 charges, causing the wand’ **s tip to emit light in an 18-meter cone. Each creature in the cone must succeed on a Will Saving Throw with DC 18 or become frightened of you for 1 minute. While frightened in this way, a creature must spend its rounds trying to move as far away from you as possible, and cannot willingly move within 9 meters of you.

It also cannot take reactions. As its action, the creature can only use the Dash Action or try to escape from an effect that prevents it from moving. If it cannot move anywhere, the creature can use the Total Defense Action. At the end of each of its rounds, the creature can repeat the Saving Throw, ending the effect on itself if it succeeds. This wand has 7 charges. The wand recovers 1 spent charge at dawn.

Wand of Web

Rarity: Uncommon; Cost: 8000 gp

while wielding the wand, you can use two actions to spend 1 charge to cast web through it (Saving Throw DC 18). This wand has 7 charges. The wand recovers 1 spent charge at dawn.

Wand of Conveniences

Rarity: Common; Cost: 300 gp

The wielder of the wand can spend 1 charge to cast the spells unseen servant or unseen cook or floating disk. The wand has 7 charges that are recovered at dawn.

Wand of Illusions

Rarity: Rare; Cost: 3000 gp

whoever wields this wand can cast Major Image (3), Silent Image (1), Mirror Image (2). Each spell costs a number of charges equal to the level +1. While concentrating on the effect, the character can only move at half speed. If hit, they must succeed on a Magic Check or the illusion immediately vanishes.

Wand of Wonder

Rarity: Very Rare; Cost: 25000 gp

while wielding this wand, you can spend 1 charge with two actions and choose a target within 36 meters of you. The target can be a creature, an object, or a point in space. The Narrator decides or randomly determines what happens when you use the wand. Spells cast through the wand have a Saving Throw DC of 18. If the spell normally has a range expressed in meters, the range becomes 36 meters if it isn’ **t already. If an effect covers an area, you must center the spell on the target and include it. If an effect can act on as many possible subjects, the Narrator randomly determines who is affected.

This wand has 7 charges. The wand recovers 1 charge every day at dawn.

Each time you use the wand of wonder, roll a d100 and consult this table.

d100 Contents
01-05 You cast the Slow spell.
06-10 You cast the Light spell.
11-15 You are stunned until the beginning of your next round, and believe that something amazing has happened.
16-20 You cast the Gust of Wind spell.
21-25 You cast the Detect Thoughts spell on the target you chose. If your target is not a creature, you instead take 1d6 damage.
26-30 You cast the Stinking Cloud spell.
31-33 Heavy rain falls in a 18-meter radius centered on the target. The area becomes lightly obscured. The rain continues to fall until the beginning of your next round.
34-36 An animal appears in the nearest unoccupied space to the target. The animal is not under your control and acts normally.
Roll a d100 to determine what kind of animal appears 01-25, a rhinoceros; 26-50, an elephant; 51-100, a rat.  
37-46 You cast Lightning.
47-49 A cloud of 600 giant butterflies fills a 9-meter radius around the target. The area becomes heavily obscured and provides total cover. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast the enlarge/reduce spell. If the target cannot be subject to the spell, or if it is not a creature, you become the target.
54-58 You cast the darkness spell.
59-62 Thick grass sprouts in a radius of 18 meters around the target. If there is already grass, it grows ten times as tall and remains so for 1 minute.
63-65 An object chosen by the Narrator disappears into the Ethereal Plane. The object must not be worn or carried, must be within 36 meters of the target, and no larger than 3 meters in any dimension.
66-69 You shrink as if you had cast the enlarge/reduce spell on yourself.
70-79 You cast the Fireball spell.
80-84 You cast the Invisibility spell on yourself.
85-87 Leaves grow on the target. If you chose a point in space as a target, the leaves will sprout on the creature closest to that point. Unless they are torn off, the leaves will turn brown and fall off after 24 hours.
88-90 A stream of 1d4 x 10 gems worth 1 gp each shoots from the tip of the wand in a 9-meter long, 1-meter wide line. Each gem inflicts 1 bludgeoning damage, and their total damage is divided equally among all creatures on the line.
91-95 A burst of sparkling, colored lights extends from you in a 9-meter radius. You and all creatures in the area must succeed on a Fortitude Saving Throw with DC 15 or be blinded for 1 minute. A creature can repeat the Saving Throw at the end of each of its rounds, ending the effect on itself if it succeeds.
96-97 The target’ **s skin turns bright blue for 1d10 days. If you chose a point in space, the subject will be the creature closest to that point.
98-00 If the target is a creature, it must make a Fortitude Saving Throw with DC 18. If the target is not a creature, the target becomes you and you will make the Saving Throw. If the Saving Throw fails by 5 or more, the target is petrified. If the Saving Throw fails by less, the target is hindered and begins to turn to stone. While hindered in this way, the target must repeat the Saving Throw at the end of each of its rounds, becoming petrified on a failure or ending the effect on a success. The target remains petrified until it is freed by the stone to flesh spell or similar magic.

Wand of Fireballs

Rarity: Rare; Cost: 32000 gp

while wielding this wand, you can use two actions to spend 1 charge to cast fireball through it (Saving Throw DC 18). This wand has 7 charges. The wand recovers 1 spent charge at dawn.

Wand of Enemy Detection

Rarity: Rare; Cost: 4000 gp

while wielding this wand, you can use two actions and spend 1 charge to speak its command word. For the next minute, you know the direction of the nearest hostile creature within 18 meters of you, but not the distance separating you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop wielding the wand. This wand has 7 charges. The wand recovers 2 spent charges at dawn.

Wand of Trap Detection

Rarity: Uncommon; Cost: 400 gp

this wand points to the nearest trap within 6 m. The effect consumes one charge. This wand has 7 charges. The wand recovers all spent charges at dawn.

Basin of Drowning

this cursed basin appears to be a water elemental vessel. However, instead of summoning an elemental, it releases a globe of water that envelops the character’ **s head. They drown in 2d4 rounds unless they succeed on a Reflex Saving Throw DC 19. The water is “sticky” and can only be removed with magic (Dispel Magic or destroy water).

Crossbow of Arcane Bolts

this one-handed small crossbow has the ability to manifest a magic bolt. By spending 1 Action, it’ **s possible to fire a magic bolt as if it were a single Arcane dart.

Headband of Intellect

Rarity: Rare; Cost: 8000 gp

while wearing this headband your Intelligence is +4. The headband has no effect if your Intelligence is already +4 or higher.

Folding Boat

Rarity: Rare; Cost: 12000 gp

this object appears to be a wooden box that measures 30 centimeters in length, 15 centimeters in width, and 15 centimeters in depth. It weighs 2 kilograms, encumbrance 2, and floats. It can be opened to store items inside. This object has three command words, each requiring two actions to speak. One command word causes the box to unfold into a boat 3 meters long, 1.5 meters wide, and 50 centimeters deep. The boat has a pair of oars, an anchor, a mast, and a sail. The boat can hold up to four Medium creatures.

The second command word causes the box to unfold into a ship 7.2 meters long, 2.5 meters wide, and 2 meters deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects aboard that cannot fit inside the box remain outside the box as it folds. Any objects aboard that can fit inside the box do so.

Staff of Swarming Insects

Rarity: Rare; Cost: 160000 gp

this staff has 10 charges that you can use for the properties described below and regains 1 charge daily at dawn.

  • Spells. While holding this staff, you can use two actions to expend some of its charges to cast one of the following spells: giant insect (4 charges, DC 19) or insect plague (5 charges, DC 21).

  • Insect Cloud. While holding this staff, you can use two actions and spend 1 charge to cause a swarm of harmless flying insects to spread out in a 9-meter radius from you. The insects remain for 10 minutes, making the area heavily obscured for everyone but you. The swarm moves with you, remaining centered on you. A wind of at least 15 kilometers per hour disperses the swarm and ends the effect.

Staff of the Woodlands

Rarity: Rare; Cost: 44000 gp

the staff can be wielded as a magic quarterstaff that grants a +2 bonus to Attack Rolls and damage rolls made with it. While you hold it, you also gain a +2 bonus to Attack Rolls with spells. This staff has 10 charges for the following properties. It regains 1 expended charge daily at dawn.

  • Spells. You can use two actions to expend 1 or more of the staff’ **s charges to cast one of the following spells, using your spell Saving Throw DC: animal friendship (1 charge), locate animals or plants (1 charge), wall of thorns (6 charges), speak with animals (3 charges), Barkskin (2 charges), or awaken (5 charges). You can also use two actions to cast the spell Pass Without Trace through the staff without using any charges.

  • Tree Form. You can use two actions to plant one end of the staff in fertile soil and expend 1 charge to transform the staff into a healthy tree. The tree is 18 meters tall and has a 1-meter-diameter trunk; its branches spread out at the top for 6 meters. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another Action to speak its command word, you return the staff to its normal form. Any creature on the tree falls when it transforms back into a staff.

Staff of Thunder and Lightning

Rarity: Very Rare; Cost: 10000 gp

the staff can be wielded as a magic quarterstaff that grants a +2 bonus to Attack Rolls and damage rolls made with it. It also has the following properties. When one of these properties is used, it can’ **t be used again until the next dawn.

  • Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

  • Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a thunderclap audible out to 90 meters. The target must succeed on a Fortitude Saving Throw with DC 21 or be stunned until the end of your next round.

  • Lightning Strike. You can use two actions to cause a bolt of lightning to leap from the staff’ **s tip in a line 1 meter wide and 36 meters long. Each creature in the line must make a Reflex Saving Throw with DC 21, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

  • Thunderclap. You can use two actions to cause the staff to produce a deafening peal of thunder, audible out to 180 meters. Each creature within 18 meters of you (excluding you) must make a Fortitude Saving Throw with DC 21. On a failed save, a creature takes 2d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half damage and isn’ **t deafened.

  • Thunder and Lightning. You can use two Actions to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’ **t expend the daily use of those properties, only the use of this one.

Staff of Striking

Rarity: Very Rare; Cost: 25000 gp

this staff can be wielded as a magic quarterstaff that grants a +3 bonus to Attack Rolls and damage rolls made with it. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge expended, the target takes an extra 1d6 force damage. The staff has 10 charges, and regains 1 expended charge daily at dawn.

Staff of Fire

Rarity: Very Rare; Cost: 16000 gp

while holding this staff, you have resistance to fire damage. In addition, you can use two actions to expend 1 or more of its charges to cast one of the following spells from it: Burning hands (1 charge, DC 13), wall of fire (4 charges, DC 19), or fireball (3 charges, DC 17).

The staff has 10 charges, and regains 1 expended charge daily at dawn.

Staff of Frost

Rarity: Very Rare; Cost: 26000 gp

while holding this staff, you have resistance to cold damage. In addition, you can use two actions to expend 1 or more of its charges to cast one of the following spells.

  • Spells: cone of cold (5 charges, DC 21), wall of ice (4 charges, DC 19), fog cloud (1 charge, DC 13), or ice storm (4 charges, DC 19).

The staff has 10 charges, and regains 1 expended charge daily at dawn.

Staff of the Python

Rarity: Uncommon; Cost: 2000 gp

you can use two actions to speak the command word of the staff and throw it on the ground within 3 meters of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using two actions to speak the command word again, you return the staff to its normal form in the space formerly occupied by the snake.

On your round, you can mentally command the snake as long as it is within 18 meters of you and you aren’ **t incapacitated. You decide what actions the snake will take and where it will move during its next round, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form. The staff is then destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all lost ones.

Staff of Power

Rarity: Legendary; Cost: 150000 gp

this staff can be wielded as a magic quarterstaff that grants a +2 bonus to Attack Rolls and damage made with it. While holding it, you gain a +2 bonus to Defense, Saving Throws, and Attack Rolls with spells. This staff has 20 charges for the following properties. It regains 1d8 + 1 expended charges daily at dawn. If you expend the last charge from the staff, roll a d6; on a 1 or less, the staff retains its +2 bonus to Attack Rolls and damage but loses all other properties.

  • Power Strike. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

  • Spells. While holding this staff, you can use two actions to expend 1 or more of its charges to cast one of the following spells from it: hold monster (5 charges DC 21), cone of cold (5 charges, DC 21), globe of invulnerability (6 charges, DC 22), levitation (2 charges DC 15), wall of force (5 charges, DC 21), fireball (3 charges DC 17), Arcane dart (1 charge), ray of enfeeblement (1 charge DC 11), or lightning bolt (3 charges DC 17).

  • Retributive Strike. You can use two actions to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 9-meter-radius sphere centered on it.

You have a 50\% chance of instantly traveling to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a Reflex Saving Throw with DC 27. On a failed save, a creature takes an amount of damage based on how far it is from the point of origin of the explosion, as shown in the following table.

If the Saving Throw succeeds, the creature takes half this damage.

Distance from origin Damage
3 meters or less 8 × charges in staff
Up to 6 meters 6 × charges in staff
Up to 9 meters 4 × charges in staff

Note: The Staff of the Archmage and Power are similar, because they were prepared by two bitter enemies who wanted to create the most powerful Staff.

Staff of the Archmage

Rarity: Legendary; Cost: 125000 gp

the staff of the archmage is a very powerful version of the staff of sorcery.

It provides the wielder with several spells. The staff can be used to manifest spells: Arcane Lock, detect magic, enlarge/reduce and light. These abilities do not require the use of charges.

In addition, the staff has the following abilities that cost 1 charge per use: dispel magic, lightning bolt, invisibility, wall of fire, fireball, passwall, pyrotechnics, web, knock, and ice storm.

The following powerful abilities cost 2 charges per use: summon elemental, telekinesis. The wielder of the staff receives a +2 bonus on saving throws against spells.

The staff can be recharged, but only by absorbing magical energies cast against the wielder, who can absorb them in quantities equal to 1 charge per level of the spell. This operation is the only Action possible in a round, and the staff cannot be used for other effects in the same round in which it absorbs energy.

Each staff has a maximum number of possible charges, and it will absorb charges only up to its limit without incurring harmful effects. The wielder has no way of knowing this limit, or how many charges have been used, unless they use some magical method.

If the staff absorbs excess energy, it explodes as in the case of a retributive strike, described below.

A staff of the archmage can be used for a retributive strike, which requires it to be broken by its wielder. The break must not be accidental and must be declared. All charges stored in the staff are released instantly within a 9 m radius. All creatures within 3 m take damage equal to 10 times the number of charges in the staff; between 3 m and 6 m the damage is 6 times the number of charges; and between 6 m and 9 m the damage is 4 times the number of charges. A Fortitude Saving Throw at DC 25 reduces the damage by half.

The character who breaks the staff has a 50\% chance of going to another plane of existence, otherwise the explosive release of magical energy destroys them. When all charges are consumed, the staff becomes a +2 staff. If the charges are exhausted it cannot be used for a retributive strike.

Staff of Withering

Rarity: Rare; Cost: 3000 gp

the staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 Void damage to the target. In addition, the target must succeed on a Fortitude Saving Throw with DC 18 or have -1d6 for 1 hour on any Skill check or Saving Throw that requires Constitution. This staff has 3 charges and regains 1d3 expended charges at midnight.

Staff of Healing

Rarity: Rare; Cost: 13000 gp

while holding the staff, you can use two actions to expend 1 or more of its charges to cast one of the following spells from it: Cure Wounds (1 charge), lesser restoration (2 charges), remove disease (3 charges). This staff has 10 charges, and regains 1 expended charge daily at dawn.

Staff of Sorcery

Rarity: Very Rare; Cost: 85000 gp

in combat, this staff functions as a +1 staff. It can be used to cast summon elemental, invisibility, passwall and web. The staff can be used as a wand of paralysis. Each of these powers requires one charge. It’ **s possible to break the staff to produce a “final strike,” the effect of which depends on the number of remaining charges. The staff explodes in a large sphere of flames, hitting all creatures within 9 m (including the owner of the staff) and inflicting 8 damage per remaining charge, Fortitude Saving Throw DC 27 to halve.

Staff of Charming

Rarity: Rare; Cost: 12000 gp

while holding this staff, you can use two actions to expend 1 charge to cast Charm Person, command, or comprehend languages from it, using your spell save DC. The staff can be used as a magic quarterstaff.

If you are holding the staff and fail a Saving Throw against an enchantment spell that targets only you and not an area, you can turn the failed save into a success. You cannot use this property of the staff again until dawn of the next day.

If you succeed on a Saving Throw against an enchantment spell that targets only you, with or without the staff’ **s intervention, you can use a Reaction Action to expend 3 charges from the staff and turn the spell back on its caster as if the spell had been cast by you.

The staff has 7 charges, and regains 1 expended charge daily at dawn.

Clapper of Cannibalism

this object appears to be a Clapper of Opening. It functions as such for the first round of use (and has 1d4×10 charges for this purpose). However, on the second ringing all creatures within 18 m must succeed on a Will Saving Throw DC 21 or fall prey to a voracious hunger, attacking the nearest humanoid to kill and devour it. A new Saving Throw is allowed on alternate rounds. If no humanoids are present, affected creatures will attack other creatures present.

