Saturday, May 2, 2015

The Axe of the Dwarvish Lords

This short handled axe appears quite normal, but on close inspection a dwarf will realize that the metal it is made from is quite alien and unlike any they have seen before. Dwarven runes are interwoven within the fabric of the metal, lining its handle. The blade, though simple, is the finest to be found and never needs sharpening. The axe is always warm to the touch but not hot. The wielder of the axe need never sleep or eat as long as the axe has been involved in honorable battle within the last two days.


Powers: +3 bonus to Hit +6 to Damage, When in the hands of the Champion, for every successful hit the champion strikes all dwarves in the same battle receive a +1 bonus on Hit/Damage cumulative to a total of+7. The Champion's bonus is added to the original +3! Immunity to the Elements-any elemental creature struck three times by the weapon is sent back to its own elemental plane, never to return. Acts as an Axe of Hurling and can return 2 times/round up to 180ft. The Champion is benefited as if by a ring of wizardry; doubling his allotment of spells in every level he is capable of casting. Any Dwarf that passes within 50 feet of the axe will be surrounded in a dark globe if they are unfaithful to the Dwarven deities. Immune to the following spells or spell like affects: Darkness, Fairie Fire, Protection from Good, Curses, Geas, Quest spells, Charm spells, Energy Drain, illusions of 3rd level or less.

Source: Gordzilla

Wednesday, April 29, 2015

Tome of Amulets

Appearance: The cover of this tome is manufactured of enchanted glass that has been painted black.
The enchantment keeps the cover from breaking under common circumstances but any direct attack with a weapon will destroy. The glass is connected to a metal frame. The 300 pages within are all of plain paper.
Spells: None

Special Features: Penned by expert craftsmen in the Onaglym, or The House of Gems in Myth Drannor. This book catalogs hundreds of amulets, magical and otherwise, including information on mythic and unique amulets such as the Amulet of Nasadra. A small section of the book presents sketches and notes regarding the construction of magical amulets. Consulting the tome before crafting an amulet confers Crafter’s Fortune toward the creation of the amulet once per day. 

Monday, April 13, 2015

Lorestealer

Yorik the half-ogre
Lorestealer is an excellently balanced throwing axe with stylized mithril handle and a crystalline curved blade on which arcane and divine runes have been carved.

Lorestealer (throwing axe +1)
Price: 2,308 gp  
Weight: 2 lbs
Slot: none
CL: 5th 
Aura: faint enchantment
Omen: Runes begin to cycle across the blade if magic scrolls are within 10 feet.
When wielding Lorestealer, the wielder can attempt Use Magic Device checks untrained.

Legacy Abilities:
Decipher Scrolls (Su): Starting at 5th level you decipher any magic scroll as if you benefited from a read magic spell.
Locate Scrolls (Su): Starting at 5th level you detect magic scrolls within 60 feet as if using the detect magic spell.

History:
Yorik was not witty, nor insightful, nor sociable, but the half ogre Yorik was fanatically loyal to his employer, the Oracle of Lore Drendar Wands. For a seemingly quiet member of the aristocracy, Drendar had many enemies. Yorik protected him with life and limb, though he came close to death on more than one occasion. If a wizard threatened Drendar or made an attempt on his life, Yorik took the brunt of whatever damage the spellcaster could deal out, giving Drendar a chance to finish off the foe. Drendar returned Yorik’s loyalty in full and forged a weapon of great power for him—an axe known as Lorestealer.

Unfortunately, it became apparent to Drendar that Yorik was not equipped for the magical conflicts he habitually sought out. Drendar’s ambitions waited for nobody. Because Yorik had no spell casting skill, Drendar constructed Lorestealer to compensate for this shortcoming and to shore up his own offensive power. With the throwing axe, Yorik could use a scroll by cleaving its parchment, thereby releasing the stored magic.  

When Drendar gave Yorik Lorestealer, the warrior unlocked within the weapon the potential to use scrolls of the highest order, but he had no ability to do so wisely. Such an occasion arose during an altercation at court when daemons were summoned to the foil a critical treasury vote. The battle was won, but Drendar succumbed to a bleeding wound. Devoted to his master, Yorik had kept a wish scroll tucked away for just this possibility. Using Lorestealer Yorik utilized the wish in an attempt to restore life to his master.

Requirements:

No spellcasting ability, base attack bonus of at least +3. 

Divine Spark (Scarab)

Tragen Gundwynd
Divine Spark is a silver holy symbol sculpted to resemble a shining sun and is small enough to be gripped in one hand.

Divine Spark (silver holy symbol of resistance +1)
Price: 1,550 gp  
Weight: 1 lb
Slot: none
CL: 5th 
Aura: faint abjuration
Omen: Divine Spark transforms into your preferred holy symbol while you possess it.

Legacy Abilities:
Endure Evil (Su): enjoy the constant effect of a protection from evil spell.

