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3E D&D Aurelia setting & houserules material (now with magic items!)
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<blockquote data-quote="Arkhandus" data-source="post: 5577090" data-attributes="member: 13966"><p><strong>Aurelian magic item sample</strong></p><p></p><p>Here are some Aurelian magic items, just something I felt like working on today. I'll add some more to this post later.</p><p></p><p>Edit: Added more items, but still have to add their Craft skill requirements.</p><p>[sblock=Item Pricing]As far as item pricing goes, I've mostly followed the guidelines in the DMG and Tome & Blood, with a few differences. The costs of expensive components in spells are factored directly into the market price and creation cost of items that involve such spells, and 50 castings of such spells where appropriate (like the staves with their 50 charges). Items with daily charges I treated as having 10x as many charges for purposes of material component cost, so for instance, Taurion's Battle Rod includes the price of 10 material components for the Taurion's Rapid Riposte spell given that it can produce that spell effect once per day.</p><p></p><p>I've rounded down to the nearest hundred GP in most cases, and I treat the extra spell trigger abilities of staves and such as half their normal value, except for the most-expensive spell trigger ability. Since they share the same pool of charges, limited to 50 uses in total before the staff burns out, I don't think the extra charge-depleting abilities should cost as much, and the normal discount noted in the DMG isn't enough by itself. Some spell trigger effects I've further cheapened by half or a smaller fraction based on how little they scale with caster level (for instance, Arcane Aura and Summoning Surge are 1st-level custom Aurelian spells that don't scale at all with caster level, so their prices should always be determined as per a 1st-level caster, while a core spell like Shield only barely scales with level in terms of duration, nor a very good duration, so I base its cost on half the normal caster level since it doesn't scale anywhere near as much as a Fireball or Magic Missile, for example).</p><p></p><p>I've judged some bonus feats and feat-equivalent effects to be similar to a +1 Cloak of Resistance or +2 on two skills for cost purposes, but so far I've only made items that grant a basic feat here and there, like Alertness or Point Blank Shot. Other effects I've based on a fraction of the cost of an attack bonus, given how narrowly and rarely their effect applies. The pearly black ioun stone is based on a 9th-level pearl of power but with a 25% discount because of its strict attunement limits and its own peculiar spell-recall limits, though it's not limited to preparation casters unlike a pearl of power (I also added a thousand GP to its price afterward to account for the minor advantages of it being an ioun stone and having a shorter activation).</p><p></p><p>The periapt of petrifaction protection is loosely based on the prices of periapts of health and other minor-immunity items, with a slight bump up in price given that it provides a minor AC boost in very rare circumstances (against petrifying monsters). Items like the Ring of Deception are priced in part based on the very-limited usefulness of their special abilities in combination with how rarely they're useable, despite the slightly broader options compared to something like a Cape of the Mountebank or Ring of Invisibility; the latter items are much more useful in general and much more directly helpful, while a Ring of Deception is a situationally somewhat-handy trinket but not so much a life-saver.[/sblock]</p><p></p><p>As a note, Charms and Garments are two types of magic item used in Aurelia which would normally be considered Wondrous Items or Rings in the core rules; Forge Ring is replaced with Craft Lesser Magic Charm and Craft Greater Magic Charm in Aurelia, while Tailor Magic Garment is a new item creation feat in Aurelia; magic clothing and similar items were removed from the Wondrous Item category into Magic Garments, while magic jewellry and similar items were removed from the Wondrous Item and Ring categories into Magic Charms. While magic items have a higher opportunity cost to create in Aurelia as a result of the larger number of item creation feats and the minor training cost of gaining them in my houserules, there is a good variety of magic items in Aurelia and adventurers can still make whatever items they need given enough time and treasure to pay for it. These rules just serve to emphasize the reduced number of magic items and reduced dependancy on them in Aurelia, and diminish the likelihood of magic item shops and magic item crafters as regular PC haunts/allies (they might find a local potion-maker or magic tailor with some items for sale in any given town or city, but no MagicMarts, thank you very much). With more variety and more rarity, you're less likely to find adventurers sporting the same bundle of magic items in each campaign.</p><p></p><p>More items will be added soon, particularly of the cheap variety; I feel there's a need for more useful but low-cost magic items for adventurers and NPCs. I'll also get around to posting the magic-related feats of Aurelia at some point in the near future (item creation, metamagic, divine, wild, and similar feats). Also, remember that I use 3.0 D&D as my baseline, so weapon sizes are handled differently from 3.5.</p><p></p><p>CHARMS</p><p></p><p><strong>Eyes of the Archer</strong></p><p>These gray crystal lenses are typically attached by leather cord for tying on like goggles. When both lenses are worn over the eyes, you ignore attack roll penalties for glare (but not any dazzled or blinded conditions inflicted upon you) and ignore half the normal range penalty for ranged attacks beyond one increment (this does not stack with other reductions in range penalties). You also gain the benefits of the Point Blank Shot feat while wearing these lenses, and gain a +5 enhancement bonus on Spot checks.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Divination. <em>Prerequisites</em>: Craft Lesser Magic Charm, Point Blank Shot, Eagle Eye class feature or Farsight class feature. <em>Cost to Create:</em> 3,000 gp and 240 XP. <em>Market Price:</em> 6,000 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Ioun Stone, Pearly Black Sphere</strong></p><p>This black pearl orbits the bearer's head like other ioun stones, and allows the bearer to recall one spell they have cast earlier in the day and cast it again. The ioun stone must orbit the bearer's head for 24 hours before allowing any spell recall, and this attunement period must begin again if the ioun stone is removed. Only one Pearly Black Sphere Ioun Stone may be attuned to any given individual at any given time. The ioun stone only allows one spell to be recalled per day, but it functions even for spells cast spontaneously (though it is still limited to recalling a spell already cast earlier that day). Triggering the recall is a free action, but must be done immediately before casting the spell again.</p><p></p><p><em>Caster Level:</em> 12th. <em>Aura:</em> Strong Transmutation. <em>Prerequisites:</em> Craft Greater Magic Charm, Craft Lesser Magic Charm, caster level 12th or higher. <em>Cost to Create:</em> 31,000 gp and 2,480 XP. <em>Market Price:</em> 62,000 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Locket of Guardianship</strong></p><p>A simple platinum locket on a gold necklace, the Locket of Guardianship is often worn by royal guards or the escorts of powerful people. It can be opened to store a small token of another creature within it, such as a lock of hair or a tiny painting, and the Locket's special power functions only while it stores such a token. Once per day as a free action (but not when the wearer is flat-footed), the wearer may trigger a <em>Shield Other</em> effect, as though he or she cast the spell, upon one individual whose token is stored in the Locket. This functions regardless of distance (unlike the spell's normal range limits) and without the spell's normal components, but ends prematurely if the Locket or its token is removed, or if either subject perishes. The Locket glows faintly while active, equivalent to a candle (any magical or psionic darkness is sufficient to suppress the glow).