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<blockquote data-quote="Arkhandus" data-source="post: 5675863" data-attributes="member: 13966"><p><strong>The rest of the batch</strong></p><p></p><p>The rest of the new magic items from that batch.</p><p></p><p>WEAPON SPECIAL ABILITIES</p><p></p><p><strong>Guided</strong></p><p>Any weapon with the Guided ability may strike true with uncanny precision. Such weapons have tiny arrowheads of magnetic metal grafted onto them or instead have eagle feathers attached. Up to 3 times per day as a move-equivalent action, the wielder of a Guided weapon may call upon it (a command word, though shorter and simpler than most) to provide the effects of a <em>True Strike</em> spell on the next attack made with that weapon in the same round. This is a new ability.</p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Divination. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>True Strike</em>. <em>Cost to Create:</em> 3,200 gp and 136 XP. <em>Market Price:</em> +6,400 gp.</p><p></p><p></p><p></p><p>WEAPONS</p><p></p><p><strong>Beating Stick</strong></p><p>This sturdy +1/+1 Quarterstaff is engraved with violent images and it is capped at both ends with stainless steel that is etched with runes of combat. Once per day on command, the Beating Stick increases its enhancement bonuses by +1 and grants its wielder the benefits of a Maximized <em>Bull's Strength</em> spell, a Maximized <em>Cat's Grace</em> spell, a Maximized <em>Endurance</em> spell (<em>Bear's Endurance</em> in 3.5 rules), an <em>Enlarge</em> spell (<em>Enlarge Person</em> in 3.5 rules), a <em>False Life</em> spell, and a <em>Haste</em> spell, as well as the benefits of the Ambidexterity and Two-Weapon Fighting feats (regardless of Dexterity). However, these effects all last for only 5 rounds. The costs below include the price of purchasing a masterwork Quarterstaff.</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Maximize Spell, must be literate, <em>Bull's Strength, Cat's Grace, Endurance</em> (or <em>Bear's Endurance</em>), <em>Enlarge</em> (or <em>Enlarge Person</em>), <em>False Life, Haste</em>. <em>Cost to Create:</em> 7,300 gp and 536 XP. <em>Market Price:</em> 14,000 gp. <em>Weight:</em> 4 lbs.</p><p></p><p><strong>Bushblade</strong></p><p>This +1 Machete (see the Aurelian Master Weapons List) is etched with runes and appears to blend in with its surroundings, magically shifting colors and reflections. The wielder gains a +5 enhancement bonus on Hide checks while it is drawn, as it lends similar camouflage to the wielder and his or her other gear. A Bushblade magically ignores the first 5 points of hardness with each hit, as well as the first 5 points of Damage Reduction on any Constructs or Plant creatures. Damage from the Bushblade is not halved against objects. The costs below include the price of purchasing a masterwork Machete.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Hide 5+ ranks, must be literate, <em>Shatter</em>. <em>Cost to Create:</em> 2,682 gp and 190 XP. <em>Market Price:</em> 5,057 gp. <em>Weight:</em> 2 lbs.</p><p></p><p><strong>Crossbow of Cresting Waves</strong></p><p>An artfully-decorated weapon bearing wave-inspired designs, the Crossbow of Cresting Waves is surprisingly light and buoyant, crafted from wood and mithral. It functions as a +1 Light Crossbow, but has special powers for ease of use at sea and in other adverse conditions. Firstly, the weapon's bearer gains a +5 enhancement bonus on Balance checks and Swim checks, even when the Crossbow isn't drawn. Secondly, the Crossbow of Cresting Waves ignores the effects of wind, water, and precipitation on its shots (though concealment still applies against the wielder), so it fires just as well in a storm or underwater as it would on land during a calm day. Even <em>Wind Wall, Storm of Vengeance</em>, and similar effects do not interfere. Shots fired from this weapon also ignore the effects of any turbulence or unsteady positions of the wielder, such as when balancing on a ship at sea.</p><p></p><p>Lastly, once per day the Crossbow of Cresting Waves can bull rush an opponent that it hits successfully with a regular ranged attack. The wielder activates this ability as a free action upon confirming the hit. The bolt then explodes on impact, becoming a small but powerful wave of water for just a moment before evaporating. The victim is affected as per a bull rush, with your attack roll's total as the effective Strength check against them. You do not enter the opponent's space and do not move with them, but the magical wave will move them as far as its bull rush result allows, up to a maximum of one range increment's worth of movement. This bull rush does not provoke attacks of opportunity, and it ignores any modifiers you may otherwise have on bull rushes. The costs below include the price of purchasing a masterwork Light Crossbow.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Bull's Strength, Divine Favor</em> or <em>Shillelagh</em> or <em>True Strike</em>. <em>Cost to Create:</em> 3,035 gp and 216 XP. <em>Market Price:</em> 5,735 gp. <em>Weight:</em> 6 lbs.</p><p></p><p><strong>Gobchopper</strong></p><p>Gobchopper is a somewhat-common creation of dwarven priest-smiths, a +1 Dwarven Waraxe of Goblinoid Bane that is artfully adorned with graven images of various goblinoids being hacked apart rather messily by dwarven warriors. Gobchoppers grant their wielders the Cleave and Great Cleave feats (regardless of Strength or Base Attack), but only against creatures of the Goblinoid subtype (strikes against other kinds of creature do not trigger the cleaving attacks, nor can the cleaving attacks be directed at creatures that lack the subtype). Furthermore, a Gobchopper gains the Speed magic weapon quality for 1 round immediately after scoring a critical hit (even if the target was not a Goblinoid).</p><p></p><p>Creatures of the Goblinoid subtype suffer a -2 luck penalty on saving throws when holding or carrying a Gobchopper, and feel a sense of dread when doing so. A Gobchopper's magical properties (besides its inherent durability) do not function when in the possession of a Goblinoid. The costs below include the price of purchasing a masterwork Dwarven Waraxe.</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, creator must be a dwarf, <em>Divine Power, Summon Monster I</em>. <em>Cost to Create:</em> 10,330 gp and 800 XP. <em>Market Price:</em> 20,330 gp. <em>Weight:</em> 15 lbs.</p><p></p><p><strong>Hammer of Hasty Repair</strong></p><p>This +1 Light Hammer is more than just a weapon of self-defense, but also a tool for forging, carpentry, and repairs, highly prized by smiths and siege engineers, though few can afford such a treasure. A Hammer of Hasty Repair is inscribed with Dwarven runes of work, wholeness, durability, and restoration. A Dwarven inscription upon the Hammer describes its magical powers. It grants a +5 enhancement bonus to one Craft check per day (or per week if making a single weekly check for something), chosen as a free action before the check. Once per week by focusing on the Hammer's power while touching another object or Construct with it, the wielder can generate a <em>Make Whole</em> spell effect or <em>Repair Moderate Damage</em> spell effect upon the subject (as appropriate to its type). The costs below include the price of purchasing a masterwork Light Hammer.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, must know the Dwarven language, must be literate, <em>Make Whole, Repair Moderate Damage</em>. <em>Cost to Create:</em> 2,051 gp and 140 XP. <em>Market Price:</em> 3,801 gp. <em>Weight:</em> 2 lbs.</p><p></p><p><strong>Halfblood's Determination</strong></p><p>A finely-crafted Keen +1 Bastard Sword with a diamond securely inset just above the hilt, this weapon is often forged for half-elves going to war or out to prove themselves. While hefty and brutal like the blades favored by humans, this weapon also bears elements of elven elegance in its design and powers. The blade sheds light as many other magical weapons do. The wielder gains a +2 morale bonus on Will saves while Halfblood's Determination is drawn, and also gains the benefits of the Spring Attack feat while this blade is drawn (regardless of that feat's normal prerequisites). Furthermore, the wielder gains a +4 dodge bonus to Armor Class while reduced to less than half of his or her maximum hit point total, but only for up to 10 rounds per day (only rounds in which the weapon is drawn and held by a half-elf will count). This dodge bonus is lost when immobilized or denied a Dexterity bonus to AC. The weapon's magical properties (aside from its inherent durability as a magic item) only function when wielded by a half-elf. The costs below include the price of purchasing a masterwork Bastard Sword.