Arkhandus
First Post
Further Aurelian Magic Items
And here's another batch of magic items, some involving Aurelian spells and feats already posted in this thread (and possibly a few that I haven't posted here yet). I'll move these around into the previous few posts later, so all the weapons will be together, all the wondrous items, all the staves, etc. But for now, here's the new stuff. More updates when I get around to 'em; still fairly preoccupied with other stuff and active campaigns lately.
To note, I'm considering a change in how I price items with limited or daily charges and multiple options for each of those charges, such as the Raycaster's Rod or the Smoldering Ring. Further consideration has lead me to believe that such items are probably over-priced, and need a further reduction than what the DMG guidelines mention for slotted items with multiple powers. So I may change the costs and prices of some magic items here and in earlier posts. I also need to re-check my calculations for a few items in this batch, on the off-chance that I may have miscalculated part of the DMG's pricing guidelines with a few of them.
1-24-13 Edit: Note, these are based on 3.0 spells and prices in the first place, and see the previous page for further info on my item pricing. Where appropriate I've added 3.5 names for spells or feats in parentheses. I've fixed the costs/price for a Rod of the Rooster, and revised the Mage's Ring, Opportunist's Ring, Priest's Ring, and Warrior's Ring. I also clarified or tweaked a few other items, like the Locket of Juxtaposition and Ring of Dashing Darts among others, and fixed a few typos, formatting errors, and minor cost/price miscalculations.
CHARMS
Dazzling Diadem
This crystalline diadem, worn over the forehead, lends you an air of nobility and prestige. More than that, the crystal divines fragments of information on topics pertaining to nobility, rulership, and matters of state, though limited to what other creatures have witnessed or overheard. As a result of these properties, it provides a +5 enhancement bonus to your Diplomacy, Knowledge (Nobility & Royalty), and Perform (Oratory) skill checks, and allows you to make such checks untrained. The Dazzling Diadem can also produce a Heightened Change Self effect upon you once per day (2nd-level, Will DC 13) (Disguise Self in 3.5 rules), and can also generate a Prestidigitation effect once per day to clean you and any items you are carrying. Both of these are command word triggered. However, its Change Self ability is limited to imitating the guise of noble personages and making yourself appear more noble, and it ends prematurely if you stop wearing the Dazzling Diadem. Lastly, this item gives you a supernatural gaze attack useable once per day on command (Fortitude DC 13), which dazzles opponents (not allies) within 60 feet who fail to resist its glare. The dazzled status lasts for 1 minute, and the gaze attack itself functions for up to 1 minute (10 rounds) or until you dismiss it by repeating the command word. This gaze attack is considered an Evocation (Light) effect as it is generated by dazzling light from the diadem.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Heighten Spell, Change Self (or Disguise Self in 3.5 rules), Clairaudience/Clairvoyance, Eagle's Splendor, Flare, Prestidigitation. Cost to Create: 3,900 gp and 312 XP. Market Price: 7,800 gp. Weight: ---.
Elemental Band
A ring of iron with gold and silver trim, bearing a single sapphire, an Elemental Band gives its wearer limited power over the elements of nature. Once per day, it can generate one of the following spell-like effects on command, as chosen by the wearer: Hail of Stone (with Sculpt Spell applied; wearer chooses which area of effect to use), Ice Blast (Fortitude DC 13), Pyrotechnics (Fortitude or Will DC 13), Protection from Arrows, or Wood Shape (Will DC 13). These rings are rare but occasionally crafted by wu jen as gifts to those who assist in their field research, or as bribes for local lords.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Sculpt Spell, Hail of Stone, Ice Blast, Pyrotechnics, Protection from Arrows, Wood Shape. Cost to Create: 3,200 gp and 256 XP. Market Price: 6,400 gp. Weight: ---.