</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Charm, <em>Shield Other</em>. <em>Cost to Create:</em> 1,425 gp and 106 XP. <em>Market Price:</em> 2,750 gp. <em>Weight:</em> 1/2 lb.</p><p></p><p><strong>Locket of Remembrance</strong></p><p>A beautifully-crafted silver locket on a silver chain necklace, the Locket of Remembrance can be opened to place a tiny painting or other small token inside it, such as a lock of hair from one's beloved. The Locket's wearer gains a +2 resistance bonus on Will saving throws against Enchantments and memory-altering effects (such as <em>Modify Memory</em>), as well as a +2 competence bonus on Intelligence checks related to memory (not skill checks); this bonus also applies to his or her effective Intelligence score against <em>Maze</em> effects. The wearer never forgets their memories of a single individual whose image or token is stored in the Locket while they wear it, and those particular memories cannot be altered by magic or other means.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Charm, <em>Resistance</em>. <em>Cost to Create:</em> 250 gp and 20 XP. <em>Market Price:</em> 500 gp. <em>Weight:</em> 1/2 lb.</p><p></p><p><strong>Periapt of Petrifaction Protection</strong></p><p>This pearl is half-encased in a triangular bronze plate on a silver chain, adorned with lapis lazuli in each corner of the plate. Wearing it renders you immune to petrification and similar effects, including <em>Flesh to Stone, Statue, Stoneskin</em>, and the abilities of basilisks, cockatrices, and medusae, among other things. Furthermore, you gain a +2 luck bonus to Armor Class against the melee attacks of any monsters that possess a petrification racial ability (including spell-like abilities like <em>Flesh to Stone</em>). Placing the Periapt upon an already-petrified subject does nothing, but it does halt and undo any incomplete gradual petrification effects.</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Craft Lesser Magic Charm, <em>Break Enchantment</em> or <em>Stone to Flesh</em>. <em>Cost to Create:</em> 4,500 gp and 360 XP. <em>Market Price:</em> 9,000 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Ring of Deception</strong></p><p>This plain copper ring is etched with Gnomish runes along the inner side. Wearing it grants you a +5 enhancement bonus on Bluff and Perform (Acting) skill checks. Furthermore, once per day the ring may produce a <em>Major Image</em> (DC 14) as per the spell, as a free action (though further concentration to maintain the illusion requires a standard action each round as normal). It may likewise produce a <em>Change Self</em> (DC 11) spell effect or <em>Ventriloquism</em> (DC 11) spell effect once per day as a free action, a <em>Ghost Sound</em> (DC 10) spell effect once per day as a free action, and a <em>Mirror Image</em> spell effect or <em>Misdirection</em> (DC 13) spell effect once per day as a free action.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Illusion. <em>Prerequisites:</em> Craft Lesser Magic Charm, must know the Gnomish language, must be literate, <em>Change Self, Ghost Sound, Major Image, Mirror Image, Misdirection, Ventriloquism</em>. <em>Cost to Create:</em> 7,000 gp and 560 XP. <em>Market Price:</em> 14,000 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Ring of Ropework</strong></p><p>Wearing this brass ring, decorated with knotwork etchings, grants you a +5 enhancement bonus on Use Rope skill checks, and on Escape Artist checks to escape rope or similar bonds (not manacles or the like). Once per day, you may use the <em>Animate Rope</em> spell as a free action while wearing the Ring of Ropework.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Charm, <em>Animate Rope</em>. <em>Cost to Create:</em> 1,900 gp and 152 XP. <em>Market Price:</em> 3,800 gp. <em>Weight:</em> ---.</p><p></p><p></p><p></p><p>RODS</p><p></p><p><strong>Rod of Escalation</strong></p><p>This short, simple oaken rod is tapered near the bottom and adorned only with a single, twisting line carved along its length. Knocking on the broad, flat top of the Rod causes the bottom to extend into a symmetrical +1/+1 Quarterstaff one size larger than the wielder's size category. Knocking on the handle reverts the Rod back into its normal, compact form. Tapping the bottom of the Rod (in its normal form) upon any surface causes the Rod of Escalation to <em>Levitate</em>, as per the spell, along with the wielder. It may <em>Levitate</em> for up to 1 hour per day, which need not be consecutive rounds. The Rod ceases levitating once released or when you tap it upon another surface. It can even <em>Levitate</em> underwater, pulling the wielder towards the surface if desired. Finally, by speaking the proper command word while holding the Rod of Escalation, you may gain the effects of an <em>Enlarge</em> spell up to three times per day (ending prematurely if you let go of the Rod).</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Craft Rod, <em>Enlarge, Levitate</em>. <em>Cost to Create:</em> 5,612 gp and 5 sp and 401 XP. <em>Market Price:</em> 10,625 gp. <em>Weight:</em> 2 lbs.</p><p></p><p><strong>Rod of the Sentinel Tree</strong></p><p>A stout 2-foot wooden rod carefully hewn from a tree branch, the Rod of the Sentinel Tree feels warm to the touch and is made of living wood. Functioning as a Medium-sized +1 Club, the Rod of the Sentinel Tree has three other functions. It grants any wielder the effects of the Alertness feat (but does not grant them that feat, and this does not stack with the actual feat). Furthermore, its wielder gains the effects of <em>Barkskin</em> as per the spell, so long as he or she holds the Rod of the Sentinel Tree. Once per day it may be transformed into a treantlike creature as per the <em>Changestaff</em> spell, by speaking the command word and planting it in the ground (no longer conferring the Rod's other benefits until returned to normal form). However, even if destroyed in treant-form, the Rod is restored in an inert form (losing its magical properties) for 24 hours and is then fully restored.</p><p></p><p><em>Caster Level:</em> 13th. <em>Aura:</em> Strong Transmutation. <em>Prerequisites:</em> Alertness, Craft Lesser Magic Arms & Armor, Craft Rod, <em>Barkskin, Changestaff</em>. <em>Cost to Create:</em> 25,125 gp and 1,986 XP. <em>Market Price:</em> 49,950 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Taurion's Battle Rod</strong></p><p>A 4-foot steel rod with four small studs around both ends, Taurion's Battle Rod is an arcane weapon of war with many functions. In its normal form, the rod is a Medium-sized +1 Heavy Mace. By pressing one of the studs near the base as a free action, it telescopes out into a Medium-sized +1 Heavy Lance (pressing the same stud again retracts the lance portion). The Battle Rod's weapon forms may be further enhanced as one weapon. The other three studs along the base trigger the following spell-like effects, each up to once per day as a standard action that does not provoke attacks of opportunity: <em>Mage Armor</em>, <em>Mount</em>, and <em>Shield</em>. If the rod is in its lance-form, then those three studs instead produce the following spell-like effects, each up to once per day as a standard action that does not provoke attacks of opportunity (in addition to any daily uses of the other three functions): <em>Taurion's Arcane Reinforcement</em>, <em>Taurion's Rapid Riposte</em>, and <em>Taurion's Force Lance</em>.</p><p></p><p>Lastly, each of the four studs at the striking end of the mace-form has a special function that may be triggered once per day with a command word (each has a different command word, and no more than one of these special functions may be active at a time). One striking stud's command deals +2d6 fire damage on the next successful hit with the mace, within 1 minute. Another striking stud's command deals +2d6 cold damage on the next successful hit with the mace, within 1 minute. The third striking stud's command deals +2d6 electricity damage on the next successful hit with the mace, within 1 minute. The fourth striking stud's command deals +2d6 acid damage on the next successful hit with the mace, within 1 minute. All active special functions of Taurion's Battle Rod (including spell-like effects produced by it) are deactivated if you release your hold on the rod, ending their effects prematurely.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Craft Rod, <em>Mage Armor, Mount, Shield, Taurion's Arcane Reinforcement, Taurion's Rapid Riposte, Taurion's Force Lance</em>. <em>Cost to Create:</em> 17,542 gp and 1,329 XP. <em>Market Price:</em> 34,042 gp. <em>Weight:</em> 12 lbs.