Chime of Opening

Rarity: Rare; Cost: 1500 gp

this hollow metal tube measures about 30 centimeters in length and weighs 0.5 kilograms, encumbrance 1. You can strike it with two actions, pointing it at an object within 36 meters that can be opened, such as a door or a non-magical lock. The chime issues a clear tone, and one lock or clasp on the object opens unless the sound is prevented from reaching the object. If no locks or ties remain to be opened, the object opens by itself.

The chime can be used ten times. After the tenth use, it cracks and becomes unusable.

Bag of Holding

Rarity: Common

There are different types of Bags of Holding and they all share the ability to hold much more than they should given their dimensions.

Bags of Holding are divided into 4 types (Type I, II, III; IV) depending on their storage capacity.

If the bag is overloaded, pierced, or torn, the bag breaks and is destroyed, and its contents are scattered across the Astral Plane. If the bag is turned inside out, its contents are expelled, unharmed, but the bag must be put right side out before it can be used again. Breathing creatures placed in the bag can survive for a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which they begin to suffocate.

Placing a bag of holding inside the extradimensional space generated by a handy haversack, portable hole, or similar item destroys both objects and opens a gate to the Astral Plane. The gate originates at the point where one item was placed inside the other. Any creature within 3 meters of the gate is sucked through it and appears in a random location on the Astral Plane. The gate then closes. The gate is one-way and cannot be reopened.

Some spellcasters prefer to create Holding Chests, which function in exactly the same way as bags of holding.

Bag of Holding Type I

Rarity: Uncommon; Cost: 500 gp

this is the smallest model of bags of holding. It appears to be a small bag 20 cm in diameter with a mouth about as wide. It is not possible to insert objects with a width greater than 20 cm and a length greater than 50 cm. The maximum capacity is 20 kg/Encumbrance 7.

Bag of Holding Type II

Rarity: Uncommon; Cost: 1000 gp

this is the medium model of bags of holding. It appears to be a bag 40 cm in diameter with a mouth about as wide. It is not possible to insert objects with a width greater than 40 cm and a length greater than 100 cm. The maximum capacity is 100 kg/Encumbrance 25.

Bag of Holding Type III

Rarity: Rare; Cost: 1500 gp

it appears to be a sack 80 cm in diameter with a mouth about as wide. It is not possible to insert objects with a width greater than 80 cm and a length greater than 150 cm. The maximum capacity is 200 kg/Encumbrance 50.

Bag of Holding Type IV

Rarity: Very Rare; Cost: 5000 gp

it appears to be a large sack 120 cm in diameter with a mouth about as wide. It is not possible to insert objects with a width greater than 120 cm and a length greater than 200 cm. The maximum capacity is 300 kg/Encumbrance 75.

Bag of Beans

Rarity: Rare; Cost: 5000 gp

inside this bag are 3d4 dry beans. The bag weighs 250 grams plus 125 grams for each bean it contains.

If you dump the bag’ **s contents on the ground, the beans explode in a 3-meter radius. Each creature in the area, including you, must make a Reflex Saving Throw with DC 18, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites flammable objects in the area that aren’ **t being worn or carried. If you remove a bean from the bag, plant it in soil or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The Narrator chooses the effect or determines it randomly.

d100 Effect
01 5d4 mushrooms sprout. If a creature eats a mushroom, roll any die. On an odd result, make a Fortitude Saving Throw with DC 18 or take 5d6 poison damage and be poisoned for 1 hour. On an even result, the creature gains 5d6 temporary Hit Points for 1 hour.
02-10 A geyser erupts and spouts water, beer, fruit juice, tea, vinegar, wine, or oil (Narrator’ **s choice) 9 meters into the air for 1d12 rounds.
11-20 A treant sprouts. There’ **s a 50\% chance that the treant is evil and attacks you.
21-30 An animated stone statue with your features rises from the ground. It will begin to verbally threaten you. If you leave and other people come to the spot, the statue will describe you as the most dangerous criminal and urge them to find and attack you. If you are on the same plane of existence as the statue, it will always know where you are. After 24 hours the statue will become inanimate.
31-40 A campfire with blue flames springs up from the ground and burns for 24 hours (or until it is extinguished).
41-50 1d6 + 6 Shrieking Mushroom sprout.
51-60 1d4 + 8 pink toads appear. Whenever a toad is touched, it transforms into a monster of Large size or smaller chosen by the Narrator. The monster remains for 1 minute and then disappears in a puff of pink smoke.
61-70 A bulette bursts out of the ground and attacks.
71-80 A fruit tree grows. It has 1d10+20 fruits, each fruit has a chance (50/50) of working as an enhanced poison or as a random natural potion. The tree vanishes after 1 hour. The harvested fruits remain and maintain their magic for 30 days.
81-90 A nest with 1d4+3 eggs appears. Any creature that eats an egg must make a Fortitude Saving Throw with DC 28. If it succeeds, it permanently increases its lowest ability score by 1, choosing randomly in case of a tie; if it fails, it takes 10d6 force damage.
91-99 A pyramid with a square base of 18 meters sprouts from the ground. Inside is a sarcophagus containing a mummy lord. Its sarcophagus contains treasure of the Narrator’ **s choice.
100 A giant beanstalk grows on the spot, rising to a height of the Narrator’ **s choice. The top leads wherever the Narrator wishes, be it to a cloud giant’ **s castle or another plane of existence.

Bag of Negation

Rarity: Rare; Cost: 9000 gp

this magic bag functions as a bag of holding for 1d6 days. After this period, all material inside it or new material added is subject to a transformation depending on its nature. Gemstones become useless rocks, and precious metals transform into base metals like lead. Magic items lose their power without any Saving Throw and transform into mundane items of their type. Only extremely powerful magic items are possibly immune to this effect.

Bag of Devouring

Rarity: Rare; Cost: 2000 gp

the bag appears to be a bag of holding. When part of a living creature is placed in the bag, there is a 50\% chance that the creature is pulled into the bag. A creature inside the bag can use two actions to try to escape it by succeeding on a Fortitude Strength Saving Throw DC 25.

Another creature can use two actions to reach into the bag and pull out the creature inside, succeeding on a Fortitude Strength Saving Throw DC 25 (provided it’ **s not itself pulled into the bag). Animal or plant matter placed inside the bag is devoured and lost forever if it begins its round inside the bag.

Efreeti Bottle

Rarity: Very Rare; Cost: 15000 gp

this painted brass bottle weighs 500 grams. When you use two actions to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your round, the smoke dissipates in a flash of harmless fire, and an efreeti appears in an unoccupied space within 9 meters of you. The first time the bottle is opened, the Narrator randomly determines what happens.

3d6 Effect
3-5 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears and the bottle loses its magic.
6-16 The efreeti serves you for 1 hour, doing as you command. Then it returns to the bottle and a new stopper appears and seals it.
3d6 Effect
The stopper cannot be removed for 24 hours. The next two times the bottle is opened, the same effect appears. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.  
17-18 The efreeti can cast the wish spell on your behalf three times. It disappears when it grants the final wish or after 1 hour, at which point the bottle loses its magic.

Eversmoking Bottle

Rarity: Uncommon; Cost: 1200 gp

smoke continually pours from the mouth of this brass bottle, which is stoppered by a lead plug. The bottle weighs 500 grams. When you use two actions to remove the plug, a cloud of thick smoke spreads out in a 18-meter radius from the bottle. The area of the cloud is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 3 meters until it reaches the maximum radius of 36 meters.

The cloud persists as long as the bottle remains open. Closing the bottle requires you to speak its command word with two actions. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (15 to 30 km/h) can disperse the smoke in 1 minute, and a strong wind (more than 30 km/h) can disperse it in 1 round.

Bracers of Archery

Aura: Weak transmutation; Cost: 3000 gp

Requirements: Craft Magic Items,

While wearing these bracers, you are proficient with the Bow Weapon List, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of Defense

Aura: Abjuration; Cost: Cost +6000 gp, 15000 gp, 30000 gp, 45000 gp, 60000 gp.

Requirements: Craft Magic Items 2; Rarity: Rare

While wearing these bracers, you gain a +1, +2, +3, +4, +5 bonus to your Defense if you’ **re not wearing any armor and not using any shield.

Bracers of Greater Defense

Aura: Abjuration; Cost: +12000 gp, 24000 gp, 36000 gp, 50000 gp, 75000 gp

Requirements: Craft Magic Items 2; Rarity: Legendary

Wondrous item

These bracers function as armor while not being such. You are wrapped in an invisible magical shield that grants you Defense 15, 17, 19, 21, 23. The Defense can be increased with magic items that improve Defense, except for armor and shields.

Brazier of Commanding Fire Elementals

Rarity: Rare; Cost: 8000 gp

while a fire burns in this brass brazier, you can use two actions to speak the command word of the brazier and summon a fire elemental, as if you had cast the Summon Elemental spell. The brazier can’ **t be used this way again until the next dawn.

The brazier weighs 2.5 kilograms, encumbrance 3.

Brazier of Cursed Sleep

this brazier has the appearance of, and functions as, a brazier of commanding fire elementals. However, when activated, the smoke thickens within a 3 m radius around the brazier, inducing a cursed sleep on anyone in the area, unless they succeed on a Will Saving Throw DC 21. A fire elemental appears normally, but it is hostile and attacks all creatures present. Creatures subject to the cursed sleep sleep indefinitely until they are killed, unless Remove Curse is used.

Brilliant

Aura: Moderate evocation; Cost: 3750 gp

Requirements: Craft Magic Items, Daylight; Rarity: Legendary

Armor and shields with the Brilliant special ability radiate light like a torch when worn, which can be suppressed or reactivated at command. The appearance of the item is usually characterized by vibrant colors and a bright sheen even when not illuminated. It usually bears the symbols of Ljust and/or Sunkjr. Once per day, the wearer can command the armor or shield to shine with the intensity of a Daylight spell for 10 minutes or until commanded to dim.

This armor must be cleaned at least once a day or it loses its powers for a week.

Decanter of Endless Water

Rarity: Uncommon; Cost: 12000 gp

12000 gp, this sealed vial makes a sloshing sound like water when moved. The vial weighs 1 pound, encumbrance 2. You can use two actions to remove the stopper and speak one of three command words, at which point an amount of fresh or salt water (your choice) pours out of the vial until the beginning of your next round. Choose one of the following options:

  • Stream produces 4 liters of water.
  • Fountain produces 20 liters of water.
  • Geyser produces 150 liters of water that shoot from a geyser 9 meters long and 30 centimeters wide. With two actions, while holding the vial, you can target the geyser at a visible creature within 9 meters of you.

    The target must succeed on a Fortitude Saving Throw with DC 15 or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’ **t being worn or carried and weighs no more than 100 kilograms. The object is knocked over or pushed 3 meters away from you.

Potion Jug

Rarity: Legendary; Cost: 18000 gp

this blue ceramic jug has a solid gold stopper. The jug contains 1d4+1 magic potions, each of which can be poured every 2 days. The specific potions are determined randomly, remain the same over time, and must always be poured in the same order. Not all are necessarily beneficial.

Candle of Invocation

Rarity: Very Rare; Cost: 8000 gp

this long, slender candle is dedicated to a Patron and shares its Traits. The candle’ **s Traits can be identified through a 1-hour ritual of placing it alongside the candle.

The Narrator chooses the Patron and its associated Traits or determines it randomly.

The magic of the candle activates when the candle is lit with two actions. After burning for 4 hours, the candle is destroyed. You can decide to extinguish it early to reuse it later. Deduct the time remaining before the candle is extinguished in 1-minute increments to determine how long the candle has burned.

When lit, the candle radiates dim light in a 9-meter radius. Any creature within the light who is Devoted or a Follower of the candle’ **s alignment makes Attack Rolls, Saving Throws, and skill checks with +1d6.

Alternatively, when you first light the candle, you can cast the gate spell. Doing so destroys the candle.

Chaos

Weapon Cursed. This ability grants a +2 bonus to attacks, however, at the beginning of battle, it causes the bearer to be seized by uncontrollable rage. The character will attack the nearest creature, friend or foe, until none remain alive within 18 m. The Remove Curse spell is necessary to free oneself from the weapon.

Hat of Disguise

Rarity: Uncommon; Cost: 5000 gp

while wearing this hat, you can use two actions to cast the Disguise Self spell at will. The spell ends when the hat is removed.

Dimensional Shackles

Rarity: Rare; Cost: 4000 gp

you can use 2 Actions to place these manacles on an incapacitated creature. The manacles adjust to fit any creature from Small to Large size. In addition to serving as mundane manacles, the shackles prevent a bound creature from using any method of extradimensional movement, including teleportation or travel to different planes of existence. They don’ **t prevent the creature from passing through an interdimensional portal.

You and any creature you designate when you use the shackles can use two actions to remove them. Once every 30 days, the bound creature can make a Fortitude Saving Throw with Strength DC 40. On a success, the creature breaks free and destroys the shackles.

Circlet of Blasting

Aura: Fire List; Cost: 1500 gp

Requirements: Create Magic Items 1, Scorching Ray; Rarity: Rare

while wearing this circlet, you can use two actions, bringing two fingers to your forehead, to cast the Scorching Ray spell through it. The circlet cannot be used in this way again until the next dawn.

Belt of Giant Strength

Rarity: Very Rare; Cost: 45000 gp

10000 / 15000 / 20000 / 30000/ gp, while wearing this belt, your Strength score reaches the score granted by the belt. If your Strength score is already equal to or higher than the belt’ **s score, the item has no effect on you.

There are four variants of this belt, each corresponding to a kind of true giant. The stone giant belt and the frost giant belt appear different but have the same effect.

Giant Type Strength Rarity
Hill 5 Rare
Stone/Frost 6 Very rare
Fire 7 Very rare
Cloud 8 Legendary
Storm 9 Legendary

Belt of Dwarvenkind

Rarity: Rare; Cost: 86000 gp

while wearing this belt, you gain the following benefits:

  • your Constitution score increases by 1, to a maximum of 5.

  • you have +2 to Charisma checks made to interact with dwarves.

While wearing the belt, you have a 50\% chance each day at dawn of growing a full beard if you’ **re capable of growing one, or a thicker beard if you already have one.

If you aren’ **t a dwarf, you gain the following additional benefits while wearing the belt:

  • you have +2 to Saving Throws against poison and have resistance to poison damage. You have darkvision out to a range of 18 meters. You can speak, read, and write Dwarvish.

Sovereign Glue

Rarity: Uncommon; Cost: 400 gp

this milky-white, viscous substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, it contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the universal solvent or oil of etherealness, or with a wish spell.

Necklace of Prayer Beads

Aura: Animals and Plants List; Cost: 3000 gp

Requirements: Create Magic Items 3, Fireball; Rarity: Rare

this necklace has 1d4 + 2 magic beads made of aquamarine, black pearl, or topaz. It also has many nonmagical beads made of stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

There are six types of magic beads. The Narrator decides the type of each bead on the necklace. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast with two actions, with a Spell DC of 12 + 2x Level in case of a Saving Throw. Once a magic bead’ **s spell is cast, that bead can’ **t be used again until the next dawn.

3d6 Bead of… Spell
3-5 Blessing Bless
6-11 Curing Cure wounds 5 or Lesser restoration
12-14 Divine Favor Greater restoration
15-16 Smiting Branding smite
17 Wind Walking Wind walk
18 Summons Blade barrier

Necklace of Adaptation

Aura: Air List; Cost: 1500 gp

Requirements: Create Magic Items 1, Resistance; Rarity: Uncommon

while wearing this necklace, you can breathe normally in any environment that has air, and you have +1d6 to Saving Throws made against harmful gases and vapors.

Necklace of Fresh Air

Rarity: Uncommon; Cost: 2500 gp

this necklace is a chain with a platinum medallion. The magic of the necklace surrounds the wearer with a bubble of clean air, making them immune to the effects of vapors and gases. The bubble allows survival in an airless environment for a week.

Necklace of Fireballs

Aura: Animals and Plants List; Cost: 500 gp * Fireball

Requirements: Create Magic Items 2, Fireball; Rarity: Very Rare

from this necklace hang 1d6 + 3 beads. You can use two actions to detach a bead and throw it up to 18 meters away. When it reaches the end of its trajectory, the bead detonates as a fireball spell (DC 18).

Necklace of Strangulation

Aura: Animals and Plants List; Cost: 3000 gp

Requirements: Create Magic Items 2, Spike Growth; Rarity: Rare

this necklace appears to be a valuable piece of jewelry. As soon as it is worn, it tightens lightning-fast around the neck, inflicting 6 damage per round. It cannot be removed in any way except with a Wish or Remove Curse, remaining tight around its victim’ **s neck even after death. The necklace will only loosen when the victim has become a skeleton, ready to be collected by an unsuspecting treasure hunter.

Brave

Aura: Enchantment weak; Cost: 3000 gp

Requirements: Create Magic Items, Heroism, Fear

This special ability can only be added to a melee weapon. A Brave weapon fortifies the courage and morale of its wielder in battle. The wielder gains a bonus to Saving Throws against Fear equal to the weapon’ **s bonus.

