Thursday, December 25, 2014

Eternal Wand

Price: See table
Weight: —
Slot: — (held)
CL: See table
Aura: Faint school of spell contained in eternal wand

An eternal wand holds a single arcane spell of 3rd level or lower, determined during creation. Any character who can cast arcane spells can activate the wand to use the spell contained in it, regardless of whether the spell appears on his class spell list. An eternal wand functions two times per day.
Prerequisites: Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand.
Cost to Create: See table.

Spell Level           Caster Level       Price (Item Level)  Spellcraft DC      Cost to Create
0                              1st                    460 gp (3rd)            15                     230 gp, 18 XP, 1 day
1                              1st                    820 gp (4th)            15                    410 gp, 32 XP, 1 day
2                              3rd                   4,420 gp (9th)          16                 2,210 gp, 176 XP, 3 days 
3                              5th                         10,900 gp (13th)      17                   5,450 gp, 436 XP, 11 days


Source: WOTC Magic Item Compendium 

Weapon Augmentation Crystals

CRYSTAL OF ADAMANT WEAPONRY
Price (Item Level): 300 gp (2nd) (least); 1,400 gp (5th) (lesser); 3,400 gp (8th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Weight: —
This clasp holds a small diamond orb with a sphere of steel at its center. A crystal of adamant weaponry strengthens your weapon against damage.
Least: This crystal improves the hardness of a weapon by 2.
Lesser: This crystal improves the hardness of a weapon by 5.
Greater: This crystal improves the hardness of a weapon by 10.
Prerequisites: Craft Magic Arms and Armor, diamondsteel (SC 64). Cost to Create: 150 gp, 12 XP, 1 day (least); 700 gp, 56 XP, 2 days (lesser); 1,700 gp, 136 XP, 4 days (greater).


CRYSTAL OF ARCANE STEEL
Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) (lesser); 6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
The needlelike iron deposits in this spherical quartz crystal pulse with arcane energy. A crystal of arcane steel is designed for those who can blend magical and martial arts into a single strike. It functions only when attached to a melee weapon.
Least: This crystal grants a +1 insight bonus on your weapon damage roll when delivering a spell or spell-like ability through a melee attack with the weapon.
Lesser: As the least crystal, and it also grants you a +1 insight bonus on the attack roll.
Greater: As the lesser crystal, and it also increases the save DC of the spell or spell-like ability by 1.
Prerequisites: Craft Magic Arms and Armor, magic weapon. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater).


CRYSTAL OF ENERGY ASSAULT 
Price (Item Level): 600 gp (3rd) (least); 3,000 gp (7th) (lesser); 6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
Acid Assault- This crystal seems to contain an incandescent green fluid.
Cold Assault- Covered in a faint layer of condensation, this clear crystal radiates chilling waves of energy.
Electricity Assault- A brilliant blue color, this crystal sparks and snaps with electrical discharge.
Fire Assault- This fiery red crystal appears to burn with a heatless flame. A crystal of energy assault adds a particular type of energy damage to a weapon's attacks: acid, cold, electricity, or fire. This bonus damage doesn't stack with any energy damage of the same type dealt by the weapon.
Least: This crystal adds 1 point of energy damage of its type to the weapon's damage.
Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage.
Greater: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage, as well as a secondary effect depending on the type of crystal:
Acid Assault: Target takes - 1 penalty to AC for 1 round (multiple hits on the same creature don't stack).
Cold Assault: Target's speed is reduced by 10 feet for 1 round, to a minimum speed of 5 feet (multiple hits on the same creature don't stack).
Electricity Assault: Target is dazzled for 1 round.
Fire Assault: Target takes an additional 1d6 points of fire damage 1 round later (multiple hits on the same creature don't increase the next round's damage beyond 1d6).
Prerequisites: Craft Magic Arms and Armor; Melfs acid arrow, ray of frost, lightning bolt, or fireball; or energy bolt (EPH 100). Cost to Create: 300 gp, 24 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser); 3,000 gp, 240 XP, 6 days (greater).