</p><p></p><p></p><p></p><p>STAVES</p><p></p><p><strong>Staff of Arcane Fortitude</strong></p><p>An oaken staff tapered near the bottom, ringed with bands of steel and inscribed with arcane sigils. On command, it transforms into a +1 Greatclub or reverts back to staff-form, but still retains its other functions. The wielder automatically gains proficiency in greatclubs. A Staff of Arcane Fortitude has 50 charges when created, and each of its abilities expends one or more charges when used (except its function as a +1 Greatclub, or any further enhancements and magic weapon abilities added to that form). The wielder may use the following spells by spell trigger activation:</p><p>* <em>Arcane Aura</em> (1 charge)</p><p>* <em>Arcane Might</em> (2 charges)</p><p>* <em>Aura of Luck</em> (2 charges)</p><p>* <em>Battle Charm</em> (DC 13, 1 charge)</p><p>* <em>Fate Shield</em> (1 charge)</p><p>* <em>Mystic Fortitude</em> (2 charges)</p><p>* <em>Protection from Elements</em> (2 charges)</p><p>* <em>Revenant Strike</em> (2 charges)</p><p>* <em>Shield</em> (1 charge)</p><p>* <em>Shocking Aura</em> (2 charges)</p><p>* <em>Summoning Surge</em> (1 charge)</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Staff, <em>Arcane Aura, Arcane Might, Aura of Luck, Battle Charm, Fate Shield, Mystic Fortitude, Protection from Elements, Revenant Strike, Shield, Shocking Aura, Summoning Surge</em>. <em>Cost to Create:</em> 16,755 gp and 1,200 XP. <em>Market Price:</em> 31,755 gp. <em>Weight:</em> 3 lbs. (10 lbs. as greatclub)</p><p></p><p><strong>Staff of Force</strong></p><p>A short oaken staff capped on top with rune-etched steel. A Staff of Force has 50 charges when created, and each of its abilities expends one or more charges when used. The wielder may use the following spells by spell trigger activation:</p><p>* <em>Arcane Aura</em> (1 charge)</p><p>* <em>Force Spike</em> (1 charge)</p><p>* <em>Force Weapon</em> (2 charges)</p><p>* <em>Mage Armor</em> (1 charge)</p><p>* <em>Magic Missile</em> (1 charge)</p><p>* <em>Repellent Aura</em> (2 charges)</p><p>* <em>Shield</em> (1 charge)</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Staff, <em>Arcane Aura, Force Spike, Force Weapon, Mage Armor, Magic Missile, Repellent Aura, Shield</em>. <em>Cost to Create:</em> 7,760 gp and 620 XP. <em>Market Price:</em> 15,510 gp. <em>Weight:</em> 4 lbs.</p><p></p><p><strong>Staff of the Apprentice</strong></p><p>A spindly pole carved of common wood, this staff bears a prism atop one end entwined with small wooden fingers. Staves of the Apprentice are typically given to young mages who are still studying minor arcane magic, as an aid to their studies and a defensive implement. A Staff of the Apprentice has 50 charges when created, and most of its abilities expend charges when used. Though unsuited to direct use in combat, a Staff of the Apprentice has various minor magical spells the wielder may call upon (spell trigger activation like any other magic staff):</p><p>* <em>Chromatic Ray</em> (DC 12, 2 charges)</p><p>* <em>Color Spray</em> (DC 11, 2 charges)</p><p>* <em>Daze</em> (DC 11, 1 charge)</p><p>* <em>Detect Magic</em> (1 charge)</p><p>* <em>Detect Poison</em> (1 charge)</p><p>* <em>Disrupt Undead</em> (1 charge)</p><p>* <em>Endure Elements</em> (2 charges)</p><p>* <em>Light</em> (1 charge)</p><p>* <em>Mage Hand</em> (1 charge)</p><p>* <em>Prestidigitation</em> (1 charge)</p><p>* <em>Read Magic</em> (1 charge)</p><p>In addition to these functions, a Staff of the Apprentice has the following effects so long as it has any charges remaining. It grants the wielder a +2 competence bonus on Spellcraft skill checks, but automatically negates any <em>Arcane Lock</em>, <em>Knock</em>, or <em>Hold Portal</em> spells and similar effects used by the wielder, except those spells and effects with a caster level of 6th or higher (this negation effect also persists for 1 hour after releasing a Staff of the Apprentice).</p><p></p><p><em>Caster Level:</em> 6th. <em>Aura:</em> Moderate Divination. <em>Prerequisites:</em> Craft Staff, <em>Chromatic Ray, Color Spray, Daze, Detect Magic, Detect Poison, Disrupt Undead, Endure Elements, Light, Mage Hand, Prestidigitation, Read Magic</em>. <em>Cost to Create:</em> 2,575 gp and 206 XP. <em>Market Price:</em> 5,150 gp. <em>Weight:</em> 3-1/2 lbs.</p><p></p><p><strong>Staff of the Master</strong></p><p>A spindly but sturdy darkwood pole, this staff bears a large rock crystal atop one end entwined with small wooden fingers, and likewise has a widened base for better support as a walking stick. Staves of the Master are typically wielded by teachers in magical guilds or academies as a sign of their importance and arcane prowess. A Staff of the Master has 50 charges when created, and most of its abilities expend charges when used. Though unsuited to direct use in combat, a Staff of the Master has various magical spells the wielder may call upon (spell trigger activation like any other magic staff):</p><p>* <em>Detect Magic</em> (1 charge)</p><p>* <em>Dimension Door</em> (2 charges)</p><p>* <em>Dispel Magic</em> (2 charges)</p><p>* <em>Fear</em> (DC 16, 2 charges)</p><p>* <em>Invisibility</em> (1 charge)</p><p>* <em>Light</em> (1 charge)</p><p>* <em>Lightning Bolt</em> (DC 14, 2 charges)</p><p>* <em>Protection from Elements</em> (2 charges)</p><p>* <em>See Invisibility</em> (1 charge)</p><p>* <em>Suggestion</em> (DC 14, 2 charges)</p><p>* <em>Summon Monster IV</em> (2 charges)</p><p>In addition to these functions, a Staff of the Master grants the wielder a +5 competence bonus on Knowledge (Arcana) and Spellcraft skill checks, so long as it has any charges remaining.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Staff, <em>Detect Magic, Dimension Door, Dispel Magic, Fear, Invisibility, Light, Lightning Bolt, Protection from Elements, Summon Monster IV</em>. <em>Cost to Create:</em> 18,500 gp and 1,480 XP. <em>Market Price:</em> 37,000 gp. <em>Weight:</em> 2 lbs.</p><p></p><p></p><p></p><p>WONDROUS ITEMS</p><p></p><p><strong>Black Dragon Salve</strong></p><p>This black paste comes in a small wooden container. When lathered upon living flesh, the Black Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by black dragons. Each container holds enough Black Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard black scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality, and gains the effects of a <em>Water Breathing</em> spell. They gain a +5 enhancement bonus on Hide, Intimidate, and Move Silently skill checks as a supernatural quality.</p><p></p><p>Lastly, the subject may spit acid as a breath weapon like that of a black dragon, but only once per application of Black Dragon Salve. This acid spit deals 2d4 points of acid damage in a 30-foot line (Reflex DC 13 halves). An application of Black Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by black dragons. The subject may attempt a Will save (DC 14) to negate the effects of Black Dragon Salve when it is lathered upon their flesh.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a black dragon's scale. <em>Cost to Create:</em> 400 gp and 32 XP and a black dragon's scale. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Blue Dragon Salve</strong></p><p>This blue paste comes in a small clay container. When lathered upon living flesh, the Blue Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by blue dragons. Each container holds enough Blue Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard blue scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Electricity 10 as an extraordinary quality, and gains the extraordinary ability to burrow at a speed of 10 feet through relatively-soft earthen material (not stone, metal, or crystal), leaving no tunnel (or increasing the subject's existing burrowing speed by +10 feet as an enhancement bonus). They gain a +5 enhancement bonus on Bluff and Hide skill checks as a supernatural quality.</p><p></p><p>Lastly, the subject may spit lightning as a breath weapon like that of a blue dragon, but only once per application of Blue Dragon Salve. This lightning spit deals 2d8 points of electricity damage in a 30-foot line (Reflex DC 14 halves). An application of Blue Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Lawful Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by blue dragons. The subject may attempt a Will save (DC 14) to negate the effects of Blue Dragon Salve when it is lathered upon their flesh.