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, creator must be a half-elf, <em>Cat's Grace, Keen Edge, Light</em>. <em>Cost to Create:</em> 5,335 gp and 392 XP. <em>Market Price:</em> 10,335 gp. <em>Weight:</em> 10 lbs.</p><p></p><p><strong>Harrowing Halfblade</strong></p><p>These wicked-looking barbed weapons are often found in pairs, but the statistics and prices given here are for a single Harrowing Halfblade. Each is a Keen +1 Vicious Kukri which reduces the normal two-weapon fighting (or multi-weapon fighting) penalties on attack rolls (not just the penalty with this weapon) by 1 point, and this reduction stacks if wielding more than one at the same time. Furthermore, on any critical hit with the Harrowing Halfblade against a living creature, a flare of red light along the blade inflicts 1 point of temporary Constitution damage to its victim (this does not get multiplied). The costs below include the price of purchasing a masterwork Kukri.</p><p></p><p><em>Caster Level:</em> 10th. <em>Aura:</em> Moderate Necromancy. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Enervation, Keen Edge, True Strike</em>. <em>Cost to Create:</em> 10,408 gp and 808 XP. <em>Market Price:</em> 20,508 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Hornbow</strong></p><p>Hornbows are expertly-crafted +1 Composite Shortbows of elven design, made in part with the horns and sinews of woodland animals. Each Hornbow has the magical ability to change forms into a +1 Rapier or a masterwork natural horn musical instrument as a free action when the wielder wills it (it can also be changed back as a free action). It retains any further enhancements or magic weapon abilities in Rapier form (the Rapier form cannot be permanently enchanted separately), excluding those that only apply to ranged weapons, but the Hornbow can only become a Rapier for 1 minute each time, and only twice per day. Similarly, it can only become a natural horn for 1 hour at a time, twice per day. The Hornbow has different powers in each form. As a Shortbow, it grants the benefits of the Rapid Shot feat (regardless of prerequisites). As a Rapier, it deals +1d6 bonus damage on critical hits (this does not get multiplied). As a horn, it can be blown while concentrating to generate a <em>Summon Nature's Ally II</em> spell effect (same casting time, but the duration ends if the horn changes form). It can only produce the <em>Summon Nature's Ally II</em> effect once per day.</p><p></p><p>A Hornbow's magical properties (besides its inherant durability) only function while carried or wielded by someone with the Elf subtype (including half-elves). Any wielder of the Hornbow automatically learns its functions if he or she has the Elf subtype. The costs below include the price of purchasing a masterwork Composite Shortbow (made to allow a +2 Strength bonus to damage, but Hornbows can be made from Composite Shortbows designed for a different Strength bonus, at an appropriate change in cost).</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, creator must be an elf, <em>Summon Nature's Ally II</em>. <em>Cost to Create:</em> 5,025 gp and 360 XP. <em>Market Price:</em> 9,525 gp. <em>Weight:</em> 15 lbs.</p><p></p><p><strong>Mighty Mining Pick</strong></p><p>This +1 Heavy Pick is exceedingly durable and great at chipping away at stone. It has 5 points higher hardness than normal thanks to some magical reinforcement, and it deals 1d6 points of bonus damage on successful hits against targets made of stone or similar earthen material (not multiplied on critical hits), including such stony creatures as earth elementals, gargoyles, juggernaughts, maugs, caryatid columns, stone golems, clay golems, stained glass golems, or crystal golems, among others (but not metal, mud, sand, or salt creatures). Its total enhancement bonus on attacks is doubled for purposes of bypassing the Damage Reduction of such targets, but this does not increase the actual bonus to attack and damage rolls. The Mighty Mining Pick also confers a +5 enhancement bonus on Profession (Miner) checks made with it. The costs below include the price of purchasing a masterwork Heavy Pick.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Stone Shape</em>. <em>Cost to Create:</em> 3,183 gp and 230 XP. <em>Market Price:</em> 6,058 gp. <em>Weight:</em> 6 lbs.</p><p></p><p><strong>Orcviscerator</strong></p><p>This beautifully-decorated +1 Short Sword of Orc Bane is specially enchanted for battling orcs and half-orcs. The blade sheds magical light equivalent to a candle when any creature of the Orc subtype (including half-orcs) is within 300 feet, or equivalent to a <em>Light</em> spell when any such creature is within 100 feet, or equivalent to a <em>Daylight</em> spell when any such creature is within 60 feet. The change in light level is sudden and thus triggers any Light Sensitivity or Light Blindness that creatures in the light's radius may have (out to the limits of shadowy illumination from it). Sheathing the blade blocks the illumination, but drawing it anew results in a more gradual return to the proper light level, instead of another sudden flash.</p><p></p><p>Whenever the Orcviscerator successfully damages any creature of the Orc subtype (with a direct, physical hit), the blade flashes brighter in a focused beam at that creature, as per a <em>Flare</em> spell (Heightened to 2nd-level, Fortitude DC 13), but it also blinds them for 1 round if they fail the save. An Orcviscerator magically resizes to fit any wielder; the weight given below is for a Small Short Sword (or Medium-sized in 3.5 rules). However, the weapon's magical properties (aside from its inherent durability as a magic item) do not function when wielded by a creature of the Orc subtype. The costs below include the price of purchasing a masterwork Short Sword.</p><p></p><p><em>Caster Level:</em> 8th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, Heighten Spell, creator cannot have the Orc subtype, <em>Daylight, Flare, Light, Summon Monster I</em>. <em>Cost to Create:</em> 11,310 gp and 880 XP. <em>Market Price:</em> 22,310 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Platecrusher</strong></p><p>A hefty +1 Adamantine Warhammer of Mighty Cleaving, the Platecrusher is decorated only slightly and simply with spiky patterns that give the impression of shattering impacts. The Platecrusher ignores half of any target's total combined armor, natural armor, and shield bonuses to AC (rounded down), including any cover bonus granted by a shield and including any enhancement bonuses to these statistics. Non-adamantine armors and shields used by opponents stricken by Platecrusher are also damaged whenever it successfully hits the user of those items, though such armors and shields suffer only half damage when Platecrusher strikes their user.</p><p></p><p>However, the weapon is so brutally powerful that it strains the wielder just to swing it about. Each attack made with the Platecrusher (even if it is magically Animated through further enchantments) inflicts 1d8 points of backlash damage to the wielder, as well as 1 point of temporary Strength damage, and this backlash cannot be prevented, redirected, split, or converted. Worse, the backlash damage is multiplied against the wielder whenever Platecrusher scores a critical hit (even the Strength damage is multiplied). The costs below include the price of purchasing a masterwork Adamantine Warhammer.</p><p></p><p><em>Caster Level:</em> 12th. <em>Aura:</em> Strong Evocation. <em>Prerequisites:</em> Craft Greater Magic Arms & Armor, Craft Lesser Magic Arms & Armor, Power Attack, Sunder (Improved Sunder in 3.5 rules), <em>Divine Power, Shatter</em>. <em>Cost to Create:</em> 28,312 gp and 1,520 XP. <em>Market Price:</em> 47,312 gp. <em>Weight:</em> 8 lbs.</p><p></p><p><strong>Scythe of Swift Harvests</strong></p><p>Though sufficiently reinforced and sharpened for use in combat, the Scythe of Swift Harvests is primarily designed to assist in farming. As such, it has no normal enhancement bonus or other magic weapon properties, but instead gains the effects of a <em>Magic Weapon</em> spell once per day on command (duration of 1 minute, however). The Scythe's primary function is a +5 enhancement bonus on Profession (Farmer) skill checks related to harvesting crops (so it does apply to checks for earning money in that fashion), and it can produce a <em>Plant Growth</em> spell effect once per year on command. The wielder automatically learns the functions and command words for the Scythe of Swift Harvests. Druids often make these tools as gifts to farmers who carefully manage their farmland and don't clear away too much natural terrain for it, and some druids have been known to offer these enchanted scythes as bribes to convince locals to treat the surrounding wilderness better. The costs below include the price of purchasing a masterwork Scythe.