Items and Artifacts
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Items in Database: 11
Archon Mail
Price: 47,175gp
Body Slot: Armor
Caster Level: 12
Aura: Strong; (DC 23) Transmutation
Activation: -
Weight: 60 lbs.
This suit guilded platemail is adorned with large white metal wings that resemble those of an angel. The wings seem to move on a hinge attached to the back, implying that they can flap.
This plate mail +4 is made with a set of steel or mithril wings attached to the back. These provide the wearer with a +1 luck bonus on all saving throws. In addition, the wings produce magical flight, similar to that of the fly spell. The wearer can fly at a rate of 60 feet per round with a maneuverability rating of good. The wearer can ascend at the rate of 30 feet, and descend at the rate of 120 feet. If dispelled, the user falls for 1d6 rounds at the rate of 60 feet a round. The wearer does not suffer any ill effects of falling during these rounds. Up to 350lbs can be carried by the wearer, not including the weight of the armor and the wearer himself.
The armor bestows two negative levels on any nongood creature wearing it. These negative levels persists as long as the armor is worn and disappears when the armor is removed. The negative levels never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.
Prerequisites: Craft Magic Arms and Armor, creator must be good; fly
Cost to Create: 24413gp, 911 XP, 48 days.
Authan's Tears
Price: 750
Body Slot: - (takes no space)
Caster Level: 5
Aura: Moderate; (DC 18) Enchantment
Activation: swift action
Weight: 0
This rough, pear-shaped bit of stone fits in your palm. If feels damp but leaves no water where it touches.
Lengend tells about a happy-go-lucky mercenary named Authan who valued the spontenaety of the world and sought after it like a treasure. One day he encountered a medusa and engaged it. At the last moment, when Authan's victory was seemed to be at hand, the medusa was successful in turning Authan to stone. He shed tears at his lack of luck, which turned to stone.
Whether Authan's original tears where magical or not is unknown, but this stone that bears his name as a tribue can grant it's owner a +2 luck bonus to the next attack roll as a swift action. The user need not touch the stone. After use, the shard disintegrates into a fine dust and eventually dissappears.
Prerequisites: Craft Wondrous Item; heroism
Cost to Create: 375gp, 30 XP, 1 days.
Evurd's Cloak
Price: 8,500gp
Body Slot: Back
Caster Level: 15
Aura: Feint; (DC 13) Abjuration
Activation: See Below*
Weight: 1 lb.
This orange cloak is made with fine silk and has a yellow velvet trim. It seems to naturally wrap around your body as you move.
Evurd's Cloak acts like a cloak of resistance +1 in all respects until given its command word. Upon uttering the command word, the cloak provides a +5 resistance bonus to all saving throws for 1 rounds. After the round expires, however, the cloak looses all of it's magical properties for 1d4+1 hours, at which point it grants its wearer the +1 resistance bonus and can be issued the command word again.
Prerequisites: Craft Wondrous Item; resistance
Cost to Create: 4250gp, 340 XP, 9 days.
Lute of the Imagist
Price: 12,700gp
Body Slot: - (held)
Caster Level: 3
Aura: Feint; (DC 13) Illusion
Activation: Standard
Weight: 4 lb.
Silver inlays are clearly seen in the fine wood of this lute. The tuning knobs are capped with tiny pearls and the bridge decorated with platinum trim.
This lute appears to be simply a superior musical instrument in the hands of anyone but a bard. Once a bard has played the lute, it exposes its true power to him. The lute grants an additional ability that can be used with the bardic music class ability that lets all within range of his voice see an image of his own design. To use this ability, the bard must use the lute and do a Perform check. The bard can then create the visual illusion of an object, creature, or force, as visualized by
you. The illusion does not create sound, smell, texture, or
temperature. It can move the image within 400 feet of the bard. Those who see the illusion can make a Will save with a DC of the bard's Perform check to realize that it is not real.
Prerequisites: Craft Wondrous Item, caster must be a bard; silent image
Cost to Create: 6350gp, 508 XP, 13 days.
Medallion of Body Adaptation
Price: 15,000gp
Body Slot: Neck/Broach
Caster Level: 6
Aura: Feint; (DC 13) Transmutation
Activation: See Below
Weight: 2 lbs.
This gold-plated amulet is attached to a thin chain. The amulet itself is round and has the image of a humanoid body on it, standing in a spread-out pose.
The wearer of of the medallion of body adaptation recieves a +2 enchantment bonus to a random ability score, as shown on the table below:
Table: Medallion of Body Adaptation
Roll (d20) Ability Score Affected
1 - 10 Lowest Ability Score
11 - 15 Highest Ability Score
16 - 20 Random Ability Score (roll 1d6 to determine)
When the amulet is removed, it's next modified ability score will change. Adventurers seeking to recieve a specific ability score enhancement are free to do so, but unequipping the medallion is considered a standard action that provokes an attack of opportunity.
Prerequisites: Craft Wondrous Item; bear's endruance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom
Cost to Create: 7500gp, 600 XP, 15 days.
