Tome Magic Items (3.5e Variant Rule)

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Adopter: Surgo (talk)
Original Author: Red Rob (talk)
Date Created: 7/11/2012
Status: Complete
Editing: Clarity edits only please
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Introduction

Whilst the various Tomes released contain a complete new combat system, feat system and plenty of classes, the fact that the Book of Gears was never released means that the suggested magic item system is sketchy at best. There's the bones of a good system, however it is definitely incomplete and requires a lot of house ruling to use in an actual game. In addition, there are a number of problems with the existing magic item system that don't get fixed, the most glaring being consumables. Kaelik's errata takes these concepts and makes something more concrete out of them, however item creation and ability lists are still missing.

I've been working on hammering out a system for our campaign that uses Kaelik's work as a base and expands it and I thought I'd post the results here to get some feedback. I used parts of the systems suggested by Frank, Kaelik and Surgo, and some text has been carried over. If anyone is unhappy about this let me know and I'll rewrite those sections. My goal is to fix the problems I still see with the Tome / Wish economy magic item system and those inherited from the base system. The major issues I see at the moment are:

  • The scroll hole — The intention of the original scroll rules was... well, I have no idea what they were smoking to be perfectly honest. Allowing characters to cast spells above their level is just not good, and removing spell slot limits is even worse. This is obviously a major concern as it is broken in multiple areas by the RAW, and the Wish economy only makes things worse.
  • Consumables — Related to the scroll problem, consumables being cheap, easy to use and with no restrictions means that characters can consistently act as if they were higher level than they are. The current rules encourage using consumables as fast and as often as possible, and stacking as many together as possible, which is something to look at. This is related to the Wish Economy due to the implication that you get massive amounts of consumables when entering it. Caster level 20 potions are something that falls under 15,000gp, so say hello to all day buffs.
  • Crafting sucks — Only casters can make magic items, yet it's rogues and warriors that need magic items. Making a level appropriate cloak at level 6 takes a few days, whereas at level 16 it takes a few months. Crafting high level items lets you turn gold into Wish Economy goods. These are problems that need to be resolved.
  • Rules incomplete — In order to actually use these rules, the MC needs to know how they are going to fit into the game - rules for trading in the Wish economy, full lists of powers, how to obtain them and random treasure tables. So these will be needed.

Firstly I'm going to spell out a couple of tweaks to spellcasting that I think are needed to curb the power of spell effect items. The magic items will work without these tweaks, however they help to reduce some of the problems listed above. The primary goals are going to be making sure item effects are level appropriate, fixing consumables and limiting abuse whilst providing plenty of options.

Wish and Consumables

The first thing to look at is the source of a lot of the problems - Wish and consumables. Because consumables get around the supposed item power limitations of Wish (the gp restriction) they break the implied balance of the Wish Economy - that you only get things out of Wish that are useful at lower levels. Now, Kaelik took Frank's advice about item pricing and assigned costs per item tier rather than per item, and that's fine. However, at the point you are assigning item prices to determine whether they come out above or below the Wish limit a simpler option presents itself. Rather than setting item prices to line up with the Wish limit, simply change the wording of Wish to hardcode that limit in. Why not change the Create Magic Item option of Wish to read:

A character can wish for any Lesser magic item.

This means you can define items you don't want to become trivial to obtain as Medium items, regardless of cost. This allows us to define scrolls and other consumables as Wish Economy items depending on their power level rather than their cost. Effectively, this minor change sets a universal limit to the levels of power that can be contained in items created from nothing by magic. Now, I can appreciate that this is a fairly major change but it's the easiest way to resolve a lot of the problems that the Wish economy produces with regards to consumables, so that's what I'll be assuming. If you want to stick with the original wording that's fine, but you'll have to deal with the proliferation of some types of consumables past level 11.

XP Costs

The Tomes recommend you get rid of xp costs, but certain spells need some kind of limit. Where a spell has an xp cost listed, it instead has an additional material cost equal to 5x the xp cost value in gp. This material cost must be paid in Wish Economy goods.

Buff Stacking

Even with the above change, characters still gain as many 3rd level potions and scrolls as they want once they hit mid levels. Currently this means that everyone in the Wish Economy gets up and drinks Caster Level 20 potions of Mage Armor, Darkvision, Protection from Arrows, Nondetection, Water Breathing and Endure Elements for breakfast, to enjoy the all day goodness these spells provide. Once things actually look like happening the potions of Heroism, Flight, Protection from Energy and Blur come out. And that's just from the PHB, once you add the Spell Compendium into the mix it gets even crazier. This cavalcade of buffs makes tracking bonuses a nightmare, and rewards those that trawl the spell list for more buffs to load into potions. To combat this I propose the following rule:

A character may only be under the effects of a number of spell levels of [Harmless] spells equal to their character level. Equipment attuned to a character counts as that character for this calculation. Additional spells cast upon them fail as if they had failed to penetrate spell resistance/

This rule limits characters to 2 level appropriate buffs, or some combination of smaller ones. It also means that potions no longer stack infinitely with cast buffs, and should limit the amount of bookkeeping needed in high level games.

Inherent Bonuses

Inherent bonuses are supposed to be rare, something that players aspire to and slowly accumulate, but that's not currently how it works. With Wish providing a stacking bonus it is trivial for any character with access to Planar Binding to gain a +5 bonus to all stats pretty quickly. The Tome solution is to give everyone the bonus, which at least is fair I guess, but giving every character +5 to all stats at level 11 isn't something I'm happy with. Plus, I always thought reading books to up your stats was kind of lame. Cuddling up with a magical copy of How to Make Friends and Influence People isn't very heroic, and who's writing all these books only to not read them and have them turn up as treasure anyway? Finally, overlapping bonuses means that getting a smaller bonus early on seems a waste when it's overwritten later on. So we're going to add the following rules:

Inherent bonuses never stack, even from multiple wishes, only overwrite a smaller bonus. If an inherent bonus is applied to a stat that already has a smaller inherent bonus, you may reassign the smaller bonus to another stat. For example, Elothar currently has a +2 inherent bonus to Strength. He manages to obtain some Essence of Hope which he can use to gain a +4 inherent bonus to any stat. He decides to apply this to his Strength. As he already has a +2 inherent bonus, he can reassign this to another stat. He decides to apply this bonus to his Dexterity. He now has a +4 inherent bonus to Strength and a +2 inherent bonus to Dexterity. The DM explains that after ingesting the essence the interaction of the powerful magics has the unforeseen consequence of increases his physical awareness in addition to enhancing his strength.

This means that entering the Wish economy gives at most a +1 inherent bonus to your stats, however in order to raise this you will need to find sources of higher bonuses. Sources of these bonuses that make more sense will be given later.

Magic Item Basics

Item Levels

Items come in three levels, Lesser, Medium, and Greater. There is no such thing as a Basic item that only provides a bonus. All items have one of those three levels.

Lesser items have a base gold piece value for crafting of 4000gp. In game purchases can vary wildly based on perceived value, and should largely be based on DM judgments, ranging +-50% from the base cost. Lesser items often appear functional rather than ostentatious, and some may be difficult for the untrained eye to pick out as magical at all. Their caster level for Detect Magic, resisting Dispels and similar effects is 5.

Medium items have a base gold piece cost for crafting of 16,000gp. This makes them a part of the Post wish economy, though it is not unlikely that pre wish creatures will sell or barter such an item if it is not of the type they prefer, or if they don't have access to Wish itself, and so use a not particularly special Medium item to obtain a large quantity of pre wish goods. Medium items are usually only made by entities already in the Wish economy, and therefore are often covered in precious gems or made from the finest mundane materials. Their magical power is usually obvious to all, and is difficult to hide. Their caster level for Detect Magic, resisting Dispels and similar effects is 11.

Greater items have a gold piece value for crafting of 30,000gp, and are, for all intents and purposes, not sold for gold or pre wish goods at any point. Only made by the most powerful creatures, they often incorporate exotic magical materials as decoration. A cape made from a Pit Fiend’s wings or crowns studded with Astral Diamonds are examples of Greater items. The magic is so strong around these items that they seem to radiate power, and reality even seems stretched a little thinner where several are gathered together. Even a single Greater magic item should put you into the same league as most fantasy film villains. Greater items have a caster level for Detect Magic, resisting Dispels and similar effects of 16.

Item Progression

As a rough estimate that DMs should feel free to vary from at any time, PCs should get their first Lesser item at level 2, and one more at each level until level 11, when they should be able to obtain any they wish.

A PC can usually expect to get their first medium item at about level 8, followed by another every other level until level 14, at which point they should gain one each level.

The first Greater item for a PC should probably be obtained about level 14, and an additional Greater item each level thereafter.

Here is a table summarizing and showing a rough wealth/level equivalence:

Level Lesser Medium Greater Wealth (gp) Wealth (Wish Economy)
1 0 0 0 0 gp 0
2 1 0 0 4,000 gp 0
3 2 0 0 8,000 gp 0
4 3 0 0 12,000 gp 0
5 4 0 0 16,000 gp 0
6 5 0 0 20,000 gp 0
7 6 0 0 24,000 gp 8,000 gp
8 7 1 0 28,000 gp 16,000 gp
9 8 1 0 32,000 gp 24,000 gp
10 10 2 0 40,000 gp 32,000 gp
11 2 0 40,000 gp
12 3 0 48,000 gp
13 3 0 56,000 gp
14 4 1 94,000 gp
15 5 2 140,000 gp
16 6 3 186,000 gp
17 7 4 232,000 gp
18 8 5 278,000 gp
19 9 6 324,000 gp
20 10 7 370,000 gp

Item Pricing

Lesser 4,000 gp
Medium 16,000 gp
Greater 30,000 gp
Potion (lvl0) 50 gp
Potion (lvl1) 100 gp
Potion (lvl2) 400 gp
Potion (lvl3) 900 gp
Scroll (lvl0) 25 gp
Scroll (lvl1) 50 gp
Scroll (lvl2) 200 gp
Scroll (lvl3) 450 gp
Scroll (lvl4) 800 gp
Scroll (lvl5) 1,250 gp
Scroll (lvl6) 1,800 gp
Scroll (lvl7) 2,450 gp
Scroll (lvl8) 3,200 gp
Scroll (lvl9) 4,050 gp
Dust (lvl0) 500 gp
Dust (lvl1) 1,000 gp
Dust (lvl2) 2,000 gp
Dust (lvl3) 3,000 gp
Dust (lvl4) 4,000 gp
Dust (lvl5) 5,000 gp
Dust (lvl6) 6,000 gp

Italicized text indicates the cost must be paid with Wish Economy materials.

Item Slots

Creatures do not have body slots as in the SRD, instead each creature may attune magic items to themselves to gain their benefits. No benefits of a magical item are received if an item is not attuned to the wearer, and no abilities of the item may be used. An unattuned item may still display some indicator of its power, such as glowing or giving off wispy vapors, and a weapon can still be swung to injure someone, but no bonuses of any kind are received by the user. Potions are the only exception to this rule; for more information, see the potion section.