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Lawful Evil alignment, Craft Minor Wondrous Item, must possess a blue dragon's scale. <em>Cost to Create:</em> 400 gp and 32 XP and a blue dragon's scale. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Brass Dragon Wafer</strong></p><p>A small treat with a brassy sheen to it, wrapped in paper, Brass Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a brass dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard brassy scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Gather Information skill checks, as well as a +2 enhancement bonus to Strength, as a supernatural quality. The effects of a Brass Dragon Wafer last for 1 hour. Only Chaotic Good living creatures receive any benefit from a Brass Dragon Wafer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Chaotic Good alignment, Craft Minor Wondrous Item, wafer must be touched by a brass dragon. <em>Cost to Create:</em> 400 gp and 32 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Bronze Dragon Wafer</strong></p><p>A small treat with a bronzed sheen to it, wrapped in paper, Bronze Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a bronze dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard bronzed scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Electricity 10 as an extraordinary quality, as well as gaining the Water Breathing ability of bronze dragons. They gain a +5 enhancement bonus on Swim skill checks, as well as a +2 enhancement bonus to Intelligence, as a supernatural quality. The effects of a Bronze Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Bronze Dragon Wafer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a bronze dragon. <em>Cost to Create:</em> 400 gp and 32 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Copper Dragon Wafer</strong></p><p>A small treat with a coppery sheen to it, wrapped in paper, Copper Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a copper dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard coppery scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality, as well as gaining the Spider Climb ability of copper dragons. They gain a +5 enhancement bonus on Bluff and Jump skill checks, as well as a +2 enhancement bonus to Charisma, as a supernatural quality. The effects of a Copper Dragon Wafer last for 1 hour. Only Chaotic Good living creatures receive any benefit from a Copper Dragon Wafer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Chaotic Good alignment, Craft Minor Wondrous Item, wafer must be touched by a copper dragon. <em>Cost to Create:</em> 400 gp and 32 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Gold Dragon Wafer</strong></p><p>A small treat with a golden sheen to it, wrapped in paper, Gold Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a gold dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard golden scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Diplomacy skill checks and a +2 enhancement bonus to Wisdom, as a supernatural quality. The effects of a Gold Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Gold Dragon Wafer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a gold dragon. <em>Cost to Create:</em> 400 gp and 32 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Green Dragon Salve</strong></p><p>This green paste comes in a small wooden container. When lathered upon living flesh, the Green Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by green dragons. Each container holds enough Green Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard green scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality. They gain a +5 enhancement bonus on Hide, Intimidate, and Wilderness Lore skill checks as a supernatural quality.</p><p></p><p>Lastly, the subject may spit corrosive gas as a breath weapon like that of a green dragon, but only once per application of Green Dragon Salve. This corrosive gas deals 2d6 points of acid damage in a 15-foot cone (Reflex DC 13 halves). An application of Green Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Lawful Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by green dragons. The subject may attempt a Will save (DC 14) to negate the effects of Green Dragon Salve when it is lathered upon their flesh.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Lawful Evil alignment, Craft Minor Wondrous Item, must possess a green dragon's scale. <em>Cost to Create:</em> 400 gp and 32 XP and a green dragon's scale. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Mystic Compass</strong></p><p>An iron arrowhead suspended in a water-filled, magically-hardened glass dome, the Mystic Compass always points north. This is a lesser form of the Universal Compass.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Divination. <em>Prerequisites:</em> Craft Minor Wondrous Item, <em>Know Direction</em>. <em>Cost to Create:</em> 500 gp and 40 XP. <em>Market Price:</em> 1,000 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Red Dragon Salve</strong></p><p>This red paste comes in a small clay container. When lathered upon living flesh, the Red Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by red dragons. Each container holds enough Red Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard red scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Appraise and Jump skill checks as a supernatural quality.</p><p></p><p>Lastly, the subject may spit fire as a breath weapon like that of a red dragon, but only once per application of Red Dragon Salve. This fire spit deals 2d10 points of fire damage in a 15-foot cone (Reflex DC 15 halves). An application of Red Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by red dragons. The subject may attempt a Will save (DC 14) to negate the effects of Red Dragon Salve when it is lathered upon their flesh.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a red dragon's scale. <em>Cost to Create:</em> 400 gp and 32 XP and a red dragon's scale. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Silver Dragon Wafer</strong></p><p>A small treat with a silvery sheen to it, wrapped in paper, Silver Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a silver dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard silvery scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Cold 5 as an extraordinary quality, as well as gaining the Cloudwalking ability of silver dragons. They gain a +5 enhancement bonus on Jump skill checks and a +2 enhancement bonus to Constitution, as a supernatural quality. The effects of a Silver Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Silver Dragon Wafer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a silver dragon. <em>Cost to Create:</em> 400 gp and 32 XP. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p><p></p><p><strong>Universal Compass</strong></p><p>A gold arrowhead suspended in a water-filled, magically-hardened glass dome, the Universal Compass always points north. Once per day on command, the Universal Compass grants the benefits of a <em>Safety</em> spell to one creature holding it, but this <em>Safety</em> spell ends prematurely if they let go of the Universal Compass. This item looks identical to a Mystic Compass except for its golden arrowhead.</p><p></p><p><em>Caster Level:</em> 6th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Craft Minor Wondrous Item, <em>Know Direction, Safety</em>. <em>Cost to Create:</em> 3,700 gp and 296 XP. <em>Market Price:</em> 7,400 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>White Dragon Salve</strong></p><p>This white paste comes in a small bone container. When lathered upon living flesh, the White Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by white dragons. Each container holds enough White Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard white scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Cold 15 as an extraordinary quality, and gains the Icewalking ability of a white dragon. They gain a +5 enhancement bonus on Hide skill checks as a supernatural quality.</p><p></p><p>Lastly, the subject may spit ice as a breath weapon like that of a white dragon, but only once per application of White Dragon Salve. This ice spit deals 1d6 points of cold damage in a 15-foot cone (Reflex DC 12 halves). An application of White Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by white dragons. The subject may attempt a Will save (DC 14) to negate the effects of White Dragon Salve when it is lathered upon their flesh.