History:
The Divine Spark was created when a great Army of Darkness threatened to overrun the world and extinguish all human life. Goblins, giants, and drow formed unholy pacts, creating armies of ghouls, skeletons, wights, and zombies that wiped out entire regions, adding the slain to their numbers. Church leaders in the Dalelands could not afford to let bickering and religious differences come between them any longer. One man united them— Tragen Gundwynd. Tragen did not believe in any deity, for what god would allow so many people to suffer at the hands of rabid, amoral creatures that made feasts out of human flesh? Tragen did believe in something greater than himself, however—the resilience of humanity. To him, nothing was more divine than this one truth.

As territories fell to the Army of Darkness, fleeing populations were pushed farther and farther inland, into Cormanthor and the Dalelands. They were being herded against the Thunder Peaks, over which they could not climb fast enough to escape their pursuers. Tragen knew this. He rode out to each pocket of dalesmen and urged them to combine forces rather than face extinction—they could not refuse aid, and they were too few in number to make a stand alone. Everyone Tragen spoke to agreed. When the leaders finally met, the Divine Spark was able to decipher the language of each, but only from the one who held the silver symbol to listeners. As a result, those who did not share common tongues could be heard only when one held Divine Spark while the others listened, allowing each person to speak in turn.

In the span of one night, strategies were concocted, forming first, second, and third lines of defense, always keeping the mountains at the united army’s back. Tragen gathered all the holy persons around him the next morning and meditated before battle. When the Army of Darkness arrived, Divine Spark became the focal point for every consecrated person present, allowing them to channel their abilities through Tragen and raise his power by a degree based on all who remained in their circle. They were unstoppable together, cutting a swath through the undead wherever they moved. That day, the tide of battle shifted without any divine intervention. The dalesmen survived by saving themselves. Tragen Gundwynd disappeared into obscurity shortly thereafter, but he has long been remembered as the man who single-handedly, though only briefly, united all the dales.  

Requirements:

Ability to cast 1st-level divine spells, 2 skill ranks in Diplomacy, be of nonevil alignment and have the ability to turn undead. 

Scarab of Nasadra

Prince Dalwyn Irithyl
The Scarab of Nasadra is a webstone medallion shaped like a stylized ankheg ringed with arcane
runes.

Scarab of Nasadra (amulet of resistance +1)
Price: 1,500 gp
Weight: -
Slot: neck
CL: 5th 
Aura: faint abjuration 
Omen: If you are capable of casting arcane spells and wear the scarab for at least 1 hour, it grows warm and the ankheg occasionally twitches and chirps (audible only to the wearer).

Legacy Abilities:
Arcane Health (Su): Starting at 5th level you gain 10 temporary hit points each day. You also gain a +1 bonus on caster level checks made to dispel or counter a spell.

History: 
In the time before the Weeping War in the ancient days of Myth Drannor during the First Age of Magic, several mighty clans of elves battled each other for supremacy over territories in Cormanthor. One of these great elven houses was a drow clan named Nasadra. As the dominion of Nasadra grew strong and influential neighboring territories of Tangled Trees and the Elven Court began to worry the drow house was gaining strength too quickly. Other elf clans started to fear that the magically inclined scions of Nasadra wished to expand their influence more significantly and at the expense of other elf territories.

Perhaps this fear was justified, because when the Army of Darkness finally descended from the north and the Weeping War began the Scarab of Nasadra was secretly forged and given to a spy, an agent of the crown—the prince himself Prince Dalwyn Irithyl, who was charged by the elven crown with reconnoitering the surrounding dales. Prince Dalwyn was known as an accomplished magus, despite his relative youth and was secretly in love with a drow, a taboo among elves.

When he journeyed forth from Myth Drannor, he did so in the company of magical familiars and under the cloak of a sorcerous guise, one that would protect him from notice by those he wished to observe. However, despite the secrecy of his quest and the supernatural disguises he created, Dalwyn's enemies discovered the prince’s quest and engineered an ambush.

When Prince Dalwyn next arrived at his destination, a magical conflagration slew everyone in his company, but the protective forces of the Scarab of Nasadra saved him. The prince barely escaped, burned but alive, all alone in a territory alerted to his presence and certain of his evil intent. Dalwyn was overcome despite several heroic stands, including the Clash at Helmgrove, the Battle of Burnt Ridge, and the Siege of Shadow. The Scarab of Nasadra was lost and its power forgotten.

Requirements: 
Ability to cast 2nd level arcane spells and 3 ranks in Knowledge (arcana). 

Webstone: The ornamental stone known commonly as webstone is more properly called spiderweb obsidian. Webstone is an obsidian variety in which small pieces of the stone have been cemented together by heat and pressure in an irregular mass; the joints show as irregular, weblike lines. It is usually black with whitish lines, but webstone of brown, reddish brown, and rust-red hues with lighter webbing has been found.

Sunday, April 12, 2015

Bright Evening Star

Iramine Amatar
Bright Evening Star is a star-metal ring set with a large diamond surrounded by a circle of alternating sapphires and rubies. These gems gleam brightly in even the dullest light. An inscription on the inside of the band reads simply “for Iramine” in Elven.