For any creature with any levels in a PC class then the maximum they may attune is 8 magic items at any given time, or their CR, whichever is lower. In practice this means that most characters start with 1 item slot, and gain 1 per level until they have reached 8.

Any creature without PC class levels, including creatures with NPC class levels and racial hit dice instead may attune a maximum of 4 magic items, or their CR, whichever is lower.

Most items take time to attune, during this time they must be held or worn and the wearer must have at least one empty slot. A character can begin attuning as many items as they have empty slots at once, however once they have begun to attune an item the slot cannot be used to attune a different item unless the character chooses to end the attunement process. Once attuned an item can be placed in a backpack or pocket until needed, however if it is taken more than 5 feet away from the character it immediately begins to de-attune, and if not returned will be unattuned at the end of the given time. An item still counts as an attuned item whilst de-attuning and another item cannot begin to attune until the slot is empty. A character can will any number of items to begin unattuning at any time as a Free action. A character always knows how many items they currently have attuned, and is aware immediately if an item begins to unattune. Once an item is attuned it uses the wearers character level as the caster level for any spell-like abilities it produces and uses the wearer's stats where required (for example, for setting save DCs).

Items can take any form, and be worn or wielded in different ways, so Amuletor the Amulet Maker may wear eight Amulets that all provide effects, or an adventurer might wear eight random assortment of clothing items. In any case, it is the number, and not the form that matters. However, most effects have an iconic form that is easier to craft than others, and proves to be more prevalent for that reason.

Magic Item Appearance and Use

Whilst the rules below will determine the form and game abilities of a Magic Item, it is up to the DM to determine additional flavour aspects, including the appearance and specifics of use of the item. The standard action to activate boots of Teleportation may require the wearer to click their heels together 3 times, whilst a Soul Draining cloak might be made of Wightskin and constantly drip with the blood of those it is draining the life from.

Magic Item Types

There are seven types of magic items:

  • Weapons
  • Armor
  • Wondrous Items
  • Potions
  • Scrolls
  • Staffs
  • Utility Items

Weapons

Provide a +1/3rd level enhancement bonus to attack and damage with attacks from that weapon, as well as a weapon special ability chosen from the lists below. These items are attuned merely by wielding them as they are meant to be used, and if they leave your possession, such as by disarm, or being thrown or fired, are no longer attuned as soon as the attack in which they left your hand is resolved. See below for weapon special abilities by item level.

Weapon effects that force a saving throw from the target to avoid some negative effect can only affect a target the first time they are struck on any given initiative count, so figuring out some way to scam lots of attacks doesn't force extra saving throws.

Any spell effects are cast with a caster level equal to your character level, and all save DCs for Weapon abilities are determined as follows: 10 + ½ Character level + Con (or Charisma for creatures without a Constitution score).

Side Rules

Magic Ammunition

The only kind of magic arrow that doesn't make us feel really bad about ourselves is the Spell Arrow, so that’s the only one that exists. Every magical arrow (or crossbow bolt, or whatever) has one spell in it which is chosen when it is made and which will be cast when it is fired. A spell arrow is not recoverable after the fact because the spell only goes off once. In order to actually get a magical arrow to ”go off”, you have to have a character level equal to twice the Spell level minus one, and spend a standard action firing it. Otherwise it’s just an incredibly expensive arrow. A Spell Arrow costs as much as an appropriate leveled scroll, which means that level 4 or greater Spell Arrows are Wish Economy items. As a spell arrow must be attuned to you it uses your character level as the caster level and your stats whenever these would be relevant. Use the formula above for save DCs.

Magical arrows have the spell go off in whatever way would be most awesome looking. So if you fire an arrow which contains a touch ranged spell like cure serious wounds or incite love then the spell takes effect on whoever gets hit by the arrow. On the other hand, if you have a spell with a cone or line area of effect like lightning bolt or color spray it starts the line right in front of the bow. Bursts or Emanations come from wherever the arrow lands, and Personal or 0-range spells can’t be made into Spell Arrows at all. In any case, the arrow itself is completely consumed by this process and doesn’t do any actual damage (so curative arrows aren't as stupid as they might sound). Hitting a specific target with a Spell Arrow is a ranged touch attack.

A traditional post Wish archer will have a quiver full of different Spell arrows, and a post wish magical bow, using different arrow effects to match the encounter. This does require two item slots to be committed to weapon effects in order to be able to fire Spell Arrows at will.

On Fire

Being On Fire isn't much of a problem in D&D past about level 3. That kind of sucks as setting things on fire is a cool ability to have, it just doesn't do enough to make it worthwhile. In order to make setting things On Fire comparable to other save-or-suck effects simply add the following line to the On Fire rules:

Any character that suffers any fire damage due to being On Fire takes a -2 penalty to all attack rolls, skill rolls, ability checks and saving throws for 1 round. Creatures that are Mindless or that do not feel pain may ignore this effect.

Lesser Weapon Abilities

  • Acid — This weapon drips with caustic acid. It deals 1d6 additional damage, and any attacks made with such a weapon deal half their damage as Acid Damage and half as physical. If held against an object, the object takes 1d6 acid damage per round.
  • Berserking — A berserking weapon causes the wielder to go into a red rage of mindless fury. Whenever the user makes an attack with the weapon, the user is immune to mind affecting and fear effects for three rounds. However, during this period the character also cannot cast spells or activate magic items.
  • Defending — A defending weapon moves itself to intercept attacks made on the wielder. While wielding a defending weapon, the character has an armor bonus of 5, enhanced by the enhancement bonus of the weapon.
  • Dispelling — A weapon of dispelling destroys magic. Anything struck that fails a Will Save is targeted by a targeted dispel magic, with a dispelling check of d20 + wielder’s character level (no cap).
  • Flame — Flame weapons glow with unearthly heat. Any attacks made with such a weapon deal half their damage as Fire Damage and half as physical. Any target that suffers any Fire damage from a Flame weapon is set on fire unless a Reflex save is made.
  • Ghost Touch — A ghost touch weapon spans the material and ethereal planes. It can be wielded by any standard, incorporeal, or ethereal being and can be used to attack any standard, incorporeal, or ethereal being with no miss chances due to the difference (if any).
  • Keen — A keen weapon has a razor sharp edge. This enhancement doubles the threat range of the weapon. This is not cumulative with other effects that increase critical threat range.
  • Linked — Linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus to all of them. Up to 4 weapons can be Linked and only count as one magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage, however linked provides no other abilities or bonuses. It can also be applied to a charm or amulet to provide the bonus to all the wearer's natural attacks instead.
  • Poison — A Poison weapon is coated in a toxic venom. A hit that deals any damage poisons the target, who suffers 2 Constitution Damage unless a Fortitude save is made.
  • Returning/Called — A weapon with this enhancement can be willed into your hand as a Free action. This weapon does not become unattuned when it leaves your hand unless you wish it to.
  • Seeking (ranged only) — A seeking weapon ignores cover or concealment bonuses to AC or miss chance.
  • Thundering — A thundering weapon makes a whole lot of noise. Any attacks made with such a weapon deal half their damage as Sonic Damage and half as physical. Any target that suffers any Sonic damage from a Thunder weapon is deafened unless a Fortitude save is made.
  • Terror — A weapon of terror strikes fear into the hearts of its foes. A victim who takes any damage from this weapon must make a Willpower Save or become shaken for an hour. This is a [Fear] effect.

Moderate Weapon Abilities

  • Banishing — A banishing weapon is infused with the power of the Prime Material and is a good thing to have when traveling the planes. When a victim who is not a native of the Prime or whatever plane you happen to be on is struck and fails a Will Save it is instantly banished to its home plane, from which it may not leave for 24 hours (treat as a dimensional anchor). In addition, an outsider that suffers any damage from this weapon must make a Fortitude Save or be dazed for 1 round, regardless of what their native plane happens to be.
  • Disruption — A disrupting weapon damages the necromantic animating force of the undead. An undead victim that suffers any damage from this weapon and who fails a Fortitude Save is instantly destroyed.
  • Fey (light weapons only) — A fey weapon bewilders and leaves senseless those struck by it. Any target struck who fails a Will save is momentarily disoriented, and is Stunned until the start of their next action.
  • Frost — A frost weapon freezes things quite severely. Any attacks made with such a weapon deal half their damage as Cold Damage and half as physical. A victim who suffers any Cold damage from a Frost weapon must make a Fortitude Save or suffer extreme frostbite and become Exhausted. Spending 5 minutes in a warm environment reduces this to Fatigued. Normal fires are extinguished, and liquid objects freeze out to a 5’ radius. Within 5 feet of an unsheathed frost weapon, the temperature cannot rise above Cold.
  • Lifestealing — A lifestealing weapon damages the souls of the living. A living victim who takes any damage from a lifestealing weapon gains a negative level.
  • Linked, Greater — Greater linked is an enhancement that applies to multiple weapons, and applies a scaling enhancement bonus plus a Lesser Weapon ability to all of them. Up to 4 weapons can be Linked and only count as one magic item for attunement purposes, however they must all be attuned to the same wearer for the magic to activate and if any unattune they all do. Each weapon gains a scaling bonus to attack and damage and a Lesser power chosen when the items are created. It can also be applied to a charm or amulet to provide the bonuses to all the wearer's natural attacks instead.
  • Puncturing (piercing weapons only) — This weapon is supernaturally sharp and leaves holes in things you stick it in. It ignores the hardness of objects, and a living target that takes any damage from a successful hit must make a Fortitude save or suffer a punctured organ - it takes 2 Constitution drain at the start of each of its turns and is Sickened. These effects can only be ended by the application of a DC20 Heal check.
  • Sharpness (slashing weapons only) — A weapon of sharpness cuts stuff into pieces. It ignores the hardness of any objects it strikes, and in addition this enhancement doubles the Critical Multiplier of the weapon - this does not stack with other things that increase the critical multiplier.
  • Speed — A weapon with this enhancement attacks with unearthly quickness. When making a Full Attack action, you may make one extra attack with it at your highest attack bonus. This benefit is not cumulative with similar effects that allow additional attacks during a Full Attack.
  • Spell Storing — A spellcaster can cast any spells into the weapon, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. Each spell has a caster level equal to that used to cast the spell into the weapon. Whenever a hit is scored with the weapon the user may choose to activate one of the spells in the weapon against the target.
  • Sun — A sun weapon sheds tremendous amounts of light. A victim struck must make a Reflex Save or become Blind for 1 round. Such a weapon sheds more light than normal, and is surrounded by a daylight effect when in use.
  • Time Distortion, Lesser — This weapon cuts time away from the target. A victim who suffers any damage must make a Will save or be Slowed for 5 rounds.
  • Viper — The head of this weapon resembles that of an actual serpent, and when wielded it lashes and bites at opponents. A hit that deals any damage with the weapon also poisons the victim, who must make a Fortitude save or be afflicted with a poison dealing 1d6 Constitution damage / 1d6 Constitution damage.
  • Withering (bludgeoning weapons only) — A withering weapon causes objects hit to crumble into a grayish powder, whilst living victims appear withered and aged. Objects have their hardness ignored, and a living target damaged by this attack must pass a Fortitude Save or suffer 1d6 points of ability damage to their Strength and Dexterity.
  • Wounding — A wounding weapon causes brutal and horribly bleeding wounds. Damage caused by a wounding weapon is Vile physical damage even if the victim has Regeneration. A living victim damage by this weapon who fails a Fortitude Save becomes Staggered for one round.