CRYSTAL OF ILLUMINATION
Price (Item Level): 100 gp (1st) (least); 400 gp (2nd) (lesser); 1,000 gp (4th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: Swift (command)
Weight: —
This faceted, yellow crystal glows as if a small spark burns within it. Activating a crystal of illumination causes your weapon to glow.
Least: The weapon sheds bright illumination in a 5-foot radius and shadowy illumination for 5 feet beyond that.
Lesser: The weapon sheds bright illumination in a 20-foot radius and shadowy illumination for 20 feet beyond that.
Greater: The weapon sheds bright illumination in a 60-foot radius and shadowy illumination for 60 feet beyond that.
Prerequisites: Craft Magic Arms and Armor, daylight. Cost to Create: 50 gp, 4 XP, 1 day (least); 200 gp, 16 XP, 1 day (lesser); 500 gp, 40 XP, 1 day (greater).


CRYSTAL OF LIFE DRINKING
Price (Item Level): 400 gp (2nd) (least); 1,500 gp (5th) (lesser); 6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) necromancy
Activation: —
Weight: —
This transparent black crystal has a faint, sickly glow. A crystal of life drinking bestows a small amount of life energy upon you each time you damage a living creature with the weapon to which the crystal is attached. Dealing nonlethal damage with the weapon doesn't activate the crystal's effect.
Least: Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 1 point of damage. When the crystal has healed a total of 10 points of damage, it becomes inert until the following day. 
Lesser: As the least crystal, except that you heal 3 points of damage with each attack until the crystal has healed 30 points of damage.
Greater: As the least crystal, except that you heal 5 points of damage with each attack until the crystal has healed 50 points of damage.
Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: 200 gp, 16 XP, 1 day (least); 750 gp, 60 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater).


CRYSTAL OF RETURN
Price (Item Level): 300 gp (2nd) (least); 1,000 (4th) (lesser); 4,000 gp (8th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
This crystal is the color of a cloudless sky. A crystal of return allows a weapon to leap into its owner's hand.
Least: This crystal allows you to draw the weapon to which it is attached as a free action.
Lesser: As the least crystal, and in addition you can call the weapon (if unattended) to your hand from up to 30 feet away as a move action.
Greater: As the lesser crystal, and the weapon also gains the returning property (DMG 225). This property functions only for a weapon designed to be thrown.
Prerequisites: Craft Magic Arms and Armor, mage hand. Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 2,000 gp, 160 XP, 4 days (greater).


CRYSTAL OF SECURITY 
Price (Item Level): 300 gp (2nd) (least); 1,000 gp (4th) (lesser); 3,000 gp (7th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
This cool, silver-tinted crystal emanates feelings of peace and safety when held. A crystal of security makes a weapon cling tightly to your hand during normal use.
Least: This crystal grants you a +2 bonus on any check made to draw the weapon (such as when grappling) or to keep the weapon in your hand (such as on an opposed disarm check or an opposed
Strength check if you and an opponent both grab the weapon).
Lesser: As the least crystal, except the bonus is +5.
Greater: As the least crystal, except the bonus is +10.
Prerequisites: Craft Magic Arms and Armor, bull's strength. Cost to Create: 150 gp, 12 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 1,500 gp, 120 XP, 3 days (greater).


DEMOLITION CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 11th
Aura: Moderate; (DC 20) transmutation
Activation: —
Weight: —
This blue-white diamond bears a tiny adamantine emblem of a hammer. Demolition crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.
Least: A weapon with this crystal attached deals an extra 1d6 points of damage to constructs.
Lesser: As the least crystal, and the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs.
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against constructs as if they were living creatures.
Prerequisites: Craft Magic Arms and Armor, disintegrate. Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser); 3,000 gp, 240 XP, 6 days (greater).


FIENDSLAYER CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 5,000 gp (9th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Weight: —
This perfect crystal sphere emits a faint white glow. A fiendslayer crystal helps you fight creatures infused with evil.
Least: This crystal adds 1 point of energy damage of its type to the weapon's damage.
Lesser: This crystal adds an extra 1d6 points of energy damage of its type to the weapon's damage.
Greater: As the lesser crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction. Any evil creature grasping a weapon that bears a fiendslayer crystal gains one negative level, which remains as long as it holds the weapon and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Prerequisites: Craft Magic Arms and Armor, align weapon, good alignment. Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 days (greater).