Rope of Climbing

Rarity: Uncommon; Cost: 2000 gp

this 18-meter-long silk rope weighs 1.5 pounds, encumbrance 1, and can hold up to 1,500 pounds. If you hold one end of the rope and use two actions to speak the command word, the rope animates. With two actions, you can command the other end to move toward a destination you choose. That end moves 3 meters during your round when it receives your first command, and 3 meters during each round thereafter until it reaches its destination, up to its maximum length, or until you tell it to stop. You can also tell the rope to knot or unknot itself, to fasten itself to an object, or to unfasten itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 30-centimeter intervals along the rope. While knotted, the rope shortens to a 15-meter length and grants +1d6 to checks made to climb it.

The rope has Defense 20, Hardness 3, and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.

Rope of Entanglement

Rarity: Rare; Cost: 4000 gp

this rope is 9 meters long and weighs 1.5 pounds, encumbrance 1. If you hold one end of the rope and use two actions to speak its command word, the other end darts forward to entangle a visible creature within 6 meters of you. The target must succeed on a Reflex Saving Throw with DC 18 or become restrained. You can release the creature by using two actions to speak a second command word. A restrained target can use two actions to make an opposed Strength check DC 25 or Escape Artist DC 18 (target’ **s choice). On a success, the creature is no longer restrained by the rope.

The rope has Defense 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.

Strangling Rope

Rarity: Rare

this magic rope, though normal in appearance, can animate and attack those who try to use it, tightening around the neck and trying to strangle its victim. The strangling rope is long enough to strangle up to 1d4 creatures within a 3 m radius, inflicting 2d6 wounds per round to each. A Reflex Saving Throw DC 19 must be passed to avoid being caught. The rope has Defense 22 and 25 Hit Points, but only those not being strangled can attack it. Victims cannot free themselves in any way, nor cast spells.

Horn of Valhalla

Rarity: Rare; Cost: 6000 gp

you can use two Actions to blow this horn. In response, warrior spirits from Asgard appear within 18 meters of you. These spirits use the statistics of berserkers. They return to Asgard after 1 hour or when they drop to 0 Hit Points. Once used, the horn can’ **t be used again before 7 days have passed.

Horn of Blasting

Rarity: Rare; Cost: 750 gp

you can use two actions to speak the command word of the horn and then blow it, emitting a thunderous blast in a 9-meter cone that is audible up to 180 meters away. Each creature in the cone must make a Fortitude Saving Throw with DC 18. On a failed save, the creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, the creature takes half damage and isn’ **t deafened. Creatures and objects made of glass or crystal have -1d6 to the Saving Throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’ **s magic has a 20\% chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Corrosive

Aura: Earth List moderate; Cost: 3000 gp

Requirements: Create Magic Items, Acid Arrow

A Corrosive weapon is coated with a layer of acid that inflicts an additional 1d6 acid damage when it hits a target. The acid doesn’ **t harm the wielder.

Cube of Force

Rarity: Rare; Cost: 16000 gp

this cube is 2.5 centimeters on a side. Each face has a distinct marking that can be pressed. The cube starts with 36 charges, and it regains 3d6 expended charges each day at dawn. You can use two Actions to press one of the cube’ **s faces, expending a number of charges based on the cube’ **s face.

Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 3 meters on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use two actions to press the cube’ **s sixth face, or the cube runs out of charges. You can change the barrier’ **s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can’ **t pass through the cube, you can’ **t move any closer to that object as long as the barrier remains.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or Item Charges Lost
Arcane dart (3 shots) 1
Disintegrate 1d12
Wall of fire 1d4
Passwall 1d6
Prismatic spray 3d6

Below are the properties of each activatable face and its related charge cost.

Face Cost Effect
1 1 Gases, wind, and fog cannot pass through the barrier
2 2 Nonliving matter cannot pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 3 Living matter cannot pass through the barrier.
4 4 Spell effects cannot pass through the barrier.
5 5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 0 The barrier deactivates.

Each activation lasts one minute.

Cube of Cold Protection

Rarity: Rare; Cost: 2500 gp

this cubic pendant is activated and deactivated by pressing one face (Immediate Action). When activated, it emanates a cubic protective field with a 3 m edge (similar to that of a force cube but with a different effect). The temperature inside the protective field is maintained at 21 °C. The field absorbs all cold attacks, completely negating them. If it negates more than 50 cold damage in one round (either from a single attack or multiple attacks), however, the magic field collapses and cannot be reactivated for an hour. If the field negates more than 100 cold damage in one round, the cube is destroyed.

Dancing

Aura: Transmutation strong; Cost: 25000 gp

Requirements: Create Magic Items 2, Animate Objects

With 2 Actions, a Dancing weapon can be released to fight on its own. The weapon fights for 4 rounds using the Attack Roll bonus of the person who released it and then falls to the ground.

It always remains next to the person who released it, even if they move by physical or magical means. If the person who released it has a free hand, they can grab the weapon that is attacking on its own as an Immediate Action, but once taken back, the sword can no longer dance (attack on its own) for 4 rounds.

This ability can only be added to melee weapons.

Of Pain

Aura: Invocation moderate; Cost: 3000 gp

Requirements: Create Magic Items 2, Harm

This ability can only be added to melee weapons. When a weapon of pain hits an opponent, it produces a flash of Void that echoes between the wielder and the target. The energy inflicts 2d6 additional damage to the opponent and 1d6 damage to the wielder.

Negating

Aura: Abjuration strong; Cost: 25000 gp

Requirements: Create Magic Items 2; Rarity: Rare

When the wearer of the armor is the target of a Critical Hit or damage Explosion made with a melee weapon, they can automatically negate this Critical and make it a normal attack. This ability can only be applied to heavy armor. The ability can be used a number of times per day equal to the armor/shield’ **s magic bonus.

Determination

Aura: Healing List moderate; Cost: 15000 gp

Requirements: Create Magic Items 2, Cure wounds; Rarity: Uncommon

A shield or armor grants the ability to fight in seemingly impossible circumstances. Once per day, when the wearer reaches 0 or fewer Hit Points, the item automatically activates the Cure wounds 2 spell.

Defensive

Aura: Abjuration moderate; Cost: 3000 gp

Requirements: Create Magic Items 2, Shield

A Defensive weapon allows its wielder to transfer part or all of the weapon’ **s bonus to their Defense as a bonus that stacks with any other bonuses. As an Immediate Action at the beginning of their round, the wielder can choose to transfer part or all of the weapon’ **s attack bonus as a bonus to Defense and Saving Throws. The bonus scores remain valid until the beginning of the next round.

Spell Defense

Aura: Abjuration strong; Cost: 5000 gp

Requirements: Create Magic Items 2; Rarity: Rare

You have +1d6 to Saving Throws against spells and other magical effects.

Distance

Aura: Divination moderate; Cost: 3000 gp

Requirements: Create Magic Items, Clairvoyance

This special ability can only be added to projectiles. A Distance projectile ignores the attack penalty up to triple the range. The cost is for 20 projectiles.

Giant Destroyer

Aura: Invocation strong; Cost: 16000 gp

Requirements: Create Magic Items 3

You must wear a belt of giant strength (any variety) and the gauntlets of ogre power to use this weapon.

While using the hammer, your Strength score increases by 2 (up to a maximum of 7).

When you score a critical on an Attack Roll made with this weapon against a giant, the giant must succeed on a Fortitude Saving Throw with DC 21 or die.

You can spend 1 charge and make a ranged weapon attack by throwing it as if it had a range of 6 meters. If the attack hits, the hammer produces a thunderclap audible out to 90 meters. The target and all creatures within 9 meters of it must succeed on a Fortitude Saving Throw with DC 21 or be stunned until the end of your next round.

The hammer has 5 charges and regains 1 expended charge each day at dawn.

Destruction

Aura: Evocation strong; Cost: 6000 gp

Requirements: Create Magic Items 2, Healing

A weapon of Destruction is the bane of all Undead. Any Undead creature hit in combat must succeed on a Will Saving Throw with DC 14 or be destroyed or take 2d8 additional Light damage. A weapon of Destruction must be a bludgeoning melee weapon.

Elegant

Aura: Illusion moderate; Rarity: Common; Cost: 3000 gp

Requirements: Create Magic Items 2; Rarity: Common

You can use two actions to speak the command word to make the armor assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor / shield maintains its normal Encumbrance and weight. The illusory appearance lasts until you use this property again or remove the armor.

Helm of Underwater Action

Rarity: Rare; Cost: 4000 gp

this helm, usually made of fish skin, grants the ability to breathe underwater, Swimming movement 18 meters, echolocation 18 meters. The power can be used for 6 hours per day and recharges at dawn.

Helm of Teleportation

Rarity: Rare; Cost: 64000 gp

while wearing this helm, you can use two actions and spend 1 charge to cast the teleport spell through it. The helm has 3 charges and regains 1 each morning at dawn.

Helm of Comprehending Languages

Rarity: Common; Cost: 600 gp

while wearing this helm, you can use two actions to cast comprehend languages at will through it.

Helm of Brilliance

Rarity: Legendary; Cost: 75000 gp

this gleaming helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. While wearing it, you gain the following benefits:

  • You can use two actions to cast one of the following spells, using one of the helm’ **s gems of the specified type as a component: Daylight (opal), Wall of Fire (ruby), Fireball (fire opal), or Prismatic Spray (diamond). When the spell is cast, the gem is destroyed and disappears from the helm.
  • As long as it has at least one diamond, the helm emits light in a 9-meter radius when at least one undead is within that area. Any undead that starts its round within the area takes 1d6 Light damage.
  • As long as the helm has at least one ruby, you have resistance to fire damage.

As long as the helm has at least one fire opal, you can use two actions and speak a command word to cause one weapon you are wielding to burst into flames. The flames emit light in a 3-meter radius and dim light for 6 meters. The flames are harmless to you and the weapon. When you hit with an attack using the flaming weapon, the target takes an additional 1d6 fire damage. The flames last until you use two actions to speak the command word again or until you drop or sheathe the weapon.

If you’ **re wearing the helm and take fire damage as a result of a Critical Failure on a Saving Throw against a spell, the helm emits a beam of light from its remaining gems. Each creature within 18 meters of the helm, except you, must succeed on a Reflex Saving Throw with DC 21 or be struck by the beam, taking Light damage equal to the number of gems in the helm x 5. Then the gems and the helm are destroyed.

Helm of Telepathy

Rarity: Rare; Cost: 12000 gp

while wearing this helm, you can use two actions to cast detect thoughts (Saving Throw DC 13) through it. As long as you maintain concentration on the spell, you can use two actions to send a telepathic message to a creature you are focused on. It can reply (using two actions to do so) while your focus on it continues. While focusing on a creature with detect thoughts, you can use two actions to cast the suggestion spell (Saving Throw DC 13) through the helm on that creature. Once used, the suggestion property can’ **t be used again until the next dawn.

Light Energy

Aura: Transmutation strong; Cost: 45000 gp

Requirements: Create Magic Items 3, Continual Flame, Sunburst

This item looks like the hilt of a longsword, but with no blade. When you grasp the hilt, you can use two actions to cause a blade of pure luminescence to form, or to make the blade disappear into the hilt.

While the sword exists, this magic longsword has the Versatile property. If you are proficient with short swords or longswords, you are proficient with this weapon.

The weapon has a +2 bonus to Attack Rolls and damage rolls and deals Light damage instead of slashing damage. When you hit an undead creature with it, the target takes an additional 1d8 Light damage.

The sword’ **s luminous blade emits bright light in a 3-meter radius and dim light for 6 meters. The light is sunlight. While the blade persists, you can use 1 Action to expand or reduce the radius of bright and dim light by 1 meter each, for 3 rounds.

Efficient Quiver

Rarity: Rare; Cost: 2500 gp

each of the quiver’ **s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 1 pound.

The shortest compartment can hold up to 60 arrows, bolts, or similar objects. The midsize compartment holds up to 18 javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if you were drawing it from a regular quiver or scabbard.

Iron Bands of Binding

Rarity: Rare; Cost: 5000 gp

this rusty iron sphere measures 7.5 centimeters in diameter and weighs 500 grams. You can use two actions to speak the command word and throw the sphere at a visible creature of Huge size or smaller within 18 meters of you. The sphere opens into a tangle of metal bands. Make a ranged Attack Roll; if you hit, the target is restrained until you use two actions to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere again.

A creature, including the restrained one, can use two actions to make a Fortitude Saving Throw with Strength DC 25 to break the iron bands. If it succeeds, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’ **t be used again until the next dawn.

Comfortable

Aura: Transmutation strong; Cost: 6000 gp

Requirements: Create Magic Items 2; Rarity: Uncommon

Armor with the Comfortable ability counts as light armor for wearing penalties and encumbrance. The character can move almost without difficulty with this armor.

Wounding

Aura: Necromancy moderate; Cost: 6000 gp

Requirements: Create Magic Items 2, Contagion

This ability can only be added to slashing or piercing melee weapons. A Wounding weapon inflicts 1 Bleeding damage when it hits a creature. Multiple hits with this weapon add up the Bleeding damage to a maximum of 10. Bleeding creatures take the Bleeding damage at the beginning of their round.

Creatures immune to Critical Hits are immune to the Bleeding damage inflicted by this weapon.

Phylactery against Undead

Rarity: Common; Cost: 1000 gp

this sacred object allows the use of the Turn Undead Feat with a +2 bonus to the sum of Traits in common with the Patron.

Phylactery of Youth

Rarity: Legendary; Cost: 10000 gp

the parchment strip of this phylactery is usually enclosed in a small metal tube worn around the neck. When a character wears it, their natural aging rate decreases and they age 1 month in a year, while any magical aging is reduced by half.

Love Potion

Rarity: Uncommon; Cost: 120 gp

you will be Charmed for 1 hour by the first creature you see within 10 minutes after drinking this potion. If the creature is of a species or gender you would normally be attracted to, you consider it your true love while you are Charmed.

Treasure Finding Potion

Rarity: Rare; Cost: 500 gp

one who drinks this potion can sense within 72 meters treasures containing precious metals or gems, provided they have a value of at least 50 gold coins. The direction of the treasure can be perceived, but not its exact distance. No non-magical barrier can prevent the perception of treasures, except for a lead sheet.

Shocking

Aura: Air List; Cost: 3000 gp

Requirements: Create Magic Items 2, Lightning Bolt

On command, a Shocking weapon is wreathed in crackling electricity that inflicts 1d6 additional electricity damage for each successful hit. This electricity doesn’ **t harm the wielder. The effect remains active as long as the weapon is drawn; the weapon is immune to electricity damage.

Ethereal Form

Aura: Transmutation strong; Cost: 24500 gp

Requirements: Create Magic Items 3, Ethereal Form; Rarity: Rare

On command, this property allows the wearer of the armor to become Ethereal (as per the Ethereal Form spell) once per day. The character can remain Ethereal for as long as desired but, once returned to normal, cannot become Ethereal again that day.

Instant Fortress

Rarity: Very Rare; Cost: 75000 gp

you can use two actions to place this metal cube of 2.5 centimeters on a side on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use two actions to speak the command word that dismisses it, which works only if the fortress is empty.

The fortress is a square tower, 6 meters on a side and 9 meters high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as two actions. It is immune to the knock spell and similar magic, such as that of the chime of opening.

Each creature in the area where the fortress appears must make a Reflex Saving Throw with DC 17, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’ **t being worn or carried take this damage and are pushed automatically.

The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 Hit Points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage.

Only a wish spell can repair the fortress. Each casting of wish causes the roof, door, or one wall to regain 50 Hit Points.

Weapon Lucky

Aura: Invocation very strong; Cost: 30000 gp

Requirements: Create Magic Items 4, Wish

While you have the weapon on your person, you also receive a +1 bonus to Saving Throws.

  • Luck. If you have the weapon on your person, you can call on its luck (no action required) to reroll one Attack Roll, Skill Check, or Saving Throw you dislike. You must use the second roll. This property can’ **t be used again until the next dawn.

  • Wish. While holding it, you can use two actions to expend 1 charge and cast the wish spell from it. This property can’ **t be used again until the next dawn. The sword has 1 charge and loses this property if it runs out of charges.

Locator Arrow

Rarity: Uncommon; Cost: 400 gp

this arrow can be used up to 8 times per day. It is thrown into the air, and when it lands it points to a desired direction or location. Possible indications include the nearest exit or entrance, stairs, passages, caves, and similar areas.

Frost

Aura: Water List moderate; Cost: 3000 gp

Requirements: Create Magic Items 2, Water List

On command, a Frost weapon is wreathed in terrible cold that inflicts 1d6 cold damage for each successful hit. This cold doesn’ **t harm the wielder. The effect remains active as long as the weapon is drawn. The weapon is immune to cold damage.

Gem of Brightness

Aura: Fire List; Cost: 5000 gp

Requirements: Create Magic Items 1; Rarity: Common

this prism has 50 charges. While holding it, you can use two actions to speak one of three command words to cause one of the following effects:

  • The first command word causes the gem to shed bright light in a 9-meter radius and dim light for an additional 18 meters. This effect consumes 1 charge. It lasts until you use two actions to repeat the command word or until you use another function of the gem, or until 6 hours have passed.
  • The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one visible creature within 18 meters of you. The creature must succeed on a Fortitude Saving Throw with DC 17 or become blinded for 1 minute.
  • The third command word expends 5 charges and causes the gem to flare with blinding light in a 9-meter cone originating from you. Each creature in the cone must make a Saving Throw as if struck by the beam created by the second command word.