Greater Weapon Abilities

  • Brilliant Energy — A brilliant energy weapon ignores nonliving matter. Any attack made by a Brilliant Energy weapon is a Touch Attack. A Brilliant Energy weapon cannot harm Undead, Constructs, and Objects.
  • Dancing — As a standard action, a dancing weapon can be loosed to attack on its own. For the next 4 rounds it makes a Full attack against any enemy within the wielder's reach using the attack bonus of the one who loosed it, staying within his square at all times as he moves. It can attack in the round it is released, however it cannot make attacks of opportunity. In all other respects it is considered wielded or attended by the creature for all maneuvers and effects that target items. It can be grabbed as a free action by the owner, however it then cannot dance (attack on its own) again for 4 rounds. The weapon remains attuned to the wearer and still counts as one his 8 magic items whilst dancing.
  • Holy Avenging — A Holy Avenger is a weapon imbued with the ultimate power of Good. An Evil creature struck must make a Will save or be Stunned for 1 round. When wielded by anyone with a (Good) aura it provides spell resistance of 10 + the wielders BaB to the wielder and anyone within their natural reach they choose. It also enables the wielder to use the area effect of Dispel Magic once per round as a standard action at the level of the wielder, with no cap to the dice roll.
  • Petrification — A petrifying weapon causes living tissue to transform into stone. A living victim struck who fails a Fortitude Save is petrified.
  • Ruin — A ruinous weapon destroys pretty much anything. A ruin weapon ignores all hardness, DR, and resistance to critical hits of any target it strikes.
  • Soul Prison — A soul prison weapon absorbs the soul of any enemy slain with it. A victim who is killed by a soul prison weapon has their soul immediately drawn into the weapon, where it remains until used. A soul prison weapon can hold up to nine such souls at a time, and not even a wish can restore the life of a foe whose soul is therein contained. Nominally there is a Willpower save is involved, but since a killed foe is considered “willing” that doesn't normally come up. This is a necromantic effect.
  • Time Distortion, Greater — A weapon of greater time distortion cuts time away from the target. A victim struck who fails a Will Save becomes affected by temporal stasis for ever.
  • Vorpal — A vorpal weapon kills things outright with a “snicker-snack” noise. A victim struck who fails a Fortitude Save is killed, this is a [Death] effect.

Armor

Magic Armor takes either 15 minutes or the time to fully equip the armor, whichever is longer, to attune. To unattune the armor takes the same time. Magic Armor has a +1/3 levels enhancement bonus to armor class and a special ability chosen from the lists below. These effects are in addition to the Tome Armor ability. Any spell effects are cast using your Character level as the Caster level, and all saves for Armor abilities are determined as follows: 10 + ½ Character level + Con modifier (Charisma for creatures without a Constitution score).

See Tome Armor for a list of tome armors, including specific magic armors that are lesser, moderate, or greater items in their own right.

Lesser Armor Abilities

  • Arrow Deflection — The first physical ranged attack against you each round has a 50% miss chance.
  • Energy Resistance — You gain Energy Resistance to one form of energy (chosen when the armor is enchanted) equal to your character level.
  • Darkvision — Whilst wearing this armor you have Darkvision out to 60'
  • Fey-blessed — You may call on the helpful minor spirits bound to this armor as a standard action at will. They can mimic the effect of a dancing lights, ghost sound or prestidigitation spell with a caster level equal to your character level.
  • Ghost Touch — The Armor bonus of this armor (including any enhancement bonus) applies against Ethereal and Incorporeal opponents.
  • Glamered — Upon command this armor appears as normal clothing. The ACP and armor bonus do not change, and the illusion is only visual.
  • Glowing — This armor radiates light like a daylight effect. This effect can be suppressed at will as a free action.
  • Health — You gain a +4 bonus to saves against Poison and Disease.
  • Light Fortification — You have a 50% chance to reduce any critical hit or sneak attack to a normal attack.
  • Skill Bonus — The armor provides a +5 Competence bonus to any one skill (except Use Magic Device) chosen when the armor is enchanted.
  • Spell Imbued — A single spell, chosen when the armor is enchanted, is imbued into the armor. This spell must be chosen from the 1st or 2nd level Wizard or Cleric list, and have a material component worth 1 gp or less. As a standard action you can release the spell from the armor, which counts as casting it with a caster level equal to your character level. Any Save DC's are based on your Constitution. Once released the armor requires 8 hours to gather enough latent magical energy to recharge the spell.
  • Spined — This armor counts as having been made with armor spikes at no extra cost. As an attack action you can fire one of the spikes as a ranged weapon with an enhancement bonus equal to that of the armor and the following stats:
Weapon Dmg (S) Dmg (M) Crit Range Type
Spine d6 d8 19-20/x2 50' Piercing

Moderate Armor Abilities

  • Adaptation — You do not need to breathe whilst wearing this armor.
  • Antimagic — You gain spell resistance equal to 10 + character level.
  • Death Ward — You are under a permanent death ward effect as per the spell.
  • Energy Immunity — You gain Immunity to one form of energy (chosen when the armor is enchanted). This does not give you weakness to any other forms of energy.
  • Haste — As a swift action you may activate or deactivate a haste spell upon yourself with a caster level equal to your character level. This effect can be used for up to 10 rounds each day.
  • Holy/Unholy — You radiate a permanent magic circle against evil/good (chosen when the armor is enchanted) with a caster level equal to your character level.
  • Luck — You may call on the power of the armor as a non-action to reroll any saving throw or force an opponent to reroll an attack made against you. Once used the armor cannot be used again for 10 rounds.
  • Medium Fortification — You have a 75% chance to reduce any critical hit or sneak attack to a normal attack.
  • Mirrored (metal armors only) — This armor is magically shined to a mirror finish, and never stays dirty. Any Ray spells or effects targeted against you are deflected harmlessly away as if they had missed your AC, and you suffer no miss chance for averting your eyes from an opponent.
  • Perspective — By harnessing the power of perspective, you can become Enlarged or Reduced (as per the spells) as a swift action at will. These effects can be ended as a swift action.
  • Weightless (light and medium armors only) — The weight of this armor is reduced to 0, and its Max Dex and ACP improve by 2.
  • Wild — This armor molds to fit the wearer even when he changes shape (for example when Wild Shaped or Polymorphed).

Greater Armor Abilities

  • Absorbing — You may activate the power of the armor as an Immediate action. For the next 3 rounds your armor glows bright green and anything that touches it (except you and magic items attuned to you) is affected as if by a disintegrate spell with a caster level equal to your character level. This includes any weapons or physical projectiles that hit your touch AC, any creatures making natural weapon attacks that hit your touch AC and creatures you are grappling. A weapon or projectile that is disintegrated by this effect fails to deal you any damage or any other effects triggering on a successful hit. You may also make a melee touch attack to affect specific creatures with this effect. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
  • Blades — This armor is considered to have been made with armor spikes at no extra cost. As a Swift action you can command the spikes to protect you. For the next 10 rounds you are surrounded by the effect of a blade barrier spell with a caster level equal to your character level which fills all squares adjacent to you and moves when you move. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
  • Etherealness — As a Standard action you may become Ethereal as per the spell ethereal jaunt. This effect lasts until you choose to end it, however once deactivated this ability cannot be used again for 10 minutes whilst the magic recharges.
  • Freedom — You are under a continual freedom of movement effect.
  • Heavy Fortification — Any critical hit or sneak attack made against you is instead reduced to a normal attack.
  • Invulnerability — As a standard action you may become Invulnerable. For the next 3 rounds any attacks against your AC or spells which allow spell resistance cast against you automatically fail to affect you and you become immune to all physical and energy damage. Once used this effect cannot be used again for 10 minutes whilst the magic recharges.
  • Planar Travel — You may open a travel Gate as per the spell with a caster level equal to your character level as a Standard action. Once used this effect cannot be used again for 10 minutes whilst the magic recharges. You are always under the effect of an attune form spell keyed to your current plane, and any attempt to magically move you to another plane or location (e.g. teleportation) fails unless you allow it affect you.
  • Spell Reflection — You gain spell resistance equal to 10 + character level. As an Immediate action you may cause a spell targeted at you which has failed to overcome your spell resistance to be reflected at the caster as if affected by a spell turning spell.

Wondrous Items

Wondrous Items take 15 minutes to attune or unattune, and must be worn or possessed on the person for the 15 minutes of attunement. If the item leaves your possession, you lose the benefits of the item, but remain attuned to it for 15 minutes, and it still counts against your eight items for that time.

Any spells or spell like abilities use your character level as the caster level and all save DC's for Wondrous Item abilities are determined as follows: 10 + ½ Character level + Cha modifier.

Wondrous items have a special ability, and provide a +⅓ level enhancement bonus to one of the following statistics (unless it names another bonus type):

  • AC (Natural Armor)
  • AC (Deflection)
  • Any one Ability Score
  • All saving throws (Resistance bonus)
  • All saving throws you cause another creature to make with a Spell-like ability or spell.
  • SR (You must already have SR)
  • DR (You must already have DR)

Instead of the ⅓ level bonus, it may instead provide:

  • +1 per level bonus to Energy Resistance against one energy type (Treat as enhancement bonus if you already have ER of that type.)
  • +5 competence bonus to a single skill (except Use Magic Device)

Wondrous Item Forms

Wondrous items come in many shapes and sizes, however certain effects are tied to certain forms. Whilst it is possible to craft Wondrous Items in non-standard forms this is more difficult. Full rules for nonstandard items are found in the crafting rules. The iconic form of each Wondrous Item ability is given in the descriptions below.

