Magic Items
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Upgrade Abilities.

Many of the magic weapon and armor abilities described here are improved versions of preexisting abilities. These abilities can be applied of their own accord or weapons possessing a precursor ability may be upgraded using the cost listed in brackets. Except as noted Upgraded abilities replace the original ability of the weapon or armor.

New Magical Weapon Abilities

Great Charge: Any melee weapon with the Great Charge ability deals an extra +2d6 damage on a mounted charge.
Moderate transmutation; CL 9; Craft Magic Arms and Armor, righteous might or telekinesis; Price: +1

Barrage: Any arrow or bolt with the barrage quality or fired from a barrage weapon magically multiplies into two missiles in mid-flight. Both missiles are identical, sharing all properties of the original missile save for barrage. Both missiles must be directed at the same target. Make separate attack rolls for each missile using the same attack bonus. Damage reduction and other resistances apply separately against each arrow.
If both identical arrows hit you may apply precision-based damage such as sneak attack only once. However both arrows may resolve critical hits separately. Shortly after the missiles reach their target they both become unstable and crumble away to dust.
Moderate conjuration (Creation); CL 9; Craft Magic Arms and Armor, , major creation; Price: (Artifact only)

Sharpness: This enchantment placed on the most potent of blades in the known world drives crucial blows home with devastating effect. The critical multiplier of any weapon with the sharpness ability is increased by one
Moderate conjuration (Creation); CL 9; Craft Magic Arms and Armor, , keen edge; Price: (Artifact only)

Shifting (spear): The shaft of this spear may shrink or contract upon verbal command (swift action) from the wielder to be a short-spear, spear, or pike, the appearance of the shaft may change as well; CL 9; Craft Magic Arms and Armor, shrink item; Price: +2,000 gp

Hallowed: A hallowed weapon deals +2d6 extra damage against evil creatures. It bestows two negative levels on any evil creature attempting to wield it. It deals an additional +2d10 holy damage on a critical hit. If the weapon has a X3 critical modifier it deals +4d10 instead. If it has a X4 modifier it deals +6d10.
Strong evocation [good]; CL 15th; Craft Magic Arms and Armor, , holy word, Price +3 (Upgrade of +1 from Holy)

Entropic: An entropic weapon deals +2d6 extra damage against lawful creatures. It bestows two negative levels on any lawful creature attempting to wield it. It deals an additional +2d10 damage to lawful creatures on a critical hit. If the weapon has a X3 critical modifier it deals +4d10 instead. If it has a X4 modifier it deals +6d10.
Strong evocation [chaos]; CL 15th; Craft Magic Arms and Armor, , word of chaos, Price +3 (Upgrade of +1 from Chaotic)

Ordered: An ordered weapon deals +2d6 extra damage against chaotic creatures. It bestows two negative levels on any chaotic creature attempting to wield it. It deals an additional +2d10 damage to chaotic creatures on a critical hit. If the weapon has a X3 critical modifier it deals +4d10 instead. If it has a X4 modifier it deals +6d10.
Strong evocation [law]; CL 15th; Craft Magic Arms and Armor, , dictum, Price +3 (Upgrade of +1 from Lawful)

Defiled: A defiled weapon deals +2d6 extra damage against good creatures. It bestows two negative levels on any good creature attempting to wield it. It deals an additional +2d10 unholy damage on a critical hit. If the weapon has a X3 critical modifier it deals +4d10 instead. If it has a X4 modifier it deals +6d10.
Strong evocation [evil]; CL 15th; Craft Magic Arms and Armor, blasphemy, Price +3 (Upgrade of +1 from Unholy)

Skilled: A skilled weapon improves the wielders Base Attack Bonus to a minimum of 3/4 of their hit die (as per the rogue class), If the wielder has a higher BAB than this this weapon ability as no effect. These weapons impart lessened benefit to members of certain classes. Any class levels for classes that have no base attack progression, are not counted as hit die in the level calculation for skilled weapons. Epic base attack bonuses may be added to the BAB granted by a skilled weapon as usual, but epic levels don’t serve to increase BAB granted by the Skilled weapon.
Moderate transmutation; CL 12th; Craft Magic Arms and Armor, , truestrike, transformation, Price +2

Revised Magic Weapon Abilities

Vorpal: Damage inflicted by a vorpal weapon is treated as double for purposes of resolving massive damage. This doubling is not subject to the ordinary rules for doubled doublings, and incorporates all weapon damage. Thus, a medium-sized character who suffers 29 points of damage from a vorpal longsword is treated as though they took 58 damage for the purposes of massive damage; they must make a DC 15 fortitude save to resist massive damage. The same character struck with a vorpal axe for a base 52 damage would save as though he had received 104 damage, a DC 25 fortitude save. Vorpal weapons have no special effect on critical hits, although they tend to be much more effective when these occur.
Strong necromancy and transmutation; CL 15th; Craft Magic Arms and Armor, , circle of death, keen edge; Price +3

Spell Storing: When cast through spell storing weapons, spells cannot score critical hits even if the weapon itself does score a critical hit.