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Plant Growth</em>. <em>Cost to Create:</em> 768 gp and 36 XP. <em>Market Price:</em> 918 gp. <em>Weight:</em> 12 lbs.</p><p></p><p><strong>Skullcracker</strong></p><p>This +1 Guided Sling is decorated with a skull pattern and has exceptional accuracy. Skullcracker's critical threat range gains a +4 luck bonus, so it threatens critical hits on a natural attack roll of 16 or higher (feats and other effects may further increase the threat range, but they cannot increase Skullcracker's luck bonus, which is separate). The costs below include the price of purchasing a masterwork Sling.</p><p></p><p><em>Caster Level:</em> 6th. <em>Aura:</em> Moderate Divination. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Bull's Strength, True Strike</em>. <em>Cost to Create:</em> 5,250 gp and 396 XP. <em>Market Price:</em> 10,200 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Tornado Twinblade</strong></p><p>This +2/+2 Two-Bladed Sword is designed with elaborate windy themes, depicting whirlwinds and flying debris upon the flat of the blades and their curved crossbars. Spinning the Tornado Twinblade in front of you as a standard action can produce a <em>Gust of Wind</em> effect up to twice per day, and spinning the weapon as a free action while falling will generate a <em>Feather Fall</em> effect upon the wielder only (as often as desired, but this effect ends if you stop spinning the weapon). Furthermore, you may perform a Whirlwind Attack (as per the feat, even if you do not possess that feat or its prerequisites) with this weapon any number of times per day. Any Whirlwind Attack made with the Tornado Twinblade includes two attacks against each target (one with each end of the double weapon) instead of just one attack, but also incurs two-weapon fighting penalties. A Tornado Twinblade magically resizes to fit any wielder (the cost and weight given is for a Large Two-Bladed Sword, or Medium-sized in 3.5 rules). The costs below include the price of purchasing a masterwork Two-Bladed Sword.</p><p></p><p><em>Caster Level:</em> 8th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Feather Fall, Gust of Wind, Haste</em>. <em>Cost to Create:</em> 18,300 gp and 1,408 XP. <em>Market Price:</em> 35,900 gp. <em>Weight:</em> 30 lbs.</p><p></p><p><strong>Trick Knife</strong></p><p>An ordinary-looking knife with hidden powers, the Trick Knife can be used in a variety of ways and for a variety of tricks. This +1 Dagger can be drawn as a free action as it magically springs forth when grasped, and it assists similarly when someone tries to hide or steal it, granting a +5 enhancement bonus on Pick Pocket (Sleight of Hand in 3.5 rules) checks for those purposes. The Trick Knife itself can become become invisible (as per an <em>Invisibility</em> spell) once per day when the wielder rubs the crossguard a certain way (a free action), but it becomes visible again once used for an attack (as normal for the spell; it is treated like an attack from an invisible attacker). The wielder may trigger either a <em>Ghost Sound</em> (Will DC 10) effect or <em>Silent Image</em> (Will DC 11) once per day while holding the Trick Knife, simply by concentrating on the desired effect.</p><p></p><p>The blade can spontaneously coat itself in acid, frost, lightning, flames, or high-pitched sound, inflicting 1d6 points of bonus acid, cold, electricity, fire, or sonic damage on its next successful attack, twice per day when the wielder wills it (a free action). The spontaneous coating disappears at the end of the round if not used, but does not count against the limit on daily uses if so. The Trick Knife gains the Returning magic weapon ability for up to 3 rounds per day, which need not be consecutive, simply by the wielder twisting a loose piece of the hilt as a free action.</p><p></p><p>Lastly, the Trick Knife's thick handle is mostly hollow and the pommel can be twisted off to store something inside the handle. Anything stored within resizes with the weapon (so it always takes up the same proportional amount of space), but only while kept inside it. Twisting the pommel on or off is a free action as the weapon magically speeds up the process. You can store a magical potion, oil, elixir, or similar fluid in there, and the Trick Knife will magically compress one such fluid to make it fit, but it can also be used to store poison (which is not compressed). One dose of any poison stored in the hilt of the Trick Knife (if enough of the poison is stored within) will magically appear on the blade when the wielder concentrates on it (a standard action). The hidden compartment magically cleans itself out when emptied, so there is no risk of accidentally poisoning yourself when drinking a potion out of it.</p><p></p><p>A Trick Knife magically resizes to fit any wielder (the cost and weight given is for a Tiny Dagger, or Medium-sized in 3.5 rules). The costs below include the price of purchasing a masterwork Dagger.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Illusion. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Ghost Sound, Invisibility, Mage Hand, Prestidigitation, Ray of Acid, Ray of Dissonance, Ray of Flame, Ray of Frost, Ray of Sparks, Silent Image</em>. <em>Cost to Create:</em> 5,302 gp and 400 XP. <em>Market Price:</em> 10,302 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Vultureblade</strong></p><p>A stylized +1 Kukri with the image of a vulture's head etched upon its blade, the Vultureblade is enchanted for greater effectiveness at tearing into carrion and weary prey. It deals +1d6 damage against Undead and other corpses, as well as against foes that are fatigued or exhausted. This bonus damage is not multiplied on critical hits. The costs below include the price of purchasing a masterwork Kukri.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Chill Touch</em>. <em>Cost to Create:</em> 1,808 gp and 120 XP. <em>Market Price:</em> 3,308 gp. <em>Weight:</em> 3 lbs.</p><p></p><p><strong>Walking Stick</strong></p><p>A sturdy and lightly-decorated +1/+1 Quarterstaff, this Walking Stick holds some rather handy powers to ease and hasten travel. The wielder magically gains the benefits of the Endurance feat while holding the Walking Stick, and he or she gains a +4 stability bonus on checks to make or resist bull rush and trip attempts while standing firmly on the ground with a Walking Stick in hand. Furthermore, the Walking Stick may produce one of the following spell effects on command, once per day (choose which option to use each time): <em>Air Walk, Mount</em>, or <em>Water Walk</em>. The wielder may target other willing creatures with these effects if desired, within the normal limits of those spells. The costs below include the price of purchasing a masterwork Quarterstaff.</p><p></p><p><em>Caster Level:</em> 7th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Air Walk, Mount, Water Walk</em>. <em>Cost to Create:</em> 11,800 gp and 896 XP. <em>Market Price:</em> 23,000 gp. <em>Weight:</em> 6 lbs.</p><p></p><p><strong>Whip of Woeful Tidings</strong></p><p>This Bleak +1 Mighty Whip is made with entwined black and gray leather. Anyone holding it feels a bit less emotional than normal, and gains a +2 profane bonus on saving throws against Enchantment effects and other emotion-altering effects. Furthermore, any critical hit with the Whip of Woeful Tidings has the added effect of a <em>Phantasmal Killer</em> spell upon the victim (Fortitude and Will DC 16). This <em>Phantasmal Killer</em> ability functions only up to twice per day, but does not count towards this limit if the subject is immune to <em>Phantasmal Killer</em>. Non-evil creatures suffer a -2 profane penalty on Fortitude and Reflex saving throws when wielding the Whip of Woeful Tidings. The costs below include the price of purchasing a masterwork Mighty Whip (made to allow a +2 Strength bonus to damage, but these whips can be made with Mighty Whips that allow different Strength bonuses to damage, with appropriate changes in price).</p><p></p><p><em>Caster Level:</em> 7th. <em>Aura:</em> Moderate Illusion. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, creator must be evil, <em>Doom, Phantasmal Killer</em>. <em>Cost to Create:</em> 3,950 gp and 268 XP. <em>Market Price:</em> 7,300 gp. <em>Weight:</em> 4 lbs.</p><p></p><p><strong>Woodripper</strong></p><p>This plain-looking wood-chopping axe is deceptively potent, especially against plants and Plant monsters or wood elementals. It functions as a +1 Handaxe of Plant Bane that ignores the hardness of plants it strikes (including fungi), and likewise ignores the hardness of wooden objects and other items made with leaves or plant fibers (such as hempen rope). Woodripper also applies the effects of its Plant Bane ability against any wood elementals, wood element creatures, or wooden Constructs, as though they were Plants. The costs below include the price of purchasing a masterwork Handaxe.