  • Amulets — These are necklaces made of precious metals including a carved medallion or pendant. They are iconically associated with protection against magic and Warding effects. They provide an enhancement bonus to Spell Resistance or Natural armor.
  • Ring — A ring or bracelet consists of a band of metal set with precious stones worn around a finger or wrist. They are iconically associated with protection against physical threats and the manipulation of magical energies. They provide a Deflection bonus to Armor class or Resistance to one form of Energy.
  • Brooch — Magical brooches are ostentatious clasps worn at the shoulder, sometimes appearing in the form of scarabs. They are iconically associated with magic that alters the perception of others, including Mind Affecting powers and form changing effects. They provide an enhancement bonus to Charisma.
  • Headband — A headband or circlet consists of a fine cloth band or precious metal circlet set with a gem in the center. They are iconically associated with the power of Thought and specifically Arcane Magic. They provide an enhancement bonus to Intelligence.
  • Periapt — A periapt is a charm or symbol, often religious in nature, fastened to a chain and worn around the forehead or neck. It can also take the form of a necklace of prayer beads. They are iconically associated with Spiritual protection, and are heavily linked to Divine magic. They provide an enhancement bonus to Wisdom.
  • Belt — A magical belt can take the form of a regular belt, something more akin to a WWF Championship belt, or even a girdle (wrapping worn around the waist). Whatever their form they are iconically associated with magic concerned with the body and physical perfection. They provide an enhancement bonus to Strength.
  • Gloves — Magical gloves, also found as bracers, are worn on the hands or arms. They are iconically associated with the magics of sleight of hand, manipulation and Conjuring. They provide an enhancement bonus to Dexterity.
  • Boots — Magical boots allow their wearer to run for hours without feeling fatigued, and magically boost endurance. They are iconically associated with the magic of Movement and speed, however their close connection to the ground means they are also associated with Earth magic. They provide an enhancement bonus to Constitution.
  • Cloak — Magical cloaks or capes are worn to keep the wearer from harm. Iconically associated with concealment and protection, their light and airy form means they are also often imbued with Air magic. A Cloak provides a resistance bonus to Saves.
  • Rod — Magical rods or scepters are usually decorated with precious stones and extremely impressive. Iconically associated with magical manipulation, they provide an enhancement bonus to the Saving Throw DCs of spells and SLAs you cast.
  • Helm — Magical helms, sometimes rendered as crowns, vary tremendously in appearance from dull iron caps to shining headgear fit for an Emperor. They are associated with Mental Protection and magic of the senses, and provide an enhancement bonus to Damage Resistance.
  • Goggles — A Magical set of goggles or glasses (in rare cases a single lens) sharpen the vision of those that look through them. Iconically associated with magic concerned with Vision and the eyes, they provide a Competence bonus to Spot or Search. Sometimes they do nothing.
  • Instrument — Magical Instruments are beloved of Bards everywhere. They are Iconically associated with sounds, Air magic (for wind instruments) and the power to Charm those who hear them being played. They provide a Competence bonus to Perform checks made with them.

Lesser Wondrous Item Abilities

  • All Around Vision [Helms, Goggles] — This enhancement gives the user the ability to see in all directions, preventing enemies from flanking.
  • Arrow Deflection [Gloves, Rings] — This enhancement provides the wearer with a Supernatural ability to parry or knock incoming missiles out of the air, even when not aware of them. This provides a 50% miss chance against the first physical ranged attack that targets the wearer each round.
  • Borrowed Time [Periapts] — As a Swift action the user of this enhancement can borrow a small slice of time from the near future. This activates a haste effect upon the user that lasts until the start of their next action. Once this wears off the wearer is then subject to a slow effect for 1 round. Attempting to borrow time more often than once per minute locks the user in a temporal stasis effect for 24 hours.
  • Called [Any] — An item with this enhancement can be instantly fitted to the wearer's person with a swift action, teleporting if need be. It is also not automatically unattuned when removed, instead remaining as one of the wearers attuned items until they will it to unattune.
  • Change Self [Brooches, Cloaks] — This enhancement allows the wearer to change their appearance with a thought, acting as a disguise self at will usable as a standard action.
  • Counterspelling [Amulets, Headbands] — This enhancement provides protection from arcane energies. As an Immediate action the user may attempt to counter a spell cast against them. This requires a character level check (d20 + Char level) with a DC of 10 + Caster level of the spell. If successful the spell is countered. Using this item is taxing to the wearer, and they are Staggered for one round after successfully countering a spell. Once expended the item requires 1 hour to recharge before it can be used again.
  • Darkvision [Helms, Goggles] — This enhancement gives the user the ability to see without light, as darkvision out to 60’.
  • Disease Immunity [Periapts, Belts] — The wearer of an item with this enhancement is immune to all diseases, including magical disease.
  • Eagle Eyes [Goggles] — This enhancement provides the user with magically enhanced eyesight. This provides Low-Light vision and penalties to Spot checks from range are halved.
  • Earthmastery [Boots] — This enhancement provides the wearer with the ability to soften unworked earth or stone as per the spell as a standard action. Up to a 10’ square area can be softened, which must be adjacent to the wearer.
  • Featherfalling [Rings, Cloaks] — This enhancement activates a feather fall spell whenever the wearer falls more than 10 feet.
  • Firebreathing [Helms] — This enhancement allows the wearer to breathe out a blast of flames. Treat this as a breath weapon which deals 1d6 fire damage/level in a 30' cone (Reflex save for half damage). Once used, this power cannot be again for 1d4 rounds.
  • Great Breath [Belts, Cloaks] — This enhancement allows the wearer to huff, and puff, and blow the house down. By spending a Full-round action to breathe in, the next round the wearer can release a gust of wind effect as a standard action.
  • Lifelight [Periapts, Amulets] — This enhancement protects against the forces of Undeath. By holding the item aloft and Concentrating it sheds a blinding light that can be seen only by those creatures tied to Negative Energy. Treat this as a Gaze Attack to 60' only visible by undead, which forces them to make a Will save or be Blinded. Intelligent undead can choose to avert or "close" their eyes as usual to reduce the effect.
  • Lightning Fist [Gloves, Rings] — This enhancement allows the wearer to spend a standard action charging their hands with Lightning. In future rounds the wearer can attempt a touch attack or natural weapon attack to release the charge, dealing 1d6 Lightning damage per level to the target. If not used the charge dissipates after 5 rounds.
  • Mage Hand [Amulets, Gloves] — This enhancement allows the user to spend a standard action to conjure a glowing hand that can manipulate objects within Close range, as per the spell mage hand. Controlling the hand requires Concentration, and it vanishes once the users Concentration is broken.
  • Metamagic, Lesser [Rods] — A Lesser Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) with an ML of +2 or less spontaneously to up to 3 spells per day, which must be level 3 or less.
  • Minor Arcana [Rods, Headbands] — This enhancement provides the user with a number of useful minor magical powers that can misdirect and confuse. The user can activate the effects of an animate rope, ventriloquism or prestidigitation spells as a Standard action.
  • Ramming [Gloves, Rings] — As a standard action the user of this enhancement can project an invisible force that can bull rush a target within 30 feet. This is a force effect that has a strength score of 25, and counts as Large.
  • Roaring [Helms, Belts] — As a standard action the wearer of this item can release a mighty shout, which can be heard up to a mile away. Everything within 10' suffers 1d8 Sonic damage/2 levels and is struck Deaf for 10 minutes unless a Fortitude save is made. Brittle or crystalline creatures or objects instead suffer 1d6 Sonic damage/level.
  • Sense Invisibility [Amulets, Brooches] — An item bearing this enhancement glows when any invisible creatures approach within 60'.
  • Shadows [Cloak] — An item with this enhancement seems to be in shadow even in the midday sun. As a standard action the wearer can expand this to a 20' radius area of darkness as per the spell that moves with the wearer.
  • Skill Bonus [Any] — An item can provide a +5 competence bonus to any one skill in addition to another scaling bonus.
  • Small Animal Summoning [Gloves] — An item with this enhancement contains a spirit of a Small animal of CR1 or less (e.g. cat, dog, eagle, etc. chosen when the item is created), which the wearer can summon from the item as a standard action. The animal is intelligent (Int 8) and can follow orders and communicate basic ideas to the wearer. If slain the animal's soul returns to the item and cannot be re-summoned for 1 hour.
  • Spell Recall, Lesser [Headbands, Periapts] — This enhancement allows a prepared spellcaster to recall a previously cast lvl 3 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
  • Spell Effect [Any] — A Lesser item can create a spell effect as its magical ability. This must be a spell chosen from the 1st or 2nd level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells the user makes all decisions as if casting it. A level 1 spell can be used 3 times before the magic is expended, whilst a level 2 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
  • Spellpower, Minor [Headbands, Periapts, Brooches] — This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 3, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
  • Stability [Boots, Belts] — The user of this enhancement seems rooted to the ground. This provides a +4 bonus to resist Trip and Bullrush attempts, and to saving throws against any effect that would make them prone.
  • Storing [Gloves, Belts] — This enhancement creates an extradimensional space within the item that can be accessed by an attuned wearer. As a swift action, the user can store or retrieve any one item, which can weigh no more than 20 pounds and must be able to be held in one hand, within this space.
  • Striding [Boots] — This enhancement allows the wearer to take longer strides, and provides an Enhancement bonus of 10' to the wearer's base movement speed.
  • Sustenance [Belts, Rings] — A creature no longer needs to eat or drink whilst wearing an item with this enhancement.
  • Translation [Brooches, Headbands] — This enhancement allows the wearer to understand any spoken languages heard or writing read, however it does not allow them to speak or write any additional languages.
  • Tremorsense [Boots] — This enhancement gives the user the ability to detect creatures within 30’ who are touching the ground as with tremor sense.
  • Wall Walking [Boots, Gloves] — This enhancement provides a Climb speed equal the wearers base speed. In addition, the wearer can climb on smooth or vertical surfaces without penalty and does not need their hands free to climb.
  • Water Breathing [Rings, Helms] — The wearer of this item can breathe water as if it were air.
  • Water Walking [Boots] — An item with this enhancement allows the wearer to walk on any liquid (including water, snow, oil or lava) as if it were solid ground. This does not prevent any damage from contact with the liquid, and standing on violently moving liquid may involve balance checks to remain standing.