Bright Evening Star (ring of protection +1)
Price: 2,000 gp
Weight: -
Slot: ring
CL: 5th 
Aura: faint abjuration 
Omen: Although the ring fits any hand, Elves find it sizes perfectly.

Legacy Abilities:
Starbright (Su): At 5th level the wearer gains low-light vision as long as starlight is visible. If you already have innate low-light vision, the range of your sight triples in starlight.

Starbright (Su): You gain low-light vision as long as starlight is visible. If you already have innate low-light vision, the range of your sight triples in starlight.

Fire of the Heart (Sp): At 6th level and higher, at will on command, you can evoke a burst of magical starlight, which works as a faerie fire spell. The light created is blue. Caster level 5th.


Enthralling Lights (Sp): Starting at 7th level, three times per day on command, you can create an area of dancing stars and glowing dust, duplicating the effect of a hypnotic pattern spell. The save DC is 11, or 11 + your Charisma modifier, whichever is higher. Caster level 5th.

History: 
Bright Evening Star is of high-elf craftsmanship. The name “Iramine” is a reference to the eldritch knight Iramine Amatar, a legendary elf hero from Myth Drannor. She was born in Myth Drannor, and at a young age, she entered one of the elves’ many spell casting academies the Irithlium. When her studies were completed, she joined up with an adventuring troupe along with, Eldarniel.
Iramine was the lover of the wizard Eldarniel Raiserik, court magician to the powerful elven king Eltargrim. Since Eldarniel was a legendary crafter of magic items, especially rings, it seems likely that he created Bright Evening Star for Iramine, perhaps to aid and protect her on her travels.

Together they explored ancient ruins and plumbed arcane secrets, but their chief passion was finding and cataloging the mystical properties of moonlight, starlight and constellation magic. Some lore masters credit them with discovering silver’s effects on lycanthropes and crafting the first ring of shooting stars.

Iramine continued adventuring for two hundred years after Eldarniel decided to retire, teaming up with Drendar Wands and Tragen Gundwynd for a time. When the Weeping War began Iramine returned to Myth Drannor, where she learned Eldarniel was killed when one of his magical experiments backfired and destroyed his entire lab after than texts fail to mention the eldritch knight again.  

Requirements: 
Ability to cast 1st level arcane spells, 3 skill ranks in Knowledge (arcana), and be of nonevil alignment.

Personal Cost: As a toll the wearer takes a -4 penalty to saving throws against all blindness and dazzle spells and/or conditions at night.or in low-light conditions. 

Tuesday, April 7, 2015

The Shield of Vladik

Appearance: This is a three foot by two foot book built of leather, steel, and wood, with 100

parchment pages between the two sturdy covers and with two leather straps on the back cover. The front cover has a silver shield symbol set into it, with a ring of twelve emeralds orbiting the shield design.
Spells: Blank.

Special Features: Upon speaking the command word this heavy book solidifies, the covers locking closed. The book cannot be opened again until the second command word is spoken. The Shield of Vladik is a shield and, when used as one, is treated like a small steel shield and capable of housing a shield augmentation crystal. 

The Codex of Arnlaug

Appearance: This book has a wooden cover wrapped in leather with the image of a gauntlet stamped into the front. The interior pages are rough paper that has yellowed with age, the outer edges torn and showing light water damage. Each page of the book, when it is opened, exhibits further signs of water damage with the ink smeared in places and none of the pages lying flat.
Special Features: Once per day, on command, this book shifts form and becomes a single metal gauntlet. The book remains in this shape for a period of five minutes and may be worn by any medium-sized humanoid (the gauntlet’s exact shape adjusts to fit that of the wearer). During this period the Strength of the wearer is increased by 2 and the wearer may cast burning hands once per minute as a full round action.

Monday, April 6, 2015

Quicksilver Gloves

Price: 7,000
Weight: 1 lb.
Slot: hands
CL: 5th
Aura: faint transmutation

These tight-fitting gloves have silver tips at the end of each finger. When worn, the silver spreads to cover the gloves so they appear to be covered in liquid metal.


Once per day, the gloves’ wearer can make an extra attack with a melee weapon as if using a speed weapon. This benefit does not stack with similar effects, such as a haste spell.
Construction Requirements Craft Wondrous Item, haste, versatile weapon.  Cost: 3,500 gp.