When all of the gem’ **s charges are expended, the gem becomes a non-magical jewel worth 50 gp.

Gem of Seeing

Rarity: Very Rare; Cost: 32000 gp

with two actions, you can speak the command word of the gem and spend 1 charge. For the next 10 minutes, when you look through the gem, you have truesight out to 36 meters. The gem has 3 charges and regains 1 expended charge each day at dawn.

Elemental Gem

Aura: Elements List; Cost: 12000 gp

Requirements: Create Magic Items 2, Conjure Elemental; Rarity: Uncommon

this gem contains a spark of elemental energy. When you use two actions to break the gem, it summons an elemental as if you had cast the Conjure Elemental spell, and the gem’ **s magic disappears. The type of gem determines the elemental summoned by the spell.

Gem Summoned elemental
Red corundum Fire elemental
Yellow diamond Earth elemental
Emerald Water elemental
Blue sapphire Air elemental

Monster Attracting Jewel

this magic jewel is cursed, the owner attracts wandering monsters with twice the probability. Monsters will also pursue them at twice the probability if they flee. The jewel cannot be abandoned and will immediately reappear on the owner’ **s person every time they try to get rid of it. Only Remove Curse will allow the owner to leave the jewel behind.

Glorious

Aura: Invocation moderate; Cost: 6000 gp

Requirements: Create Magic Items, Blindness/Deafness, Daylight

A Glorious weapon illuminates with a dazzling light equal to that of a Daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress Daylight.

When a Glorious weapon scores a Critical Hit, the target is Blinded until the beginning of the wielder’ **s next round (Fortitude DC 14 negates). Only a melee weapon can have the Glorious ability.

Gloves of Missile Snaring

Rarity: Uncommon; Cost: 3000 gp

these gloves seem to almost merge with your skin when you wear them. When a ranged weapon attack hits you while you’ **re wearing them, you can use a Reaction to reduce the damage by 1d10 + Dexterity, provided you have a free hand. If you reduce the damage to 0 and the projectile is small enough to be held in one hand, you can catch it.

Gloves of Swimming and Climbing

Rarity: Uncommon; Cost: 2000 gp

while wearing both of these gloves, climbing and swimming don’ **t cost you extra movement. In addition, you have a +1d6 bonus to Constitution and Wisdom checks made while climbing or swimming.

Gauntlets of Ogre Power

Rarity: Rare; Cost: 9000 gp

while wearing these gauntlets, your Strength is 4. The gauntlets have no effect if your Strength is already 4 or higher.

Gloves of Dexterity

Cost: 12000 gp

rare, these gloves grant the wearer a minimum Dexterity of +2 and if they already have a score of +2, this increases by 1 (up to a maximum of +4). Additionally, the wearer gains +1d6 in the Sleight of Hand Skill.

Fumbling Gloves

these gloves can be made of soft leather or heavy protective material suitable for use with armor. In the first case, they appear to be gloves of dexterity. In the second case, they appear to be gloves of orc power. At every test, the gloves seem to have the above functions until the wearer is under attack or in a life-or-death situation. At that moment, the curse activates. The character becomes clumsy, with a 50\% chance each round of dropping an object held in hand. The gloves reduce Dexterity by 2 points. Once the curse is active, the gloves can only be removed with a Remove Curse spell or a wish.

Guardian

Aura: Moderate abjuration; Cost: 3000 gp

Requirements: Craft Magic Items 2, Resistance

This ability can only be added to melee weapons. A Guardian weapon allows its wielder to transfer, as an Immediate Action, part or all of the weapon’ **s bonus to the Defense of a creature within melee range. The transferred bonus lasts until the beginning of the next round.

Censer of Controlling Air Elementals

Rarity: Rare; Cost: 8000 gp

while incense burns inside this censer, you can use two actions to speak the censer’ **s command word and summon an air elemental, as if you had cast the Summon Elemental spell. The censer can’ **t be used this way again until the next dawn. This censer is 15 centimeters wide and 30 centimeters high, resembling a chalice with a decorated cover. It weighs 0.5 kilograms, encumbrance L.

Incense of Obsession

Rarity: Rare

rare, completely similar to incense of meditation, this incense also gives the user the impression of its effect, but they will be under Confusion for 24 hours if they fail a Will Saving Throw DC 23.

Incense of Meditation

Rarity: Rare; Cost: 5000 gp

this block of sweet-scented incense is indistinguishable from normal incense until lit. When burning, its distinctive fragrance and clear smoke are recognizable with an Arcana check DC 15. After a spellcaster has spent 8 hours reviewing their Tome and meditating near a lit block, the Magic Point cost of spells will decrease by 1 point for the next 8 hours. Each block of incense burns for 8 hours, and the effect persists for another 8 hours. Usually 2d4 blocks of incense are found in the same case.

Invulnerability

Aura: Strong abjuration; Cost: 15000 gp

Requirements: Craft Magic Items 4, Wish; Rarity: Legendary

This armor grants the wearer Damage Reduction 5/magic.

Untraceable

Aura: Weak transmutation; Cost: 3750 gp

Requirements: Craft Magic Items, Pass Without Trace; Rarity: Rare

An Untraceable armor lightens the wearer’ **s steps and disguises their appearance. Survival checks to track the wearer suffer a -4 penalty, and the wearer gains a +4 bonus to Stealth checks. Only leather or hide armors can be Untraceable.

Thief of Nine Lives

Aura: Strong necromancy; Cost: 25000 gp

Requirements: Craft Magic Items 2, Vampiric Touch

You gain a +2 bonus to Attack Rolls and damage made with this magic weapon. If you score a critical hit against a creature that has fewer than 100 Hit Points, it must succeed on a Fortitude saving throw with DC 17 or be instantly killed as the sword drains the life force from its body (constructs and undead are immune to this property).

The sword has 1d8 + 1 charges and loses 1 charge when a creature is killed. When the sword has no more charges, it loses this property.

Lantern of Revealing

Rarity: Uncommon; Cost: 5000 gp

while lit, this lantern burns for 6 hours on 1 flask of oil, shedding bright light in a 9-meter radius and dim light for 18 meters. Invisible creatures and objects are made visible while in the bright light of the lantern.

You can use two actions to lower the hood, reducing the light to dim with a radius of 1 meter.

Flame Tongue

Aura: Fire List; Cost: 3000 gp

Requirements: Craft Magic Items 2, Fireball

On command, a flaming weapon is wreathed in flames that deal 1d6 fire damage for each successful hit. This fire does not harm the wielder. The effect remains active until deactivated with another command. The weapon is immune to fire damage.

Cloak of the Charlatan

Rarity: Rare; Cost: 8000 gp

while wearing this cloak that smells faintly of sulfur, you can use it to cast the dimension door spell with two actions. This property of the cloak can’ **t be used again until dawn. When you disappear, you leave behind a cloud of smoke and reappear at your destination inside a similar cloud of smoke. This smoke slightly obscures the space you left and the space where you reappear and dissipates at the end of your next round. A light breeze or stronger wind disperses the smoke.

Cloak of Elvenkind

Rarity: Uncommon; Cost: 5000 gp

while you wear this cloak with its hood up, Awareness checks made to notice you have -1d6, and you have +1d6 on Stealth checks made to hide. Pulling the hood up or down requires two Actions.

Cloak of the Bat

Rarity: Rare; Cost: 6000 gp

in areas of dim light or darkness, you can grasp the edges of the cloak with both hands and use it to fly at a speed of 12 meters. If you ever fail to hold the edges of the cloak while flying in this way, you lose your flying speed. While wearing the cloak in an area of dim light or darkness, you can use two Actions to cast polymorph on yourself, transforming into a bat. While in bat form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’ **t be used again in this way until the next dawn.

Cloak of Arachnida

Rarity: Very Rare; Cost: 8000 gp

while wearing this elegant garment of black silk woven with silver threads, you gain the following benefits:

  • You have resistance to poison damage.
  • You have a climbing speed equal to your walking speed.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can’ **t be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • You can use two actions to cast the web spell (Saving Throw DC 15). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’ **t be used again until the next dawn.

Cloak of the Manta Ray

Rarity: Uncommon; Cost: 6000 gp

while wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 18 meters. Pulling the hood up or down requires 2 Actions.

Cloak of Spell Resistance

Rarity: Uncommon; Cost: 3000 gp

uncommon, while wearing this cloak, you have +1 to Saving Throws against spells.

Cloak of poisonousness

Rarity: Rare; Cost: 4000 gp

this cloak is usually made of wool, though it could also be made of leather. The garment can be handled without danger, but as soon as it is worn it causes 5d6 poison damage. In subsequent rounds, a Fortitude Saving Throw DC 21 can be made to reduce the damage to 1d6. The cloak can be removed only with a Remove Curse or Wish spell.

Cloak of Displacement

Rarity: Rare; Cost: 60000 gp

while you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing all creatures to have -1d6 on Attack Rolls against you. If you take damage, the property ceases to function until the start of your next round. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Cloak of Protection

Rarity: Very Rare; Cost: 3500 gp

while wearing this cloak, you gain a bonus of +1 (uncommon, 3500 gp), +2 (rare, 6000 gp), +3 (very rare, 15000 gp) to Defense and Saving Throws.

Manual of Golems

Rarity: Very Rare; Cost: 10000 gp

this tome contains information and spells necessary to make a particular type of golem. The Narrator chooses the type of golem that can be constructed or determines it randomly. To decipher and use the manual, you must have at least Magic Proficiency 10. A creature that can’ **t use the manual of golems and attempts to read it takes 6d6 force damage.

To create a golem, you must spend the time indicated above, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase the necessary materials.

Once you finish creating the golem, the book is consumed by arcane flames. The golem becomes animated when the ashes of the manual are sprinkled on it. It is under your control and understands and obeys the orders you speak to it.

3d6 Golem Time Cost
3-4 Clay 30 days 65000 gp
5-16 Flesh 60 days 50000 gp
17 Iron 120 days 100000 gp
18 Stone 90 days 80000 gp

Manual of Physical Exercise

Rarity: Very Rare; Cost: 15000 gp

this tome works exactly like the manual of bodily health, but grants the reader one point of Strength. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one point of Strength at the end of the 4 weeks.

Manual of Bodily Health

Rarity: Very Rare; Cost: 15000 gp

this tome contains instructions for improving body and health. Reading the book takes 24 hours over a minimum of 3 days. Its instructions must be followed for 4 weeks, after which the reader permanently gains one point of Constitution. Once read, the manual loses its magic, which returns after a century. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one point of Constitution at the end of the 4 weeks.

Manual of Quickness of Action

Rarity: Very Rare; Cost: 15000 gp

this tome contains exercises for balance and coordination. It works like a manual of bodily health, but grants one point of Dexterity. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one point of Dexterity at the end of the 4 weeks.

Mariner

Aura: Moderate Water List; Cost: 3000 gp

Requirements: Craft Magic Items 2, Freedom of Movement,

This special ability can only be added to melee weapons. A Mariner weapon functions normally in aquatic environments. While holding the weapon, the wielder gains a bonus to Swimming checks equal to twice the weapon’ **s bonus.

Mace of Smiting

Aura: Strong evocation; Cost: 7000 gp

Requirements: Craft Magic Items 2

You gain an additional +3 to hit and damage when using this weapon to attack a construct.

When you score a critical hit with this weapon, the target takes an additional critical, or 2 additional Critical Rolls if it is a construct. If, after taking this damage, a construct has 25 Hit Points or fewer remaining, it is destroyed.

Deck of Illusions

Rarity: Uncommon; Cost: 6500 gp

this box contains a set of parchment cards. A full deck contains 34 cards, each depicting a different creature. The creatures depicted are left to the Narrator’ **s discretion. Usually decks found around are missing 3d6-3 cards.

The deck’ **s magic works only if the cards are drawn at random (you can use a normal deck of playing cards modified to simulate the deck of illusions). You can use two actions to draw a card from the deck and throw it to a point on the ground within 9 meters of you.

The illusion of one or more creatures forms over the thrown card and remains until dispelled. The illusory creature appears real, of the appropriate size, and behaves like a real creature except that it can’ **t deal damage. As long as you are within 36 meters of the illusory creature and can see it, you can use two actions to move it magically anywhere within 9 meters of the card. Any physical interaction with the illusory creature reveals it as an illusion, since objects pass through it. Someone who uses two actions to visually inspect the creature identifies it as illusory by succeeding on a Will Saving Throw with Intelligence with DC 17. The creature will then appear transparent to them. The illusion remains until the card is moved or the illusion is dispelled. When the illusion ends, the image on the card disappears, and that card can’ **t be used again.

Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of diamonds Beholder
King of diamonds Archmage and apprentice mage
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Oni
Eight of diamonds Gnoll
Playing Card Illusion
Two of diamonds Kobold
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Joker (2) You (the owner of the deck)

Deck of Many Things

Rarity: Legendary; Cost: 100000 gp

usually found in a bag or a box, containing cards made of ivory or vellum. Most of these decks (75\%) have only thirteen cards, while the remaining decks have twenty-two.

Before drawing a card, you must declare how many cards you intend to draw and then draw them randomly (you can use a modified deck of playing cards to simulate the deck of many things). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect.

You must draw each card within 1 hour of the previous draw. If you don’ **t draw the chosen number of cards, the remaining cards will fly out of the deck by themselves and take effect simultaneously. Once drawn, a card disappears from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

{>{\raggedright}p{0.15\textwidth} >{\raggedright}p{0.1\textwidth}>{\raggedright}p{0.15\textwidth} >{\raggedright}p{0.1\textwidth
Playing Card Card Playing Card Card
Ace of diamonds Vizier* Ace of hearts Fates*
King of diamonds Sun King of hearts Throne
Queen of diamonds Moon Queen of hearts Key
Jack of diamonds Star Jack of hearts Knight
Two of diamonds Comet* Two of hearts Gem*
Ace of clubs Talons* Ace of spades Prison*
King of clubs Void King of spades Ruin
Queen of clubs Flames Queen of spades Euryale
Jack of clubs Skull Two of spades Balance*
Two of clubs Idiot Joker Fool*
Joker Jester    
  • Found only in a deck of 22 cards

  • Talons: All magic items worn or carried by the character disintegrate. Artifacts possessed by the character don’ **t disintegrate but vanish.
  • Balance: The character’ **s mind undergoes a painful alteration that changes their traits.
  • Knight: The character gains the services of a fighter with AC 4 who appears in a space of their choice within 9 meters. The warrior is of the same race as the character and serves faithfully until death, believing that destiny has led them to the character. The character has control of the warrior.
  • Key: A rare, very rare, or legendary magic weapon in which the character is proficient appears in their hand. The weapon is chosen by the DM.
  • Comet: If the character single-handedly defeats the next hostile monster or group of monsters encountered, they gain enough experience points to gain a level. Otherwise, the card has no effect.
  • Fates: The fabric of reality unravels and recomposes, allowing the character to avoid or erase an event as if it never happened. The character can use the card’ **s magic as soon as they draw it or at any other time before their death.
  • Euryale: The medusa-like visage on the card curses the character. While cursed this way, the character takes a -2 penalty to saving throws. Only a Patron or the magic of the Fates card can end this curse.
  • Flames: The character makes an enemy of a powerful devil, who wishes to lead them to ruin and will corrupt their life in every way. This hostility lasts until either the character or the devil dies.
  • Gem: Twenty-five gems worth 2,000 gp each or fifty gems worth 1,000 gp each appear at the character’ **s feet.
  • Jester: The character gains enough Experience Points to gain a level or can draw another card beyond the declared number of cards to draw.
  • Idiot: The character’ **s Intelligence score is permanently reduced by 1d2 + 1 (to a minimum score of -4). The character can draw an additional card beyond the declared number of cards to draw.
  • Thief: An NPC chosen by the Narrator becomes hostile toward the character. The identity of the new enemy is unknown to the character until the NPC or someone else reveals it. Only a wish spell or divine intervention can end the NPC’ **s hostility.
  • Moon: The character gains the ability to cast the wish spell 1d3 times.
  • Fool: The character loses a level, discards this card, and draws another card from the deck; drawing both cards counts as one draw from the declared number of cards to draw.
  • Prison: The character vanishes and is trapped in a state of suspended animation in an extradimensional sphere. Everything the character was wearing and carrying remains behind in the space they occupied when they disappeared. The character remains imprisoned until found and removed from the sphere. The character can’ **t be located by any divination magic, but a wish spell can reveal the location of the prison. The character draws no more cards.
  • Ruin: Every form of wealth carried or owned by the character, other than magic items, is lost. Portable property vanishes. Businesses, buildings, and lands owned are lost in the way that causes the minimum alteration of reality. Any documents that might prove ownership of the property lost due to the card vanish as well.
  • Sun: You gain enough Experience Points to gain a level and a wondrous item, determined by the Narrator, appears in your hands.
  • Star: One of the character’ **s ability scores increases by 2. The new score can exceed 5, but not 7.
  • Skull: The character summons a manifestation of death: a spectral humanoid skeleton wrapped in a tattered black robe and armed with a spectral scythe. The skeleton appears in a space chosen by the Narrator within 3 meters of the character and attacks them, warning others not to interfere with the combat. The manifestation fights until it kills the character or drops to 0 hit points, at which point it disappears. If someone tries to help the character, they summon their own manifestation of death. A creature slain by a manifestation of death can’ **t be brought back to life.
  • Throne: The character gains proficiency in the Deceive skill and their bonus to Deceive checks doubles. Additionally, the character becomes the rightful owner of a small castle located somewhere in the world. However, the castle is infested with monsters, and the character must clear them out before claiming it as their own.
  • Vizier: At any time within one year of drawing this card, the character can ask a question while meditating and mentally receive a truthful answer to that question. Besides information, the answer helps the character understand how to solve.
  • Void: This black card is an ill omen. The character’ **s soul is torn from their body and confined in an object in a place chosen by the Narrator. Such place is guarded by one or more powerful guardians. While the character’ **s soul is trapped this way, their body is incapacitated. A wish spell can’ **t restore the character’ **s soul to their body, but can reveal the location of the object that holds it. The character draws no more cards.