Moderate Wondrous Item Abilities

  • Adaptation [Rings, Helms] — The wearer of this item no longer needs to breathe and is immune to gasses.
  • Animal Friendship [Periapts, Brooches] — This enhancement provides the user with the ability to command savage beasts. By using a standard action and speaking a few words the wearer can charm animal as per the spell.
  • Beastform [Brooches, Cloaks] — This enhancement allows the user to take on a Monstrous form. By using a standard action to transform the wearer gains a +4 Enhancement bonus to Str and Con, and its natural armor bonus increases to +4. Its hands grow claws (dealing d6 damage as a medium creature) and it grows long fangs, giving a bite attack (d8 damage for a Medium creature). The wearer gains Scent (Ex) and Fast Healing 5, however it cannot speak. Remaining in this form can be dangerous. The user must make a DC20 Will Save each full minute they remain in this form or fly into a bestial rage and attack the nearest creature for 5 rounds. The user can revert to their original form as a standard action, however once reverted they cannot transform again for 1 hour.
  • Blinding [Rings, Gloves] — Items with this enhancement include several large gems, from which can be released a blinding light as a standard action. The light can be released as a 10' burst, a 30' cone or a beam up to 60' long that strikes one target as a touch attack. All creatures except the user within the affected area must pass a Reflex save or be blinded for 1d6 rounds.
  • Blindsense [Helms, Goggles] — This enhancement gives the user the ability to detect things within 60’ as with Blindsense.
  • Blurring [Cloaks, Rings] — This enhancement causes the wearer of the item to appear hazy and hard to focus on. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides Concealment (20% Miss Chance) against any attacks targeting AC.
  • Clairvoyance [Headbands, Goggles] — This enhancement allows the user to project their vision, allowing them to see as if they were stood at some distant place. As a Full Round action the user can shift their point of view to anywhere they can see, seeing in all respects as if they were stood at the chosen point. This projected form can be seen using see invisibility or detect magic and similar effects. This lasts for as long as the user concentrates, however once the effect ends the user is Nauseated for 1d6 rounds.
  • Clarity [Headbands, Helms] — A creature wearing an item with this enhancement is resistant to mental influence. If the wearer is affected by any Mind Affecting effects at the start of its turn it may make another saving throw to end each of these effects.
  • Cloudwalking [Boots, Cloaks] — The wearer of this enhancement can walk on the air for short periods. Whilst stood on a solid surface the wearer can use a Swift action to activate this effect, which acts as an air walk spell for a period of 10 rounds. At the end of this period if the wearer is not on a solid surface they immediately begin to fall.
  • Eyeshielding [Goggles, Helms] — The user of this enhancement is Immune to Gaze attacks and cannot be Blinded or Dazzled by any means.
  • Fire Shield [Belts, Amulets] — This enhancement provides the wearer with a constant fire shield (Warm or Cold, determined when the item is made). This can be suppressed as a Free action.
  • Invisibility [Rings, Cloaks] — The user of this enhancement can become Invisible as a standard action at will. This invisibility ends if the wearer makes an attack or takes any other offensive action.
  • Levitation [Boots, Cloaks] — This enhancement allows the user to levitate. They can move up to their base speed vertically upwards or downwards as a Move action. The wearer does not fall unless they wish to and can hover in mid air indefinitely.
  • Lifeshield [Amulets, Belts] — This enhancement reinforces the wielders life energy and creates a shield against the powers of entropy. The wearer of this enhancement cannot gain negative levels - any effect that would apply a negative level fails. In addition, they gain a +4 bonus to saves against [Death] effects.
  • Madness [Periapts, Brooches] — This enhancement surrounds the user the with maddening trills and whispers, causing all sane creatures within 10 feet of the user to have to save vs. a hypnotism effect each round that the item is active and uncovered.
  • Metamagic [Rods] — A Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spell of level 6 or less. If the ML is +3 or greater it may only be applied to spells of level 3 or less.
  • Mindshielding [Headbands, Helms] — This enhancement shields the wearer from mental detection, protecting them from spells that detect thoughts, alignments or lies the character tells. The wearer instantly knows when any such spell includes them in it's area of effect, and the spell reports whatever result the wearer wishes, including no result at all.
  • Mistform [Cloaks, Rings] — The wearer of this item can assume a Gaseous Form as a Full Round action. This effect lasts until the wearer spends a Full Round action to coalesce into a physical form.
  • Poison Immunity [Periapts, Belts] — This enhancement provides the wearer with total immunity to all poisons. In addition, the wearer can detect poisons by smell (treat as if the character had Scent with regards to poisons and poison using creatures.)
  • See Invisibility [Goggles] — You see invisible people, walking around like regular people. This enhancement functions like the spell of the same name.
  • Sense Evil [Periapts, Amulets] — The user of this enhancement is instantly alerted whenever an Evil aura approaches within 60'. By Concentrating for a round they can pinpoint the location and strength of all evil auras within 60', which lasts as long as they maintain Concentration.
  • Speed [Gloves, Boots] — This enhancement allows the user to move and act with bursts of incredible speed. Treat this as a haste effect that can be activated as a Swift action. This effect lasts for 3 rounds, after which time it cannot be reactivated for 10 rounds.
  • Spell Effect [Any] — A Medium item can create a Spell effect as its magical ability. This must be a spell chosen from the 3rd or 4th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the wearer can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 3 spell can be used 3 times before the magic is expended, whilst a level 4 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
  • Spellpower [Periapts, Headbands, Brooches] — This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 5, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
  • Spell Recall [Headbands, Periapts] — This enhancement allows a prepared spellcaster to recall a previously cast lvl 5 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
  • Spell Resistance [Amulets, Cloaks] — This enhancement provides protection from baleful magic, giving the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements.
  • Spell Storing [Rings, Rods, Gloves] — A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than three, which the wearer can then activate at a later time with the caster level and save DC's of the caster. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.
  • Stone Ward [Belts, Amulets] — This enhancement provides a shield against the forces of Elemental Earth. This provides Immunity to all forms of petrification, and a constant Protection from Evil effect against creatures with the [Earth] subtype. In addition, if the wearer touches a petrified creature and a command word is given the creature will be restored as per the stone to flesh spell.
  • Stunning Glare [Helms, Goggles] — Two closed eyes are prominently displayed on items bearing this enhancement. As a Standard action the user can cause them to open, and glow with a baleful glare. This acts as a Gaze attack out to 30' that lasts until the start of their next action. Anyone meeting the gaze of the eyes must make a Will save or be Stunned for 1 round.
  • Summon Elemental [Rods, Gloves] — An item with this enhancement contains a bound Elemental (type chosen when the item is created). As a standard action the user can release it, which summons a Huge Elemental which obeys their verbal commands. This remains for up to 10 minutes, however once this time is ended or the Elemental is destroyed it returns to the item and cannot be resummoned for 1 hour.
  • Telepathy [Helms, Headbands] — The user of this enhancement may speak telepathically with any creature that has a language that is within 100'.
  • Wakefulness [Belts] — This enhancement ensures the wearers mind is always active and refreshed. The wearer need not sleep, although they still cannot travel for more than 8 hours without a rest period, and must rest for 8 hours before memorizing spells. If they would be dazed or stunned, they are instead staggered for the same length of time.
  • Wound Closure [Periapts, Belts] — This enhancement causes the wearers wounds to seal closed and never bleed. The wearer automatically stabilises every round they are at negative hit points, and heals at double the usual rate (including any hit points regained through magical healing). In addition they never suffer ongoing damage from bleeding.

Greater Wondrous Item Abilities

  • Alertness [Helms, Headbands] — This enhancement provides the wearer with supernatural reactions and awareness. It provides a +1/3 levels Insight bonus to initiative checks. The user can See Invisible creatures and objects, and can see magical auras as per the spell Arcane Sight.
  • Blink [Rings, Boots] — This enhancement allows the user to activate and deactivate a blink effect as a standard action, as per the spell.
  • Dimensional Manipulation [Gloves] — This enhancement allows the user to tear open the barriers between the planes. By making a touch attack as a standard action against a target they can force a Will save or else the target is flung to a random plane as if Plane Shifted. As a Full Round action the wearer can open a travel Gate as per the spell, however the item can no longer be used for either purpose for 1 hour.
  • Displacement [Cloaks, Rings] — This enhancement causes the wearer of the item to appear to be several feet away from their true position. This deception includes sight, sound and smell, and can only be pierced by a True Seeing or similar magic. This effect provides a 50% Miss Chance against any attacks targeting AC.
  • Elemental Command of Fire [Rods] — Iconically found on ruby-encrusted scepters, this enhancement marks the bearer as a master of the Element of Fire. This provides total immunity to Fire damage. In addition, the wearer can use pyrotechnics, delayed blast fireball and wall of fire as a standard action at-will.
  • Elemental Command of Air [Cloaks] — Iconically found on great flowing silver capes, this enhancement marks the bearer as a master of the Element of Air. This provides total immunity to Lightning damage. The wearer can also use fog cloud, gust of wind and chain lightning as a standard action at-will.
  • Elemental Command of Water [Helms] — Iconically found on majestic coral crowns, this enhancement marks the bearer as a master of the Element of Water. This provides total immunity to Cold and allows the user to breathe water. The wearer can use control water, water walk and horrid wilting as a standard action at-will.
  • Elemental Command of Earth [Boots] — Iconically found on heavy metal boots, this enhancement marks the bearer as a master of the Element of Earth. This provides tremorsense out to 60' and DR10/Adamantine. The user can use meld into stone, soften earth and stone and wall of stone as a standard action at-will.
  • Escape [Boots, Periapts] — This enhancement allows the wearer to escape from certain death. The user can activate a dimension door effect to move themselves up to 30' in any direction as an Immediate action. Using this enhancement taxes the user greatly, and once the movement is completed the wearer is Staggered for 1d4 rounds afterwards. This effect cannot be used whilst the wearer is Staggered or flat-footed.
  • Etherealness [Belts] — As a standard action the wearer may become ethereal as per the spell ethereal jaunt. This effect lasts until they choose to end it, however once deactivated it cannot be reactivated for 10 minutes.
  • Flight [Boots, Cloaks] — This enhancement provides the user with a Flight speed of 60' with good maneuverability.
  • Freedom [Belts, Rings] — The wearer of this item is under a continual freedom of movement effect.
  • Ghost Hand [Gloves] — This enhancement causes the users hands to become ghostly and appear incorporeal. The wearer can reach into the bodies of other creatures and freeze their organs with a touch. This requires a standard action and is an Incorporeal touch attack, which if successful forces any living target subject to Critical Hits to make a Fortitude save or die (This counts as a Critical hit). As the attack is Incorporeal, Immunity to Critical hits from an external Corporeal source (such as Fortification armor) is ignored.
  • Ghoulish [Brooches, Gloves] — This enhancement causes the user to appear pale and gaunt, as if drained of blood. Most animals avoid them and sensitive people find them disturbing to be around. The wearer gains all the immunities and vulnerabilities of the Undead type with the Dark Minded and Unliving subtypes.
  • Incorporeality [Cloaks, Amulets] — As a full-round action, the wearer of this item can gain or lose the Incorporeal subtype.
  • Madness, Greater [Periapts, Brooches] — This enhancement, once activated, causes reality to bend and melt like wax around the user, warping the senses of those close to it. Any creature with a mind within 50' of the item at the start of their turn (including the wearer) must make a Will save or become Confused (This is [Mind affecting]). This lasts until they are no longer within 50' of the item, at which point they may make a new saving throw each round to end the effect.
  • Metamagic, Greater [Rods] — A Greater Metamagic enhancement provides the ability to apply any one Metamagic power (chosen when the item is created) spontaneously to up to 3 spells per day. If the ML is up to +2, the user may apply this ability to spells of any level. If the ML is +3 or greater it may only be applied to spells of level 6 or less.
  • Mind Blank [Helms, Headbands] — The wearer of this item is psychically protected from divinations and mental intrusion, benefiting from a constant mind blank effect as per the spell.
  • Petrification [Goggles, Helms] — This enhancement allows the wearer to turn others to stone with a glance. The wearer of this item gains a Petrification gaze attack out to 30'. Anyone meeting their gaze must pass a Fortitude save or be turned to stone. This can be suppressed as a free action.
  • Regeneration [Belts, Rings] — This powerful enhancement allows the wearer to shrug off mortal wounds. The user of this enhancement gains Regeneration (1), penetrated by either Acid, Fire, Cold, Adamantine or Silver (chosen when the item is created).
  • Shielding [Rings, Amulets] — This powerful defensive enhancement allows the user to create an unmovable 10' sphere of Force around themselves as an Immediate action. This sphere cannot be breached except by things that specify they can pierce Force effects, and remains in place for 10 rounds, regardless of the wishes of the wearer. Once the Sphere disappears it cannot be called again for 1 hour.
  • Soul Drain [Cloaks, Amulets] — An item bearing this enhancement exudes a palpable aura of death, the wearer leaving a trail of blasted earth and withered plants in their wake. At the start of the wearers turn everything within 10' of the item (including the wearer) gains a negative level (Fortitude save to remove). This is a Negative Energy effect. Creatures with at least 2 HD slain by this effect rise as Wights under the wearer's control.
  • Spell Effect [Any] — A Major item can create a spell effect as its magical ability. This must be a spell chosen from the 5th or 6th level PHB Wizard or Cleric spell list that takes a standard action to cast and has a material component that costs less than 1gp and no xp cost. As a standard action the user can produce the spell effect from the item. A (Harmless) spell must take effect on the wearer of the item, for other spells they make all decisions as if casting it. A level 5 spell can be used 3 times before the magic is expended, whilst a level 6 spell can be used once. Once expended, the item takes 8 hours to recharge before the spell can be used again.
  • Spellpower, Greater [Periapts, Headbands, Brooches] — This enhancement increases the wearers capacity for magic. This increases the number of spells the wearer can cast each day by one. This additional spell is of the highest level the character can cast, to a maximum of level 8, however the item must be worn and attuned for the entire time the character is readying/preparing their daily spells to gain the additional spell.
  • Spell Recall, Greater [Periapts, Headbands] — This enhancement allows a prepared spellcaster to recall a previously cast lvl 8 or lower spell as a swift action. Once used this power cannot be used again until 8 hours have passed.
  • Spell Turning [Amulets, Headbands] — This enhancement gives the user Spell Resistance of 10 + Character Level. This does not stack with other items with the Spell Resistance or Spell Turning enhancements. As an Immediate action the wearer can reflect back at the caster a spell that had them as the only target that has just failed to penetrate their spell resistance.
  • Spellshield [Amulets, Belts] — This enhancement provides the user with almost complete immunity from low level magic. Spell effects of 4th level or lower that allow spell resistance automatically fail to affect the wearer as if they had failed to penetrate spell resistance. The wearer cannot choose to allow beneficial spells to affect them as with normal Spell Resistance, however they can suppress this ability for a full round as a Free action.
  • Spell Storing, Greater [Rings, Rods, Gloves] — A spellcaster can cast spells into this item, so long as the total spell levels do not add up to more than six, which the wearer can then activate at a later time. Metamagic versions of spells take up storage space equal to their spell level plus their metamagic level. No components (including somatic) or focus are required to activate the spells in the item. The action required to cast any spell is same as the casting time for the relevant spell, with a minimum of 1 standard action.
  • Static Form [Belts, Brooches] — This enhancement protects against any attempt to warp or change the wearers form with magic. It provides total immunity to Petrification, Polymorph and Disintegration effects, and any Transmutation spell that allows spell resistance.
  • Telekinesis [Gloves, Headbands] — This enhancement allows the wearer to manipulate objects with an invisible force as a standard action at will, as per the spell telekinesis. This effect continues until the character ceases Concentrating on maintaining it.
  • Teleportation [Boots] — The wearer of this item may Teleport themselves and up to 4 other willing people adjacent to them as a standard action, exactly as if he had cast the spell of the same name. Once used this ability cannot be used again for 1 hour.
  • True Seeing [Goggles, Helms] — This enhancement enables the user to see things as they truly are. By spending a standard action they can gain the effects of a true seeing spell that lasts for Concentration +3 rounds.
  • X-Ray Vision [Goggles] — This enhancement allows the user to gain X-ray vision that can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt as a standard action. This lasts as long as the user continues Concentrating. Thicker substances than those listed or a thin sheet of lead blocks the vision.