Necklace of Life's GracePrice: 1,125 gp
Body Slot: Neck/Broach
Caster Level: 3
Aura: Feint; (DC 13) Conjuration
Activation: See Below
Weight: 1 lb.
A smokey red gem rests in a gold netted casing that hangs from a golden chain. The necklace feels quite cold until you wear it, at which point it instantly adjusts to your body temperature.A necklace of life's grace grants a wearer extended life for the duration that they wear it. Every morning the necklace provided the wearer with up to 10 temporary hit points that last 24 hours. After 24 hours expires or the hit points are used up, the necklace of life's grace will not replenish them until the next morning.
Optionally, the wearer can sacrifice the necklace to regain hit points. As an immediate action, the necklace will restore 2d8+3 hit points to the wearer. Doing this, however, causes the necklace to disintegrate into dust, loosing all magical properties.
Prerequisites: Craft Wondrous Item; aid, cure moderate wounds
Cost to Create: 562gp, 281 XP, 2 days.
Ring of Frost's EmbracePrice: 38,250gp
Body Slot: Ring
Caster Level: 12
Aura: Moderate; (DC 25) Evocation
Activation: See Below
Weight: -
This iron ring has the visage of glaciers jetting out of it and colliding at the top, hugging a blue sapphire.
The wearer of a ring of frost's embrace is able to transfer the
icy energies of the ring into a melee weapon the wearer is wielding
up to once per day. Upon speaking the command word, a weapon
the user is holding gains the icy burst property for an hour;
the weapon is sheathed in freezing cold that does not harm the
wielder, but adds 1d6 points of cold damage on a successful hit.
Also, on a successful critical hit, the weapon deals an extra 1d10
points of cold damage. If the weapon's critical multiplier is
x3, add an extra 2d10 points of cold damage. If the weapon's
critical multiplier is x4, add an extra 3d10 points of cold damage
instead.
Additionally, for the duration that the power is transfered, the
wearer may use a standard action to shoot a mass of ice shards at an
opponent. This is a ranged touch attack that has a range of 30
feet and deals 2d6 damage. Half of the damage is piercing
damage, the other half is cold damage. This can be done any
number of times while the power is activated.
Prerequisites: Forge Ring; magic weapon, cone of cold
Cost to Create: 19125gp, 1530 XP, 39 days.
Ring of Sprinting
Price: 5,000gp
Body Slot: Ring
Caster Level: 12
Aura: Weak; (DC 15) Transmutation
Activation: -
Weight: 0
This simple silver band has an etching of various footprints running the length of the ring.
When the ring of sprinting is worn, it provides the wearer the benifit of the Run feat.
Prerequisites: Forge Ring; expedious retreat
Cost to Create: 2500gp, 200 XP, 5 days.
Rotting SpikePrice: 2,600gp
Body Slot: - (takes no space)
Caster Level: 5
Aura: Moderate; (DC 20) Necromancy
Activation: Use Activated
Weight: -
This rotten wood stake has a black onyx hard fixed into the blunt end. The stake always feels cold to your skin, regardless of how long you hold it.This mostly useless looking wooden stake has a very sharp spike that is surprisingly resilient to pressure. One with a rotting spike can jam the spike into the forehead of a corpse or skeleton to have it resurrect itself as a skeleton that follows your commands. Undead created in this fashion count against your total limit of hit dice of undead you can control.
Additionally, you can use the rotting spike to do a coup de grace on a dying creature (those who's hit point totals are between -1 and -9). Consider the spike to be a light weapon that deals 1d3 damage and a 2x critical hit multiplier. If the victim fails its saving throw, the caster gains 5 temporary hit points in addition to creating a skeleton undead minion.
Prerequisites: Craft Wondrous Item, caster must be able to channel negative energy; animate dead, death knell
Cost to Create: 1300gp, 104 XP, 3 days.
Tightweave Vest
Price: 16,000gp
Body Slot: - (takes no space)
Caster Level: 11
Aura: Strong; (DC 23) Transmutation
Activation: -
Weight: 7 lbs.
This grey-green vest is very heavy and bland looking. It's fibers do not move easily.
This vest feels rigid enough to be woven from iron, but does not hinder the wearer's movement. When worn it grants damage reduction of 5/bludgeoning.
Prerequisites: Craft Wondrous Item; polymorph any object
Cost to Create: 8000gp, 640 XP, 16 days.
Vest of Everychanging Color
Price: 3,400 gp
Body Slot: Shirt
Caster Level: 5
Aura: Feint; (DC 13) Evocation
Activation: See Below
Weight: 3 lbs.
This plain brown vest begins to change colors to match it's surroundings once you don it. It's smooth leather surface seems to take on the look of whatever environment it is worn near.
The vest of everchanging color has two magical traits. Anyone who wears the vest benifits from a +4 competence bonus to hide skill checks, as the vest attempts to blend the wearer into the background. Additionally, once per day, the wearer can create a sphere of darkness as per the darkness spell cast by a 3rd level sorcorer. The vest does not grant the wearer the ability to see through this magical darkness, however.
Prerequisites: Craft Wondrous Item; darkness
Cost to Create: 1700gp, 136 XP, 4 days.
11 results displayed.