PHOENIX ASH THREAT
Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) (lesser); 6,000 gp (10th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
Alternating fire opals and jacinths comprise this glittering chain of gemstones. The augment crystal known as a phoenix ash threat leaves smoldering embers on your enemies after every strike. Each
round, at the start of your turn, the embers deal fire damage to each target struck by the weapon in the previous round.
Least: If you hit a creature with a weapon bearing this crystal, that target takes 1 point of fire damage on the following round. Multiple hits by the weapon against the same target aren't cumulative.
Lesser: As the least crystal, but the target takes 3 points of fire damage.
Greater: As the least crystal, but the target takes 5 points of fire damage.
Prerequisites: Craft Magic Arms and Armor, burning hands. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater).


REVELATION CRYSTAL
Price (Item Level): 400 gp (2nd) (least); 1,000 gp (4th) (lesser); 5,000 gp (9th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) divination
Activation: —
Weight: —
This tiger's-eye gem bears a striking resemblance to the eye of a cat, its gaze seeming to dart about.
A revelation crystal help you battle foes who rely on invisibility.
Least: When you damage an invisible creature using a weapon with this augment crystal attached, the creature emits a glowing golden aura for 1 round, allowing everyone to know the square or squares it occupies and where it moves during that duration. The aura is as bright as a torch. Despite the glow in the square, creatures that attack the invisible foe still suffer a 50% miss chance; the glow merely allows
them to determine the appropriate square to attack.
Lesser: As the least crystal, but any active invisibility effects on the damaged creature are also suppressed for 1 round (even if the invisibility is natural or extraordinary).
Greater: As the lesser crystal, but it also suppresses active effects on the damaged creature that grant concealment or similar effects (such as blur or displacement) for 1 round. This has no effect on concealment granted by the environment (such as fog or a darkness spell).
Prerequisites: Craft Magic Arms and Armor, true seeing. Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 2,500 gp, 200 XP, 5 days (greater).


TRUEDEATH CRYSTAL
Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)
Body Slot: — (weapon crystal)
Caster Level: 5th
Aura: Faint; (DC 17) evocation
Activation: —
Weight: —
This amethyst is carved in the shape of a humanoid skull. Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.
Least: A weapon with this crystal attached deals an extra 1d6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.
Prerequisites: Craft Magic Arms and Armor, consecrate. Cost to Create: 500 gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 days (lesser); 5,000 gp, 400 XP, 10 days (greater)


WITCHLIGHT RESERVOIR 
Price (Item Level): 5,000 gp (9th)
Body Slot: — (weapon crystal)
Caster Level: 10th
Aura: Moderate; (DC 20) necromancy
Activation: Swift (mental)
Weight: —
This coin-sized crystal sphere is inscribed with arcane sigils representing earth, air, wind, fire, magic, death, and beauty. It rattles like soft thunder. As its name suggests, a witchlight reservoir can hold a small quantity of magical power, which can be used to enhance the power of a melee weapon. To imbue this augment crystal with power, you must directly expose it for 8 hours to one of the following substances: sunlight, moonlight, blood, or wine (at least one pint of either of the last two substances). Each one of these substances grants the item a different effect, as described below. Exposing a full reservoir to a new substance replaces the old effect with the new effect. When activated, a reservoir adds an extra effect to its weapon's next successful melee strike (as long as it is made before the end of your turn). The effect depends on the substance to which the witchlight reservoir was exposed (see above).
Sunlight: +2d6 fire damage (or +4d6 fire damage if the target is undead).
Moonlight: +2d6 electricity damage (or +4d6 electricity damage if the target is a lycanthrope).
Blood: +2d6 damage to a living target.
Wine: - 2 penalty on Will saves for 1 round.
A witchlight reservoir functions five times before it loses its power and must be imbued again. It is considered a greater augment crystal.
Prerequisites: Craft Magic Arms and Armor, burning hands, shocking grasp, touch of idiocy, vampiric touch. Cost to Create: 2,500 gp, 200 XP, 5 days