Potions, Oils, and Dust

Some items are used once for their effect and are consumed in the process. This includes Potions and Oils, liquids infused with magic properties, and magical Dust, which is usually sprinkled or blown over other people. As with other [harmless] spells, a creature may have up to their Character level in spell levels of beneficial consumables affecting them at any given time, further applications will have no effect.

Consumables mimic the effects of a spell. They take a standard action activate, either to drink a potion or apply an Oil to yourself or another willing person, or to sprinkle or throw a handful of dust. Dust can be sprinkled onto a willing target, or it can be thrown over a 10' square area adjacent to you (which may include your square if required). Dust thrown in an area of Strong wind (21mph+) has a 50% chance of affecting the user aswell, and the area may change to a 20’ cone or a 10’ burst as determined by the GM. A Potion or oil affects the creature it is applied to, whilst dust affects all valid targets in its area of effect, although they may make any applicable saving throws. Consumables do not need to be attuned to benefit or harm a target. For a potion you are both the caster and the target. For an Oil or Dust you are the caster and any affected creatures are the targets. All spell effects use your Character Level as the Caster level, and all save DCs are determined as follows: 10 + ½ Character level + Cha modifier.

Magical Dust

Dust is available in the following forms:

Arcane Dust Spell Level Divine Dust Spell Level
Disguise Self 1 Purify Food and Drink 0
Reduce Person 1 Doom 1
Glitterdust 2 Pass without Trace 1
Obscure Object 2 Blindness 2
Deep Slumber 3 Bestow Curse 3
Nondetection 3 Invisibility Purge 3
Confusion 4 Hold Monster 4
Greater Invisibility 4 Animal Growth 5
Break Enchantment 5 Banishment 6
Greater Dispel Magic 5
Animate Objects 6
Flesh to Stone 6

Potions or Oils are restricted to spell effects of level 3 or lower that do not have a range of Personal, whilst Dust is limited to the spells listed. The base cost for a Potion or Oil is the spell level squared x 100 gp (counting level 0 as ½ a level that doesn't get squared, or 50 gp each). The base cost for one use of Dust is the spell level x 1,000 gp. Dust mimicking spells of 4th level or higher is a Medium item, and must be purchased and manufactured with Wish Economy goods.

Nonstandard Spells

Spell effects for Consumables must as a default come from the PHB Cleric or Wizard spell list. Divine spellcasters can choose spells from the Cleric list whilst Arcane spellcasters create items with spell effects from the Wizard list. Spells from other sources can be used, however an item containing these spells is always a Masterpiece item, and may not be attempted if you have already created a Masterpiece this level. The reason for this is that whilst the spells available from non-core sources may not be more directly powerful than those in the PHB, there are so many of them that it is a lot harder to keep track of all the possibly broken interactions. By ensuring only a few items using these spells will be available it minimizes the potential for broken items.

Elixirs

The most powerful magical consumables are Elixirs, incredibly potent liquids that are sought after for their legendary effects. It is the life goal of many alchemists and potion peddlers to one day brew such a creation, however few ever manage such a feat. Elixirs are similar to potions, and are in all respects treated as one except for their effect, and when detailed otherwise. An Elixir is a Greater magic item. There are five mythical Elixirs which can be created, which are detailed below.

Elixir of Life

This pure white Elixir contains the most powerful concentration of life energy in the multiverse. Its healing effects are legendary, and it has been used to return the dead to life, however its most famous ability is to grant immortality to those who imbibe it.

Creation: To create this Elixir requires 3 Positive Energy gems and an Astral Diamond as the base materials.

Effect: If the Elixir of Life is applied to a corpse, or part of a corpse, it returns it to life as per the spell True Resurrection. If, however, it is consumed by a living creature it fully heals and restores the subject, including removing fatigue or exhaustion, healing any hit point loss, ability damage or drain, removing negative levels, and restoring lost levels or missing limbs. The imbiber is now immortal, and one day after dying for any reason is restored to life as per the spell True Resurrection from any part of the corpse that remains. The only thing that can prevent this occuring.is the complete destruction of the body, or trapping the soul.

Elixir of Death

This foul black liquid smells of death and decay. It is an incredibly toxic to all living things, and is rumored to be the only thing that can poison a deity. Powerful necromancers sometimes use the Elixir of Death in their rituals to transform them into Liches, or worse.

Creation: Creating this Elixir requires 3 Negative Energy gems and an Astral Diamond as the base materials.

Effect: A living creature that so much as tastes this evil brew must make a DC 20 Fortitude save or die. If such a creature consumes the entire Elixir it dies instantly and irrevocably without a save, its body rotting and its soul snuffed out like a candle (this is a Death effect). Not even a Wish can return it to life. If consumed as part of a necromantic ritual (involving at least 12 hours of incantations and unholy magics) it instead transforms the imbiber into an undead creature - the imbibers type permanently changes to Undead with the Dark Minded subtype.

Elixir of Transmutation

This swirling potion seems to constantly churn and boil, even when at rest, and strange shapes and forms are suggested to those that look into its murky depths. Created by those that wish to experience life anew, an Elixir of Transmutation can permanently reshape a creature into another form.

Creation: This Elixir requires a Planar Pearl as its base materials. There is a 50% chance that the Pearl is not consumed in the process.

Effect: Any creature that drinks this Elixir undergoes a bodily transformation. It may assume a new form, which may be of any race with a LA up to 1 higher than its current race, losing all racial abilities and bonuses of its old form and gaining those of the new form. It may change sex if desired, and may assume the exact likeness of another creature by making a Disguise check (DC20). In addition, the creature may alter its physical statistics, raising or lowering each by up to 2 points, however it must end with the same number of total points in its physical stats that it began with. This change is permanent.

Elixir of Power

A glowing mixture that seems to exude power, this Elixir contains powerful magical energies that can greatly increase the abilities of any creature that consumes it.

Creation: This Elixir requires at least 1 of each of the six Elemental gems, plus 20,000 gp each of Concentration, Hope and Agony.

Effect: Any creature imbibing an Elixir of Power gains a permanent +5 Inherent bonus to any one stat. Unfortunately, the magic of an Elixir of power offers diminishing returns, and any creature that drinks more than one will find themselves unable to manifest their full potential. The bonus of any subsequent Elixir's drunk by the same creature is reduced by 1 for each Elixir of Power previously consumed.

Elixir of Youth

This mythical infusion appears as a golden liquid that sparkles in the light, almost seeming to glow from within. It is highly sought after by all those that regret their lives and wish to have their time again.