</p><p></p><p><em>Caster Level:</em> 9th. <em>Aura:</em> Moderate Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Blight</em> or <em>Diminish Plants</em> or Favored Enemy (Plants), <em>Summon Monster I</em>. <em>Cost to Create:</em> 10,956 gp and 852 XP. <em>Market Price:</em> 21,606 gp. <em>Weight:</em> 5 lbs.</p><p></p><p></p><p></p><p>GARMENTS</p><p></p><p><strong>Boots of Brief Grace</strong></p><p>A pair of short, soft-leather boots with snakeskin fringes, the Boots of Brief Grace can temporarily improve a wearer's poise and agility. The wearer gains a <em>Cat's Grace</em> spell effect for 1 minute (10 rounds) after tapping both heels on the ground twice in a row, ending prematurely if the Boots are removed. Boots of Brief Grace provide this function once per day. This magical footwear also has a second function, active as long as the Boots are worn, and this second function grants the effects of the Mobility feat.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Tailor Magic Garment, <em>Cat's Grace</em>. <em>Cost to Create:</em> 1,400 gp and 112 XP. <em>Market Price:</em> 2,800 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Miter of Distinguished Wit</strong></p><p>This conical hat of elegant design in white and black with gold or silver trim lends its wearer greater wits, intellectual prowess, and memory recall. By adjusting the hat purposefully, the wearer gains a <em>Fox's Cunning</em> spell effect for 10 minutes, ending prematurely if the Miter is removed. The Miter of Distinguished Wit functions in this manner only once per day. However, it also has a secondary function of granting its wearer the effects of the Jack Of All Trades feat so long as he or she wears the hat.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Tailor Magic Garment, <em>Detect Thoughts, Fox's Cunning</em>. <em>Cost to Create:</em> 900 gp and 72 XP. <em>Market Price:</em> 1,800 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Pristine Polishing Rag</strong></p><p>This plain white rag is magically infused with animation and cleaning powers. On command, it will begin polishing items as its last holder commands it to, as though guided by an <em>Unseen Servant</em> spell. The Pristine Polishing Rag attracts dust, grime, and such when cleaning, but deposits such material in any suitable waste-bin or other waste-disposal area within 100 feet of the objects it cleans (such material simply falls off if the Rag is deactivated first), without any residue remaining on the Pristine Polishing Rag. The Pristine Polishing Rag will even shine shoes, buckles, and similar items as though coated in an appropriate polish, though it is always dry to the touch and it never holds any scent. A Pristine Polishing Rag will only function for up to 1 hour per day in total, and it will not go anywhere more than 100 feet from where it was activated. A Pristine Polishing Rag will not trigger nor attract Dust of Dread or other magical dusts. Anyone who holds the Rag automatically learns its function and its command word.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Tailor Magic Garment, <em>Prestidigitation, Unseen Servant</em>. <em>Cost to Create:</em> 200 gp and 16 XP. <em>Market Price:</em> 400 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Vest of Surging Vigor</strong></p><p>A finely-tooled leather vest with red trim, two broad pockets, and five brass buttons engraved with the likeness of lions, tigers, bears, or wolves. When worn, it bestows an <em>Endurance</em> spell effect upon the wearer for 10 minutes if he or she taps each button twice, ending prematurely if the Vest is removed. The Vest of Surging Vigor functions in this manner just once per day. It has an additional function, however, automatically healing the wearer as per a <em>Cure Moderate Wounds</em> spell when he or she is reduced to zero hit points or fewer, unless the wearer dies or is destroyed. This healing function is automatic and triggers only once per day.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Tailor Magic Garment, <em>Cure Moderate Wounds, Endurance</em> (<em>Bear's Endurance</em> in 3.5 rules). <em>Cost to Create:</em> 1,200 gp and 96 XP. <em>Market Price:</em> 2,400 gp. <em>Weight:</em> 1 lb.</p><p></p><p></p><p></p><p>POTIONS</p><p></p><p><strong>Draught of the Adept</strong></p><p>Imbibing this magical potion imbues the drinker with exceptional mental and magical prowess, if only for a short time. You gain a +4 enhancement bonus to Intelligence, Wisdom, and Charisma for 1 minute (10 rounds), along with a +2 insight bonus on caster level checks, dispel checks, manifester level checks, negation checks, Autohypnosis checks, Concentration checks, Psicraft checks, Spellcraft checks, Use Magic Device checks, and Use Psionic Device checks during that time. You may make such checks untrained. You cannot benefit from more than one Draught of the Adept per day, and you are fatigued for 1 minute after its effects end.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Brew Potion, <em>Eagle's Splendor, Fox's Cunning, Loroche's Spell Enhancer, Owl's Wisdom</em>. <em>Cost to Create:</em> 375 gp and 30 XP. <em>Market Price:</em> 750 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Draught of the Expert</strong></p><p>Imbibing this magical potion imbues the drinker with exceptional athleticism, cleverness, and clarity, if only for a short time. You gain a +4 enhancement bonus to Dexterity and Charisma for 1 minute (10 rounds), along with a +2 insight bonus on ability checks, skill checks, and saving throws during that time. You can make any skill check untrained during that time, except for exclusive skills and psionic skills. You cannot benefit from more than one Draught of the Expert per day, and you are fatigued for 1 minute after its effects end.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Brew Potion, <em>Cat's Grace, Detect Thoughts, Eagle's Splendor, Fate Shield, Taurion's Fleeting Alacrity</em>. <em>Cost to Create:</em> 375 gp and 30 XP. <em>Market Price:</em> 750 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Draught of the Warrior</strong></p><p>Imbibing this magical potion imbues the drinker with exceptional prowess in battle, if only for a short time. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution for 1 minute (10 rounds), along with a +2 insight bonus on attack rolls, physical damage rolls, and Armor Class during that time. You lose the insight bonus to AC if immobilized. You cannot benefit from more than one Draught of the Warrior per day, and you are fatigued for 1 minute after its effects end.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Brew Potion, <em>Bull's Strength, Cat's Grace, Endurance</em> (<em>Bear's Enduraince</em> in 3.5 rules), <em>Fate Shield, True Strike</em>. <em>Cost to Create:</em> 375 gp and 30 XP. <em>Market Price:</em> 750 gp. <em>Weight:</em> ---.</p><p></p><p></p><p></p><p>CURSED ITEMS</p><p></p><p><strong>Ring of the Unseen</strong></p><p>A simple golden ring that feels warm to the touch and glows faintly in firelight, the Ring of the Unseen can empower its wearer to become invisible and to see that which would otherwise be hidden, as well as limiting the effects of aging and giving its wearer a deceptive sense of immortality. Wearers immediately become aware of the ring's magical powers, but not its cursed nature, drawbacks, or limitations. The wearer may become invisible (as per the <em>Invisibility</em> spell) as a free action, but only for a total of 10 rounds per day. They may dismiss this <em>Invisibility</em> as a free action at the end of any given round (and it ends automatically if they attack, as normal for that spell). However, so long as the ring makes them invisible, it also provides them with the effects of an <em>Arcane Sight</em> spell, a <em>Detect Secret Doors</em> spell, a <em>Detect Undead</em> spell, a <em>Discern Shapechanger</em> spell, and a <em>See Invisibility</em> spell (no concentration needed; these abilities function simultaneously as free actions). The wearer of this ring also gains the benefits of the Timeless Body extraordinary ability as per a druid, so long as he or she wears the ring.</p><p></p><p>However, the Ring of the Unseen also carries a powerful curse. The wearer suffers a luck penalty of -4 on all Fortitude saves and all Will saves. He or she also receives 2 temporary hit points per hit die each day, which last until lost through damage, but unlike normal temporary HP, these are false; the DM secretly tracks the damage the ring absorbed, and when it is enough to reduce the wearer to 0 HP or lower, this damage is immediately subtracted from the wearer's current HP (this is treated like extra damage from the attack that just harmed the character, but is not multiplied or otherwise increased itself). Furthermore, whenever the ring makes him or her invisible, the wearer remains visible to other invisible or ethereal creatures. The Ring of the Unseen cannot be removed from a wearer unless the wearer dies (or is destroyed if not a living creature) or receives a <em>Remove Curse</em> effect, and it can only be removed once each time that happens.