Source: Paizo PZO9547 

Gossiper’s Gourd

Price: 12,500
Weight: 1 lb.
Slot: none
CL: 3rd
Aura: faint divination

This drinking gourd has a slender neck capped with a tethered cork, as well as a leather strap so it can be hung from a belt or pack. Once per day, the gossiper’s gourd can be filled with water from a village well or other local water source, becoming attuned to that source as long as the gourd is full of water. The bearer gains a +2 insight bonus on any Knowledge (local) checks she attempts within a 1-mile radius of the water source, and can speak and understand (though not read or write) the dominant local language in that area. These effects persist as long as the attuned gourd is full.
By drinking all the local water from a gossiper’s gourd, the imbiber gains a +5 insight bonus on all Bluff, Diplomacy, Knowledge (local), and Sense Motive checks within a 1-mile radius of the water source for 1 hour. In addition, during that hour, the user can plant an idea or suspicion in the mind of one local person within 30 feet by whispering the idea into the empty gourd. This effect functions as sow thought, except the target must be from the local area. A successful DC 12 Will save negates the effect.
A gossiper’s gourd can’t become attuned to a water source more than once per day. For example, if the owner fills the gourd from a well at the beginning of the day, then drinks the water, she must wait until the beginning of the next day to benefit from the gourd again.
Construction Requirements Craft Wondrous Item, share languageAPG, sowthoughtARG, creator must have at least 5 ranks in Knowledge (local). Cost: 6,250 gp.

Source: Paizo PZO9547 

Goblet of Liquefied Cognition

Price: 18,000 
Weight: 5 lbs.
Slot: none
CL: 7th
Aura: moderate divination and transmutation

This ornate, oversized silver goblet is wrought with runes and letters in a profusion of languages. When written words are placed in the goblet—whether written on a piece of parchment, carved into stone, or other such means of delivering physical text—the text detaches itself from the source, liquefying into a sweet wine over the next 10 minutes. The liquid can then be drunk, granting the imbiber benefits based on the nature of the text.
• Pages from a spellbook representing a single spell can be drunk, allowing an arcane spontaneous caster to add that spell to her list of spells known for 24 hours. The spell must be on the imbiber’s spell list.
• An arcane scroll can be drunk, allowing the immediate memorization of its contents by an arcane caster who prepares spells. The memorized spell must be on the imbiber’s class spell list and still requires an open spell slot of the appropriate level to use. The imbiber uses her own caster level and spellcasting ability modifier to cast the spell, rather than the caster level of the scroll.
• Nonmagical writing can also be drunk, granting a complete understanding of the text’s contents. This doesn’t require an understanding of the text’s language. The goblet can liquefy the text of up to 10 standard-sized pages at once.
In all cases, the text is destroyed once drunk, and the knowledge gained fades after 24 hours. The goblet can be used three times per day.
Construction Requirements Craft Wondrous Item, comprehend languages, create water, mnemonic enhancer. Cost: 9,000 gp.


Source: Paizo PZO9547 

Familiar’s Soulstone

Price: 10,500 gp
Weight: 1 lb.
Slot: none
CL: 9th
Aura: moderate necromancy

A familiar’s soulstone looks like an unpolished, rough red gem the size of a fist. The bearer can use the familiar’s soulstone to perform an hour-long ritual that binds the soul of his familiar, animal companion, or bonded mount to the soulstone. Once this bond is established, the only way to sever it is to destroy the gem.
If the bonded creature dies while on the same plane as its familiar’s soulstone, its soul is siphoned into the gem, where it’s preserved for 24 hours. Within this period, holding the gem to the body of the deceased bonded creature for 1 full minute restores that creature to life, as raise dead. The gem is destroyed in the process. A witch’s familiar brought back to life using a familiar’s soulstone retains all of its stored spells. If the soul isn’t extracted from the gem within 24 hours, the gem crumbles to dust, automatically releasing the soul to the Great Beyond.
A creature can have only one familiar’s soulstone bound to it at a time, and a familiar’s soulstone can be bound only to a single creature.
Construction Requirements: Craft Wondrous Item, raise dead. Cost: 5,250 gp.


Source: Paizo PZO9547 

Crest of the Fallen

Price: 12,000 gp
Weight: -
Slot: neck
CL: 5th
Aura: faint conjuration

This fist-sized silver badge bears a stylized image of a heraldic animal. The first time a character wears the crest, the animal changes to match that of the wearer’s heraldic symbol. If the wearer doesn’t have a heraldic animal, it takes the form of an animal appropriate to the character’s personality. The animal depicted must be one suitable for use as a druid animal companion (see page 53 of the Pathfinder RPG Core Rulebook). Once a character has worn the crest, the animal depicted on the crest is always the same for that character and can’t be changed.

Once per day, if the wearer of the crest of the fallen falls unconscious (other than voluntary sleep), the animal on the crest jumps out of the badge and becomes a living creature in an unoccupied square adjacent to the wearer. The creature has the same statistics as a 1st-level druid’s animal companion of the same type as depicted on the crest, except its hit points are equal to one-quarter of the wearer’s maximum hit points. The creature also gains the 4th- or 7th-level advancement as described in the animal companion’s statistics if the wearer is of sufficient level (treating his character level as the effective druid level). It doesn’t, however, gain any of the other bonuses or abilities of an animal companion.

The creature guards the fallen wearer to the best of its ability. It protects the wearer by attacking enemies, assisting allies using the aid another action, dragging the character’s body to a safe location, or taking other helpful actions. The creature can’t move more than 50 feet fromthe badge, and it disappears after 5 rounds. It can’t use equipment or magic items, including potions.
If the animal is slain, it disappears and the heraldic image on the crest of the fallen fades to a dark gray for 1 week, during which time the crest can’t be activated.
Construction Requirements: Craft Wondrous Item, deathwatch, summon nature’s ally II. Cost: 6,000 gp.