Creation: This Elixir requires 20,000 gp of Hope as the base materials.

Effect: A living creature that ages that drinks this Elixir is instantly returned to the starting age for their class, however they keep any increases to mental stats they gained from aging. They continue to age as normal from this point, however their maximum age is reset as if they actually were their new age. The power of the Elixir also invigorates the imbiber, providing a permanent +2 inherent bonus to Strength, Dexterity and Consitution, and providing Fast Healing 5.

Purchasing Elixirs

Unlike other Greater magic items, Elixirs are not used until the owner is slain and then taken as treasure. They are generally used by those that create them immediately. For this reason Elixirs are not generally available for sale, and cannot normally be found as treasure. The only way to obtain one is to brew one, or to find someone who can make them and convince them to make one for you. If someone did choose to offer an Elixir for sale it would likely fetch at least 100,000 gp in Wish economy materials, however competition would be fierce and possible deadly.

Scrolls

Scrolls mimic any spell effect. They are effectively one time use items that contain the energy of a specific spell. All scrolls of spells up to level 3 are Lesser items, levels 4-6 are Medium items and levels 7-9 are Greater items. Spells can be learned from scrolls just as they can be learned from spellbooks.

Reading a scroll to release the spell energy correctly is a lengthy and precise process, and takes one minute or the casting time of the spell, whichever is longer. You must have a character level greater than double the spell level, minus one, and have the spell on your class list in order to use a scroll, or make a Use Magic Device check to mimic the required class features. A spell from a scroll is cast using your Caster level and casting stat bonuses, as if you were casting the spell.

If you have a lower Character level than the spell requires, you cannot activate the scroll, however you can still learn the spell from it. If you are making a Use Magic Device check to activate a scroll, you must make a check against DC 20+Caster level of the scroll+2 per point that your mental stat is below the minimum required to cast that spell. If you fail, you lose the action. If you fail by 5 or more, the scroll is consumed and becomes non magical. If you fail by 10 or more, it activates in a way harmful to you.

Scrolls count as one of your attuned items for as long as the spell cast by the scroll is active, and then for 1d4 minutes afterward. You do not need to attune them in advance, but you must have an unattuned slot to place their effect in to activate them.

The base cost for a scroll is the spell level squared x 50 gp (counting level 0 as ½ a level that doesn't get squared, or 25gp each).

Tomes

It has been said that every man wants to write a book. Whilst that may be true, not every man can write a book, and fewer still can create a Tome. A Tome is more than just ink on paper, it contains powerful magic bound into the very pages. These volumes are extremely dangerous, and those reading them risk insanity or worse unless they have great mental fortitude. The process of writing a Tome is more akin to creating a magical item than writing a normal book - the author must not only commit words to paper but must also bind the magical energies required to provide the desired effect.

Tomes do not need to be attuned to use, they simply need to be read for the required time. Reading a Tome is a dangerous business; anyone voluntarily reading at least a full line of text must make a DC20 Will save or Caster level check (reader's choice). The penalty for failing this check depends on the Tome being read, and is listed under the Reading danger entry below. This save must be repeated each time the book is read, until the save is passed. Once the save has been passed the reader can read the book without making saves from that point.

A Tome is a Greater magic item and has a base value for crafting of 30,000 gp. Certain Tomes have additional requirements before they can be created. These are listed in the Tome description. When creating a Tome the writer can choose an area to specialize in, from those listed in the Tome descriptions below. This provides certain bonuses relating the area of Specialism.

Akashic Libram

Famous Examples: Tome of Clear Thought, Tome of Understanding

Additional Crafting Requirements: None

Reading Danger: A reader that fails the roll takes Intelligence damage equal to the number of points they were below the DC. This damage cannot be healed by magic.

Details: Practitioners of magic that seek after knowledge have occasionally reported the existence of a vast repository of knowledge, a complete record of the entire multiverse that is being continually written and updated. Some say it is located in one of the Outer Planes, some say the Astral, whilst others contend that it is itself a plane of existence that lies as yet undiscovered. Whatever the truth may be, their researches have uncovered ways to create a Tome written using certain esoteric techniques that can display knowledge on any subject the reader desires on it's pages. Those reading such a Tome report a sensation as if their mind is far away from their physical form, as if browsing a vast library, and those that wander too far from their bodies can take days or weeks to find their way back.

Effect: By reading for 1 hour you can receive wisdom from the records of the Universe. You can ask 1 question about any subject in the past or present, and there is a 95% chance that you will receive a true answer (which must be 10 words or less). If the roll is failed you are unable to understand the information you receive. Opening your mind to the Universe in this way can be overwhelming, and there is a danger that the readers mind will be unable to find it's way back. The reader must make a DC 20 Int check upon receiving the answer (cannot take 10). If the roll is failed then the readers mind is trapped outside their body for 1 hour per point failed. If the roll fails by 10 or more then their mind is adrift - a DC 20 Int check must be made each day for the mind to find it's way back. If used again within a week, the DC of the Int check increases by 5.

Specialism: Pick a Knowledge skill from the PHB. For questions relating to this area, the Int check is only DC 10.

Astral Grimoire

Famous Examples: Book of Infinite Spells, The Blessed Book

Additional Crafting Requirements: The writer of an Astral Grimoire must have at least one level in a spellcasting class that does not have spells known equal to their class list.

Reading Danger: A reader that fails the roll takes Wisdom damage equal to the number of points they were below the DC. This damage cannot be healed by magic.

Details: An Astral Grimoire is a Tome of spells, however it contains a powerful connection to the Astral Plane. This link to the realm of Thought allows it to manifest different spells depending on the readers thoughts and wishes. There are even tales of entirely new spells appearing on the pages of such a Tome. These books are invaluable to spellcasters and are highly sought after, however the raw power within them can be difficult for lesser mages to safely contain.

Effects: A reader can spend 1 hour conversing with the Astral to learn any spell from their class list. A spellcaster with limited spells known must replace one of their existing spells when they use this ability. Once the spell has been learnt the reader must make a Caster Level check with a DC of 10+Spell Level (+1 per time this ability has been used in the last week) or suffer the Reading danger listed above.

A reader can spend 1 day meditating to change out any one Metamagic Feat for a different Metamagic feat they qualify for.

If this Tome is used as a reference when researching new spells then the cost of the research is halved.

Specialism: Choose a School of magic. Readers gain +2 to caster level checks for learning spells from this school, and researching new spells in this school takes half the time.

Book of Binding

Famous Examples: The Lesser Key of Solomon, Liber Demonica

Additional Crafting Requirements: Must have Called a creature of the Specialism type.

Reading Danger: A reader that fails the roll must roll on the Botched Summoning chart below (As if you had failed to Call a creature of your CR determined by the MC).

Details: Throughout history mages have attempted to harness the powers of extraplanar creatures for their own ends, seeking to use the power inherent in the beings of the Planes to serve their own needs and desires. For many this has disastrous consequences, with a botched binding or poorly worded service leading to a painful death at the hands of an enraged Fiend or Archon. Those mages that manage to complete this dangerous task sometimes write powerful Tomes linked magically to the planes, which contain not only the methods and spells required for successfully binding a creature, but can also show the True Names of such creatures to those willing to risk their soul by opening a connection to their home dimensions.

Effects: The reader of this Tome can attempt to learn the True Name of any Outsider they know the use-name of. This requires an Int check with a DC equal to the CR of creature (you cannot take 10 on this roll). If this roll is failed then the attempt has been noticed; roll on the Botched Summoning chart below to determine the result.

This tome allows any reader to attempt to cast Binding spells, regardless of whether they know the spells, or even whether they are a spellcaster. By spending an hour to prepare and carry out the ritual, the reader can attempt to cast either Planar Binding, or the Lesser or Greater versions of this spell. There are dangers, however, for those without sufficient power to control the binding process:

  • Attempting to cast a lesser planar binding spell requires a DC 20 Will save if the reader has less than 10 hit dice / levels.
  • Attempting to cast a planar binding spell requires a DC 25 Will save if the reader has less than 12 hit dice / levels.
  • Attempting to cast a greater planar binding spell requires a DC 30 Will save if the reader has less than 16 hit dice / levels.

Failing the Will save means that the spell is botched - it automatically fails and you must roll on the Botched Summoning chart below.

Each attempt to use the Tome for any purpose again within 24 hours raises the required hit dice / level and the DC for all rolls by 2.

If used as a Focus when casting a Calling spell it increases the DC for all attempts by the Called creature to resist or refuse by 2.

Specialism: Choose a type of Outsider. The DC for rolls to learn their True Name & the Will save for binding is reduced by 2.

Botched Summoning Chart
1d6 Result
1 A hostile Outsider with a CR equal to yours appears within 30' and attacks.
2 You are Plane Shifted to target's home plane.
3 You accidentally connect with the Lower Planes, and are tainted. Gain 3 Fiendish traits chosen by the player.
4 You are possessed by the Outsider you attempted to Call for 1 hour. If your body dies within this time the Outsider dies too.
5 You gain an Aura of a type matching the creature you attempted to call for a year and a day.
6 The creature you attempted to Call instead learns your True Name.

Golem Manual

Famous Examples: Manuel Complet du Golem

Additional Crafting Requirements: The writer of a Golem Manual must have the Craft Construct feat.

Reading Danger: A reader that fails the roll becomes obsessed with creating Constructs. Treat this as geas to create the most powerful construct possible using this Tome, however if a construct is created whilst under this effect it immediately goes berserk and attacks it's creator.

Details: Constructs come in a variety of forms, from lumbering iron statues to clockwork owls, humanoids to living caltrops, however they share certain characteristics. They are all made from typically inert materials and given life through the application of some animating force. This weighty Tome is a manual detailing the construction methods and processes required to instill inert materials with the spark of life, and as such is invaluable when constructing servants of all kinds. Due to the strong animating magic bound within them these books have a tendency to become animated themselves, and often must be chained to the lectern to prevent them from attempting to escape.

Effects: Anyone using this tome as a reference can create Constructs as if they had the Craft Constructs Feat. This method is slower than simply having the feat as entries must be checked and cross referenced, and therefore any crafting times are doubled.

If the reader already has the Craft Constructs feat then they can create constructs in half the time using this Tome.

Specialism: Choose one Construct which can be created for half the normal cost.

Tome of Forbidden Lore

Famous Examples: The Necronomicon, De Vermis Mysteriis

Additional Crafting Requirements: The writer of a Tome of Forbidden Lore must have been Insane at least once.

Reading Danger: A reader that fails the roll suffers from Insanity for 13 hours.