Source: WOTC Magic Item Compendium

Armor and Shield Augmentation Crystals

CLASP OF ENERGY PROTECTION
Price (Item Level): 500 gp (3rd) (least), 1,500 gp (5th) (lesser), or 3,000 gp (7th) (greater)
Body Slot: — (shield crystal)
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —
Weight: —
Fire Protection
This fiery red crystal is slightly warm to the touch.
Cold Protection
This icy clear crystal is covered in a thin layer of frost.
Acid Protection
This hazy green crystal hisses faintly when exposed to the open air.
Electricity Protection
This brilliant blue-white crystal crackles with static discharge when touched.
Sonic Protection
This deep purple crystal gives off a faint hum, and rings with a sonorous chime when tapped.
A crystal of energy protection protects against a specific form of energy: acid, cold, electricity, fire, or sonic.
Least: This augment crystal grants resistance 5 to the designated energy type. Once the crystal has prevented a total of 25 points of energy damage, it becomes inert until the following day.
Lesser: As above, except the crystal grants resistance 10, up to a maximum of 50 points per day.
Greater: As above, except the crystal grants resistance 15, up to a maximum of 75 points per day.
Prerequisites: Craft Magic Arms and Armor, resist energy. Cost to Create: 250 gp, 20 XP, 1 day (least);
750 gp, 60 XP, 2 days (lesser); 1,500 gp, 120 XP, 3 days (greater).

CRYSTAL OF ADAMANT ARMOR
Price (Item Level): 300 gp (2nd) (least), 1,400 gp (5th) (lesser), or 3,400 gp (8th) (greater)
Body Slot: — (armor or shield crystal)
Caster Level: 9th
Aura: Moderate; (DC 19) transmutation
Activation: —
Weight: —
This clasp holds a small diamond orb with a sphere of steel at its center.
A crystal of adamant armor strengthens your armor or shield against damage.
Least: This augment crystal improves the hardness of a suit of armor or shield by 2.
Lesser: This augment crystal improves the hardness of a suit of armor or shield by 5.
Greater: This augment crystal improves the hardness of a suit of armor or shield by 10.
Prerequisites: Craft Magic Arms and Armor, diamondsteel (SC 64). Cost to Create: 150 gp, 12 XP, 1 day (least); 700 gp, 56 XP, 2 days (lesser); 1,700 gp, 136 XP, 4 days (greater).

CRYSTAL OF ADAPTATION
Price (Item Level): 500 gp (3rd) (least); 1,500 gp (5th) (lesser); or 3,000 gp (7th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: —
Weight: —
This bright green, circular crystal is pleasantly warm to the touch.
A crystal of adaptation protects you from hostile environments, both terrestrial and extraplanar.
Least: This augment crystal protects you from temperature extremes as an endure elements spell.
Lesser: As the least crystal, and you are also protected from all alignment traits of any plane (DMG 149).

CRYSTAL OF AQUATIC ACTION
Price (Item Level): 250 gp (2nd) (least), 1,000 gp (4th) (lesser), or 3,000 gp (7th) (greater)
Body Slot: — (armor crystal)
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: —
This sea-green crystal always feels moist to the touch.
A crystal of aquatic action aids the wearer while underwater.
Least: Any armor bearing this augment crystal does not impose an armor check penalty on your Swim checks.
Lesser: As the least crystal, and you also gain a Swim speed equal to one-half your land speed (round down to the next 5-foot increment).
Greater: As the lesser crystal, and you also take no penalties on attacks or movement while underwater (as if under the effect of freedom of movement) and you can breathe water as easily as air.
Prerequisites: Craft Magic Arms and Armor, freedom of movement, water breathing.
Cost to Create: 125 gp, 10 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 1,500 gp, 120 XP, 3 days (greater).

CRYSTAL OF ARROW DEFLECTION
Price (Item Level): 500 gp (3rd) (least), 2,500 gp (7th) (lesser), or 5,000 gp (9th) (greater)
Body Slot: — (shield crystal)
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: —
Weight: —
This blue sapphire is cut into a large cabochon. It contains a small flint arrowhead in its center.
A crystal of arrow deflection protects you from ranged weapon attacks.
Least: This augment crystal grants you a +2 bonus to AC against ranged attacks.
Lesser: As the least crystal, except the bonus is +5.
Greater: As the least crystal, and you can deflect one ranged attack per round as if you had the Deflect Arrows feat.
Prerequisites: Craft Magic Arms and Armor, shield.
Cost to Create: 250 gp, 20 XP, 1 day (least); 1,250 gp, 100 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 days (greater).