Source: Paizo PZO9547 

Choker of the Siphoning Scorpion

Price: 8,000 gp
Weight: —
Slot: neck
CL: 9th
Aura: moderate necromancy

This choker consists of a thin gold chain with a small scorpion charm that presses snugly against the neck when worn. Once per day as an immediate action, the wearer of this item can forgo her saving throw against a poison effect, and instead let the scorpion charm siphon the poison, filling to its maximum capacity of 1 dose. The wearer suffers no effects from the poison in this manner. While filled, the charm doesn’t protect against poison.
As a full-round action, the wearer can remove the choker and affix it to her melee weapon by pressing the scorpion against the weapon and allowing the chain to automatically secure itself around the weapon’s hilt or handle. If the weapon hits, the wearer can choose to dose the target with the poison (in addition to any effects the attack would normally have) as though the weapon were coated with a dose of the poison. This drains the scorpion of its stored dose. The target can attempt a Fortitude save as normal (using the poison’s original DC) to resist the effect.
Construction Requirements: Craft Wondrous Item, absorb toxicity, greater magic weapon. Cost: 4,000 gp. 


Source: Paizo PZO9547 

Saturday, March 21, 2015

Portfolio of Cartography

This useful spell book appears at first to be a wholly unremarkable folder containing maps and
parchments of different sizes and colors each threating to fall and be lost from the portfolio.

Spells: Memorize Page, Create Treasure Map, Mind’s Eye Map (Deep Magic), Tactical Acumen, and Explosive Runes.


Special Features: Those in the know understand how to use it; writing the word ‘start’ anywhere on the scroll triggers an effect whereby the immediate surroundings are swiftly and accurately mapped, as if by the work of an invisible draughtsman. The tome will detect and incorporate any subtle changes in direction or depth of a passageway and note the presence of doors as they are found. It cannot, however, detect secret doors until they have been opened, after which it will mark them on its map. If the bearer of the tome is subjected to any effect that moves him away from the region being mapped by means of other than ordinary locomotion, such as fly, teleport, dimension door or ethereal jaunt, the mapping stops. One of the sections of the book reveal secrets to modify a spell with the Lingering SpellMetamagic Feat. 

Moonstone and Other Precious Gemstones

This is a thick, lavishly illustrated manual of gemstones listing hundreds of gem types, possible flaws and imperfections, and values.

Spells: Ioun Strike (Deep Magic), Stone Call, Stone Discus, Stone Fist, and Stone Shield.

Special Features: By spending three hours with this book and any gemstone, the user gains a +6 bonus to all Appraise checks.



Wednesday, March 4, 2015

Thorgrim’s Opuscule

This black leather book is hinged with gold and contains 20 parchment pages. The cover is protected with gold corner caps and a small mechanism consisting of two skeletal hands that keep the book closed when they are joined. The book does not lock. The first page features an illustration of an eye and a halo and this symbol is repeated at random intervals throughout the book. All of the writing is in black and red ink.
Spells: Arcane Mark, Minor Creation, Quill, Read Magic, Secret Chest.
Special Features: The book holds the knowledge necessary to craft the following wondrous items: an Infinite Quill, Bottomless Inkwell, and a Case of Infinite Scrolls.

Infinite Quill
Price: 500
Weight: —
Slot: None
CL: 3rd
Aura: faint conjuration

This item is often given as a gift to particularly skilled and scholarly graduates of a magical school. It is a quill, usually of an exotic creature such as a Pegasus, which writes without any need of ink. The user simply begins writing and ink appears from the pen. At a command, the ink can change to any color. The infinite quill writes so smoothly and so well that it grants a +2 competence bonus to any Craft (Writing) or similar checks, including Spellcraft checks to successfully copy a spell.
Prerequisites: Craft Wondrous Item, quill. Cost to Create: 250 gp.

Bottomless Inkwell
Price: 750
Weight: —
Slot: None
CL: 4th
Aura: moderate conjuration

This inkwell, while apparently normal, contains enough ink to fill a 10’ by 10’ by 10’ area. It replenishes to its maximum potential daily.
Prerequisites: Craft Wondrous Item, minor creation. Cost to Create: 375 gp

Case of Infinite Scrolls
Price: 5,000
Weight: 1 lb.
Slot: None
CL: 9th
Aura: moderate conjuration

This ornate scroll case is constructed from brightly dyed leather, and may hold up to 100 magical or non-magical scrolls and/or maps. Even when full, a case of infinite scrolls weighs no more than one pound.
Prerequisites: Craft Wondrous Item, secret chest; Cost to Create 2,500 gp


Source: 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires is copyright © 2002 Philip Reed.