Details: Delvers into the deep mysteries of the multiverse sometimes uncover secrets too fundamental to the workings of reality to be safely contained within the fragile minds of the younger races. Some say that such knowledge is too complex for the primitive minds of any but the Gods and the Aboleths, whilst Sages postulate that the knowledge makes a mockery of the concept of sanity. Regardless of the dangers, some half mad scholars attempt to capture these secrets in Tomes of Forbidden Lore, using a technique similar to automatic writing. A scholar will shut themselves away and, through a series of rituals, suppress their conscious mind. This allows them to act as a conduit, writing feverishly for days, until they suddenly awaken as if from a dream. The resulting Tomes are always extremely dangerous, and madness and death are the usual results of their study.

Effects: By spending at least 8 hours studying this Tome (which need not be consecutive) a character can attempt to learn some of the dark secrets held within. The character must decide which secret they are attempting to decipher and make an Int check against the DC listed for the secret. If failed then the character as not grasped the Ultimate Truth, however they can try again by spending another 8 hours. If passed then the character has realized the implications of the secret and gains the benefit listed as a (Su) ability. The character also gains a Trait, rolled on the chart below. If the character already has the rolled Trait, roll again. If the character ever loses the trait for any reason they also lose the benefit of the secret.

Secret Effect Int DC
Secrets of the Humors Immunity to Poisons & Disease DC 5
Secrets of Life & Death Healed by Positive & Negative energy DC 8
Secrets of Body & Mind Immunity to Fear DC 10
Secrets of Good & Evil Count as any alignment where it would be beneficial for spell effects DC 12

Once a character has learned all the above secrets, they can attempt to learn the Ultimate Secret of the Tome:

Secret Effect Int DC
Secrets of Time & Space You gain time stop as a 1/day SLA DC 15
Traits
d6 Trait
1 Character becomes alienated. Take a -2 penalty to all Cha based checks.
2 Character gains irrational fear of a random number (roll 1d10).
3 10% chance whenever the character falls asleep that they wake up screaming after 1d3 hours. This counts as if no sleep has been had up to that point.
4 Character's mind wanders. Take a -2 to all Saves against Mind Affecting effects.
5 Character becomes superstitious about a color (chosen by the player) - all clothing must be dyed this color.
6 Character loses touch with their convictions. Alignment moves 1 step closer to Neutral (player's choice).

Specialism: Choose a Secret. The Int check to learn it has -2 to the DC.

Staffs and Wands

Staffs and wands are magical spellcasting items that don't run out. A Lesser staff has 15 daily charges and can only hold up to 3rd level spells. A Medium staff has 30 daily charges and can only hold up to 6th level spells. A Greater staff has 60 daily charges and can hold any spell level up to 8th. Staffs cannot hold 9th level spells.

Wands are simply staffs that only have a single spell stored within them. They can be held in one hand. Staffs require 2 hands to wield in combat and may have multiple spells attuned in them, however each additional spell reduces the daily charges total by 2.

A Staff requires a standard action to activate the spell effect, and consumes a number of charges equal to the spell level of the spell used. You must also have a character level greater than double the spell level, minus one, and have the spell on your class list in order to activate that particular spell. A staff casts using your Caster level and casting stat bonuses, as if you were casting the spell.

Some spells are not suitable to staffs, such as spells with a permanent duration, or spells requiring long cast times. Spells with one full round or one standard action casting times, non permanent durations and no xp cost are always able to fit in staffs, whereas other spells must first be confirmed with the DM. Spells with xp requirements can never be placed in staffs.

Staffs take 15 minutes to attune or unattune, and must be held in your hand for the 15 minutes of attunement. If the item leaves your possession, you lose the benefits of the item, but remain attuned to it for 15 minutes, and it still counts against your eight items for that time. You cannot start to unattune a staff until all spells it has cast have ended. If a staff unattunes from you due to being removed from your possession any spells cast from it immediately end, even if they have duration remaning.

Nonstandard Spells

Spell effects for Staves must as a default come from the PHB Cleric or Wizard spell list. Divine spellcasters can choose spells from the Cleric list whilst Arcane spellcasters create items with spell effects from the Wizard list. Spells from other sources can be used, however an item containing these spells is always a Masterpiece item, and may not be attempted if you have already created a Masterpiece this level. The reason for this is that whilst the spells available from non-core sources may not be more directly powerful than those in the PHB, there are so many of them that it is a lot harder to keep track of all the possibly broken interactions. By ensuring only a few items using these spells will be available it minimizes the potential for broken items.

Utility Items

Utility Items take 15 minutes to attune before they become available for use, and must be held or possessed by the person for the 15 minutes of attunment. If the item leaves your possession, you lose the benefits of the item, but remain attuned to it for 15 minutes, and it still counts against your eight items for that time. Any spell effects are cast using your Character Level as the Caster Level, and all save DCs for Utility Item abilities are determined as follows: 10 + ½ Character level + Cha modifier.

Lesser Utility Items

  • Bottle of Air — This item appears to be a normal glass bottle with a cork. When attuned it can be taken to any airless environment and retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around, remaining attuned to the original wielder. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
  • Candle of Truth — This white tallow candle, when burned by someone attuned to it, calls into place a zone of truth spell (Will DC 13 negates) in a 15-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed or becomes unattuned before that time, the effect is canceled and the candle ruined.
  • Chime of Interruption — This instrument can be struck once every 10 minutes by someone attuned to it, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell’s level).
  • Dimensional Shackles — These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
  • Feather Token — Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below and must be attuned to be used. Each token requires a Standard action to activate, and is then usable for up to 8 hours before it returns to token form for 16 hours to recharge.
    • Anchor — A token useful to moor a craft in water so as to render it immobile.
    • Bird — A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token remains in bird form for as long as it takes to carry the message and return before transforming back into a token.
    • Fan — A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
    • Swan Boat — A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination.
  • Figurines of Wondrous Power, Lesser — Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken by an attuned wielder, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner for up to 1 hour, after which it requires 8 hours in Figurine form to recoup it's magical energies. A Figurine does not unattune when in animal form if it moves more than 5' away from the user. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form it is forever ruined, all magic is lost, its power departed. If slain in animal form, or if it becomes unattuned, the figurine simply reverts to a statuette and it cannot transform again until a period of 8 hours has passed.
    • Onyx Dog — When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks.) It has 60-foot darkvision, and it can see invisibility. An onyx dog obeys only its owner.
    • Serpentine Owl — This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)
    • Silver Raven — This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities.
  • Folding Boat — A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If attuned and a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. A third word of command , or becoming unattuned, causes the boat or ship to fold itself into a box once again. If any people are in the boat when it begins to fold, they are deposited harmlessly around the box.
  • Immovable Rod — This rod is a flat iron bar with a small button on one end. While attuned to the wielder, once the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity, as long as it remains attuned. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. This item does not begin to unattune when taken more than 5 feet from the user unless the user wills this to occur.
  • Quartermaster's Spoon — This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container while attuned the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
  • Quiver of Ehlonna — This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with an extradimensional space accessible by an attuned wearer, allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The quiver weighs the same no matter what’s placed inside it.
  • Stone of Alarm — This stone cube, when given the command word and attuned, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barrier).
  • Stone Horse — Each item of this nature appears to be a full sized, roughly hewn statue of a horse, carved from some type of hard stone. Whilst attuned, a command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given. This item has the statistics of a heavy warhorse as well as having hardness 10.

Moderate Utility Items

  • Bag of Holding — This appears to be a common cloth sack about 2 feet by 4 feet in size. When opened it appears to be an ordinary sack, unless the opener is attuned to the bag. In this case the bag of holding opens into an extradimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. The bag always weighs 25 lbs, however it can carry up to 500 lbs or 70 cubic feet of items. If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full round action. If a bag of holding were to be placed within a portable hole, that would be bad. How bad? Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light. Yeah.
  • Carpet of Flying — This 5’ x 10’ rug is able to fly through the air at 40’ per round as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it — if the device is within voice range, and attuned to the speaker, the command word activates it whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. If the carpet becomes unattuned or its magic suppressed during flight the magic fails gradually, falling by 30’ per round for no falling damage to the occupants. A carpet of flying can carry up to 400 lbs, or up to double this capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.
  • Figurines of Wondrous Power — Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken by an attuned wielder, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner for up to 1 hour, after which it requires 8 hours in Figurine form to recoup it's magical energies. A Figurine does not unattune when in animal form if it moves more than 5' away from the user. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form it is forever ruined, all magic is lost, its power departed. If slain in animal form, or if it becomes unattuned, the figurine simply reverts to a statuette and it cannot transform again until a period of 8 hours has passed.
    • Bronze Griffon — When animated, a bronze griffon acts in all ways like a normal Griffon under the command of its possessor.
    • Ebony Fly — When animated, an ebony fly is the size of a pony and has all the statistics of a Hippogriff but can make no attacks.
    • Golden Lions — These figurines come in pairs. They become larger than normal Lions, treat as Tigers.
    • Ivory Goats — These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:
      • The Goat of Traveling — This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance.
      • The Goat of Trevail — This statuette becomes an enormous creature, larger than a bull, with the statistics of a Nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round).
      • The Goat of Terror — When called upon with the proper command word, this statuette becomes a destrier-like mount, with the statistics of a light warhorse. However, its rider can employ the goat’s horns as weapons (one horn as a +3 lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial).
    • Marble Elephant — This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant.
    • Obsidian Steed — This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form from which it cannot be transformed for a week. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit, thus the user can travel to other planes via this means.
  • Handy Haversack — A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. When opened it appears to be empty, unless the wielder is attuned to the Haversack. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When an attuned wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attack of opportunity that retrieving a stored item usually does.
  • Iron Bands — When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When attuned and the proper command word is spoken whilst the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. After use the Iron Bands require 8 hours to recharge their magic before being used again.

Greater Utility Items

  • Crystal Ball — This is the most common form of Scrying device, a crystal sphere about 6 inches in diameter. An attuned character can use the device to see over virtually any distance or into other planes of existence, as with the spell scry (Will negates).
  • Cube of Force — This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables an attuned possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when any effect is active, the possessor’s speed is limited to 10' per round. Effects are: Keeps out gases, wind, etc.(1 charge) Keeps out nonliving matter (2 charges) Keeps out living matter (3 charges) Keeps out magic (4 charges) Keeps out all things (6 charges). When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal.
  • Mirror of Mental Prowess — This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.
    • Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
    • View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
    • Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
    • Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
  • Orb of Storms — By chanting over this large glass orb for an hour under the open sky an attuned user can conjure a storm of vengeance or control weather effect. The possessor of the item is continually protected by an endure elements effect whilst attuned to it.

Obtaining Magic Items

Please see Obtaining Magic Items for complete rules for obtaining, crafting, and generating random Tome magic items.



Back to Main Page3.5e HomebrewVariant Rules

AdopterSurgo +
AuthorRed Rob +
Identifier3.5e Variant Rule +
Rated ByPaleomancer + and Sunwitch +
RatingRating Pending +
SummaryRules for creating, using, and giving out magic items in a Tome game. Meant to replace the unfinished Book of Gears sections on magic items. +
TitleTome Magic Items +