Manifestation of Death

Medium undead, neutral evil

Strength +3

Dexterity +3

Intelligence +3

Wisdom +3

Charisma +3

Defense 23

Hit Points half the Hit Points of its summoner

Movement: Speed 18 m, fly 18 m, Hover

Damage Immunities: Void, poison

Condition Immunities: Charmed, poisoned, paralyzed, petrified, frightened, unconscious

Senses: darkvision 18 m, truesight 18 m

Languages: all languages known by its summoner

Challenge (0 XP)

Incorporeal Movement. The Manifestation can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its round inside an object.

Turn Immunity. The Manifestation is immune to effects that turn undead.

ActionsReaping Scythe. The Manifestation plunges its spectral scythe into a creature within 1 meter of it, dealing 7 (1d8 + 3) piercing damage plus 4 (1d8) Void damage. It cannot miss.

Figurine of Wondrous Power

variable rarity, variable cost, a figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use two actions to speak a command word and throw the figurine on the ground within 18 meters of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by another creature or object, or if there isn’ **t enough space for the creature, the figurine doesn’ **t transform.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you don’ **t issue any commands, the creature defends itself but takes no other actions. See the Bestiary for the creature’ **s other statistics.

The creature remains for the duration specified for each figurine. At the end of the duration, the creature reverts to figurine form. It reverts early if it drops to 0 Hit Points or if you use two actions to speak the command word again while touching it. After the creature reverts to its figurine form, its properties can’ **t be used again until a certain amount of time has passed, as specified in the figurine’ **s description.

Onyx Dog (Rare, 500 gp). This onyx statuette depicts a dog. It can become a mastiff for up to 6 hours. The mastiff has Intelligence -2 and can speak Common. It also has darkvision out to 18 meters and can see invisible creatures and objects within that distance. Once used, it can’ **t be used again before 7 days have passed.

Ivory Goats (Rare, 1000 gp). These ivory statuettes of goats are always created in sets of three. Each goat has a unique appearance and functions differently from the others. Their properties are as follows:

The goat of terror can become a giant goat for up to 3 hours. The goat can’ **t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, while the other becomes a +2 longsword.

Removing a horn requires two actions, and the weapons disappear and the horns reappear when the goat returns to its figurine form. In addition, the goat radiates a 9-meter-radius aura of terror while you ride it. Any creature hostile to you that starts its round within the aura must succeed on a Will Saving Throw with DC 17 or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the Saving Throw at the end of each of its rounds, ending the effect on itself if it succeeds. Once a creature succeeds on its saving throw against this effect, it is immune to the goat’ **s aura for the next 24 hours. Once used, the figurine can’ **t be used again before 15 days have passed.

The goat of travail can become a giant goat for up to 3 hours. Once used, it can’ **t be used again before 30 days have passed. The goat of traveling can become a Large goat with the same statistics as a Riding Dinosaur. It has 24 charges, and each hour or portion of an hour it spends in beast form costs 1 charge. As long as it has charges, you can use it as much as you want. Once all of its charges are expended, it reverts to a figurine and can’ **t be used again before 7 days have passed, when it will have regained all its charges.

Silver Raven (Uncommon, 300 gp). This silver statuette depicts a raven. It can become a raven for up to 6 hours. Once used, it can’ **t be used again before 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Obsidian Steed (Very Rare, 1000 gp). This polished obsidian statuette becomes a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once used, it can’ **t be used again before 5 days have passed.

Marble Elephant (Rare, 1500 gp). This marble statuette is about 10 centimeters wide and high. It can become an elephant for up to 24 hours. Once used, it can’ **t be used again before 7 days have passed.

Bronze Griffon (Rare, 1250 gp). This bronze statuette depicts a rampant griffon. It can become a griffon for up to 6 hours. Once used, it can’ **t be used again before 5 days have passed.

Serpentine Owl (Rare, 400 gp). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once used, it can’ **t be used again before 2 days have passed. If you’ **re on the same plane of existence, the owl can communicate with you telepathically at any distance.

Golden Lions (Rare, 800 gp). These golden statuettes of lions are always created in pairs. You can use one or both figurines simultaneously. Each can become a lion for up to 1 hour. Once used, the lion can’ **t be used again before 7 days have passed.

Medallion of Thoughts

Rarity: Uncommon; Cost: 3000 gp

while wearing this medallion, you can use two actions and expend 1 charge to cast the detect thoughts spell (Saving Throw DC 15) from it. The medallion has 3 charges, and regains 1 expended charge each day at dawn.

Feather Fall Medallion

Rarity: Uncommon; Cost: 400 gp

this medallion automatically activates the Feather Fall spell when the wearer falls from a height of 2 meters or more.

Mithral

Rarity: Uncommon; Cost: 1000 gp; Rarity: Rare

Light, Medium or heavy armor, but not leather +1000 gp over the base price of the armor. Mithral is a light and flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. Reduces weight category by 1 for determining penalties to Basic and Magic Checks.

Ammunition of Slaying

Rarity: Very Rare; Cost: 700 gp

if a creature belonging to the type, race, or group to which the slaying arrow is associated takes damage from the arrow, the creature must make a Fortitude saving throw with DC 21, taking an additional 6d10 piercing damage on a failed save, or half as much damage on a successful one.

Once an arrow of slaying has been fired, it becomes a non-magical arrow.

Ghost Touch Ammunition

Aura: Moderate transmutation

Requirements: Craft Magic Items 2, Disintegration, Repair

This ability can only be conferred upon ammunition. Ammunition with this special ability dissolves 1 round after being fired. Additionally, if the Projectile hits a target, the wound it causes closes as soon as the ammunition disintegrates. The Projectile deals normal damage, but leaves no visible trace.

The price refers to 50 Ghost Touch Ammunition.

Endless Ammunition

Aura: Moderate conjuration; Cost: 6000 gp

Requirements: Craft Magic Items 2, Creation

Only bows and crossbows can be made into weapons with Endless Ammunition. Each time a weapon with Endless Ammunition is nocked, a single non-magical arrow or bolt is spontaneously created by its magic, so the wielder never needs to load the weapon with ammunition.

Unlike normal bow or crossbow ammunition, these arrows and bolts are always destroyed when fired.

Shapeshifter

Aura: Moderate illusion; Cost: 2000 gp

Requirements: Craft Magic Items 2, Magic Weapon, Disguise Self

A Shapeshifter weapon can be commanded to change its form and appear as another object of similar size. The weapon retains all its properties (including weight) even when disguised, but does not radiate magic. Only True Seeing or similar magic reveals the true nature of the transformed weapon. After a Shapeshifter weapon has been used to attack, this special ability is suppressed for 1 minute.

Eyes of Charming

Rarity: Uncommon; Cost: 3000 gp

while wearing these crystal lenses in front of your eyes, you can expend 1 charge with two actions to cast the Charm Person spell (Saving Throw DC 15) on a humanoid within 9 meters of you, provided that you and the target can see each other. The lenses have 3 charges and regain 1 expended charge each day at dawn.

Eyes of the Eagle

Rarity: Uncommon; Cost: 4500 gp

while wearing these crystal lenses in front of your eyes, you have +1d6 on Awareness checks based on sight. In conditions of clear visibility, you can make out details of even very distant creatures and objects as small as 50 centimeters.

Eyes of petrification

these two magical crystal lenses overlay the pupils of the eyes. When a creature puts on these lenses, it is immediately petrified without a Saving Throw. About a quarter of these items (25\% chance) instead allow the wearer to petrify with their gaze, but in this case victims are entitled to a Saving Throw DC 17. It is not possible to combine two types of magical lenses.

Eyes of Minute Seeing

Rarity: Uncommon; Cost: 2500 gp

while wearing these crystal lenses in front of your eyes, you can see much better than normal up to a distance of 30 centimeters. You have +1d6 on Awareness checks based on sight when searching an area or studying an object at close range.

Goggles of Night

Rarity: Uncommon; Cost: 3500 gp

while wearing these dark lenses, you have darkvision with a range of 9 meters. If you already have darkvision, wearing these goggles increases its range by 18 meters.

Oil of Sharpness

Rarity: Very Rare; Cost: 3200 gp

this oil can coat one slashing or piercing weapon or up to 5 slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to Attack Rolls and damage.

Oil of Etherealness

Rarity: Rare; Cost: 2000 gp

one dose of oil is sufficient to cover a Medium or smaller creature, and the equipment it wears and carries (an additional vial is needed for each size category above Medium). Applying the oil takes 10 minutes. Afterward, the creature gains the effect of the ethereal form spell for 1 hour.

Oil of Slipperiness

Rarity: Uncommon; Cost: 500 gp

the oil can cover a Medium or smaller creature, along with all equipment it wears and carries (an additional vial is needed for each size category above Medium). Applying the oil takes 10 minutes. The creature then gains the benefit of the freedom of movement spell for 8 hours. Alternatively, with two actions you can pour the oil on the ground, duplicating the effect of the grease spell on that area for 8 hours.

Weapon Shadow

Aura: Weak illusion; Cost: 1875 gp

Requirements: Craft Magic Items, Invisibility, Silence; Rarity: Uncommon

This armor makes the wearer blurred whenever they attempt to hide, providing a +4 bonus to their Stealth checks for hiding. The armor check penalty applies normally.

Hosteling

Aura: Moderate Animals and Plants List; Cost: 3750 gp

Requirements: Craft Magic Items 2, Secret Chest; Rarity: Legendary

An armor or shield with this special ability hides living animals within its iconography to keep them safe. The wearer can, with a command word, magically store an animal to which they are bonded, such as a Familiar or a Mount. The stored animal appears as a symbol on the armor or shield, whether it’ **s an imitation of the animal’ **s appearance or a more symbolic and abstract representation.

While stored, the animal sleeps and provides no benefit (such as a Familiar’ **s skill bonus) to the wearer. The size of animals that can be stored depends on the type of armor or shield. Light or medium armors and light or heavy shields can store an animal of maximum size equal to that of the wearer. Heavy armor or a tower shield can store an animal up to one size category larger than the wearer. A second command word releases the animal stored in the hosteling armor or shield. A released animal immediately awakens, appears in a space adjacent to the wearer, and can take actions in the round it appears.

Since the stored animal sleeps rather than being in suspended animation (or even hibernation), it ages and becomes hungry at the normal rate while stored. A hosteling armor or shield automatically releases a stored animal 24 hours after it was stored inside.

Crystal Ball

Rarity: Very Rare; Cost: 50000 gp

a typical crystal ball has a diameter of about 15 centimeters. While touching it, you can cast the scrying spell (Saving Throw DC 21) through it. The following variant crystal balls are legendary items and have additional properties.

Crystal Ball of Mind Reading. This crystal ball is about 12 centimeters in diameter. While touching it, you can cast the scrying spell (Saving Throw DC 21) through it. You can use two actions to cast the detect thoughts spell (Saving Throw DC 21) while scrying with this crystal ball, targeting creatures you can see and that are within 9 meters of the spell’ **s sensor. You do not need to concentrate on this detect thoughts to maintain it for its duration, which ends when scrying ends.

Crystal Ball of Telepathy. This crystal ball is about 12 centimeters in diameter. While touching it, you can cast the scrying spell (Saving Throw DC 21) through it. While scrying through this crystal ball, you can communicate telepathically with creatures you can see and that are within 9 meters of the spell’ **s sensor. You can also use two actions to cast the suggestion spell (Saving Throw DC 21) on one of these creatures through the sensor. You do not need to concentrate on this suggestion to maintain it for its duration, which ends if scrying ends. Once used, the suggestion power of the crystal ball can’ **t be used again until the next dawn.

Crystal Ball of True Seeing. This crystal ball is about 12 centimeters in diameter. While touching it, you can cast the scrying spell (Saving Throw DC 21) through it. While scrying with this crystal ball, you have truesight with a range of 36 meters centered on the spell’ **s sensor.

Hypnotic Crystal Ball

Rarity: Rare

this cursed object is indistinguishable from a normal crystal ball. However, anyone who attempts to use the device becomes charmed for 1d6 turns, and a telepathic suggestion is implanted in their mind if they fail a Will Saving Throw DC 27. The user of the device believes they have seen the desired creature or scene, but in reality they are under the influence of a powerful spellcaster, or even a power or being from another plane of existence. With each subsequent use, the user falls more and more under the controller’ **s influence, as a servant or as a tool. The user is always unaware of being subjugated.

Slippers of Spider Climbing

Rarity: Uncommon; Cost: 5000 gp

while wearing these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’ **t allow you to move this way on difficult terrain, such as walls covered with ice, oil, rubble…

Vicious

Aura: Weak evocation; Cost: 3000 gp

Requirements: Craft Magic Items, Inflict Light Wounds

When you score a Critical Hit with this magic weapon, you inflict an additional Critical Hit.

Scroll against elementals

Rarity: Rare; Cost: 800 gp

this scroll protects against all elementals for 20 rounds, granting +4 to Defense and Saving Throws against attacks or effects produced by elementals.

Scroll against lycanthropes

Rarity: Uncommon; Cost: 700 gp

this scroll protects against all lycanthropes for 20 rounds, granting +4 to Defense and Saving Throws against attacks or effects produced by lycanthropes.

Scroll against undead

Rarity: Uncommon; Cost: 900 gp

this scroll protects against all undead for 20 rounds, granting +4 to Defense and Saving Throws against attacks or effects produced by undead.

Spell Scroll

this scroll contains the words of a single spell, written in a mystical code. See Creating Scrolls, p. .

Casting the spell by reading it from a scroll requires the normal casting time of the spell. Once the spell has been cast, the words on the scroll vanish, and the scroll turns to dust. If the casting is interrupted, the scroll doesn’ **t dissolve.

Protection Scroll against Magic

Rarity: Rare; Cost: 1500 gp

the scroll casts an Anti-Magic Field spell.

Pearl of Power

Rarity: Uncommon; Cost: 6000 gp

while the pearl is on your person, you can use two actions to recover 1d4 Magic Points. Once used, the pearl cannot be used again until the next dawn. There are more powerful variants that allow more points to be recovered.

Pearl of Wisdom

Rarity: Rare; Cost: 20000 gp

this magic pearl grants an extra point of Wisdom to whoever keeps it with them for 4 weeks. After this time, the pearl must always be carried to avoid losing its benefits. There is a 5\% chance that a pearl is cursed and has the opposite effect. In this case, after 4 weeks, the negative effect is permanent and can only be canceled by wish.

Merciful

Aura: Weak evocation; Cost: 3000 gp

Requirements: Craft Magic Items, Cure Wounds

All damage inflicted by the weapon is temporary.

On command, as an Immediate Action, the weapon suppresses this ability until ordered to reactivate it.

Ioun Stone

Rarity: Very Rare; Cost: 3000 gp

there are several types of ioun stone, each type a specific combination of shapes and colors.

When you use two actions to toss one of these stones into the air, the stone begins to orbit around your head at a distance of 1d3 x 30 centimeters and grants you a benefit. Another creature can use two actions to grab the stone and separate it from you by succeeding on an unarmed Attack Roll against Defense 24. You can use two actions to grab and stow the stone, ending its effect.

A stone has Defense 24, 10 Hit Points, and resistance to all damage. While it orbits around your head, it is considered a worn object.

Dexterity (very rare, 3000 gp). While this stone orbits your head, your Dexterity score increases by 1, to a maximum of 5.

Absorption (very rare, 6000 gp). While this stone orbits your head, you can use one Action to cancel a spell of 4th level or lower cast by a visible creature that targets only you. Once the stone has canceled 5 Spells, it is depleted and turns dull gray, losing its magic.

Leadership (very rare, 3000 gp). While this stone orbits your head, your Charisma score increases by 1, to a maximum of 5.

Awareness (rare, 12000 gp). While this stone orbits your head, you can’ **t be surprised.