Monday, March 2, 2015

Thaumaturge’s Thesaurus

Price: 1,250 gp (1-slot), 2,500 gp 
Weight: 3 lbs
Slot: -
CL: 8th
Aura: minor divination

Each thaumaturge’s thesaurus is a richly appointed book of thin vellum sheets, bound in thick leather (which is normally dyed bright red, royal blue, or a rich green). The cover and spine identify a thaumaturge’s thesaurus by name, and every page is filled with arcane writings offering alternative words and phrases for nearly every mystic word and phrase of power conceivable. A character that prepares spells daily (such as a cleric, druid, or wizard) who studies a thaumaturge’s thesaurus while preparing spells can prepare one or two spell slots—that are lower level than the highest level spell the caster can prepare— to contain two spells. The spellcaster can cast only one of the two spells so prepared, but can choose which when the spell is cast. Each thaumaturge’s thesaurus allows a caster to do this for one or two spell slots. The tome can be used once per day, regardless of how many times the owner decides to prepare spells.
For example, a 3rd-level wizard with a one slot thaumaturge’s thesaurus could prepare both charm person and sleep in the same spell slot. When it came time to cast from that slot, the wizard could choose to cast either charm person or sleep, with the spell not cast being discarded.

Construction Requirements: Craft Wondrous Items, mnemonic enhancer; Cost: 625 gp (1-slot); 1,250

gp (2-slot).

Sorcerer’s Spellbook

Price: 2,500 gp
Weight: 5 lbs
Slot: -
CL: 17th
Aura: minor divination

Sorcerer’s spellbooks are small, worn folios with thin parchment pages bound between wooden (or more rarely metal) covers. Both the covers and the pages are covered in apparently meaningless arcane symbols—even a read magic spell cannot tease any intelligible verse out of the small books.

A spellcaster who casts spells spontaneously (such as a bard, oracle, or sorcerer) that studies this tome when focusing her mind to cast spells for the day learns one additional spell known. This is a randomly selected spell from the caster’s class list, and it is of a random level. The additional spell known remains until the caster focuses her mind to cast spells the next day. A sorcerer’s spellbook can be used only once per day, and each time a character uses it, the additional spell known is entirely random.


Construction Requirements: Craft Wondrous Items, mnemonic enhancer; Cost: 1,250 gp.

Manual of Monsters

Price: 2,450 gp
Weight: 5 lbs
Slot: -
CL: 3rd
Aura: minor divination

A manual of monsters is a heavy, hardbound tome of lore, with a hide cover (often died bright red or green) and many pages of illustrations of various beasts, along with secret lore about them. Each manual of monsters gives information on a single creature type (determine the type randomly for each manual). If the wielder studies the manual for 15 minutes each day, for 24 hours he gains a +8 bonus to Knowledge checks made to identify creatures of that type and their powers and weaknesses. Each manual of monsters can be used for study only once each day—after that its words and illustrations blur into illegibility until 24 hours have passed. These magic tomes are among the most commonly created magic lorebooks, and they are called bestiaries, collections of creatures, folios of fiends, or mystic menageries.


Construction Requirements: Craft Wondrous Items, augury; Cost: 1,225 gp.

Friday, February 27, 2015

Mithral Bells

Price: 3,700 gp
Weight: 1 lb.
Slot: None
CL: 3rd  
Aura: faint evocation   

This item is a series of eleven small mithral bells on a braclet-sized chain of mithral. The wearer can detach a bell and throw it up to 40 feet. When it reaches the end of its trajectory, it explodes in a sound burst spell. As long as there are at least three bells on the chain, it provides a +2 circumstance bonus on all Perform skill checks.
Prerequisites: Craft Wondrous Item, sound burst, creator must be a bard, Cost to Create: 1,850 gp


Source: Magic of Faerun

Crafter's Hammer

Price: 1,600 gp
Weight: 5 lbs
Slot: None
CL: 3rd
Aura: faint conjuration

This odd-looking hammer is neither mallet, ball-peen, nor claw-hammer, and is made from a strange silvery metal. When used in the creation or repair of any structure or item (including magic items), a crafter's hammer grants a +4 competence bonus to any relevant Craft checks. A crafter's hammer may only be used in situations that would otherwise require a normal hammer.

Prerequisites: Craft Wondrous Item, fox's cunning, mending; Cost to Create: 800 gp

Knife of Sacramental Flesh

Price: 2,902 gp
Weight: 1 lb.
Slot: none
CL: 6th
Aura: moderate necromancy

This +1 dagger, when used to make a coup de grace, adds a +10 damage bonus.
Prerequisites: Craft Magic Arms and Armor, death knell. Cost to Create: 1,451 gp.


Source: Requiem for a god. Sword and Sorcery by Monte Cook 

Brute Gauntlets

Price: 1000 gp.

Weight: —
Slot: Hands
CL: 3rd
Aura: faint transmutation

This pair of heavy black leather gauntlets is set with metal studs. Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges, as a swift action, grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
1 charge: +2 morale bonus.
2 charges: +3 morale bonus.
3 charges: +4 morale bonus.
Prerequisites: Craft Wondrous Item, bull's strength. Cost to Create: 500 gp.
                                      

Source: Magic Item Compendium 

Brooch of Stability

Price: 1,000 gp.