New Magic Armor Abilities

Curing: Once per day you may verbally command this shield or armor as a swift action to cast cure moderate wounds on you for 2d8+5 points of healing. If you are reduced to negative hit points this healing takes place automatically.
Faint Conjuration; CL 5th; Craft Magic Arms and Armor, , cure moderate wounds, Price +8,000 gp

Greater Curing: Up to twice per day you may verbally command the shield as a swift action to cast cure serious wounds on you for 3d8+15 points of healing. If you are reduced to negative hit points this healing takes place automatically.
Strong Conjuration; CL 5th; Craft Magic Arms and Armor, cure serious wounds, Price +32,000 gp (Upgrade of +24,000 gp from Curing)

Sizing: A sizing shield may change its size to suit the preference and statue of it's bearer.
A shield's bearer may command the shield to change it's size by up to 3 size categories smaller or larger. The type of shield may be altered also, each change in category along this list counts as one size change: Buckler, Light Shield, Heavy Shield, Tower Shield. Thus a sizing heavy medium shield could become a small buckler, or a tower shield for a huge creature. The change in the shield's size can only take place if it is completely unobstructed during the transition.
Moderate Transmutation; CL 9th; Craft Magic Arms and Armor, , shrink item, Price +1 bonus

Summoning:This piece of armor or shield is inscribed with a birds wing. The last individual to don the armor may thereafter call it to them by speaking the command word. If the individual does not have space fot the item as they are already wearing a shield or armor the item appears in the character's square on the ground. Otherwise the item appears on the character's body as though they had donned it.
Moderate Conjuration; CL 9th; Craft Magic Arms and Armor, teleport, Price +3,000 gp

Source: Magic Item Compendium

Revised Special Armors

Celestial Armor
Aura faint transmutation [good]; CL 9th
Slot armor; Price 22,400 gp; Weight 20 lbs.
Description
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor for purposes of movement and allows the wearer to use fly on command (as the spell) once per day. (Speed 60 feet, maneuverability is good, Duration 9 minutes)
Characters who wear the armor must be good aligned and adhere an exacting code of conduct similar to that of a paladin, receiving a negative level if they violate this code. A DC 12 Will save is required to remove this negative levels the next day. The armor's creator defines the terms of this code of conduct and they are imparted to anyone wearing the armor.
It bestows one negative level on any nongood creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.
Construction Requirements Craft Magic Arms and Armor, fly, creator must be a good aligned outsider; Cost 11,350 gp
Modification All suits of Celestial Armor are chainmail of at least a +3 enhancement bonus. Characters wishing to add further enhancements to the suit should treat the base price as 16,400 gp, thus a +4 suit has a market value of 32,400 gp

Rhino Hide
More powerful variants of this armor (higher enhancement bonus is most common) are possible. The cost of such armor is 1,650 gp more than the hide armor may be. All varriants must be crafted of rhino hide. Wild is one permissible special ability

Potions

Concentrated Potions
Many potion may be concentrated in order to take up less space and be consumed more quickly. A concentrated potion, which is readily available may be consumed as a move action. Any readily available potion is either in hand or on the character's person such that they are subject to steal and sunder special attacks.

A concentrated potion costs twice as much gold to produce, and the DC to craft it is increased by +2. Any potion of cure spells may be concentrated without additional costs. Unless specified otherwise all cure potions found may be presumed to be concentrated already.

Multidose potions
More than a single potion dose may be contained in a larger vessel, all potions so contained must be of the same type.
If consuming a second dose from the same vessel only a move action is required. In this way two doses of potion may be consumed in a single round, this does not permit potion effects to stack unless they would ordinarily.

Rods

Rod of Relinquishing
Aura moderate enchantment; CL 1st
Slot —; Price 2,000 gp; Weight 2 lb.

This rod may be used three times per day, the wielder may target any creature within 60 feet. If they fail a DC 15 will save they are forced to drop all items held in their hands (but not items lashed to their hands such as heavy shield or items held with locking gautlets.