Strength (very rare, 3000 gp). While this stone orbits your head, your Strength score increases by 1, to a maximum of 5.

Intelligence (very rare, 3000 gp). While this stone orbits your head, your Intelligence score increases by 1, to a maximum of 5.

Insight (very rare, 3000 gp). While this stone orbits your head, your Wisdom score increases by 1, to a maximum of 5.

Protection (rare, 10000 gp). While this stone orbits your head, you gain a +1 bonus to Defense.

Sustenance (rare, 3500 gp). While this stone orbits your head, you don’ **t need to eat or drink.

Stone of Earth Elemental Control

Rarity: Rare; Cost: 8000 gp

if the stone touches earth, you can use two actions to speak the command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’ **t be used this way again until the next dawn. The stone weighs 2.5 kilograms, encumbrance 3.

Stone of Weight

this object looks like a smooth, shiny black stone. When the bearer is involved in combat or flight, they suddenly suffer the effects of the slow spell. Once taken, the stone cannot be thrown away normally, as it magically reappears on the possessor after a short time. To permanently get rid of the stone, the Remove Curse spell is required.

Stone of Good Luck

Rarity: Uncommon; Cost: 4500 gp

while this stone is on your person, you gain a +1 bonus to ability checks and Saving Throws.

Talking Stones

Rarity: Rare; Cost: 4000 gp

these two stones, always sold as a pair, allow communication at a distance between their users. There is no limit to distance or Plane. The stones can be used for 10 minutes per day, then must be exposed to sunlight for at least 3 hours. Encumbrance L.

Pipes of the Sewers

Rarity: Uncommon; Cost: 2000 gp

you must be proficient with wind instruments to use these pipes. While you are using the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. While playing the pipes, you can use two actions to spend 1 to 3 charges, calling forth one swarm of rats per charge spent, provided that there are enough rats within 750 meters of you to be called in this manner (at the Narrator’ **s discretion). If there aren’ **t enough rats to form a swarm, the charge is wasted. The summoned swarms move toward the music by the shortest possible route, but are not otherwise under your control. The pipes have 3 charges and regain 1 charge daily at dawn.

Whenever a swarm of rats that is not under another creature’ **s control comes within 9 meters of you while you are playing the pipes, you can make an Entertain check contested by the swarm’ **s Will. If you lose the contest, the swarm behaves as it normally would and can’ **t be swayed by the pipes’ ** music for the next 24 hours. If you win the contest, the swarm is charmed by the pipes’ ** music and becomes friendly to you and your companions for as long as you continue to play the pipes as two actions each round. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions.

If a friendly swarm starts its turn unable to hear the pipes’ ** music, your control over that swarm ends, and the swarm behaves as it normally would and can’ **t be charmed by the pipes’ ** music for the next 24 hours.

Pipes of Haunting

Rarity: Uncommon; Cost: 6000 gp

you must be proficient with wind instruments to use these pipes. You can use two actions to play them and spend 1 charge to create an eerie, spellbinding sound. Each creature within 9 meters of you that hears you play must succeed on a Will Saving Throw with DC 21 or be frightened of you for 1 minute. If you wish, all creatures in the area that are not hostile toward you automatically succeed on their Saving Throw. A creature that fails its Saving Throw can repeat it at the end of its turn, ending the effect on itself on a success. A creature that succeeds on its Saving Throw is immune to the effect of these pipes for 24 hours. The pipes have 3 charges and regain 1 charge daily at dawn.

Pigments of Wonder

Rarity: Very Rare; Cost: 400 gp

typically found in 1d4 pots inside an elegant wooden box along with a brush (1 encumbrance, total weight of 500 grams), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each jar of paint is sufficient to cover 90 square meters of a surface, allowing you to create inanimate objects and terrain features (doors, pits, flowers, trees, cells, rooms, or weapons) that occupy a total of 270 cubic meters. It takes 10 minutes to cover 90 square meters.

When you complete the painting, the painted object or terrain feature becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to access whatever lies beyond. Painting a pit on the floor creates a real pit, and its depth counts toward the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (a diamond or a pile of gold), the object will look authentic, but close inspection will reveal it is made of paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, without causing damage to anything.

Quaal’ **s Feather Token

Rarity: variable; Cost: 50 gp

this tiny object resembles a feather. Different types of feather tokens exist, each with a single-use effect. The Narrator chooses the kind of token.

Tree. You must be outdoors to use this token. You can use two actions to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs up. The tree is 18 meters tall and has a trunk 1 meter in diameter. The tree’ **s branches at the top spread out in a 6-meter radius. 50 gp

Anchor. You can use two actions to touch the token to a boat or ship. For the next 24 hours, the vessel can’ **t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. 50 gp

Whip. You can use two actions to throw the token to a point within 3 meters of you. The token disappears, and a floating whip takes its place. You can then use two actions to make a melee spell attack against a creature within 3 meters of the whip, with an attack bonus of +9. If you hit, the target takes 1d6 + 5 force damage. During your turn, you can use two actions to direct the whip to fly up to 6 meters and repeat the attack against a creature within 3 meters of it. The whip disappears after 1 hour, when you use two actions to dismiss it, or when you are incapacitated or die. 250 gp

Swan Boat. You can use two actions to touch the token to a body of water at least 18 meters in diameter. The token disappears, and a boat 15 meters long and 6 meters wide with a swan-shaped hull appears. The boat moves itself and travels over water at a speed of 9 kilometers per hour. You can use two actions while on board to command it to move or turn by 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine Medium creatures. The boat disappears after 24 hours. You can dismiss the boat as two actions. 3000 gp

Bird. You can use two actions to toss the token 1 meter into the air. The token disappears, and a huge, multicolored bird takes its place. The bird has the statistics of a Roc, but it obeys simple commands and cannot attack. It can carry up to 250 kilograms while flying at its maximum speed (24 kilometers per hour for a maximum of 216 kilometers per day, with one hour of rest for every 3 hours of flight), or 500 kilograms at half speed. The bird disappears after flying its maximum distance in a day or if it drops to 0 Hit Points. You can dismiss the bird as two actions. 3000 gp

Fan. If you are on a boat or ship, you can use two actions to toss the token up to 3 meters in the air. The token disappears, and a giant fan appears in its place. The fan floats and creates a wind strong enough to fill the sails of the vessel, increasing its speed by 7.5 kilometers per hour for 8 hours. You can dismiss the fan as two actions. 250 gp

Dust of Dryness

Rarity: Rare; Cost: 120 gp

this small packet contains 1d6 + 4 pinches of dust. You can use two actions to sprinkle a pinch of it over water. The dust transforms a cube of water that is 3 meters on each side into a marble-sized pellet, which floats or rests where the dust was sprinkled. The pellet’ **s weight is negligible.

Anyone can use two actions to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends the magic of the pellet.

An elemental composed mostly of water that is exposed to a pinch of this dust must make a Fortitude Saving Throw with DC 15, taking 10d6 damage from Void on a failed save, or half as much damage on a successful one.

Dust of Disappearance

Rarity: Rare; Cost: 700 gp

found in small pouches, this powder looks like very fine sand. A pouch contains enough for one use. When you use two actions to throw the dust into the air, you and each creature and object within 3 meters of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature only.

Dust of Sneezing and Choking

Rarity: Uncommon; Cost: 480 gp

found in small containers, this powder looks like fine sand. It appears similar to dust of disappearance, and the identify spell reveals it as such. There’ **s enough for one use. When you use two actions to throw a handful of the dust into the air, you and all creatures that need to breathe and are within 9 meters of you must succeed on a Fortitude Saving Throw with DC 17 or stop breathing, and begin to sneeze uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, the creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. The lesser restoration spell can also end the effect on a creature.

Dust of Appearance

Rarity: Uncommon; Cost: 500 gp

this fine powder resembles a very light metallic dust. A handful of this substance sprinkled in the air coats all objects within a 3-meter radius, making everything visible. If sprinkled through a blowgun, the dust fills a 6-meter long cone that is 1 meter wide at the far end. The dust negates the effects of blur, displacement, invisibility, elven cloak, and the special abilities of creatures like blink dogs and displacer beasts; the effect lasts for 2d10 turns. The dust of appearance is usually stored in small silk bags or in hollow tubes made of bone; typically 5d10 doses of dust are found.

Cubic Gate

Rarity: Legendary; Cost: 40000 gp

this cube of 7.5 centimeters on a side radiates palpable magical energy. The six faces of the cube are each linked to a different plane of existence, one of which is the Material Plane. The other faces are linked to planes determined by the Narrator.

You can use two actions to press one face of the cube to cast the gate spell with it, opening a portal to the plane linked to that face. Alternatively, if you use two actions to press one face twice, you can plane shift (DC 17 Saving Throw) with the cube and transport its targets to the plane linked to that face. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1 expended charge daily at dawn.

Potion of Delusion

Rarity: Rare; Cost: 500 gp

this potion has a most appropriate name, as it convinces the drinker that they have ingested a potion of a different type. For example, a fake “potion of clairaudience” might make the drinker hear sounds that don’ **t actually exist. If multiple people taste this potion, there is a 90\% chance they will agree it’ **s the same type.

Potion of Invulnerability

Rarity: Rare; Cost: 800 gp

a potion of invulnerability grants the drinker a +2 bonus to Saving Throws and a 2-point improvement to Defense for 10 minutes.

Potion of Animal Clairaudience

Rarity: Uncommon; Cost: 500 gp

uncommon, this potion grants the drinker the ability to perceive sounds through the ears of an animal within a range of 18 meters. A lead barrier blocks this effect.

Potion of Animal Clairvoyance

Rarity: Uncommon; Cost: 500 gp

uncommon, this potion grants the drinker the ability to see through the eyes of an animal within a range of 18 meters. A lead barrier blocks this effect.

Potion of Levitation

Rarity: Uncommon; Cost: 200 gp

this potion has the same effect as the levitation spell.

Potion of Longevity

Rarity: Legendary; Cost: 15000 gp

this potion makes you younger by 1d12 years. The youth regained not only reverses natural aging, but also aging caused by magical effects or creatures. There is a danger in using this potion, as each time you drink a potion of longevity, there is a cumulative 1\% chance that all benefits previously gained from potions of this type are reversed. It’ **s not possible to consume a partial dose of this potion.

Potion of Polymorph

Rarity: Rare; Cost: 2500 gp

this potion grants a power similar to the polymorph spell.

Potion of Animal Friendship

Rarity: Uncommon; Cost: 200 gp

when you drink this potion, for 1 hour you can cast the Animal Friendship spell at will (Saving Throw DC 15).

Potion of Climbing

Rarity: Common; Cost: 250 gp

when you drink this potion, for 1 hour you gain a climbing speed equal to your walking speed. During this period, you have +1d6 on Strength checks you make to climb.

Potion of Animal Control

Rarity: Rare; Cost: 1500 gp

anyone who drinks this potion is as if they had cast Dominate Beast

Potion of Dragon Control

Rarity: Legendary; Cost: 5000 gp

this potion confers a power equivalent to the dominate monster spell on a single type of dragon. It is possible to control a dragon within 18 meters for 5d4 rounds.

Potion of Undead Control

Rarity: Rare; Cost: 2500 gp

although undead are normally immune to this type of effect, this potion allows the drinker to influence up to 4 undead with CR 3 or less (intelligent or not) as if using the charm spell. The effect lasts for 5d4 rounds.

Potion of Person Control

Rarity: Uncommon; Cost: 500 gp

once ingested, this potion grants the drinker a power similar to the charm spell.

Potion of Plant Control

Rarity: Rare; Cost: 1500 gp

whoever drinks this potion is able to control all plants and plant creatures (including fungi) in a 6x6 m square area within a distance of 27 meters. The effect lasts for 5d4 rounds. Plants obey according to their abilities (for example, vines can twist and thicken, causing slowness or blocking sight). You can give orders to sentient plant creatures, but they are entitled to a Will Saving Throw DC 19. As with other types of charm, a controlled creature cannot be ordered to harm itself.

Potion of Growth

Rarity: Rare; Cost: 300 gp

when you drink this potion, for 1d4 hours you gain the enlarge effect of the enlarge/reduce spell (no concentration required).

Potion of Heroism

Rarity: Rare; Cost: 200 gp

when you drink this potion, you gain 10 temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required).

Potion of Gaseous Form

Rarity: Rare; Cost: 1500 gp

when you drink this potion, for 1 hour or until you end the effect with two actions, you gain the effect of the gaseous form spell (no concentration required).

Potion of Giant Strength

Rarity: Very Rare; Cost: 500 gp

when you drink this potion, for 1 hour your Strength score changes. The type of giant determines the score (see the following table). The potion has no effect if your Strength score is equal to or greater than the new score. The frost giant strength potion and the stone giant strength potion have the same effect.

  • hill, Strength 5 500 gp
  • stone or frost, Strength 6 1000 gp
  • fire, Strength 7 2000 gp
  • cloud, Strength 8 5000 gp
  • storm, Strength 9 10000 gp

Potion of Healing

Rarity: Uncommon; Cost: 50 gp

when you drink this potion, you regain a number of Hit Points depending on the rarity of the healing potion.

  • Common, Hit Points 1d8 + 1. Common, 50 gp
  • Greater, Hit Points 3d8 +3. Uncommon, 125 gp
  • Superior, Hit Points 3d10 +30. Rare, 300 gp
  • Supreme, Hit Points 5d10 + 50. Very Rare, 1500 gp

Potion of Invisibility

Rarity: Very Rare; Cost: 200 gp

when you drink this potion, for 1 hour you become invisible. While you are invisible, everything you are carrying or wearing remains invisible with you. The effect ends if you attack or cast a spell.

Potion of Mind Reading

Rarity: Rare; Cost: 200 gp

when you drink this potion, you gain the effect of the detect thoughts spell (Saving Throw DC 15).

Potion of Resistance

Rarity: Uncommon; Cost: 300 gp

when you drink this potion, for 1 hour you gain resistance to one type of damage. The Narrator chooses the type of damage or determines it randomly (Acid, Cold, Fire, Lightning, Poison, Sound, Light, Void)

Potion of Water Breathing

Rarity: Uncommon; Cost: 200 gp

after drinking this potion, you can breathe underwater for 1 hour.

Potion of Diminution

Rarity: Rare; Cost: 300 gp

when you drink this potion, for 1d4 hours you gain the reduce effect of the enlarge/reduce spell (no concentration required).

Potion of Poison

Rarity: Uncommon; Cost: 35gp

There are several types of poisons:

  • Weakening, DC 15 Fortitude or -2 Attack Rolls and Saving Throws for 1 minute. Uncommon, 35gp
  • Greater Weakening, DC 18 Fortitude, -1d6 Attack Rolls and Saving Throws for 1 Turn, 50 gp
  • Poison, take 2d6+2 damage. ST DC 15 Fortitude. Uncommon, 30 gp
  • Greater Poison, take 2d8+4 damage. ST DC 18 Fortitude. Rare, 50 gp
  • Superior Poison, take 4d10+8 damage. ST DC 24 Fortitude. Very Rare, 125 gp

Potion of Speed

Rarity: Very Rare; Cost: 400 gp

when you drink this potion, you gain the effect of the Haste spell for 1 minute (no concentration required).

Potion of Flying

Rarity: Very Rare; Cost: 500 gp

when you drink this potion, for 10 minutes you gain a flying speed equal to your normal walking speed and can hover. If the potion ends while you are flying, you fall unless you have some other means of staying in the air.

Well of Many Worlds

Rarity: Legendary; Cost: 75000 gp

this elegant black cloth, soft as silk, is folded to the size of a handkerchief. It unfolds into a circular sheet 1.8 meters in diameter. You can use two actions to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the Narrator decides where it leads. You can use two actions to close an open portal by grabbing the edges of the cloth and folding it up. Once a well of many worlds has opened a portal, it can’ **t do so again for 1d8 hours.

Poison Resistance

Aura: Faint Transmutation; Cost: 1125 gp

Requirements: Craft Magic Items 2, Neutralize Poison; Rarity: Rare

An armor or shield with this special ability grants its wearer a +2 bonus to Saving Throws against poison.

Energy Resistance

Aura: Faint Abjuration; Cost: 9000 gp

Requirements: Craft Magic Items, Protection from Energy; Rarity: Uncommon

This type of armor or shield protects against one type of energy (Fire, Light, Sound, Electricity, Positive Energy, Negative Energy, Cold, Void) and is decorated with designs depicting the element it protects against. The armor or shield grants Damage Reduction 6 to energy damage per attack that would normally be suffered by the wearer.

Greater Energy Resistance

Aura: Moderate Abjuration; Cost: 21000 gp

Requirements: Craft Magic Items 2, Protection from Energy; Rarity: Rare

This type of armor or shield protects against one type of energy (Fire, Light, Sound, Electricity, Positive Energy, Negative Energy, Cold, Void) and is decorated with designs depicting the element it protects against. The armor or shield grants Resistance to the indicated energy.

Entangling Net

Rarity: Rare; Cost: 800 gp

this 3-meter square net can be thrown at an opponent to entangle them. The net is very strong and requires the strength of a giant (DC 20) to tear it with bare hands. The net also resists cutting, and must be hit with extreme precision (Defense 25, Hit Points 30) for it to give way. The net can also be hung or placed on the ground as a trap, which will activate magically at the owner’ **s command.