CRYSTAL OF BENT SIGHT
Price (Item Level): 500 gp (3rd)
Body Slot: — (shield crystal)
Caster Level: 5th
Aura: Faint; (DC 17) divination
Activation: —
Weight: —
This small crystal is affixed to a plate of polished silver.
A crystal of bent sight offers a great boon to any who face creatures that have gaze attacks. When this augment crystal is attached to your shield, you can avert your eyes from a creature that has a gaze attack without suffering a miss chance on your attack rolls against that creature.
Prerequisites: Craft Magic Arms and Armor, clairaudience/clairvoyance.
Cost to Create: 250 gp, 20 XP, 1 day.

CRYSTAL OF GLANCING BLOWS
Price (Item Level): 500 gp (3rd) (least), 3,000 gp (7th) (lesser), or 5,000 gp (9th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: —
Weight: —
All the hues of the rainbow—and many more—shimmer and dance across the surface of this multifaceted crystal.
A crystal of glancing blows causes your armor to turn aside grasping attacks.
Least: This augment crystal grants you a +2 competence bonus on grapple checks to prevent a grapple from being initiated (but not any other kind of grapple check, including those to initiate or escape a grapple).
Lesser: As the least crystal, but the bonus is +5.
Greater: As the least crystal, but the bonus is +10.
Prerequisites: Craft Magic Arms and Armor, freedom of movement.
Cost to Create: 250 gp, 20 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 days (greater)

CRYSTAL OF LIFEKEEPING
Price (Item Level): 200 gp (2nd) (least), 1,000 gp (4th) (lesser), or 5,000 gp (9th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: —; see text
Weight: —
This bright crystal gleams and sparkles in the light.
A crystal of lifekeeping wards you against necromantic and death effects.
Least: This augment crystal grants you a +1 competence bonus on saving throws against energy drain attacks, inflict spells, death spells, and death effects.
Lesser: As the least crystal, except the bonus is +3.
Greater: As the least crystal, except the bonus is +5. In addition, if you fail a save against any of these effects, you can choose to reroll the save as an immediate (mental) action. This ability functions once per day.
Prerequisites: Craft Magic Arms and Armor, death ward.
Cost to Create: 100 gp, 8 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 2,500 gp, 200 XP, 5 days (greater).

CRYSTAL OF MIND CLOAKING
Price (Item Level): 500 gp (3rd) (least), 4,000 gp (8th) (lesser), or 10,000 gp (12th) (greater)
Body Slot: — (armor crystal)
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —; see text
Weight: —
This crystal is black as a clouded night sky. A crystal of mind cloaking protects you against mental infiltration.
Least: This augment crystal grants you a +1 competence bonus on saving  throws against mind-affecting spells and abilities.
Lesser: As above, except the crystal grants a +3 competence bonus.
Greater: As above, except the crystal grants a +5 competence bonus. In addition, if you fail a save against a mind-affecting spell or ability, you can choose to reroll the save as an immediate (mental) action. This ability functions once per day.
Prerequisites: Craft Magic Arms and Armor, resistance.
Cost to Create: 250 gp, 20 XP, 1 day (least); 2,000 gp, 160 XP, 4 days (lesser); 5,000 gp, 400 XP, 10 days (greater).

CRYSTAL OF SCREENING
Price (Item Level): 400 gp (2nd) (least), 1,000 gp (4th) (lesser), or 3,000 gp (7th) (greater)
Body Slot: — (armor crystal)
Caster Level: 5th
Aura: Faint; (DC 17) abjuration
Activation: —
Weight: —
This smooth, deep blue crystal is warm to the touch.
A crystal of screening enhances a suit of armor with force, enabling it to protect you against the attacks of incorporeal foes.
Least: This augment crystal imposes a - 2 penalty on touch attacks made against you by incorporeal creatures.
Lesser: As the least crystal, except the penalty is – 5.
Greater: As the least crystal, except the penalty is - 10.
Prerequisites: Craft Magic Arms and Armor, mage armor.
Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 40 XP, 1 day (lesser); 1,500 gp, 120 XP, 3 days (greater).