Requirements Craft Rod, command; Cost 1,000 gp

Wands

Everlasting Wand
Aura faint school of spell contained; CL see table
Slot —; Price see table Weight 1 lb.

Each everlasting want holds a single arcane spell of any level up to 3rd. If a character has the spell on their spell list (even if it is not a spell known) the character may use this item twice per day.

Spell Level Caster Level Price Spellcraft DC Cost/Time to Create
0 1st 400 gp 15 200 gp, 1 day
1st 1st 800 gp 15 400 gp, 1 day
2nd 3rd 4,500 gp 16 2,250 gp, 3 days
3rd 5th 11,000 gp 17 5,500 gp 11 days

Requirements Craft Wand

Wonderous Items

Belt of Pockets
Aura moderate conjuration; CL 9th
Slot —; Price 7,000 gp; Weight 2 lb.

This belt looks like it is made of canvas and has a dozen or so small pockets sewn around it. There are 72 pockets on the belt total, 12 outer pockets each concealing 5 behind the first. Each pocket functions like a small bag of holding and can actually hold material of as much as 1 cubic foot in volume or 10 pounds in weight.

While such storage is useful enough, the belt has an even greater power in addition. The wearer can clearly perceive all items in the pockets and when he reaches into it for a specific item, he may retrieve it as a move action that does not provoke an attack of opportunity.

Requirements Craft Wondrous Item, secret chest; Cost 3,500 gp

Boots Of Catfall
Aura faint transmutation; CL 5th
Slot feet; Price 1,000 gp; Weight 1 lb.

These black fur boots permit their wearer to negate half of all falling damage suffered on falls above 20 feet, the wearer always lands on their feet.

Requirements Craft Wondrous Item, Jump, Cost 1,250 gp

Boots Of Dimensional Striding
Aura faint conjuration; CL 7th
Slot feet; Price 5,000 gp; Weight 1 lb.

These boots crafted of supple hide with stiff brisly fur enable the wearer to move short distances magically as a move action (which does not provoke attacks of opportunity). This movement must be within line of sight but can bypass difficuilt or impossible terrain. The wearer may jump multiple times per day but cannot exceed a cumulative distance of 50 feet.

Requirements Craft Wondrous Item, Dimension Door; Cost 2,500 gp

Cloak of Descending Strike
Aura faint transmutation; CL 3th
Slot Shoulders; Price 1,000 gp; Weight 1 lb.

3 times per day this cloak's wearer may make one attack from above for extra damage. This ability bonus imparts 1d6 extra damage from higher ground or 2d6 when charging from at least 10 feet above.

Requirements Craft Wondrous Item, Jump; Cost 500 gp

Boots of Dimensional Skipping
Aura faint transmutation; CL 3th
Slot Feet; Price 1,000 gp; Weight 1 lb.

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Requirements Craft Wondrous Item, Jump; Cost 500 gp

[Gauntlet of Defense]Gauntlet of Defense
Aura faint transmutation; CL 3th
Slot Hands (No ring permitted); Price Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6), 64,000 gp (+8), or 100,000 gp (+10) ; Weight 2 lb.
Rune inscribed silver plates with deep patina ensconse this well-broken-in leather glove. Warriors the world over favor this glove on their off-hands. The Gauntlets suppress the beneficial effects of any ring worn on the hand they occupy, but for most the protections they grant are well worth this sacrifice. The gauntlets impart a +2,+4,+6,+8,or +10 bonus to AC, half of this bonus is natural armor enhancement and half is deflection bonus.
Craft Wondrous Item, righteous might creator's caster level must be at least twice the gauntlet's bonus; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)

Note: Gauntlets of Defense are intended as an alternative to the ubiquitous combination of amulet of natural armor and ring of protection

Skullcap of Varied Image: 9,500gp
Aura faint transmutation; CL 3th
Slot Head; Price 9,500 gp; Weight 2 lb.
This skullcap changes appearance regularly on the whim of the wearer, often appearing to become part of the wearers head, it is said that when it was first made using a thin veneer of doppelganger bone and burnished with hardened quicksilver. This item is sought after by rogues and other spies who seek to infiltrate other races; lesser versions of this skullcap, which rely on the disguise self illusion, can be seen through by those with keen eyes, but using this item the spy is able to actually take on the form of a member of the race specified. This spell allows the character to take on the form of any size small or medium humanoid that they are familiar with as if they were under the effects of the Alter Self spell. This item requires the wearer to have an understanding of the disguise skill to utilize. This item can be worn under a hat of disguise, but cannot be worn in combination with any other magical head-gear. This item will only function for creatures of Small or Medium size. Because of the unique way this item is crafted, when activated the wearers equipment also shifts to suit the size they are becoming as under the Enlarge/Reduce person spells.
Requirements: Alter Self, Enlarge Person, Reduce Person. Cost 4,750 gp

Infinite Rope
Aura faint transmutation; CL 3th
Slot -; Price 1,000 gp; Weight 1 lb.