Weight: —
Slot: throat
CL: 3rd
Aura: faint conjuration

This runed silver brooch shows signs of considerable use. This brooch is useful in dangerous battles. When your hit points are reduced to - 1 or lower, you automatically become stable (assuming the damage wasn't enough to kill you). A brooch of stability functions once per day.
Prerequisites: Craft Wondrous Item, cure light wounds. Cost to Create: 500 gp.


Source: Magic Item Compendium 

Ring of Brief Blessing

Price: 1,000 gp

Weight: —
Slot: ring
CL: 3rd
Aura: faint transmutation

The clear crystal set into this silver ring glows faintly with a holy light. A ring of brief blessing, which functions only if you are good-aligned, allows your attacks to pierce the defenses of evil foes. When you activate this ring (swift action), choose a single melee weapon you hold (or your unarmed strike). Until the end of your turn, that weapon is considered both magic and good-aligned for the purpose of overcoming the damage reduction of an evil creature, as well as for the purpose of affecting incorporeal evil creatures. A ring of brief blessing functions once per day. Once it is activated, its glow fades. However, while wearing the ring you can expend a turn undead attempt as a standard (command) action to recharge it (which also restores its glow).
Prerequisites: Forge Ring, bless weapon. Cost to Create: 500 gp.


Source: Magic Item Compendium 

Saturday, February 21, 2015

Aquamarine of Spell Extending

Price: 7,200 gp

Weight: 1 lb.
Slot: None
CL: 17th
Aura: strong (no school) 

This blue stone is mounted in the center of a gold and silver hour glass. Once per day the owner can use the Extend Spell feat on any spell of 6th level or lower he casts. The spell being extended uses is normal spell slot. A bard or sorcerer still must pay the penalty of an extended casting them when using this item. The item must be held in hand while the spell is cast to get this effect.
Prerequisites: Craft Wondrous Item, Extend Spell, Cost to Create: 3,600 gp


Source: Magic of Faerun

Tan Ellipsoid (Ioun Stone)

Price: 2,240 gp

Weight: -
Slot: None
CL: 12th
Aura: strong divination 

Primarily of use to spellcasters who engage in mage duels (see the duel spell on page 161), this stone affords a +4 enhancement bonus to Spellcraft checks made to identify a spell being cast, identify a spell effect in place, or determine an aura’s school when using detect magic.
Prerequisites: Craft Wondrous Item, identify; Cost to Create: 1,120 gp


Source: Deep Magic 

Marble Sphere (Ioun Stone)

Price: 6,500 gp
Weight: -
Slot: None
CL: 12th
Aura: strong illusion 

Rather than protect the person using it, this stone protects all ioun stones orbiting the character, including the marble sphere ioun stone itself. All affected ioun stones have double the normal hp and hardness, increasing to 20 hp and hardness 10, and are immune to shatter.

In addition, the stones are affected as if by displacement, giving all attempts to strike or grasp them a 50% miss chance. An illusory glamour also switches the color of each stone to a different one, preventing knowledgeable opponents from identifying them.
Prerequisites: Craft Wondrous Item, minor illusion, displacement; Cost to Create: 3,250 gp

Source: Deep Magic 

Amber Amulet of Vermin

Price: varies

Weight: -
Slot: none
CL: varies
Aura: moderate transmutation

This amber nugget on a gold chain holds a normal-sized vermin within its yellow depths. When broken, it releases the vermin, which instantly grows to enormous size (as noted below) as of you had cast giant vermin upon it. Each amulet works only once.

Roll 1d8 to determine which type of amulet if found

1         Giant bee CL7; 500 gp.
2         Giant ant, queen CL10; 700 gp.
3         Giant praying mantis CL10; 700 gp.
4         Huge monstrous centipede CL 10; 700 gp.
5         Large monstrous scorpion CL10; 700 gp.
6         Large monstrous spider CL10; 700 gp.
7         Giant wasp CL13; 800 gp.
8         Giant stag beetle CL19; 1,200 gp.

Prerequisites: Craft Wondrous Item, giant vermin; Cost to Create: varies.  


Source: Magic of Faerun 

Cormanthyrian Elf blade

Price: 8,315 gp

Weight: 2 lbs.
Slot: none
CL: 10th
Aura: moderate transmutation

These +1 keen swords bear symbols of the old houses of Cormanthor, who were the first to discover keen magic. These swords can be longswords, rapiers, or scimitars. 
Prerequisites: Craft Arms and Armor, Keen edge; Cost to Create: 4,315 gp


Source: Magic of Faerun 

Saturday, February 14, 2015

Sylvan Cloak, Greater

Price 153,360 gp.
Weight: 1 lb.
Slot: shoulders
CL: 11th
Aura: moderate transmutation
 
Gifted to the staunchest of nature's defenders by members of fey and elven royalty, these heavy garments conceal far greater powers than their worn, simple appearances belie. Superficially appearing as sylvan cloaks, these magic items grant all of a sylvan cloak's abilities, as well as the ability for their wearers to tree stride, as the spell, once per hour. Additionally, a wearer can also animate a tree as per the liveoak spell once per day.
Prerequisites: Craft Wondrous Item, liveoak, tree stride; Cost to Create: 76,680 gp.
 