CRYSTAL OF STAMINA
Price (Item Level): 300 gp (2nd) (least), 900 gp (4th) (lesser), or 2,700 gp (7th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) conjuration
Activation: —; see text
Weight: —
This dull red crystal pulses in time with your heartbeat.
A crystal of stamina protects you from assaults against your physical health.
Least: This augment crystal grants you a +1 competence bonus on saving throws against disease and poison.
Lesser: As the least crystal, except the bonus is +3.
Greater: As the least crystal, except the bonus is +5. In addition, if you fail a save against a poison or disease effect, you can choose to reroll the save as an immediate (mental) action. This ability functions
once per day.
Prerequisites: Craft Magic Arms and Armor, neutralize poison, remove disease.
Cost to Create: 150 gp, 12 XP, 1 day (least); 450 gp, 36 XP, 1 day (lesser); 1,350 gp, 108 XP, 3 days (greater).

IRON WARD DIAMOND
Price (Item Level): 500 gp (3rd) (least), 2,000 gp (6th) (lesser), or 8,000 gp (11th) (greater)
Body Slot: — (armor crystal)
Caster Level: 7th
Aura: Moderate; (DC 18) evocation
Activation: —
Weight: —
This dun and ecru diamond is incredibly durable.
An iron ward diamond lends its toughness to armor, helping it absorb blows in combat.
Least: The least version of this augment crystal grants you damage reduction 1/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 10 points of damage, it becomes inert until the following day.
Lesser: As the least crystal, except that it grants damage reduction 3/— until it has prevented a total of 30 points of damage. A lesser iron ward diamond functions only when attached to medium or
heavy armor.
Greater: As the least crystal, except that it grants damage reduction 5/— until it has prevented a total of 50 points of damage. A greater iron ward diamond functions only when attached to heavy armor.
Prerequisites: Craft Magic Arms and Armor, stoneskin.
Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days (lesser); 4,000 gp, 320 XP, 8 days (greater).

RESTFUL CRYSTAL
Price (Item Level): 500 gp (3rd)
Body Slot: — (armor crystal)
Caster Level: 5th
Aura: Faint; (DC 17) enchantment
Activation: —
Weight: —
This silver clasp is decorated with sparkling crystals shaped like stars.
A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued.
Prerequisites: Craft Magic Arms and Armor, sleep.
Cost to Create: 250 gp, 20 XP, 1 day.

RUBICUND FRENZY
Price (Item Level): 500 gp (3rd) (least), 2,000 gp (6th) (lesser), or 6,000 gp (10th) (greater)
Body Slot: — (armor crystal)
Caster Level: 11th
Aura: Moderate; (DC 20) enchantment
Activation: —
Weight: —
This ruby is cut into a torus—beveled on top, flat below. It is meant to be attached to a suit of armor.
A rubicund frenzy drinks your blood when you are wounded, whipping you into a savage frenzy. This item functions only for living creatures.
Least: As long as your current hit point total is no greater than half your full normal hit points, this augment crystal grants you a +1 morale bonus on weapon damage rolls and saves against fear.
Lesser: As the least crystal, except it grants a +3 morale bonus on weapon damage rolls and saves against fear.
Greater: As the least crystal, except it grants a +5 morale bonus on weapon damage rolls and saves against fear.
Prerequisites: Craft Magic Arms and Armor, heroism.
Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater).

Source: WOTC Magic Item Compendium 

Tome of Ancient Lore (Relic)

Price: 5,500 gp
Weight: 2 lb.
Slot: None
CL: 20th
Aura: strong transmutation

Sometimes referred to as Nether Scrolls or the Tome of the Unicorn; nevertheless a tome of ancient lore contains every conceivable spell. Perusing it for 1 hour gives you a +5 competence bonus on Knowledge (arcana) and Spellcraft checks made that day, provided that you are neutral, neutral good, neutral evil, lawful neutral, or chaotic neutral. The hour spent studying the tome is in addition to any time you spend preparing spells.
Relic Power: Though the pages of this book contain all the world's arcane knowledge, a tome of ancient lore is cursed with a deliberately confusing, ever-changing system of cross-referencing. Because its pages constantly rearrange themselves, apparently at random, finding any useful information by browsing the book is impossible. However, if you have established the proper divine connection, you can use a tome of ancient lore while preparing arcane spells to prepare a single spell that isn't in your spellbook.
You have a 50% chance of finding any arcane spell of the highest level you can cast, and a 100% chance to find any other spell that you can cast. The book functions in this manner once per day.
To use the relic power, you must worship Azuth and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least a 9th level spellcaster.
Lore: Allegedly penned by Azuth himself and "borrowed" from his library, the original tome disappeared for centuries. Eventually, copies began to appear in the possession of arcane colleges, spellcasting dragons, and powerful wizards.
Prerequisites: Craft Wondrous Item, Sanctify Relic, secret page. Cost to Create: 2,750 gp