</p><p></p><p><em>Caster Level:</em> 15th. <em>Aura:</em> Strong Divination. <em>Prerequisites:</em> Craft Greater Magic Charm, Craft Lesser Magic Charm, <em>Arcane Sight, Bestow Curse, Detect Secret Doors, Detect Undead, Discern Shapechanger, Invisibility, See Invisibility</em>. <em>Cost to Create:</em> 6,000 gp and 480 XP. <em>Market Price:</em> 12,000 gp. <em>Weight:</em> ---.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5675863, member: 13966"] [b]The rest of the batch[/b] The rest of the new magic items from that batch. WEAPON SPECIAL ABILITIES [B]Guided[/B] Any weapon with the Guided ability may strike true with uncanny precision. Such weapons have tiny arrowheads of magnetic metal grafted onto them or instead have eagle feathers attached. Up to 3 times per day as a move-equivalent action, the wielder of a Guided weapon may call upon it (a command word, though shorter and simpler than most) to provide the effects of a [I]True Strike[/I] spell on the next attack made with that weapon in the same round. This is a new ability. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Divination. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]True Strike[/I]. [I]Cost to Create:[/I] 3,200 gp and 136 XP. [I]Market Price:[/I] +6,400 gp. WEAPONS [B]Beating Stick[/B] This sturdy +1/+1 Quarterstaff is engraved with violent images and it is capped at both ends with stainless steel that is etched with runes of combat. Once per day on command, the Beating Stick increases its enhancement bonuses by +1 and grants its wielder the benefits of a Maximized [I]Bull's Strength[/I] spell, a Maximized [I]Cat's Grace[/I] spell, a Maximized [I]Endurance[/I] spell ([I]Bear's Endurance[/I] in 3.5 rules), an [I]Enlarge[/I] spell ([I]Enlarge Person[/I] in 3.5 rules), a [I]False Life[/I] spell, and a [I]Haste[/I] spell, as well as the benefits of the Ambidexterity and Two-Weapon Fighting feats (regardless of Dexterity). However, these effects all last for only 5 rounds. The costs below include the price of purchasing a masterwork Quarterstaff. [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Maximize Spell, must be literate, [I]Bull's Strength, Cat's Grace, Endurance[/I] (or [I]Bear's Endurance[/I]), [I]Enlarge[/I] (or [I]Enlarge Person[/I]), [I]False Life, Haste[/I]. [I]Cost to Create:[/I] 7,300 gp and 536 XP. [I]Market Price:[/I] 14,000 gp. [I]Weight:[/I] 4 lbs. [B]Bushblade[/B] This +1 Machete (see the Aurelian Master Weapons List) is etched with runes and appears to blend in with its surroundings, magically shifting colors and reflections. The wielder gains a +5 enhancement bonus on Hide checks while it is drawn, as it lends similar camouflage to the wielder and his or her other gear. A Bushblade magically ignores the first 5 points of hardness with each hit, as well as the first 5 points of Damage Reduction on any Constructs or Plant creatures. Damage from the Bushblade is not halved against objects. The costs below include the price of purchasing a masterwork Machete. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Hide 5+ ranks, must be literate, [I]Shatter[/I]. [I]Cost to Create:[/I] 2,682 gp and 190 XP. [I]Market Price:[/I] 5,057 gp. [I]Weight:[/I] 2 lbs. [B]Crossbow of Cresting Waves[/B] An artfully-decorated weapon bearing wave-inspired designs, the Crossbow of Cresting Waves is surprisingly light and buoyant, crafted from wood and mithral. It functions as a +1 Light Crossbow, but has special powers for ease of use at sea and in other adverse conditions. Firstly, the weapon's bearer gains a +5 enhancement bonus on Balance checks and Swim checks, even when the Crossbow isn't drawn. Secondly, the Crossbow of Cresting Waves ignores the effects of wind, water, and precipitation on its shots (though concealment still applies against the wielder), so it fires just as well in a storm or underwater as it would on land during a calm day. Even [I]Wind Wall, Storm of Vengeance[/I], and similar effects do not interfere. Shots fired from this weapon also ignore the effects of any turbulence or unsteady positions of the wielder, such as when balancing on a ship at sea. Lastly, once per day the Crossbow of Cresting Waves can bull rush an opponent that it hits successfully with a regular ranged attack. The wielder activates this ability as a free action upon confirming the hit. The bolt then explodes on impact, becoming a small but powerful wave of water for just a moment before evaporating. The victim is affected as per a bull rush, with your attack roll's total as the effective Strength check against them. You do not enter the opponent's space and do not move with them, but the magical wave will move them as far as its bull rush result allows, up to a maximum of one range increment's worth of movement. This bull rush does not provoke attacks of opportunity, and it ignores any modifiers you may otherwise have on bull rushes. The costs below include the price of purchasing a masterwork Light Crossbow. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Bull's Strength, Divine Favor[/I] or [I]Shillelagh[/I] or [I]True Strike[/I]. [I]Cost to Create:[/I] 3,035 gp and 216 XP. [I]Market Price:[/I] 5,735 gp. [I]Weight:[/I] 6 lbs. [B]Gobchopper[/B] Gobchopper is a somewhat-common creation of dwarven priest-smiths, a +1 Dwarven Waraxe of Goblinoid Bane that is artfully adorned with graven images of various goblinoids being hacked apart rather messily by dwarven warriors. Gobchoppers grant their wielders the Cleave and Great Cleave feats (regardless of Strength or Base Attack), but only against creatures of the Goblinoid subtype (strikes against other kinds of creature do not trigger the cleaving attacks, nor can the cleaving attacks be directed at creatures that lack the subtype). Furthermore, a Gobchopper gains the Speed magic weapon quality for 1 round immediately after scoring a critical hit (even if the target was not a Goblinoid). Creatures of the Goblinoid subtype suffer a -2 luck penalty on saving throws when holding or carrying a Gobchopper, and feel a sense of dread when doing so. A Gobchopper's magical properties (besides its inherent durability) do not function when in the possession of a Goblinoid. The costs below include the price of purchasing a masterwork Dwarven Waraxe. [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, creator must be a dwarf, [I]Divine Power, Summon Monster I[/I]. [I]Cost to Create:[/I] 10,330 gp and 800 XP. [I]Market Price:[/I] 20,330 gp. [I]Weight:[/I] 15 lbs. [B]Hammer of Hasty Repair[/B] This +1 Light Hammer is more than just a weapon of self-defense, but also a tool for forging, carpentry, and repairs, highly prized by smiths and siege engineers, though few can afford such a treasure. A Hammer of Hasty Repair is inscribed with Dwarven runes of work, wholeness, durability, and restoration. A Dwarven inscription upon the Hammer describes its magical powers. It grants a +5 enhancement bonus to one Craft check per day (or per week if making a single weekly check for something), chosen as a free action before the check. Once per week by focusing on the Hammer's power while touching another object or Construct with it, the wielder can generate a [I]Make Whole[/I] spell effect or [I]Repair Moderate Damage[/I] spell effect upon the subject (as appropriate to its type). The costs below include the price of purchasing a masterwork Light Hammer. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, must know the Dwarven language, must be literate, [I]Make Whole, Repair Moderate Damage[/I]. [I]Cost to Create:[/I] 2,051 gp and 140 XP. [I]Market Price:[/I] 3,801 gp. [I]Weight:[/I] 2 lbs. [B]Halfblood's Determination[/B] A finely-crafted Keen +1 Bastard Sword with a diamond securely inset just above the hilt, this weapon is often forged for half-elves going to war or out to prove themselves. While hefty and brutal like the blades favored by humans, this weapon also bears elements of elven elegance in its design and powers. The blade sheds light as many other magical weapons do. The wielder gains a +2 morale bonus on Will saves while Halfblood's Determination is drawn, and also gains the benefits of the Spring Attack feat while this blade is drawn (regardless of that feat's normal prerequisites). Furthermore, the wielder gains a +4 dodge bonus to Armor Class while reduced to less than half of his or her maximum hit point total, but only for up to 10 rounds per day (only rounds in which the weapon is drawn and held by a half-elf will count). This dodge bonus is lost when immobilized or denied a Dexterity bonus to AC. The weapon's magical properties (aside from its inherent durability as a magic item) only function when wielded by a half-elf. The costs below include the price of purchasing a masterwork Bastard Sword. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, creator must be a half-elf, [I]Cat's Grace, Keen Edge, Light[/I]. [I]Cost to Create:[/I] 5,335 gp and 392 XP. [I]Market Price:[/I] 10,335 gp. [I]Weight:[/I] 10 lbs. [B]Harrowing Halfblade[/B] These wicked-looking barbed weapons are often found in pairs, but the statistics and prices given here are for a single Harrowing Halfblade. Each is a Keen +1 Vicious Kukri which reduces the normal two-weapon fighting (or multi-weapon fighting) penalties on attack rolls (not just the penalty with this weapon) by 1 point, and this reduction stacks if wielding more than one at the same time. Furthermore, on any critical hit with the Harrowing Halfblade against a living creature, a flare of red light along the blade inflicts 1 point of temporary Constitution damage to its victim (this does not get multiplied). The costs below include the price of purchasing a masterwork Kukri. [I]Caster Level:[/I] 10th. [I]Aura:[/I] Moderate Necromancy. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Enervation, Keen Edge, True Strike[/I]. [I]Cost to Create:[/I] 10,408 gp and 808 XP. [I]Market Price:[/I] 20,508 gp. [I]Weight:[/I] 3 lbs. [B]Hornbow[/B] Hornbows are expertly-crafted +1 Composite Shortbows of elven design, made in part with the horns and sinews of woodland animals. Each Hornbow has the magical ability to change forms into a +1 Rapier or a masterwork natural horn musical instrument as a free action when the wielder wills it (it can also be changed back as a free action). It retains any further enhancements or magic weapon abilities in Rapier form (the Rapier form cannot be permanently enchanted separately), excluding those that only apply to ranged weapons, but the Hornbow can only become a Rapier for 1 minute each time, and only twice per day. Similarly, it can only become a natural horn for 1 hour at a time, twice per day. The Hornbow has different powers in each form. As a Shortbow, it grants the benefits of the Rapid Shot feat (regardless of prerequisites). As a Rapier, it deals +1d6 bonus damage on critical hits (this does not get multiplied). As a horn, it can be blown while concentrating to generate a [I]Summon Nature's Ally II[/I] spell effect (same casting time, but the duration ends if the horn changes form). It can only produce the [I]Summon Nature's Ally II[/I] effect once per day. A Hornbow's magical properties (besides its inherant durability) only function while carried or wielded by someone with the Elf subtype (including half-elves). Any wielder of the Hornbow automatically learns its functions if he or she has the Elf subtype. The costs below include the price of purchasing a masterwork Composite Shortbow (made to allow a +2 Strength bonus to damage, but Hornbows can be made from Composite Shortbows designed for a different Strength bonus, at an appropriate change in cost). [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, creator must be an elf, [I]Summon Nature's Ally II[/I]. [I]Cost to Create:[/I] 5,025 gp and 360 XP. [I]Market Price:[/I] 9,525 gp. [I]Weight:[/I] 15 lbs. [B]Mighty Mining Pick[/B] This +1 Heavy Pick is exceedingly durable and great at chipping away at stone. It has 5 points higher hardness than normal thanks to some magical reinforcement, and it deals 1d6 points of bonus damage on successful hits against targets made of stone or similar earthen material (not multiplied on critical hits), including such stony creatures as earth elementals, gargoyles, juggernaughts, maugs, caryatid columns, stone golems, clay golems, stained glass golems, or crystal golems, among others (but not metal, mud, sand, or salt creatures). Its total enhancement bonus on attacks is doubled for purposes of bypassing the Damage Reduction of such targets, but this does not increase the actual bonus to attack and damage rolls. The Mighty Mining Pick also confers a +5 enhancement bonus on Profession (Miner) checks made with it. The costs below include the price of purchasing a masterwork Heavy Pick. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Stone Shape[/I]. [I]Cost to Create:[/I] 3,183 gp and 230 XP. [I]Market Price:[/I] 6,058 gp. [I]Weight:[/I] 6 lbs. [B]Orcviscerator[/B] This beautifully-decorated +1 Short Sword of Orc Bane is specially enchanted for battling orcs and half-orcs. The blade sheds magical light equivalent to a candle when any creature of the Orc subtype (including half-orcs) is within 300 feet, or equivalent to a [I]Light[/I] spell when any such creature is within 100 feet, or equivalent to a [I]Daylight[/I] spell when any such creature is within 60 feet. The change in light level is sudden and thus triggers any Light Sensitivity or Light Blindness that creatures in the light's radius may have (out to the limits of shadowy illumination from it). Sheathing the blade blocks the illumination, but drawing it anew results in a more gradual return to the proper light level, instead of another sudden flash. Whenever the Orcviscerator successfully damages any creature of the Orc subtype (with a direct, physical hit), the blade flashes brighter in a focused beam at that creature, as per a [I]Flare[/I] spell (Heightened to 2nd-level, Fortitude DC 13), but it also blinds them for 1 round if they fail the save. An Orcviscerator magically resizes to fit any wielder; the weight given below is for a Small Short Sword (or Medium-sized in 3.5 rules). However, the weapon's magical properties (aside from its inherent durability as a magic item) do not function when wielded by a creature of the Orc subtype. The costs below include the price of purchasing a masterwork Short Sword. [I]Caster Level:[/I] 8th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, Heighten Spell, creator cannot have the Orc subtype, [I]Daylight, Flare, Light, Summon Monster I[/I]. [I]Cost to Create:[/I] 11,310 gp and 880 XP. [I]Market Price:[/I] 22,310 gp. [I]Weight:[/I] 3 lbs. [B]Platecrusher[/B] A hefty +1 Adamantine Warhammer of Mighty Cleaving, the Platecrusher is decorated only slightly and simply with spiky patterns that give the impression of shattering impacts. The Platecrusher ignores half of any target's total combined armor, natural armor, and shield bonuses to AC (rounded down), including any cover bonus granted by a shield and including any enhancement bonuses to these statistics. Non-adamantine armors and shields used by opponents stricken by Platecrusher are also damaged whenever it successfully hits the user of those items, though such armors and shields suffer only half damage when Platecrusher strikes their user. However, the weapon is so brutally powerful that it strains the wielder just to swing it about. Each attack made with the Platecrusher (even if it is magically Animated through further enchantments) inflicts 1d8 points of backlash damage to the wielder, as well as 1 point of temporary Strength damage, and this backlash cannot be prevented, redirected, split, or converted. Worse, the backlash damage is multiplied against the wielder whenever Platecrusher scores a critical hit (even the Strength damage is multiplied). The costs below include the price of purchasing a masterwork Adamantine Warhammer. [I]Caster Level:[/I] 12th. [I]Aura:[/I] Strong Evocation. [I]Prerequisites:[/I] Craft Greater Magic Arms & Armor, Craft Lesser Magic Arms & Armor, Power Attack, Sunder (Improved Sunder in 3.5 rules), [I]Divine Power, Shatter[/I]. [I]Cost to Create:[/I] 28,312 gp and 1,520 XP. [I]Market Price:[/I] 47,312 gp. [I]Weight:[/I] 8 lbs. [B]Scythe of Swift Harvests[/B] Though sufficiently reinforced and sharpened for use in combat, the Scythe of Swift Harvests is primarily designed to assist in farming. As such, it has no normal enhancement bonus or other magic weapon properties, but instead gains the effects of a [I]Magic Weapon[/I] spell once per day on command (duration of 1 minute, however). The Scythe's primary function is a +5 enhancement bonus on Profession (Farmer) skill checks related to harvesting crops (so it does apply to checks for earning money in that fashion), and it can produce a [I]Plant Growth[/I] spell effect once per year on command. The wielder automatically learns the functions and command words for the Scythe of Swift Harvests. Druids often make these tools as gifts to farmers who carefully manage their farmland and don't clear away too much natural terrain for it, and some druids have been known to offer these enchanted scythes as bribes to convince locals to treat the surrounding wilderness better. The costs below include the price of purchasing a masterwork Scythe. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Plant Growth[/I]. [I]Cost to Create:[/I] 768 gp and 36 XP. [I]Market Price:[/I] 918 gp. [I]Weight:[/I] 12 lbs. [B]Skullcracker[/B] This +1 Guided Sling is decorated with a skull pattern and has exceptional accuracy. Skullcracker's critical threat range gains a +4 luck bonus, so it threatens critical hits on a natural attack roll of 16 or higher (feats and other effects may further increase the threat range, but they cannot increase Skullcracker's luck bonus, which is separate). The costs below include the price of purchasing a masterwork Sling. [I]Caster Level:[/I] 6th. [I]Aura:[/I] Moderate Divination. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Bull's Strength, True Strike[/I]. [I]Cost to Create:[/I] 5,250 gp and 396 XP. [I]Market Price:[/I] 10,200 gp. [I]Weight:[/I] ---. [B]Tornado Twinblade[/B] This +2/+2 Two-Bladed Sword is designed with elaborate windy themes, depicting whirlwinds and flying debris upon the flat of the blades and their curved crossbars. Spinning the Tornado Twinblade in front of you as a standard action can produce a [I]Gust of Wind[/I] effect up to twice per day, and spinning the weapon as a free action while falling will generate a [I]Feather Fall[/I] effect upon the wielder only (as often as desired, but this effect ends if you stop spinning the weapon). Furthermore, you may perform a Whirlwind Attack (as per the feat, even if you do not possess that feat or its prerequisites) with this weapon any number of times per day. Any Whirlwind Attack made with the Tornado Twinblade includes two attacks against each target (one with each end of the double weapon) instead of just one attack, but also incurs two-weapon fighting penalties. A Tornado Twinblade magically resizes to fit any wielder (the cost and weight given is for a Large Two-Bladed Sword, or Medium-sized in 3.5 rules). The costs below include the price of purchasing a masterwork Two-Bladed Sword. [I]Caster Level:[/I] 8th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Feather Fall, Gust of Wind, Haste[/I]. [I]Cost to Create:[/I] 18,300 gp and 1,408 XP. [I]Market Price:[/I] 35,900 gp. [I]Weight:[/I] 30 lbs. [B]Trick Knife[/B] An ordinary-looking knife with hidden powers, the Trick Knife can be used in a variety of ways and for a variety of tricks. This +1 Dagger can be drawn as a free action as it magically springs forth when grasped, and it assists similarly when someone tries to hide or steal it, granting a +5 enhancement bonus on Pick Pocket (Sleight of Hand in 3.5 rules) checks for those purposes. The Trick Knife itself can become become invisible (as per an [I]Invisibility[/I] spell) once per day when the wielder rubs the crossguard a certain way (a free action), but it becomes visible again once used for an attack (as normal for the spell; it is treated like an attack from an invisible attacker). The wielder may trigger either a [I]Ghost Sound[/I] (Will DC 10) effect or [I]Silent Image[/I] (Will DC 11) once per day while holding the Trick Knife, simply by concentrating on the desired effect. The blade can spontaneously coat itself in acid, frost, lightning, flames, or high-pitched sound, inflicting 1d6 points of bonus acid, cold, electricity, fire, or sonic damage on its next successful attack, twice per day when the wielder wills it (a free action). The spontaneous coating disappears at the end of the round if not used, but does not count against the limit on daily uses if so. The Trick Knife gains the Returning magic weapon ability for up to 3 rounds per day, which need not be consecutive, simply by the wielder twisting a loose piece of the hilt as a free action. Lastly, the Trick Knife's thick handle is mostly hollow and the pommel can be twisted off to store something inside the handle. Anything stored within resizes with the weapon (so it always takes up the same proportional amount of space), but only while kept inside it. Twisting the pommel on or off is a free action as the weapon magically speeds up the process. You can store a magical potion, oil, elixir, or similar fluid in there, and the Trick Knife will magically compress one such fluid to make it fit, but it can also be used to store poison (which is not compressed). One dose of any poison stored in the hilt of the Trick Knife (if enough of the poison is stored within) will magically appear on the blade when the wielder concentrates on it (a standard action). The hidden compartment magically cleans itself out when emptied, so there is no risk of accidentally poisoning yourself when drinking a potion out of it. A Trick Knife magically resizes to fit any wielder (the cost and weight given is for a Tiny Dagger, or Medium-sized in 3.5 rules). The costs below include the price of purchasing a masterwork Dagger. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Illusion. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Ghost Sound, Invisibility, Mage Hand, Prestidigitation, Ray of Acid, Ray of Dissonance, Ray of Flame, Ray of Frost, Ray of Sparks, Silent Image[/I]. [I]Cost to Create:[/I] 5,302 gp and 400 XP. [I]Market Price:[/I] 10,302 gp. [I]Weight:[/I] 1 lb. [B]Vultureblade[/B] A stylized +1 Kukri with the image of a vulture's head etched upon its blade, the Vultureblade is enchanted for greater effectiveness at tearing into carrion and weary prey. It deals +1d6 damage against Undead and other corpses, as well as against foes that are fatigued or exhausted. This bonus damage is not multiplied on critical hits. The costs below include the price of purchasing a masterwork Kukri. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Chill Touch[/I]. [I]Cost to Create:[/I] 1,808 gp and 120 XP. [I]Market Price:[/I] 3,308 gp. [I]Weight:[/I] 3 lbs. [B]Walking Stick[/B] A sturdy and lightly-decorated +1/+1 Quarterstaff, this Walking Stick holds some rather handy powers to ease and hasten travel. The wielder magically gains the benefits of the Endurance feat while holding the Walking Stick, and he or she gains a +4 stability bonus on checks to make or resist bull rush and trip attempts while standing firmly on the ground with a Walking Stick in hand. Furthermore, the Walking Stick may produce one of the following spell effects on command, once per day (choose which option to use each time): [I]Air Walk, Mount[/I], or [I]Water Walk[/I]. The wielder may target other willing creatures with these effects if desired, within the normal limits of those spells. The costs below include the price of purchasing a masterwork Quarterstaff. [I]Caster Level:[/I] 7th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Air Walk, Mount, Water Walk[/I]. [I]Cost to Create:[/I] 11,800 gp and 896 XP. [I]Market Price:[/I] 23,000 gp. [I]Weight:[/I] 6 lbs. [B]Whip of Woeful Tidings[/B] This Bleak +1 Mighty Whip is made with entwined black and gray leather. Anyone holding it feels a bit less emotional than normal, and gains a +2 profane bonus on saving throws against Enchantment effects and other emotion-altering effects. Furthermore, any critical hit with the Whip of Woeful Tidings has the added effect of a [I]Phantasmal Killer[/I] spell upon the victim (Fortitude and Will DC 16). This [I]Phantasmal Killer[/I] ability functions only up to twice per day, but does not count towards this limit if the subject is immune to [I]Phantasmal Killer[/I]. Non-evil creatures suffer a -2 profane penalty on Fortitude and Reflex saving throws when wielding the Whip of Woeful Tidings. The costs below include the price of purchasing a masterwork Mighty Whip (made to allow a +2 Strength bonus to damage, but these whips can be made with Mighty Whips that allow different Strength bonuses to damage, with appropriate changes in price). [I]Caster Level:[/I] 7th. [I]Aura:[/I] Moderate Illusion. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, creator must be evil, [I]Doom, Phantasmal Killer[/I]. [I]Cost to Create:[/I] 3,950 gp and 268 XP. [I]Market Price:[/I] 7,300 gp. [I]Weight:[/I] 4 lbs. [B]Woodripper[/B] This plain-looking wood-chopping axe is deceptively potent, especially against plants and Plant monsters or wood elementals. It functions as a +1 Handaxe of Plant Bane that ignores the hardness of plants it strikes (including fungi), and likewise ignores the hardness of wooden objects and other items made with leaves or plant fibers (such as hempen rope). Woodripper also applies the effects of its Plant Bane ability against any wood elementals, wood element creatures, or wooden Constructs, as though they were Plants. The costs below include the price of purchasing a masterwork Handaxe. [I]Caster Level:[/I] 9th. [I]Aura:[/I] Moderate Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Blight[/I] or [I]Diminish Plants[/I] or Favored Enemy (Plants), [I]Summon Monster I[/I]. [I]Cost to Create:[/I] 10,956 gp and 852 XP. [I]Market Price:[/I] 21,606 gp. [I]Weight:[/I] 5 lbs. GARMENTS [B]Boots of Brief Grace[/B] A pair of short, soft-leather boots with snakeskin fringes, the Boots of Brief Grace can temporarily improve a wearer's poise and agility. The wearer gains a [I]Cat's Grace[/I] spell effect for 1 minute (10 rounds) after tapping both heels on the ground twice in a row, ending prematurely if the Boots are removed. Boots of Brief Grace provide this function once per day. This magical footwear also has a second function, active as long as the Boots are worn, and this second function grants the effects of the Mobility feat. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Cat's Grace[/I]. [I]Cost to Create:[/I] 1,400 gp and 112 XP. [I]Market Price:[/I] 2,800 gp. [I]Weight:[/I] 1 lb. [B]Miter of Distinguished Wit[/B] This conical hat of elegant design in white and black with gold or silver trim lends its wearer greater wits, intellectual prowess, and memory recall. By adjusting the hat purposefully, the wearer gains a [I]Fox's Cunning[/I] spell effect for 10 minutes, ending prematurely if the Miter is removed. The Miter of Distinguished Wit functions in this manner only once per day. However, it also has a secondary function of granting its wearer the effects of the Jack Of All Trades feat so long as he or she wears the hat. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Detect Thoughts, Fox's Cunning[/I]. [I]Cost to Create:[/I] 900 gp and 72 XP. [I]Market Price:[/I] 1,800 gp. [I]Weight:[/I] 1 lb. [B]Pristine Polishing Rag[/B] This plain white rag is magically infused with animation and cleaning powers. On command, it will begin polishing items as its last holder commands it to, as though guided by an [I]Unseen Servant[/I] spell. The Pristine Polishing Rag attracts dust, grime, and such when cleaning, but deposits such material in any suitable waste-bin or other waste-disposal area within 100 feet of the objects it cleans (such material simply falls off if the Rag is deactivated first), without any residue remaining on the Pristine Polishing Rag. The Pristine Polishing Rag will even shine shoes, buckles, and similar items as though coated in an appropriate polish, though it is always dry to the touch and it never holds any scent. A Pristine Polishing Rag will only function for up to 1 hour per day in total, and it will not go anywhere more than 100 feet from where it was activated. A Pristine Polishing Rag will not trigger nor attract Dust of Dread or other magical dusts. Anyone who holds the Rag automatically learns its function and its command word. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Prestidigitation, Unseen Servant[/I]. [I]Cost to Create:[/I] 200 gp and 16 XP. [I]Market Price:[/I] 400 gp. [I]Weight:[/I] ---. [B]Vest of Surging Vigor[/B] A finely-tooled leather vest with red trim, two broad pockets, and five brass buttons engraved with the likeness of lions, tigers, bears, or wolves. When worn, it bestows an [I]Endurance[/I] spell effect upon the wearer for 10 minutes if he or she taps each button twice, ending prematurely if the Vest is removed. The Vest of Surging Vigor functions in this manner just once per day. It has an additional function, however, automatically healing the wearer as per a [I]Cure Moderate Wounds[/I] spell when he or she is reduced to zero hit points or fewer, unless the wearer dies or is destroyed. This healing function is automatic and triggers only once per day. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Cure Moderate Wounds, Endurance[/I] ([I]Bear's Endurance[/I] in 3.5 rules). [I]Cost to Create:[/I] 1,200 gp and 96 XP. [I]Market Price:[/I] 2,400 gp. [I]Weight:[/I] 1 lb. POTIONS [B]Draught of the Adept[/B] Imbibing this magical potion imbues the drinker with exceptional mental and magical prowess, if only for a short time. You gain a +4 enhancement bonus to Intelligence, Wisdom, and Charisma for 1 minute (10 rounds), along with a +2 insight bonus on caster level checks, dispel checks, manifester level checks, negation checks, Autohypnosis checks, Concentration checks, Psicraft checks, Spellcraft checks, Use Magic Device checks, and Use Psionic Device checks during that time. You may make such checks untrained. You cannot benefit from more than one Draught of the Adept per day, and you are fatigued for 1 minute after its effects end. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Brew Potion, [I]Eagle's Splendor, Fox's Cunning, Loroche's Spell Enhancer, Owl's Wisdom[/I]. [I]Cost to Create:[/I] 375 gp and 30 XP. [I]Market Price:[/I] 750 gp. [I]Weight:[/I] ---. [B]Draught of the Expert[/B] Imbibing this magical potion imbues the drinker with exceptional athleticism, cleverness, and clarity, if only for a short time. You gain a +4 enhancement bonus to Dexterity and Charisma for 1 minute (10 rounds), along with a +2 insight bonus on ability checks, skill checks, and saving throws during that time. You can make any skill check untrained during that time, except for exclusive skills and psionic skills. You cannot benefit from more than one Draught of the Expert per day, and you are fatigued for 1 minute after its effects end. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Brew Potion, [I]Cat's Grace, Detect Thoughts, Eagle's Splendor, Fate Shield, Taurion's Fleeting Alacrity[/I]. [I]Cost to Create:[/I] 375 gp and 30 XP. [I]Market Price:[/I] 750 gp. [I]Weight:[/I] ---. [B]Draught of the Warrior[/B] Imbibing this magical potion imbues the drinker with exceptional prowess in battle, if only for a short time. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution for 1 minute (10 rounds), along with a +2 insight bonus on attack rolls, physical damage rolls, and Armor Class during that time. You lose the insight bonus to AC if immobilized. You cannot benefit from more than one Draught of the Warrior per day, and you are fatigued for 1 minute after its effects end. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Brew Potion, [I]Bull's Strength, Cat's Grace, Endurance[/I] ([I]Bear's Enduraince[/I] in 3.5 rules), [I]Fate Shield, True Strike[/I]. [I]Cost to Create:[/I] 375 gp and 30 XP. [I]Market Price:[/I] 750 gp. [I]Weight:[/I] ---. CURSED ITEMS [B]Ring of the Unseen[/B] A simple golden ring that feels warm to the touch and glows faintly in firelight, the Ring of the Unseen can empower its wearer to become invisible and to see that which would otherwise be hidden, as well as limiting the effects of aging and giving its wearer a deceptive sense of immortality. Wearers immediately become aware of the ring's magical powers, but not its cursed nature, drawbacks, or limitations. The wearer may become invisible (as per the [I]Invisibility[/I] spell) as a free action, but only for a total of 10 rounds per day. They may dismiss this [I]Invisibility[/I] as a free action at the end of any given round (and it ends automatically if they attack, as normal for that spell). However, so long as the ring makes them invisible, it also provides them with the effects of an [I]Arcane Sight[/I] spell, a [I]Detect Secret Doors[/I] spell, a [I]Detect Undead[/I] spell, a [I]Discern Shapechanger[/I] spell, and a [I]See Invisibility[/I] spell (no concentration needed; these abilities function simultaneously as free actions). The wearer of this ring also gains the benefits of the Timeless Body extraordinary ability as per a druid, so long as he or she wears the ring. However, the Ring of the Unseen also carries a powerful curse. The wearer suffers a luck penalty of -4 on all Fortitude saves and all Will saves. He or she also receives 2 temporary hit points per hit die each day, which last until lost through damage, but unlike normal temporary HP, these are false; the DM secretly tracks the damage the ring absorbed, and when it is enough to reduce the wearer to 0 HP or lower, this damage is immediately subtracted from the wearer's current HP (this is treated like extra damage from the attack that just harmed the character, but is not multiplied or otherwise increased itself). Furthermore, whenever the ring makes him or her invisible, the wearer remains visible to other invisible or ethereal creatures. The Ring of the Unseen cannot be removed from a wearer unless the wearer dies (or is destroyed if not a living creature) or receives a [I]Remove Curse[/I] effect, and it can only be removed once each time that happens. [I]Caster Level:[/I] 15th. [I]Aura:[/I] Strong Divination. [I]Prerequisites:[/I] Craft Greater Magic Charm, Craft Lesser Magic Charm, [I]Arcane Sight, Bestow Curse, Detect Secret Doors, Detect Undead, Discern Shapechanger, Invisibility, See Invisibility[/I]. [I]Cost to Create:[/I] 6,000 gp and 480 XP. [I]Market Price:[/I] 12,000 gp. [I]Weight:[/I] ---. [/QUOTE]
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