Trapping Net

Rarity: Rare; Cost: 900 gp

this net can only be used underwater, but functions exactly like an entangling net on the surface, floating if necessary up to 9 m away to ensnare an opponent.

Seeking

Aura: Strong Divination; Cost: 3000 gp

Requirements: Craft Magic Items 2, True Seeing

This ability can only be added to ranged weapons. A Seeking weapon veers toward its designated target, negating any bonus due to cover.

Returning

Aura: Moderate Conjuration; Cost: 3000 gp

Requirements: Craft Magic Items 2, Teleport

A weapon with the Returning property can teleport into its owner’ **s hands as an Immediate Action, even if it is in another creature’ **s possession. This ability has a maximum range of 30 meters, and effects that block teleportation prevent a Returning weapon from returning. A Returning weapon must be in a creature’ **s possession for at least 24 hours for this ability to work.

Holy

Aura: Strong Evocation; Rarity: Rare; Cost: 10000 gp

Requirements: Common Traits 12; Craft Magic Items 2

When you hit a fiend or an undead with it, that creature takes an extra 2d10 Light damage.

While you hold the drawn weapon, it creates a 3-meter-radius aura around you. You and all friendly creatures within the aura gain +1d6 on Saving Throws against spells and other magical effects generated by Followers or Devotees of other Patrons. If you have Common Traits with the Patron 13 or more, the radius of the aura increases to 9 meters.

Dragon Scales

Aura: Moderate Abjuration; Cost: 8000 gp; Rarity: Legendary

Requirements: Craft Magic Items 3

This armor or shield is made from the scales of a dragon species.

While wearing it, you have +1d6 on Saving Throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one type of damage determined by the species of dragon that provided the scales.

Additionally, with two actions, you can focus your senses to magically determine the distance and direction to the closest dragon within 45 kilometers that is of the same species as the armor. This special action can’ **t be used again until the next dawn.

Scarab of Death

this brooch shaped like a scarab appears to be a simple good luck charm. However, if held in hand for 1 round or worn for 1 Turn, it transforms into a horrible carnivorous insect. Equipped with powerful mandibles, the hungry creature penetrates through leather and fabric, burrowing into the flesh and reaching the heart in 1 round. After killing its victim, the creature resumes the form of a brooch. Only the heat from contact with a living being can animate the monstrous insect, so placing the brooch in a box or case is sufficient precaution to avoid any danger.

Scarab of Protection

Rarity: Legendary; Cost: 36000 gp

if you hold this medallion shaped like a scarab in your hands for 1 round, an inscription appears on it revealing its magical nature. While it’ **s on your person, it provides two benefits:

  • You have +2 to Saving Throws against spells.

  • The scarab has 12 charges. If you fail a Saving Throw against a necromancy spell or a harmful effect originating from an undead creature, you can use a Reaction to spend 1 charge and turn the failed Saving Throw into a success. The scarab crumbles to dust and is destroyed when its last charge is spent.

Cursed Broom of Flying

this magic broom appears to be a broom of flying. However, when activated, it flies up to a height of 15 m or to the ceiling (if lower) and then stops working, causing its rider to fall.

Broom of Animated Attack

this object is indistinguishable in appearance from a normal broom. In all tests it appears identical to a flying broom, until it flies 6 meters high. When this happens, the broom performs a pirouette and drops its pilot on their head from a height of 1d4+5 x 30 cm (no falling damage is inflicted since the distance is less than 3 m). The broom then attacks the victim, hitting them in the face with the brush and beating them with the handle. The broom makes two attacks per round with each end (two attacks with the brush and two with the handle for a total of four attacks). The brush blinds the victim for 1 round when it hits. The handle inflicts 1d3 wounds. The broom has Defense 13, 18 Hit Points, and has +4 to Attack Rolls.

Broom of Flying

Rarity: Uncommon; Cost: 8000 gp

this wooden broom, weighing about 1.5 kilograms (encumbrance 2), functions as a normal broom until you sit on it and speak the command word. It then begins to hover beneath you and can be ridden in the air. It has a flying speed of 15 meters. It can carry up to 200 kilograms, but its flying speed becomes 9 meters if it carries more than 100 kilograms. When you land, the broom stops hovering.

By speaking the command word, naming the location and if you are familiar with it, you can send the broom alone to a location up to 1.5 kilometers away from you. The broom will return to you when you speak another command word, provided it is still within 1.5 kilometers of you.

Animated Shield

Aura: Strong Transmutation; Cost: 6000 gp

Requirements: Craft Magic Items 2, Animate Objects; Rarity: Rare

While holding this shield, you can use two actions to speak a command word and make it animate. The shield hovers in the air within your space to protect you as if you were wielding it, leaving your hand free.

The shield remains animated for 1 minute, until you use two actions to end the effect, you are incapacitated, or you die, at which point the shield falls to the ground or back into your hand if you have one free.

Shield of Missile Attraction

Aura: Strong Transmutation; Cost: 2000 gp

Requirements: Craft Magic Items 2, Animate Objects; Rarity: Uncommon

While holding this shield, you seemingly have resistance to damage from ranged weapon attacks.

Cursed version.

Removing the shield does not end the curse (DC 28). Whenever a ranged weapon attack is made against a target within 3 meters of you, the curse causes you to become the target of the attack.

Sphere of Annihilation

Rarity: Legendary; Cost: 250000 gp

artifact, this black sphere of 50 centimeters in diameter is actually a hole in the fabric of the multiverse, floating in space and stabilized by the magical field that surrounds it.

The sphere annihilates all matter it passes through and all matter that passes through it. The only exception is artifacts. Unless the artifact is susceptible to the damage of the sphere of annihilation, it can pass through the sphere without issue. Anything else that touches the sphere and isn’ **t completely engulfed and annihilated by it takes 4d10 force damage per round.

The sphere remains stationary until someone controls it. If you are within 18 meters of an uncontrolled sphere, you can use two actions to make an Arcana check with DC 30. If you succeed, the sphere levitates in a direction of your choice, up to a number of meters equal to 1 x Intelligence (minimum 1 meter). If you fail, the sphere moves 3 meters toward you. A creature into whose space the sphere enters must succeed on a Reflex Saving Throw with DC 15 or be touched by it, taking 4d10 force damage.

If you attempt to control a sphere that is under another creature’ **s control, you make an opposed Arcana check against the other creature’ **s Arcana. The winner of the contest gains control of the sphere and can levitate it as normal.

Dragon Breath

Aura: Faint Evocation; Cost: 2500 gp

Requirements: Craft Magic Items, Burning Wave; Rarity: Rare

A shield with this special ability is usually crafted with a dragon’ **s jaws wide open on the front. A shield with the Dragon Breath special ability is tied to one type of energy (poison, electricity, cold, or fire). The shield regains 1 charge every dawn and can hold up to 10.

On command, 2 Actions, the wearer can consume 1 to 5 charges of the shield to make it emit a Breath in a 3-meter cone that inflicts 1d4 energy damage per charge consumed (Reflex DC 13 halves). This damage is the same type of energy tied to the shield. A shield cannot have more than one Dragon Breath ability.

Universal Solvent

Rarity: Legendary; Cost: 300 gp

this tube contains a white liquid with a strong alcohol smell. You can use two actions to pour its contents onto a surface within reach. The liquid instantly dissolves 1000 square cm of adhesive it touches, including sovereign glue.

Mirror of Mental Prowess

Rarity: Very Rare; Cost: 15000 gp

this object appears to be a normal mirror one and a half meters tall and 60 centimeters wide. On command, the owner can use it in the following ways:

  • Read the thoughts of a person reflected on its surface with telepathy (without needing to understand an unknown language).

  • See other places as with a crystal ball, with the ability to see into other planes, provided they are sufficiently familiar to the observer.

  • Create a portal to visit other places. The owner must first visualize the location, then physically enter the mirror, alone or with desired companions. The mirror will create an invisible portal on the other side, through which the owner, or anyone who can detect it, can pass through.

  • Once a week, the mirror can accurately answer a question about a person reflected on its surface (an effect similar to the legend lore spell).

Mirror of Duplication

Rarity: Legendary

legendary, this mirror is a little more than a meter tall and a little less than a meter wide. When a creature is reflected on the mirror’ **s surface, its reflected image (an identical duplicate in every way) comes out to attack the original. The duplicate has all the equipment and powers of the original, including magic. The duplicate disappears immediately, along with all its objects, upon the death of either itself or the original.

Mirror of Life Trapping

Rarity: Rare; Cost: 18000 gp

when this mirror 120 centimeters tall is viewed indirectly, its surface shows a vague image of the creature. The mirror weighs 25 kilograms, encumbrance 7, has Defense 11, 10 Hit Points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points.

If the mirror is hanging on a vertical surface and you are within 1 meter of it, you can use two actions to speak its command word and activate it. It will remain active until you speak the command word again.

Any creature other than you that sees its reflection in the activated mirror while within 9 meters of it must succeed on a Will Saving Throw with DC 17 or be trapped, along with anything it’ **s wearing or carrying, in one of the mirror’ **s twelve extradimensional cells. This Saving Throw receives +1d6 if the creature knows the nature of the mirror, and constructs automatically succeed on the Saving Throw.

An extradimensional cell is an infinite space filled with a dense mist that reduces visibility to 3 meters. Creatures trapped in the mirror’ **s cells don’ **t age, and don’ **t need to eat, drink, or sleep. A creature trapped inside a cell can escape using magic that permits travel between planes. Otherwise, the creature is confined to the cell until it is freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one of the trapped creatures at random to accommodate the new prisoner. The freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is broken, all creatures it contains are freed and appear in unoccupied spaces near it.

While you are within 1 meter of the mirror, you can use two actions to speak the name of one of the creatures trapped inside or call out a particular cell number. The named creature or the creature in the named cell appears as an image on the mirror’ **s surface. You and the creature can then communicate normally.

In a similar way, you can use two actions to speak a second command word and free one of the creatures trapped in the mirror. The freed creature appears, along with all its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Defense Pin

Rarity: Uncommon; Cost: 7500 gp

the pin can absorb 101 damage from Force spells, then loses its magical properties.

Winged Boots

Rarity: Rare; Cost: 15000 gp

while wearing these boots, you have a flying speed equal to your walking speed. You can use these boots to fly for up to 4 hours, all at once or in short flights, each of which uses a minimum of 1 minute of duration. If the duration ends while you are flying, you descend at a rate of 9 meters per round until you land. The boots regain 2 hours of flying capability each dawn.

Dancing Boots

these boots function as other magical boots. However, when the character enters combat or attempts to flee from potential combat, they are affected by an irresistible dance spell, with no Saving Throw allowed. It is possible to remove the Dancing Boots with the Remove Curse or Wish spell.

Boots of Elvenkind

Rarity: Uncommon; Cost: 3000 gp

while you wear these boots, your steps make no sound, regardless of the surface you are moving across. Moving silently does not force you to treat the terrain as difficult (though it might still be difficult).

Boots of the Winterlands

Cost: 10000 gp

while you wear these boots you have resistance to cold damage, ignore difficult terrain created by snow or ice. You can tolerate temperatures as low as -45°C without requiring additional protection. If you wear heavy clothing, you can tolerate temperatures as low as -75°C.

Boots of Striding and Springing

Rarity: Uncommon; Cost: 5000 gp

while you wear these boots, your walking speed becomes 9 meters, unless your walking speed is higher, and your speed isn’ **t reduced if you are encumbered or wearing heavy armor. In addition, you jump three times the normal distance, up to a maximum of 9 meters.

Boots of Levitation

Rarity: Rare; Cost: 5000 gp

while you wear these boots, you can use two actions at will to cast the Levitation spell on yourself.

Boots of Speed

Rarity: Rare; Cost: 5000 gp

while you wear these boots, you can use a Reaction to gain an additional Movement Action. This ability can be used for a maximum of 10 minutes per day. The ability recharges at dawn.

Talisman of Pure Good

Rarity: Legendary; Cost: 50000 gp

a Devotee of Gradh or Sumkjr in possession of this item can cause a chasm of flames to appear at the feet of a Devotee of Calicante or Shayalia within 30 m. The victim is swallowed by fire and falls screaming toward the center of the Earth. A talisman of pure good has 6 charges and cannot be recharged. If a Devotee of Calicante or Shayalia touches it, they take 6d6 damage. Any other Devotee or Follower suffers no effect. The Talisman pulses with light within 36 meters of a Devotee or Follower of Calicante or Shayalia.

Talisman of Ultimate Evil

Rarity: Legendary; Cost: 50000 gp

this talisman works exactly like the talisman of pure good but with the Patrons reversed.

Talisman of Poison Protection

Rarity: Rare; Cost: 5000 gp

while wearing this pendant, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Talisman of Health

Rarity: Rare; Cost: 5000 gp

while wearing this pendant, you are immune to contracting any disease. If you are already infected with a disease, its effects are suspended while you wear this pendant.

Talisman of the Sphere

Rarity: Legendary; Cost: 75000 gp

when you make an Arcana check to control a sphere of annihilation while holding this talisman, you have a +5 bonus. In addition, when you start your round with control over a sphere of annihilation, you can use two actions to levitate it 3 meters plus an additional number of meters equal to 3 x your Intelligence score.

Drums of Panic

Rarity: Uncommon; Cost: 1500 gp

these drums are similar to timpani (small percussion instruments that are easily portable). They come in pairs and have a nondescript appearance. If both are played, all creatures within 72 m (except those within a 3 m circle centered on the drums) are overcome with Fear and flee for 30 rounds at maximum speed. A Will Saving Throw DC 21 is allowed to save from the effects.

Drums of Stunning

Rarity: Rare

these two paired drums resemble the drums of panic; when both are played, all creatures within 3 m must succeed on a Fortitude Saving Throw DC 21 or be stunned for 2d4 rounds. All creatures within 21 m are immediately deafened. Greater restoration, heal, regeneration, or similar spells can cure the deafness.

Flying Carpet

Rarity: Very Rare; Cost: 15000 gp

you can speak the carpet’ **s command word as two actions to make the carpet hover and fly. It moves according to your spoken directions, as long as you are within 9 meters of it.

There are four sizes of flying carpet. The Narrator chooses the carpet’ **s size or determines it randomly.

d100 Size Capacity Flying
(cm) (Enc.) Speed  
01–20 90 × 150 100 kg / 25 23 m
21–55 120 × 180 200 kg / 50 18 m
56–80 150 × 210 300 kg / 75 12 m
81–100 180 × 270 400 kg / 100 9 m

The Capacity value indicates both the weight carried and the Encumbrance. The carpet can carry up to double the load indicated in the table, but flies at half speed if it carries more.

Titanic Weapon

Aura: Moderate transmutation; Cost: 3000 gp

Requirements: Create Magic Items 2, Enlarge/Reduce

This giant weapon is 3 m long and weighs almost 40 kg (8 Encumbrance). If used as a weapon, it has a +2 bonus to hit and deals 2 die categories higher of damage. It can also be used to quickly drive piles as thick as tree trunks and to break down doors and gates with a few blows. Due to fatigue when using it, it cannot be wielded for more than 10 rounds per day.

Titanic Armor

Aura: Moderate transmutation; Cost: 15000 gp

Requirements: Create Magic Items 2, Enlarge; Rarity: Rare

An armor with the Titanic property is oversized, although the effect is only external and the interior accommodates a creature as normal, without requiring modifications. A creature wearing a Titanic armor is considered one size category larger, including for the purpose of using objects and weapons or being affected by special attacks that depend on size, such as Swallow and Trample.

Ghost Touch

Aura: Moderate evocation; Cost: 3000 gp

Requirements: Create Magic Items 2, Limited Wish

A Ghost Touch weapon inflicts additional critical damage when it hits creatures with Incorporeal Movement. While wielding a Ghost Touch weapon, you can see invisible creatures.

Tome of Clear Thought

Rarity: Very Rare; Cost: 15000 gp

this book contains memory and logic exercises, and its words are suffused with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’ **s contents and practicing its guidelines, your Intelligence score increases by 1. Once you’ **ve read the manual, it loses its magic, regaining it after a century. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one Intelligence point.

Tome of Leadership and Influence

Rarity: Very Rare; Cost: 15000 gp

this book contains guidelines on how to influence and charm others, and its words are suffused with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’ **s contents and practicing its guidelines, your Charisma score increases by 1. Once you’ **ve read the manual, it loses its magic, regaining it after a century. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one Charisma point.

Tome of Understanding

Rarity: Very Rare; Cost: 15000 gp

this book contains intuition and discernment exercises, and its words are suffused with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’ **s contents and practicing its guidelines, your Wisdom score increases by 1, as does your maximum for that ability score. Once you’ **ve read the manual, it loses its magic, regaining it after a century. The cursed version of this manual, while appearing absolutely identical to the original, causes the loss of one Wisdom point.