Source: WOTC Magic Item Compendium


Whispering Gloves

Price: 15,400 gp
Weight: 1 lb.
Slot: Hands
CL: 5th
Aura: faint illusion and transmutation

These gloves constantly project a very short-range silence spell, so that anything touched or held by the wearer's hands makes no sound. Thus picking a locked door wouldn't make a clicking noise audible to those on the other side, and holding a hand over a victim's mouth would silence his scream. The silence extends only a few inches, so knocking on a door produces no sound but hammering it down still does.
If the wearer presses a finger to her lips and speaks, no sound comes out, but the words are audible to anyone she chooses in her line of sight (as the message spell).
Construction Requirements: Craft Wondrous Item, message, silence. Cost: 7,700 gp

Source: PZO9544 Tears at Bitter Manor



Weirding Watch

Price: 22,000 gp
Weight: 1 lb.
Slot: None
CL: 5th
Aura: faint transmutation

This gold-plated watch is divided into five pieces. The weirding watch keeps flawless time without ever needing to be wound or repaired. In addition, the bearer of any piece of the watch can activate it to exercise power over time for herself and her allies. Once a watch piece is activated, the bearer gains the benefits of haste and lesser age resistance for 3 rounds. Anyone bearing a piece from the same weirding watch within 30 feet receives the same effect. Each piece of the watch can be activated once per day. The price of a weirding watch includes all five pieces. Pieces are rarely sold separately.
Construction Requirements: Craft Wondrous Item, haste, lesser age resistance. Cost: 11,00 gp


Source: PZO9544 Tears at Bitter Manor  

Rat-Tread Boots

Price: 8,500 gp

Weight: 1 lb.
Slot: Feet
CL: 3rd
Aura: faint conjuration

On command, these rat-fur boots summon a rat swarm underneath the wearer that moves with her and acts as a living carpet. As a move action, the wearer can travel on the backs of the rats as they swim, moving up to 15 feet across the surface of calm waters. If surface conditions become worse than calm, the rats disperse and the wearer falls. On land, the swarm allows the wearer to ignore difficult terrain's effects on her movement for up to 15 feet of movement per round. The swarm can be used for up to 10 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments.
If the wearer falls unconscious while rot-tread boots are active, on the wearer's next turn the swarm tries to move her away from the nearest foe, moving 5 feet before dispersing. This movement doesn't provoke attacks of opportunity. If such movement is impossible, the swarm disperses.
The swarm is a normal rat swarm, except its area doesn't exceed that of the wearer and it can't move out of the wearer's space. The swarm disperses when the effect's duration ends or when the swarm is reduced to 0 hit points or fewer. Rat-tread boots grant the wearer immunity from the attacks of rat swarms, including their special attacks. 
Construction Requirements: Craft Wondrous Item, charm animal, summonswarm. Cost: 4,250 gp


Source: PZO9544 Tears at Bitter Manor

Quicksand Cloak

Price: 15,000 gp
Weight: 4 lb.
Slot: Shoulders
CL: 5th
Aura: faint transmutation

The exterior of the cloak is an extradimensional space filled with water and sand. Each time a creature of the wearer's size or smaller attempts to grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the attempt and be engulfed by quicksand (Pathfinder RPG Core Rulebook 42 7). Every round it's trapped in the extradimensional space, the trapped creature must make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer. Crawling out doesn't provoke an attack of opportunity from the wearer, but does provoke from others. A creature that fails its Swim check by 5 or more submerges and begins to drown. A creature that succeeds at the initial save grapples the wearer normally, and doesn't need to save again unless the wearer escapes and the creature tries to grapple the wearer again.
A quicksand cloak left on the ground behaves as a patch of quicksand filling one 5-foot square, and swimming out works the same. Others may use aid another to help a creature trapped in the cloak, as though the creature were grappled.
A quicksand cloak of any size can contain only one creature at a time; a creature attempting to grapple the wearer while the cloak already contains a body is not affected by the cloak.
Construction Requirements: Craft Wondrous Item, create water, shifting sand. Cost: 7,500 gp