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Requirements Craft Wondrous Item, Jump; Cost 500 gp

Gloves of Missiles
Aura faint evocation; CL 3th
Slot -; Price 800 gp; Weight 1 lb.

Two times per day when the wearer employs any ability or item that produces magic missiles the effect generates one additional magic missile, (up to a maximum of 6 missiles total for a equivalent caster 9th level or higher)

Requirements Craft Wondrous Item, missile; Cost 400 gp

Boots of Runic Retreat
Aura faint abjuration; CL 3th
Slot Feet; Price 800 gp; Weight 1 lb.
Three times per day when the wearer of these boots takes a withdraw action they may, as a free action, create a blast rune which deals 1d6 points of fire damage to anyone who enters the square immediately behind them (that is the last square they occupied before ending their movement). The rune is invisible and lasts one round. A Cleric with the Rune domain may use the damage and duration of his domain's Blast Runes ability when employing these boots.

Requirements Craft Wondrous Item, Divine caster with the Rune Domain; Cost 400 gp

Bandana of the Butcher
Aura faint transmutation; CL 3th
Slot Head; Price 800 gp; Weight 1 lb.
Three times per day the wearer of this blood red headband may coup-de-grace a valid opponent as a standard action which does not provoke attacks of oppertunity. The wearer recieves a +1d6 precision damage bonus on this attack

Requirements Craft Wondrous Item, Death Knell; Cost 400 gp

Seeds of Curious Utility
Aura faint transmutation; CL 3th
Slot Head; Price 800 gp; Weight 1 lb.
This small burlap pouch typically contains 2d6 seeds when found. Each seed is brown, round and entirely, nondescript. By speaking the name of a plant when placing such a seed in the ground the seed will rapidly grow to be the named variety of plant. Plant creatures cannot be grown using these seeds. Plant varieties grown are generally the most common sort available, rare or unussual varieties of common plants cannot be grown. Highly valuable plants cannot be replicated by these seeds as these seeds were once very popular in civilized areas where they quickly devalued many prized herbs and flowers, typically any plant so grown can sell for no more than 100 gp per seed used in its creation. Plants larger than large size require the use of additional size and take a great deal more time to grow. Tiny Plants take 2 minute to grow, Small plants 10 minutes, Medium Plants 1 hour, Large plants 5 hours, Huge plants 1 day and require two seeds, Gargantuan plants 1 week and requires four seeds, Colossal plants 1 month and require eight seeds. The soil must be appropriate to support the kind of plant in question and an ample supply of water must be present (at least one gallon per hour of growth)

Requirements Craft Wondrous Item, Plant Growth; Cost 400 gp


Flask of Gaseous Internment
Aura moderate conjuration; CL 9th
Slot —; Price 20,000 gp (empty); Weight 1 lb.
This large glass container is inset with a ring of holy symbols at the mouth. It is designed as a measure against vampires and incorporeal undead. Once per day when the user speaks the command word, he can force any incorporeal or gaseous undead creature into the container, provided that creature fails a DC 15 Will save. Creatures below 0 hp, such as a vampire forced into gaseous form suffer a -5 penalty on this save. The range of this effect is 10 feet. Only one creature at a time can be so contained. Every hour a captured creature may make an additional DC 15 will save to escape the flask. Loosing the stopper frees the captured creature.

Requirements Craft Wondrous Item, force cage; Cost 10,000 gp

Belt of Unpredictable Salvation
Aura faint conjuration; CL 3th
Slot Head; Price 1000 gp; Weight 1 lb.
This woven leather belt has lines of runes inscribed along each strand. Once per day the wearer can point to a creature within line of sight and activate the belt to escape from that creature. The wearer is instantly moved to randomly determined nearby space which is out of line of effect (total cover) relative to the indicated creature such as behind a solid obstacle, wall or door. 70% of the time this space will be the nearest available, the rest of the time the destination will be another location of the DM's discretion. This movement is made as per the dimension door spell. If no viable square is available within 150 ft the magic of the belt fails.