Thundering

Aura: Weak necromancy; Cost: 3000 gp

Requirements: Create Magic Items, Blindness/Deafness

A Thundering weapon creates a tremendous crash like thunder when it scores a Critical Hit. The sonic energy doesn’ **t harm the wielder and inflicts 1d8 additional sonic damage for each Critical Hit scored. Anyone subject to a Critical Hit from a Thundering weapon must make a Fortitude Saving Throw DC 14 or be permanently Deafened.

Transforming

Aura: Moderate transmutation; Cost: 5000 gp

Requirements: Create Magic Items 2, Greater Creation

This ability can only be added to melee weapons. A Transforming weapon alters its shape at the command of the wielder, becoming any other melee weapon of the same size. For example, a Transforming Longsword can take the form of any other one-handed medium melee weapon, such as a Scimitar, Flail, or Trident, but not a small or large melee weapon (like a Short Sword or a two-handed Greatsword).

The weapon retains all of its abilities, including bonuses and special abilities of the weapon, except those prohibited by its current form. If left unattended, the weapon returns to its original form.

Item Finder

Aura: Light divination; Cost: 1000 gp

Requirements: Create Magic Items, Locate Object

This ability grants the wielder of this weapon the ability to cast the Locate Object spell once per day

Robe of Eyes

Rarity: Legendary; Cost: 30000 gp

this robe is adorned with eyelike patterns. While wearing it, you gain the following benefits:

  • The robe allows you to see in all directions and you have +1d6 to Awareness checks based on sight.

  • You have darkvision with a range of 18 meters.

  • You can see invisible creatures and objects, as well as into the Ethereal Plane, up to a range of 36 meters.

The eyes on the robe can’ **t be closed or averted, and while wearing this robe, you are never considered to have your eyes closed or averted.

The light spell cast on the robe or a daylight spell cast within 1 meter of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Fortitude Saving Throw (DC 15 for light or DC 19 for daylight), ending the blinded condition on a success.

Robe of Useful Items

Rarity: Uncommon; Cost: 300 gp

while wearing this robe with patches of various shapes and colors, you can use two actions to detach one of the patches, causing it to become the object or creature it represents. When the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:

3-meter pole, Hemp rope (15 meters, coiled), Bull’ **s-eye lantern (filled and lit), Dagger, Sack, Steel mirror.

In addition, the robe has 4d4 other patches. The Narrator chooses the patches or determines them randomly, selecting from properties totally different from those already present.

Roll a d100 on the following table to discover the properties of the other 4d4 patches on the robe of useful items.

d100 Effect
01-08 Bag with 100 gp.
09-15 Silver chest (30 cm long, 15 cm wide and deep) worth 500 gp.
16-22 Iron door (up to 3 meters wide and high, barred on the side of your choice), which you can place on any opening within reach; it fits into the opening, attaching and creating hinges.
23-30 10 gems worth 100 gp each.
31-44 A wooden ladder (8 meters).
45-51 A Dinosaur Steed with saddlebags
52-59 Pit (a 3-meter cube), which you can place on the ground within 3 meters of you.
60-68 4 potions of healing.
69-75 Rowboat (4 meters long).
d100 Effect
76-83 Spell scroll containing a spell of 1st to 3rd level.
84-90 Two mastiffs.
91-96 Window (60 x 120 cm, up to 60 cm deep), which you can place on any vertical surface within reach.
97-100 Portable ram.

Robe of Scintillating Colors

Rarity: Very Rare; Cost: 6000 gp

this robe has 3 charges, and regains 1 expended charge each day at dawn. While wearing it, you can use two actions and expend 1 charge to cause the garment to produce a shifting pattern of dazzling colors until the end of your next round. During this period, the robe sheds bright light in a 9-meter radius and dim light for 18 meters. Creatures that can see you have -1d6 to Attack Rolls against you. Additionally, any creature in the bright light that sees you when the robe’ **s power is activated must succeed on a Will Saving Throw with DC 17 or be stunned until the effect ends.

Robe of Blending

Rarity: Rare; Cost: 2500 gp

when wearing this robe, a character immediately understands its power. A robe of blending allows the character to blend into the surroundings, whatever they may be, and to hide. You have +1d6 on Stealth checks to hide in shadows. The wearer can take on the appearance of another humanoid at will, as with the Alter Self spell (Change Appearance). In this case, the wearer’ **s friends and those who know them very well are instinctively aware of their true identity.

Robe of the Archmage

Rarity: Legendary; Cost: 8000 gp

this apparently normal garment can be yellow (01-45 on 1d100), gray (46-75), or black (76-00). It can only be worn by a spellcaster with Magic Proficiency 2 or higher. It confers the following bonuses:

  • Natural Defense +4

  • +2 to Saving Throws against spells and magical items

Robe of Weakness

Rarity: Rare; Cost: 5000 gp

a robe of weakness appears to be a magical garment of another type. As soon as a character puts it on, their Strength and Intelligence drop to -3, and they lose the ability to cast spells. The robe can be easily removed, but to restore the attributes requires Remove Curse followed by heal.

Robe of Stars

Rarity: Rare; Cost: 60000 gp

while wearing this robe, you gain a +1 bonus to Saving Throws. Six stars, positioned on the upper front part of the robe, are larger than the others. While wearing this robe, you can use 1 Action to pull off one of the stars and use it to cast Arcane dart (1d4+1). Each day at sunset, the removed star reappears on the robe. While wearing the robe, you can use two actions to enter the Astral Plane along with everything you wear or carry. You will remain there until you use two actions to return to the plane where you were before. You reappear in the space you last occupied, or if that space is occupied, in the nearest unoccupied space.

Censer of Cursed Summoning

Rarity: Rare

this censer appears to be, and seems to function as, an air elemental censer. However, once lit, it is impossible to extinguish for 1d4 rounds. In each round, an air elemental emerges and attacks all nearby creatures.

Elemental Air Censer

Rarity: Rare; Cost: 1500 gp

this censer can be used to summon and control an air elemental in a manner similar to the summon elemental spell. It is necessary to prepare the magical item and conduct a ritual for one round before the actual summoning, which requires one round. After the elemental has been summoned, it is necessary to maintain concentration in order to give it commands.

Ljust’ **s Salve

Rarity: Uncommon; Cost: 5000 gp

this glass jar, 7.5 centimeters in diameter, contains 1d4 + 1 doses of a thick mixture. The jar and its contents weigh 250 grams, encumbrance 1. With two actions, one dose of the salve can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 Hit Points, stops being poisoned, and is cured of any disease.

Vampiric

Aura: Moderate necromancy; Cost: 8000 gp

Requirements: Create Magic Items 2, Vampiric Touch

When you attack a creature with this magic weapon and score a critical on the Attack Roll, the target, except for constructs and undead, takes additional critical damage and the wielder regains 1d6 Hit Points.

Portable Hole

Rarity: Rare; Cost: 10000 gp

this elegant black cloth, soft as silk, folds to the size of a handkerchief and unfolds into a circle 2 meters in diameter. You can use two actions to unfold a Portable Hole and place it on or against a solid surface, where the Portable Hole creates an extradimensional hole 3 meters deep. The cylindrical space within the hole exists on a different plane, so it cannot be used to create passages. Any creature inside an open Portable Hole can exit by climbing out of it.

You can use two actions to close a Portable Hole by taking its edges and folding it up. Folding the cloth closes the Hole, and any creature or object inside remains in the extradimensional space. No matter what it contains, the Hole weighs nothing.

If the Hole is folded up, a creature inside the extradimensional space can use two actions to make a Fortitude Saving Throw with Strength DC 10. If successful, the creature frees itself and appears within 1 meter of the Portable Hole or the creature carrying it. A breathing creature can survive inside a closed portable hole for a maximum of 10 minutes, after which it begins to suffocate.

Placing a Portable Hole inside the extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gateway to the Astral Plane. Any creature within 3 meters of the gateway is sucked through it and deposited in a random location on the Astral Plane. Then the gateway closes. The gateway is one-way and cannot be reopened.

Speed

Aura: Moderate transmutation; Cost: 15000 gp

Requirements: Create Magic Items 2, Speed

When making multiple attacks (2 Actions), the wielder of a Speed weapon can make an additional attack with the weapon without using Action. The additional attack does not have the penalties for multiple attacks. This ability does not stack with similar spells or effects.

Arcane Fan

Rarity: Uncommon; Cost: 1500 gp

while holding this fan, you can use two actions to cast the gust of wind spell (Saving Throw DC 15) through it. Once used, the fan should not be used again until the next dawn. Each time it is used before then, there is a cumulative 20\% chance that it will not work and will tear into useless, nonmagical tatters.

Rod of Mighty Striking

Rarity: Very Rare; Cost: 30000 gp

a rod of mighty striking inflicts 1d8+3 damage, and functions as a magical light mace +3. When the rod is used against golems, it consumes 1 charge per hit inflicted, and inflicts 2d8+6 damage. Note that when the rod is used as a weapon against a golem, a Critical Attack Roll instantly annihilates it. In addition, this rod inflicts additional damage to fiends and undead. When attacking these monsters, a Critical Attack Roll causes the consumption of 1 charge, and the rod inflicts triple damage.

Rod of Charming

Rarity: Rare; Cost: 28000 gp

by spending 1 charge, the wielder of the rod can cast dominate beast, with 2 charges Dominate Person, and with 3 charges dominate monster.

Rod of Absorption

Rarity: Very Rare; Cost: 50000 gp

while holding this rod, you can use an Action to absorb a spell that targets only you and has no area of effect. The effect of the absorbed spell is canceled, and the energy of the spell (not the spell itself) is absorbed by the rod. During its existence, the rod can absorb and contain up to a sum of 31 spell levels. Once the rod has absorbed 8 spells (max level 4), it cannot absorb any more. If you are the target of a spell that the rod cannot contain, the rod has no effect on the spell. When you pick up the rod, you know how many spells the rod has absorbed so far. If you are a spellcaster and hold the rod, you can convert all the energy contained to get 10 more Magic Points.

Rod of Lordly Might

Cost: 50000 gp

legendary, this rod has a flanged head, and functions as a magic mace that grants a +3 bonus to Attack Rolls and damage rolls made with it. The rod has properties associated with six different buttons that are arranged in a row along the haft. It also has three other properties, described below.

Six Buttons. You can press one of the rod’ **s six buttons using two actions. The effect of the button lasts until you push a different button or push the same button again, causing the rod to revert to its normal form.

  • If you push button 1, the rod becomes a flame tongue weapon, and a fiery blade springs from the end opposite the flanged head.

  • If you push button 2, the flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to Attack Rolls and damage rolls made with it.

  • If you push button 3, the flanged head folds down, a spear point springs from the rod’ **s tip, and the rod’ **s handle lengthens to 1.8 meters, transforming the rod into a magic spear that grants a +3 bonus to Attack Rolls and damage rolls made with it.

  • If you push button 4, the rod transforms into a climbing pole up to 15 meters long, as you specify. On hard surfaces like granite, spikes at the bottom and three at the top anchor the pole in place. Horizontal bars 7.5 centimeters long extend from the sides, 30 centimeters apart, forming a ladder. The pole can bear up to 2000 kilograms. More weight or lack of solid anchoring causes the rod to revert to its normal form.

  • If you push button 5, the rod transforms into a battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, or other barriers.

  • If you push button 6, the rod assumes or remains in its normal form and indicates magnetic north (nothing happens if this function is used in areas without a magnetic north). The rod also gives you an approximate knowledge of your depth underground and your height above sea level.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a Fortitude Saving Throw with DC 21. On a failed save, the target takes an additional 4d6 Void damage and they are removed from its hit point maximum, and you regain a number of hit points equal to half the Void damage dealt. Once used, this property can’ **t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a Fortitude Saving Throw with DC 21. On a failed save, the target is paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’ **t be used again until the next dawn.

Terrify. While holding the rod, you can use two actions to force each creature you can see within 9 meters of you to make a Will Saving Throw with DC 21. On a failed save, a target is frightened of you for 1 minute. A frightened target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’ **t be used again until the next dawn.

This rod cannot be recharged. When the charges run out, it remains a

Rod of Alertness

Rarity: Very Rare; Cost: 25000 gp

this rod with a flanged head has the following properties.

Alertness. While holding this rod, you have +2 to Wisdom checks and initiative rolls.

Spells. While holding this rod, you can use two actions to cast one of the following spells from it: Detect Magic, Detect Poison and Disease, or See Invisibility.

Protective Aura. With two actions, you can plant the end of the rod in the ground. At that point, the rod’ **s head emits bright light in a 18-meter radius and dim light for 36 meters. While in this bright light, you and any friendly creature gain a +1 bonus to Defense and Saving Throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod’ **s head stops glowing and the effect ends after 10 minutes, or when a creature uses two actions to pull the rod from the ground. This property can’ **t be used again until the next dawn.

Rod of Security

Rarity: Very Rare; Cost: 90000 gp

while holding this rod, you can use two actions to activate it. The rod then instantly transports you and up to 199 other willing creatures that you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, a lovely glade, a cheerful tavern, a vast palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough food and drink to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there.

For each hour spent in this paradise, a visitor regains Hit Points as if they had a long rest. Furthermore, creatures don’ **t age while in the paradise, though time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use two actions to end it, all visitors reappear in the location they occupied when you activated the rod, or in the nearest unoccupied space to that location. The rod can’ **t be used again for ten days.

Rod of Rulership

Rarity: Rare; Cost: 16000 gp

you can use two actions to present the rod and command obedience from each creature of your choice that you can see within 36 meters of you. Each target must succeed on a Will Saving Throw with DC 17 or be Charmed by you for 8 hours. While charmed in this way, the creature regards you as a trusted leader. If harmed by you or your companions, or ordered to do something contrary to its nature, the target ceases to be charmed in this way. The rod can’ **t be used again until the next dawn.

Immovable Rod

Rarity: Uncommon; Cost: 5000 gp

this flat iron rod has a button on one end. You can use two actions to press the button, which causes the rod to magically fix in place. Until you or another creature uses two actions to press the button again, the rod doesn’ **t move, even if it is defying gravity. The rod can hold up to 4000 kilograms of weight. More weight causes the rod to deactivate and fall. A creature can use two actions to make a Fortitude Saving Throw with Strength DC 30, moving the rod up to 3 meters on a success.

Tentacle Rod

Rarity: Rare; Cost: 5000 gp

this rod is a magic weapon that ends in three leather tentacles. While holding the rod, you can use two actions to direct each tentacle to attack a visible creature within 3 meters of you. Each tentacle makes a melee Attack Roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a Fortitude Saving Throw with DC 15. On a failed save, the creature’ **s speed is halved, it has -1d6 to Reflex Saving Throws, and for 1 minute it cannot use its reactions. Moreover, during each of its turns, it can take either two actions or two actions but not both. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.

Vorpal

Aura: Very strong evocation; Cost: 150000 gp

Requirements: Create Magic Items 4

Although being a +1 magic weapon, it is considered a +5 magic weapon for evaluating immunities and bonuses to Attack Roll and damage. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and get at least 2 Critical Hits, you cut off one of the creature’ **s heads. The creature dies if it can’ **t survive without the lost head.

A creature is immune to this effect if it is immune to slashing damage, doesn’ **t have or need a head, or the Narrator decides that the creature is too big for its head to be cut off with this weapon.

Such a creature instead takes 6d8 extra slashing damage from the hit.

Vulnerability

Aura: Moderate necromancy; Cost: 3000 gp

Requirements: Create Magic Items, Bestow Curse; Rarity: Rare

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The Narrator chooses the type. The armor is cursed, while you are cursed, you have vulnerability to two of the three damage types associated with the armor (that isn’ **t the one to which you have resistance).

Handy Haversack

Rarity: Rare; Cost: 7000 gp

this backpack has a central pouch and two side pouches, each of which is an extradimensional space. The two side pouches function as two Type I Bags of Holding, the large central pouch functions as a Type III Bag of Holding.

Placing an item inside the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires the use of two actions. When you search for an item in the haversack, it is always magically on top of the pile of items it contains.

The haversack has a few limitations. If overloaded, or if a sharp object cuts it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always reappears somewhere in the multiverse. If the haversack is turned inside out, its contents are expelled, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed inside the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 3 meters of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way and cannot be reopened.

Hoe of the Titans

Rarity: Uncommon; Cost: 2000 gp

this oversized tool is 3 m long and weighs 120 kg (30 Encumbrance), and can only be used by a giant (or an enlarged character) to move large amounts of soil and build embankments (a 3 m cube per Turn). The hoe can also be used to break stone very quickly. If used as a weapon, it has a +3 bonus to hit and inflicts 5d6 damage.

Horseshoes of Speed

Rarity: Rare; Cost: 5000 gp

these iron horseshoes come in sets of four. When all four horseshoes are attached to a dinosaur steed or similar creature, they increase that creature’ **s walking speed by 9 meters.

Horseshoes of a Zephyr

Rarity: Very Rare; Cost: 1500 gp

these iron horseshoes come in sets of four. When all four horseshoes are attached to a dinosaur steed or similar creature, they allow that creature to move normally while it floats about 10 centimeters above the ground. This effect means that the creature can cross or move over non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. Additionally, the creature can move at its normal speed for up to 12 hours a day without suffering exhaustion from a forced march.