Source: PZO9544 Tears at Bitter Manor



Icon of Aspects

Price: 5,500 gp
Weight: 1 lb.
Slot: None
CL: 7th
Aura: moderate evocation

When a cleric with an icon of aspects prepares spells, she may replace the granted powers of one of her domains with those of a different domain she doesn't have but that is associated with her deity. This lasts until the next time she prepares spells. The cleric must meet the level requirements for both abilities. For example, a 6thlevel cleric with the Good domain who swaps for the Healing domain can't use healer's blessing even though she meets the level requirement, because the holy lance power of the Good domain requires her to be 8th level. The icon affects only granted powers, not domain spells, bonus feats, or other benefits. The icon can affect only one person at a time.
Construction Requirements: Craft Wondrous Item, imbue with spellability, creator must be a divine spellcaster. Cost: 2,750 gp


Source: PZO9544 Tears at Bitter Manor

Gorget of living Whispers

Price: 15,000 gp
Weight: -
Slot: Neck
CL: 9th
Aura: moderate conjuration and enchantment

Once per day as a standard action, the wearer of this collar can speak a suggested course of action. Her words coalesce into a living whisper-a sinuous creature with blue runes lining its back-that appears in a square adjacent to her. The living whisper uses the statistics of a fiendish venomous snake (Pathfinder RPG Bestiary 2 55, 294), but has an Intelligence score of 3 and can communicate telepathically with the gorget's wearer. Instead of being poisoned, any creature bitten by the living whisper must succeed at a DC 14 Will save or be affected by a suggestion spell (C L 9th). This suggestion is determined when the living whisper is summoned and affects all creatures bitten by it. Creatures that can read Aklo can read the runes on the living whisper and know what suggestion is carried by its bite. A living whisper lasts for 1 minute or until slain.
Construction Requirements: Craft Wondrous Item, suggestion, summonmonster II. Cost: 7,500 gp


Source: PZO9544 Tears at Bitter Manor

Elixir of Last Will

Price: 150 GP
Weight: -
Slot: none
CL: 1st
Aura: faint necromancy

If a character drinks this gray liquid, the next time (within 24 hours) he falls below O hit points, he exhales a sliver of his consciousness-whether he is alive or dead. If a character drinks multiple elixirs in a 24-hour period, only one is effective.
As an immediate action, the sliver can guide the action of one ally within 30 feet of the drinker's body. This guidance gives a +2 luck bonus on that ally's next attack roll, to the ally's AC against the next attack made against her, or on the ally's next skill check. The drinker decides the type of bonus and the ally. The bonus must be used within 1 round.
Construction Requirements: Craft Wondrous Item, guidance. Cost: 75 gp


Source: PZO9544 Tears at Bitter Manor

Chalice of Communal Dweomer

Price: 3,750 GP
Weight: 1 lb.
Slot: none
CL: 7th
Aura: moderate transmutation

Once per day, a creature can pour a potion with a duration longer than instantaneous into the chalice, then drink it as a standard action that provokes attacks of opportunity. The bearer and up to two willing allies within 30 feet gain the benefits as though they had consumed the potion; however, the duration is divided evenly between all recipients (including the bearer), rounded down to the nearest round.
Construction Requirements: Craft Wondrous Item, alchemical allocation, amplify elixir. Cost: 1,857 gp


Source: PZO9544 Tears at Bitter Manor

Amulet of Grasping Souls

Price 21,000 GP
Weight -
Slot: Neck
CL:13
Aura: strong transmutation

This amulet can be worn by both corporeal and incorporeal creatures. If worn by a corporeal creature, it confers the ghost touch special ability on her natural attacks and weapons she wields (even thrown weapons and projectiles). Once per day as a swift action, the wearer can make the next spell she casts affect incorporeal creatures as though she were using the Ectoplasmic Spell metamagic feat but without increasing the spell level.

When an incorporeal creature wears the amulet, it can interact with it surroundings. Any item in its possession becomes incorporeal, allowing the incorporeal creature to take items and phase through objects with them. An incorporeal creature without a Strength score uses its Charisma score to determine how much it can carry.
Construction Requirements: Craft Wondrous Item, Ectoplasmic Spell, planeshift. Cost: 10,500 gp

Source: PZO9544 Tears at Bitter Manor