Requirements Craft Wondrous Item, Dimension Door; Cost 1000 gp

[Robe of Refuge] Robe of Refuge
Aura faint conjuration; CL 3th
Slot Body; Price 8000 gp; Weight 3 lb.
These exceptionally fine garments are often adorned with holy symbols or heraldic crests. The wearer is protected from direct aggression as his attackers feel an urge not to harm him. This continuous effect is identical to a sanctuary spell (Will Save DC 10)
and is suppressed if the robe is worn with armor.
Requirements Craft Wondrous Item, Sanctuary; Cost 4000 gp

Sniper Goggles (APG)
Aura faint divination; CL 5th
Slot eyes; Price 20,000 gp; Weight 1 lb.
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks at up to a 60 foot distance instead of the normal 30 feet (this stacks with the Deadly Range class ability from the rogue sniper kit). When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
Requirements Requirements Craft Wondrous Item, true strike; Cost 10,000 gp

Spell Chrysalises

Similar to metamagic rods these specimens hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast, unlike rods spell chrysalises are usable only once, breaking open and evaporating upon the completion of the spell. They do not change the spell slot of the altered spell. All the chrysalises described here are use-activated and can be considered additional material components. A caster may only use one at a time on any given spell and may not combine the effects with those of a metamagic rod. It is permissible to combine a chrysalis with metamagic feats possessed by its bearer. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a chrysalis does not confer the associated feat on the owner. A sorcerer still must take a full-round action when using a chrysalis, just as if using a metamagic feat he possesses (except for quicken spell chrysalis, which can be used as a swift action).

Lesser and Greater Spell Chrysalis: Normal chrysalises can be used with spells of 6th level or lower. Lesser crysalises can be used with spells of 3rd level or lower, while greater chrysalises can be used with spells of 9th level or lower.

Spell Chrysalis, Quicken
Aura Strong (No school); CL 15th
Slot none; Price 2,000 gp (lesser), 4,000 gp (normal), 8,500 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Quicken Spell feat.
Requirements Craft Wondrous Item, Quicken Spell; Cost 1,000 gp (lesser), 2,000 gp (normal), 4,250 gp (greater)

Spell Chrysalis, Empower
Aura Strong (No school); CL 15th
Slot none; Price 400 gp (lesser), 1,600 gp (normal), 3,600 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Empower Spell feat.
Requirements Craft Wondrous Item, Empower Spell; Cost 200 gp (lesser), 800 gp (normal), 1,800 gp (greater)

Spell Chrysalis, Enlarge
Aura Strong (No school); CL 15th
Slot none; Price 150 gp (lesser), 550 gp (normal), 1,200 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Enlarge Spell feat.
Requirements Craft Wondrous Item, Enlarge Spell; Cost 75 gp (lesser), 275 gp (normal), 600 gp (greater)

Spell Chrysalis, Extend
Aura Strong (No school); CL 15th
Slot none; Price 150 gp (lesser), 550 gp (normal), 1,200 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Extend Spell feat.
Requirements Craft Wondrous Item, Extend Spell; Cost 75 gp (lesser), 275 gp (normal), 600 gp (greater)

Spell Chrysalis, Maximize
Aura Strong (No school); CL 15th
Slot none; Price 700 gp (lesser), 2,700 gp (normal), 6,000 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Maximize Spell feat.
Requirements Craft Wondrous Item, Maximize Spell; Cost 350 gp (lesser), 1,350 gp (normal), 3,000 gp (greater)

Spell Chrysalis, Silent
Aura Strong (No school); CL 15th
Slot none; Price 150 gp (lesser), 550 gp (normal), 1,200 gp (greater); Weight -
The possessor of this cocoon can expend it to cast one spell as though using the Silent Spell feat.
Requirements Craft Wondrous Item, Silent Spell; Cost 75 gp (lesser), 275 gp (normal), 600 gp (greater)

Revised Wonderous Items and Clairifications

Bag of holding
the contents of a bag of holding are subject to gravity as per an ordinary bag the insides of the bag are of the same material as the bag's exterior (just larger)
Portable Hole
Portable holes have their own gravity and perpetually hold the contents oriented toward the bottom of the cylinder. Commonly a 10 foot ladder is placed in the hole to permit items to be retrieved.
The sides of a portable hole appear to be composed of the same material as the surface the hole is placed upon but are impervious to damage.

Optimization

See here for notes on Optimizing AC

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