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a white dragon's scale. <em>Cost to Create:</em> 400 gp and 32 XP and a white dragon's scale. <em>Market Price:</em> 800 gp. <em>Weight:</em> 1/10 lb.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5577090, member: 13966"] [b]Aurelian magic item sample[/b] Here are some Aurelian magic items, just something I felt like working on today. I'll add some more to this post later. Edit: Added more items, but still have to add their Craft skill requirements. [sblock=Item Pricing]As far as item pricing goes, I've mostly followed the guidelines in the DMG and Tome & Blood, with a few differences. The costs of expensive components in spells are factored directly into the market price and creation cost of items that involve such spells, and 50 castings of such spells where appropriate (like the staves with their 50 charges). Items with daily charges I treated as having 10x as many charges for purposes of material component cost, so for instance, Taurion's Battle Rod includes the price of 10 material components for the Taurion's Rapid Riposte spell given that it can produce that spell effect once per day. I've rounded down to the nearest hundred GP in most cases, and I treat the extra spell trigger abilities of staves and such as half their normal value, except for the most-expensive spell trigger ability. Since they share the same pool of charges, limited to 50 uses in total before the staff burns out, I don't think the extra charge-depleting abilities should cost as much, and the normal discount noted in the DMG isn't enough by itself. Some spell trigger effects I've further cheapened by half or a smaller fraction based on how little they scale with caster level (for instance, Arcane Aura and Summoning Surge are 1st-level custom Aurelian spells that don't scale at all with caster level, so their prices should always be determined as per a 1st-level caster, while a core spell like Shield only barely scales with level in terms of duration, nor a very good duration, so I base its cost on half the normal caster level since it doesn't scale anywhere near as much as a Fireball or Magic Missile, for example). I've judged some bonus feats and feat-equivalent effects to be similar to a +1 Cloak of Resistance or +2 on two skills for cost purposes, but so far I've only made items that grant a basic feat here and there, like Alertness or Point Blank Shot. Other effects I've based on a fraction of the cost of an attack bonus, given how narrowly and rarely their effect applies. The pearly black ioun stone is based on a 9th-level pearl of power but with a 25% discount because of its strict attunement limits and its own peculiar spell-recall limits, though it's not limited to preparation casters unlike a pearl of power (I also added a thousand GP to its price afterward to account for the minor advantages of it being an ioun stone and having a shorter activation). The periapt of petrifaction protection is loosely based on the prices of periapts of health and other minor-immunity items, with a slight bump up in price given that it provides a minor AC boost in very rare circumstances (against petrifying monsters). Items like the Ring of Deception are priced in part based on the very-limited usefulness of their special abilities in combination with how rarely they're useable, despite the slightly broader options compared to something like a Cape of the Mountebank or Ring of Invisibility; the latter items are much more useful in general and much more directly helpful, while a Ring of Deception is a situationally somewhat-handy trinket but not so much a life-saver.[/sblock] As a note, Charms and Garments are two types of magic item used in Aurelia which would normally be considered Wondrous Items or Rings in the core rules; Forge Ring is replaced with Craft Lesser Magic Charm and Craft Greater Magic Charm in Aurelia, while Tailor Magic Garment is a new item creation feat in Aurelia; magic clothing and similar items were removed from the Wondrous Item category into Magic Garments, while magic jewellry and similar items were removed from the Wondrous Item and Ring categories into Magic Charms. While magic items have a higher opportunity cost to create in Aurelia as a result of the larger number of item creation feats and the minor training cost of gaining them in my houserules, there is a good variety of magic items in Aurelia and adventurers can still make whatever items they need given enough time and treasure to pay for it. These rules just serve to emphasize the reduced number of magic items and reduced dependancy on them in Aurelia, and diminish the likelihood of magic item shops and magic item crafters as regular PC haunts/allies (they might find a local potion-maker or magic tailor with some items for sale in any given town or city, but no MagicMarts, thank you very much). With more variety and more rarity, you're less likely to find adventurers sporting the same bundle of magic items in each campaign. More items will be added soon, particularly of the cheap variety; I feel there's a need for more useful but low-cost magic items for adventurers and NPCs. I'll also get around to posting the magic-related feats of Aurelia at some point in the near future (item creation, metamagic, divine, wild, and similar feats). Also, remember that I use 3.0 D&D as my baseline, so weapon sizes are handled differently from 3.5. CHARMS [B]Eyes of the Archer[/B] These gray crystal lenses are typically attached by leather cord for tying on like goggles. When both lenses are worn over the eyes, you ignore attack roll penalties for glare (but not any dazzled or blinded conditions inflicted upon you) and ignore half the normal range penalty for ranged attacks beyond one increment (this does not stack with other reductions in range penalties). You also gain the benefits of the Point Blank Shot feat while wearing these lenses, and gain a +5 enhancement bonus on Spot checks. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Divination. [I]Prerequisites[/I]: Craft Lesser Magic Charm, Point Blank Shot, Eagle Eye class feature or Farsight class feature. [I]Cost to Create:[/I] 3,000 gp and 240 XP. [I]Market Price:[/I] 6,000 gp. [I]Weight:[/I] ---. [B]Ioun Stone, Pearly Black Sphere[/B] This black pearl orbits the bearer's head like other ioun stones, and allows the bearer to recall one spell they have cast earlier in the day and cast it again. The ioun stone must orbit the bearer's head for 24 hours before allowing any spell recall, and this attunement period must begin again if the ioun stone is removed. Only one Pearly Black Sphere Ioun Stone may be attuned to any given individual at any given time. The ioun stone only allows one spell to be recalled per day, but it functions even for spells cast spontaneously (though it is still limited to recalling a spell already cast earlier that day). Triggering the recall is a free action, but must be done immediately before casting the spell again. [I]Caster Level:[/I] 12th. [I]Aura:[/I] Strong Transmutation. [I]Prerequisites:[/I] Craft Greater Magic Charm, Craft Lesser Magic Charm, caster level 12th or higher. [I]Cost to Create:[/I] 31,000 gp and 2,480 XP. [I]Market Price:[/I] 62,000 gp. [I]Weight:[/I] ---. [B]Locket of Guardianship[/B] A simple platinum locket on a gold necklace, the Locket of Guardianship is often worn by royal guards or the escorts of powerful people. It can be opened to store a small token of another creature within it, such as a lock of hair or a tiny painting, and the Locket's special power functions only while it stores such a token. Once per day as a free action (but not when the wearer is flat-footed), the wearer may trigger a [I]Shield Other[/I] effect, as though he or she cast the spell, upon one individual whose token is stored in the Locket. This functions regardless of distance (unlike the spell's normal range limits) and without the spell's normal components, but ends prematurely if the Locket or its token is removed, or if either subject perishes. The Locket glows faintly while active, equivalent to a candle (any magical or psionic darkness is sufficient to suppress the glow). [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Charm, [I]Shield Other[/I]. [I]Cost to Create:[/I] 1,425 gp and 106 XP. [I]Market Price:[/I] 2,750 gp. [I]Weight:[/I] 1/2 lb. [B]Locket of Remembrance[/B] A beautifully-crafted silver locket on a silver chain necklace, the Locket of Remembrance can be opened to place a tiny painting or other small token inside it, such as a lock of hair from one's beloved. The Locket's wearer gains a +2 resistance bonus on Will saving throws against Enchantments and memory-altering effects (such as [I]Modify Memory[/I]), as well as a +2 competence bonus on Intelligence checks related to memory (not skill checks); this bonus also applies to his or her effective Intelligence score against [I]Maze[/I] effects. The wearer never forgets their memories of a single individual whose image or token is stored in the Locket while they wear it, and those particular memories cannot be altered by magic or other means. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Charm, [I]Resistance[/I]. [I]Cost to Create:[/I] 250 gp and 20 XP. [I]Market Price:[/I] 500 gp. [I]Weight:[/I] 1/2 lb. [B]Periapt of Petrifaction Protection[/B] This pearl is half-encased in a triangular bronze plate on a silver chain, adorned with lapis lazuli in each corner of the plate. Wearing it renders you immune to petrification and similar effects, including [I]Flesh to Stone, Statue, Stoneskin[/I], and the abilities of basilisks, cockatrices, and medusae, among other things. Furthermore, you gain a +2 luck bonus to Armor Class against the melee attacks of any monsters that possess a petrification racial ability (including spell-like abilities like [I]Flesh to Stone[/I]). Placing the Periapt upon an already-petrified subject does nothing, but it does halt and undo any incomplete gradual petrification effects. [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Craft Lesser Magic Charm, [I]Break Enchantment[/I] or [I]Stone to Flesh[/I]. [I]Cost to Create:[/I] 4,500 gp and 360 XP. [I]Market Price:[/I] 9,000 gp. [I]Weight:[/I] 1 lb. [B]Ring of Deception[/B] This plain copper ring is etched with Gnomish runes along the inner side. Wearing it grants you a +5 enhancement bonus on Bluff and Perform (Acting) skill checks. Furthermore, once per day the ring may produce a [I]Major Image[/I] (DC 14) as per the spell, as a free action (though further concentration to maintain the illusion requires a standard action each round as normal). It may likewise produce a [I]Change Self[/I] (DC 11) spell effect or [I]Ventriloquism[/I] (DC 11) spell effect once per day as a free action, a [I]Ghost Sound[/I] (DC 10) spell effect once per day as a free action, and a [I]Mirror Image[/I] spell effect or [I]Misdirection[/I] (DC 13) spell effect once per day as a free action. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Illusion. [I]Prerequisites:[/I] Craft Lesser Magic Charm, must know the Gnomish language, must be literate, [I]Change Self, Ghost Sound, Major Image, Mirror Image, Misdirection, Ventriloquism[/I]. [I]Cost to Create:[/I] 7,000 gp and 560 XP. [I]Market Price:[/I] 14,000 gp. [I]Weight:[/I] ---. [B]Ring of Ropework[/B] Wearing this brass ring, decorated with knotwork etchings, grants you a +5 enhancement bonus on Use Rope skill checks, and on Escape Artist checks to escape rope or similar bonds (not manacles or the like). Once per day, you may use the [I]Animate Rope[/I] spell as a free action while wearing the Ring of Ropework. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Charm, [I]Animate Rope[/I]. [I]Cost to Create:[/I] 1,900 gp and 152 XP. [I]Market Price:[/I] 3,800 gp. [I]Weight:[/I] ---. RODS [B]Rod of Escalation[/B] This short, simple oaken rod is tapered near the bottom and adorned only with a single, twisting line carved along its length. Knocking on the broad, flat top of the Rod causes the bottom to extend into a symmetrical +1/+1 Quarterstaff one size larger than the wielder's size category. Knocking on the handle reverts the Rod back into its normal, compact form. Tapping the bottom of the Rod (in its normal form) upon any surface causes the Rod of Escalation to [I]Levitate[/I], as per the spell, along with the wielder. It may [I]Levitate[/I] for up to 1 hour per day, which need not be consecutive rounds. The Rod ceases levitating once released or when you tap it upon another surface. It can even [I]Levitate[/I] underwater, pulling the wielder towards the surface if desired. Finally, by speaking the proper command word while holding the Rod of Escalation, you may gain the effects of an [I]Enlarge[/I] spell up to three times per day (ending prematurely if you let go of the Rod). [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Craft Rod, [I]Enlarge, Levitate[/I]. [I]Cost to Create:[/I] 5,612 gp and 5 sp and 401 XP. [I]Market Price:[/I] 10,625 gp. [I]Weight:[/I] 2 lbs. [B]Rod of the Sentinel Tree[/B] A stout 2-foot wooden rod carefully hewn from a tree branch, the Rod of the Sentinel Tree feels warm to the touch and is made of living wood. Functioning as a Medium-sized +1 Club, the Rod of the Sentinel Tree has three other functions. It grants any wielder the effects of the Alertness feat (but does not grant them that feat, and this does not stack with the actual feat). Furthermore, its wielder gains the effects of [I]Barkskin[/I] as per the spell, so long as he or she holds the Rod of the Sentinel Tree. Once per day it may be transformed into a treantlike creature as per the [I]Changestaff[/I] spell, by speaking the command word and planting it in the ground (no longer conferring the Rod's other benefits until returned to normal form). However, even if destroyed in treant-form, the Rod is restored in an inert form (losing its magical properties) for 24 hours and is then fully restored. [I]Caster Level:[/I] 13th. [I]Aura:[/I] Strong Transmutation. [I]Prerequisites:[/I] Alertness, Craft Lesser Magic Arms & Armor, Craft Rod, [I]Barkskin, Changestaff[/I]. [I]Cost to Create:[/I] 25,125 gp and 1,986 XP. [I]Market Price:[/I] 49,950 gp. [I]Weight:[/I] 3 lbs. [B]Taurion's Battle Rod[/B] A 4-foot steel rod with four small studs around both ends, Taurion's Battle Rod is an arcane weapon of war with many functions. In its normal form, the rod is a Medium-sized +1 Heavy Mace. By pressing one of the studs near the base as a free action, it telescopes out into a Medium-sized +1 Heavy Lance (pressing the same stud again retracts the lance portion). The Battle Rod's weapon forms may be further enhanced as one weapon. The other three studs along the base trigger the following spell-like effects, each up to once per day as a standard action that does not provoke attacks of opportunity: [I]Mage Armor[/I], [I]Mount[/I], and [I]Shield[/I]. If the rod is in its lance-form, then those three studs instead produce the following spell-like effects, each up to once per day as a standard action that does not provoke attacks of opportunity (in addition to any daily uses of the other three functions): [I]Taurion's Arcane Reinforcement[/I], [I]Taurion's Rapid Riposte[/I], and [I]Taurion's Force Lance[/I]. Lastly, each of the four studs at the striking end of the mace-form has a special function that may be triggered once per day with a command word (each has a different command word, and no more than one of these special functions may be active at a time). One striking stud's command deals +2d6 fire damage on the next successful hit with the mace, within 1 minute. Another striking stud's command deals +2d6 cold damage on the next successful hit with the mace, within 1 minute. The third striking stud's command deals +2d6 electricity damage on the next successful hit with the mace, within 1 minute. The fourth striking stud's command deals +2d6 acid damage on the next successful hit with the mace, within 1 minute. All active special functions of Taurion's Battle Rod (including spell-like effects produced by it) are deactivated if you release your hold on the rod, ending their effects prematurely. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Craft Rod, [I]Mage Armor, Mount, Shield, Taurion's Arcane Reinforcement, Taurion's Rapid Riposte, Taurion's Force Lance[/I]. [I]Cost to Create:[/I] 17,542 gp and 1,329 XP. [I]Market Price:[/I] 34,042 gp. [I]Weight:[/I] 12 lbs. STAVES [B]Staff of Arcane Fortitude[/B] An oaken staff tapered near the bottom, ringed with bands of steel and inscribed with arcane sigils. On command, it transforms into a +1 Greatclub or reverts back to staff-form, but still retains its other functions. The wielder automatically gains proficiency in greatclubs. A Staff of Arcane Fortitude has 50 charges when created, and each of its abilities expends one or more charges when used (except its function as a +1 Greatclub, or any further enhancements and magic weapon abilities added to that form). The wielder may use the following spells by spell trigger activation: * [I]Arcane Aura[/I] (1 charge) * [I]Arcane Might[/I] (2 charges) * [I]Aura of Luck[/I] (2 charges) * [I]Battle Charm[/I] (DC 13, 1 charge) * [I]Fate Shield[/I] (1 charge) * [I]Mystic Fortitude[/I] (2 charges) * [I]Protection from Elements[/I] (2 charges) * [I]Revenant Strike[/I] (2 charges) * [I]Shield[/I] (1 charge) * [I]Shocking Aura[/I] (2 charges) * [I]Summoning Surge[/I] (1 charge) [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Staff, [I]Arcane Aura, Arcane Might, Aura of Luck, Battle Charm, Fate Shield, Mystic Fortitude, Protection from Elements, Revenant Strike, Shield, Shocking Aura, Summoning Surge[/I]. [I]Cost to Create:[/I] 16,755 gp and 1,200 XP. [I]Market Price:[/I] 31,755 gp. [I]Weight:[/I] 3 lbs. (10 lbs. as greatclub) [B]Staff of Force[/B] A short oaken staff capped on top with rune-etched steel. A Staff of Force has 50 charges when created, and each of its abilities expends one or more charges when used. The wielder may use the following spells by spell trigger activation: * [I]Arcane Aura[/I] (1 charge) * [I]Force Spike[/I] (1 charge) * [I]Force Weapon[/I] (2 charges) * [I]Mage Armor[/I] (1 charge) * [I]Magic Missile[/I] (1 charge) * [I]Repellent Aura[/I] (2 charges) * [I]Shield[/I] (1 charge) [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Staff, [I]Arcane Aura, Force Spike, Force Weapon, Mage Armor, Magic Missile, Repellent Aura, Shield[/I]. [I]Cost to Create:[/I] 7,760 gp and 620 XP. [I]Market Price:[/I] 15,510 gp. [I]Weight:[/I] 4 lbs. [B]Staff of the Apprentice[/B] A spindly pole carved of common wood, this staff bears a prism atop one end entwined with small wooden fingers. Staves of the Apprentice are typically given to young mages who are still studying minor arcane magic, as an aid to their studies and a defensive implement. A Staff of the Apprentice has 50 charges when created, and most of its abilities expend charges when used. Though unsuited to direct use in combat, a Staff of the Apprentice has various minor magical spells the wielder may call upon (spell trigger activation like any other magic staff): * [I]Chromatic Ray[/I] (DC 12, 2 charges) * [I]Color Spray[/I] (DC 11, 2 charges) * [I]Daze[/I] (DC 11, 1 charge) * [I]Detect Magic[/I] (1 charge) * [I]Detect Poison[/I] (1 charge) * [I]Disrupt Undead[/I] (1 charge) * [I]Endure Elements[/I] (2 charges) * [I]Light[/I] (1 charge) * [I]Mage Hand[/I] (1 charge) * [I]Prestidigitation[/I] (1 charge) * [I]Read Magic[/I] (1 charge) In addition to these functions, a Staff of the Apprentice has the following effects so long as it has any charges remaining. It grants the wielder a +2 competence bonus on Spellcraft skill checks, but automatically negates any [I]Arcane Lock[/I], [I]Knock[/I], or [I]Hold Portal[/I] spells and similar effects used by the wielder, except those spells and effects with a caster level of 6th or higher (this negation effect also persists for 1 hour after releasing a Staff of the Apprentice). [I]Caster Level:[/I] 6th. [I]Aura:[/I] Moderate Divination. [I]Prerequisites:[/I] Craft Staff, [I]Chromatic Ray, Color Spray, Daze, Detect Magic, Detect Poison, Disrupt Undead, Endure Elements, Light, Mage Hand, Prestidigitation, Read Magic[/I]. [I]Cost to Create:[/I] 2,575 gp and 206 XP. [I]Market Price:[/I] 5,150 gp. [I]Weight:[/I] 3-1/2 lbs. [B]Staff of the Master[/B] A spindly but sturdy darkwood pole, this staff bears a large rock crystal atop one end entwined with small wooden fingers, and likewise has a widened base for better support as a walking stick. Staves of the Master are typically wielded by teachers in magical guilds or academies as a sign of their importance and arcane prowess. A Staff of the Master has 50 charges when created, and most of its abilities expend charges when used. Though unsuited to direct use in combat, a Staff of the Master has various magical spells the wielder may call upon (spell trigger activation like any other magic staff): * [I]Detect Magic[/I] (1 charge) * [I]Dimension Door[/I] (2 charges) * [I]Dispel Magic[/I] (2 charges) * [I]Fear[/I] (DC 16, 2 charges) * [I]Invisibility[/I] (1 charge) * [I]Light[/I] (1 charge) * [I]Lightning Bolt[/I] (DC 14, 2 charges) * [I]Protection from Elements[/I] (2 charges) * [I]See Invisibility[/I] (1 charge) * [I]Suggestion[/I] (DC 14, 2 charges) * [I]Summon Monster IV[/I] (2 charges) In addition to these functions, a Staff of the Master grants the wielder a +5 competence bonus on Knowledge (Arcana) and Spellcraft skill checks, so long as it has any charges remaining. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Staff, [I]Detect Magic, Dimension Door, Dispel Magic, Fear, Invisibility, Light, Lightning Bolt, Protection from Elements, Summon Monster IV[/I]. [I]Cost to Create:[/I] 18,500 gp and 1,480 XP. [I]Market Price:[/I] 37,000 gp. [I]Weight:[/I] 2 lbs. WONDROUS ITEMS [B]Black Dragon Salve[/B] This black paste comes in a small wooden container. When lathered upon living flesh, the Black Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by black dragons. Each container holds enough Black Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard black scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality, and gains the effects of a [I]Water Breathing[/I] spell. They gain a +5 enhancement bonus on Hide, Intimidate, and Move Silently skill checks as a supernatural quality. Lastly, the subject may spit acid as a breath weapon like that of a black dragon, but only once per application of Black Dragon Salve. This acid spit deals 2d4 points of acid damage in a 30-foot line (Reflex DC 13 halves). An application of Black Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by black dragons. The subject may attempt a Will save (DC 14) to negate the effects of Black Dragon Salve when it is lathered upon their flesh. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a black dragon's scale. [I]Cost to Create:[/I] 400 gp and 32 XP and a black dragon's scale. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Blue Dragon Salve[/B] This blue paste comes in a small clay container. When lathered upon living flesh, the Blue Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by blue dragons. Each container holds enough Blue Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard blue scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Electricity 10 as an extraordinary quality, and gains the extraordinary ability to burrow at a speed of 10 feet through relatively-soft earthen material (not stone, metal, or crystal), leaving no tunnel (or increasing the subject's existing burrowing speed by +10 feet as an enhancement bonus). They gain a +5 enhancement bonus on Bluff and Hide skill checks as a supernatural quality. Lastly, the subject may spit lightning as a breath weapon like that of a blue dragon, but only once per application of Blue Dragon Salve. This lightning spit deals 2d8 points of electricity damage in a 30-foot line (Reflex DC 14 halves). An application of Blue Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Lawful Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by blue dragons. The subject may attempt a Will save (DC 14) to negate the effects of Blue Dragon Salve when it is lathered upon their flesh. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Lawful Evil alignment, Craft Minor Wondrous Item, must possess a blue dragon's scale. [I]Cost to Create:[/I] 400 gp and 32 XP and a blue dragon's scale. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Brass Dragon Wafer[/B] A small treat with a brassy sheen to it, wrapped in paper, Brass Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a brass dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard brassy scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Gather Information skill checks, as well as a +2 enhancement bonus to Strength, as a supernatural quality. The effects of a Brass Dragon Wafer last for 1 hour. Only Chaotic Good living creatures receive any benefit from a Brass Dragon Wafer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Chaotic Good alignment, Craft Minor Wondrous Item, wafer must be touched by a brass dragon. [I]Cost to Create:[/I] 400 gp and 32 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Bronze Dragon Wafer[/B] A small treat with a bronzed sheen to it, wrapped in paper, Bronze Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a bronze dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard bronzed scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Electricity 10 as an extraordinary quality, as well as gaining the Water Breathing ability of bronze dragons. They gain a +5 enhancement bonus on Swim skill checks, as well as a +2 enhancement bonus to Intelligence, as a supernatural quality. The effects of a Bronze Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Bronze Dragon Wafer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a bronze dragon. [I]Cost to Create:[/I] 400 gp and 32 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Copper Dragon Wafer[/B] A small treat with a coppery sheen to it, wrapped in paper, Copper Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a copper dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard coppery scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality, as well as gaining the Spider Climb ability of copper dragons. They gain a +5 enhancement bonus on Bluff and Jump skill checks, as well as a +2 enhancement bonus to Charisma, as a supernatural quality. The effects of a Copper Dragon Wafer last for 1 hour. Only Chaotic Good living creatures receive any benefit from a Copper Dragon Wafer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Chaotic Good alignment, Craft Minor Wondrous Item, wafer must be touched by a copper dragon. [I]Cost to Create:[/I] 400 gp and 32 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Gold Dragon Wafer[/B] A small treat with a golden sheen to it, wrapped in paper, Gold Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a gold dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard golden scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Diplomacy skill checks and a +2 enhancement bonus to Wisdom, as a supernatural quality. The effects of a Gold Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Gold Dragon Wafer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a gold dragon. [I]Cost to Create:[/I] 400 gp and 32 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Green Dragon Salve[/B] This green paste comes in a small wooden container. When lathered upon living flesh, the Green Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by green dragons. Each container holds enough Green Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard green scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Acid 10 as an extraordinary quality. They gain a +5 enhancement bonus on Hide, Intimidate, and Wilderness Lore skill checks as a supernatural quality. Lastly, the subject may spit corrosive gas as a breath weapon like that of a green dragon, but only once per application of Green Dragon Salve. This corrosive gas deals 2d6 points of acid damage in a 15-foot cone (Reflex DC 13 halves). An application of Green Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Lawful Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by green dragons. The subject may attempt a Will save (DC 14) to negate the effects of Green Dragon Salve when it is lathered upon their flesh. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Lawful Evil alignment, Craft Minor Wondrous Item, must possess a green dragon's scale. [I]Cost to Create:[/I] 400 gp and 32 XP and a green dragon's scale. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Mystic Compass[/B] An iron arrowhead suspended in a water-filled, magically-hardened glass dome, the Mystic Compass always points north. This is a lesser form of the Universal Compass. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Divination. [I]Prerequisites:[/I] Craft Minor Wondrous Item, [I]Know Direction[/I]. [I]Cost to Create:[/I] 500 gp and 40 XP. [I]Market Price:[/I] 1,000 gp. [I]Weight:[/I] 1 lb. [B]Red Dragon Salve[/B] This red paste comes in a small clay container. When lathered upon living flesh, the Red Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by red dragons. Each container holds enough Red Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard red scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Fire 10 as an extraordinary quality. They gain a +5 enhancement bonus on Appraise and Jump skill checks as a supernatural quality. Lastly, the subject may spit fire as a breath weapon like that of a red dragon, but only once per application of Red Dragon Salve. This fire spit deals 2d10 points of fire damage in a 15-foot cone (Reflex DC 15 halves). An application of Red Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by red dragons. The subject may attempt a Will save (DC 14) to negate the effects of Red Dragon Salve when it is lathered upon their flesh. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a red dragon's scale. [I]Cost to Create:[/I] 400 gp and 32 XP and a red dragon's scale. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Silver Dragon Wafer[/B] A small treat with a silvery sheen to it, wrapped in paper, Silver Dragon Wafers are created occasionally by goodly priests of the draconic deities. Consuming this wafer temporarily grants the subject some of a silver dragon's capabilities. Consuming it is equivalent to imbibing a potion. The subject sprouts hard silvery scales that provide a +3 natural armor bonus to AC or increase the subject's existing natural armor by +3 as an enhancement bonus. Furthermore, the subject gains Resistance to Cold 5 as an extraordinary quality, as well as gaining the Cloudwalking ability of silver dragons. They gain a +5 enhancement bonus on Jump skill checks and a +2 enhancement bonus to Constitution, as a supernatural quality. The effects of a Silver Dragon Wafer last for 1 hour. Only Lawful Good living creatures receive any benefit from a Silver Dragon Wafer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Lawful Good alignment, Craft Minor Wondrous Item, wafer must be touched by a silver dragon. [I]Cost to Create:[/I] 400 gp and 32 XP. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [B]Universal Compass[/B] A gold arrowhead suspended in a water-filled, magically-hardened glass dome, the Universal Compass always points north. Once per day on command, the Universal Compass grants the benefits of a [I]Safety[/I] spell to one creature holding it, but this [I]Safety[/I] spell ends prematurely if they let go of the Universal Compass. This item looks identical to a Mystic Compass except for its golden arrowhead. [I]Caster Level:[/I] 6th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Craft Minor Wondrous Item, [I]Know Direction, Safety[/I]. [I]Cost to Create:[/I] 3,700 gp and 296 XP. [I]Market Price:[/I] 7,400 gp. [I]Weight:[/I] 1 lb. [B]White Dragon Salve[/B] This white paste comes in a small bone container. When lathered upon living flesh, the White Dragon Salve is absorbed into the subject's flesh and provides him or her with a semblence of the capabilities possessed by white dragons. Each container holds enough White Dragon Salve for one use on a single subject. Applying it is a full-round action that does not provoke attacks of opportunity. The subject sprouts hard white scales that provide a +2 natural armor bonus to AC or increase the subject's existing natural armor by +2 as an enhancement bonus. Furthermore, the subject gains Resistance to Cold 15 as an extraordinary quality, and gains the Icewalking ability of a white dragon. They gain a +5 enhancement bonus on Hide skill checks as a supernatural quality. Lastly, the subject may spit ice as a breath weapon like that of a white dragon, but only once per application of White Dragon Salve. This ice spit deals 1d6 points of cold damage in a 15-foot cone (Reflex DC 12 halves). An application of White Dragon Salve last for 1 hour, and during that time, the subject's alignment changes to Chaotic Evil and their behavior changes to match. Likewise, for the duration of this effect, the subject suffers a -4 profane penalty on saving throws against Mind-Affecting Effects produced by white dragons. The subject may attempt a Will save (DC 14) to negate the effects of White Dragon Salve when it is lathered upon their flesh. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Chaotic Evil alignment, Craft Minor Wondrous Item, must possess a white dragon's scale. [I]Cost to Create:[/I] 400 gp and 32 XP and a white dragon's scale. [I]Market Price:[/I] 800 gp. [I]Weight:[/I] 1/10 lb. [/QUOTE]
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