Source: Dragon Compendium

Sylvan Cloak

Price 11,500 gp.
Weight: 1 lb.
Slot: shoulders
CL: 5th
Aura: faint transmutation
 
Originally created by a dryad sorcerer, many sylvan races fighting to preserve their woodland homes favor these cloaks. Elves and their allies possess the majority of these magic garments.
 
A sylvan cloak is mottled green in color with oak leaf designs in brown and gold running along its length. Heavy fabrics, such as burlap and wool, make up the cloak and a number of magical enhancements ensure that it never catches on branches or underbrush and that it faintly smells like a forest after a heavy rainfall. A copper brooch in the shape of an acorn gathers the cloak at the neck.
 
Anyone who wears a sylvan cloak gains a +4 bonus on Escape Artist checks and a +4 bonus on Fortitude saves made to resist the effects of extremely hot or cold environments. Creatures tracking a character wearing a sylvan cloak by scent take a -10 penalty on their Wisdom or Survival checks while tracking him through heavily wooded areas. This effect of the cloak does not inhibit trackers in any non-forested environment.
Prerequisites: Craft Wondrous Item, pass without trace; Cost to Create: 5,750 gp.
 
Source: Dragon Compendium

Alchemist's Glass

Price 1,800 gp
Weight: 2 lbs.
Slot: none
CL: 3rd
Aura: faint divination

An alchemist's glass is a beaker usually constructed of green or blue glass with several small spouts near the bottom. Arcane writing frequently covers the sides of the glass and sometimes includes the command words required to use the glass to its full potential.

Whenever the glass is filled with fluids, powders, or leaves, it mixes them together evenly. This occurs even if the materials in question normally don't mix, such as oil and water (although in this case the fluids separate normally as soon as they leave the glass). Infusions and teas can be made in a single round if placed within the glass.

Additionally, each alchemist's glass has two command words associated with it. The first command word causes the glass to break down any liquid or potion it contains into its component parts. This effect immediately destroys a potion but also reveals what ingredients were used in the potion's creation. This command also removes the salt from seawater, separates poisons from any liquids they're mixed with, and is sometimes used to check the purity of fresh water.

The second command word causes separated materials to pour from the bottom of the glass, each from a different spout. This can be helpful when identifying unusual ingredients or when trying to purify a potable liquid.

If there are more components than spouts, as many components as possible will drain out. When the second command word is spoken again, another round of components pours from the spouts.
The second command word can be used repeatedly until all of the components have been separated.
Prerequisites: Brew Potion, Craft Wondrous Item, detect poison, purify food and drink. Cost to Create: 900 gp.

Source: Dragon Compendium

Amulet of Deception

Price 1,200 gp
Weight: -
Slot: neck
CL: 5th
Aura: faint illusion

Amulets of deception are used to confuse those who might scry upon their wearers. Each amulet of deception is a 1-inch-wide, 2-inch-tall gold locket on a thin chain of golden links. The amulet is often oval- or heart-shaped and opens up to reveal a tiny portrait, such as one might keep of a lover or spouse. However, the image that appears in the locket is also the one that appears in place of the wearer if she is ever scried upon or in the area of a scrying effect while wearing the amulet of deception. The amulet also grants the wearer a +2 insight bonus on Intelligence checks to notice a scrying sensor, but it does nothing to prevent the scrying from continuing other than cloak the wearer in the appearance depicted in the amulet. Many who work in the shadows use these devices to prevent their enemies from determining their true appearances.
Prerequisites: Craft Wondrous Item, disguise self. Cost to Create: 600 gp.
 
Source: Dragon Compendium

Deathglance Locket

Price 3,860 gp
Weight: -
Slot: neck
CL: 11th
Aura: moderate abjuration
 
This small locket is an anti-scrying device not in the sense that it prevents scrying upon the subject, but rather that it is used to punish those who would so intrude upon the subject's privacy. A deathglance locket is a 1-inch tiger eye gemstone on a slim golden chain. The deathglance locket grants its wearer a +2 insight bonus on Intelligence checks to notice scrying sensors. When the wearer notices a scrying sensor, she may call upon the power of the locket to strike back at the scrying creature. Once per day upon command, the deathglance locket traces the scrying sensor's magic back to the scrying creature's location and sends an immaterial copy of its tiger eye gem hurtling his way. From the scrying creature's point of view, it's as if the tiger eye gem suddenly flies from the locket and speeds in his direction. The scrying creature immediately suffers 10d6 points of damage (DC 20 Will save for half) and must make a Concentration check (DC 10 + the damage dealt by the deathglance locket) or the scrying effect ends.
Prerequisites: Craft Wondrous Item, detect scrying. Cost to Create: 1,930 gp.
 
Source: Dragon Compendium