Locket of Juxtaposition
This gold or silver locket is etched with swirling patterns and hangs on a silver chain, favored by some mages who like to send their familiars scouting ahead, but also favored by spies and thieves. 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. Up to twice per day on command, the wearer may trigger a Dimension Door effect upon himself or herself and one willing creature within the spell's range whose token is stored in the Locket. The wearer is transported to that other individual's location at the time, and simultaneously the other individual is transported to the position where the wearer had activated the Locket, switching the two subjects' positions. If multiple creatures' tokens are stored in the Locket, then the wearer must choose which one to target. If the target is not within range, then the Locket fails to activate (this does not count against its limit). As normal for Dimension Door, other subjects can be transported at the same time, but only those in physical contact with the wearer (not the other target).
A more-insidious version of this magic item also exists, the Greater Locket of Juxtaposition, which functions identically but can target unwilling creatures (Will DC 18 negates, neither subject is transported if the target saves successfully) and the Greater Locket's costs (including market price) are 50% higher. However, it still requires a token of the target in order to function. Crafting a Greater Locket of Juxtaposition requires the Spell Focus (Transmutation) feat as an additional prerequisite. You can upgrade a typical Locket of Juxtaposition to the Greater version with an appropriate expenditure of crafting time, money, and Experience Points if you meet the prerequisites.
Caster Level: 7th. Aura: Moderate Conjuration. Prerequisites: Craft Lesser Magic Charm, Dimension Door. Cost to Create: 5,000 gp and 400 XP. Market Price: 10,000 gp. Weight: 1/2 lb.
Mage's Ring
This gold band is etched with star patterns and has a sapphire inset. Once per day on command, the wearer gains a +2 luck bonus to the save DC of his or her spells, and on his or her caster level checks and dispel checks, along with a +5 luck bonus on Concentration checks and Spellcraft checks, which he or she may use untrained. He or she also receives the benefits of the Improved Counterspell feat, and gains 2 bonus 3rd-level spell slots for the day and the ability to spontaneously cast Clairaudience/Clairvoyance, Dispel Magic, Fireball, Halt Undead, Hold Person, Major Image, Slow, and Summon Monster III as 3rd-level spells from these bonus slots (if they already have spellcasting ability, these slots are added to their existing slots from a single source). If the wearer does not already have spellcasting ability, then these are treated as arcane spells and the wearer can cast them from these bonus slots like a 6th-level sorcerer (regardless of Charisma and without needing any material or focus components worth 1 gold or less, but save DCs are still based on Charisma if casting like a sorcerer). Regardless, any spells cast from these bonus slots end as soon as the Mage's Ring is removed or its duration has expired. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Mage's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Concentration 5+ ranks, Spellcraft 5+ ranks, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Halt Undead, Hold Person, Major Image, Slow, Summon Monster III. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Medallion of Memory
This plain bronze medallion hangs on an iron chain, but despite its humble appearance, it holds some rather potent magic. The bronze is immersed in the blood of elves during the creation process, while the iron is dipped repeatedly into the powdered remains of an intellect devourer at that time. Wearing it renders you immune to memory alteration and memory blanking effects, as well as magically preventing other creatures from eating or extracting your brain or entering your brainpan. This Medallion protects you from cascade flu, cerebral parasites, and mind leeches, but not cerebral hoods. Donning the Medallion does not remove, negate, or suppress any of the aforementioned effects if already there, however. As an additional function, by clutching the Medallion and focusing your mind while wearing it, the Medallion of Memory produces the effects of a Modify Memory spell (Will DC 16) upon one living creature within range. This spell-like effect is useable once per day. Releasing the Medallion or ceasing concentration on it before finishing your use of the Modify Memory effect ends it prematurely.
Caster Level: 10th. Aura: Moderate Enchantment. Prerequisites: Craft Lesser Magic Charm, Mage Armor, Modify Memory. Cost to Create: 12,500 gp and 1,000 XP. Market Price: 25,000 gp. Weight: 1 lb.
Opportunist's Ring
This bright copper band is adorned only by a piece of malachite. Once per day on command, the wearer gains a +2 luck bonus on ability checks, skill checks, and saving throws, as well as gaining the Sneak Attack +3d6 ability as per a 6th-level rogue (this stacks with any actual Sneak Attack damage dice the wearer may possess, and any rogue levels he or she may possess for purposes of being able to Sneak Attack other creatures with Uncanny Dodge or Improved Uncanny Dodge). During that time, the wearer also gains a +5 luck bonus on Disable Device, Open Lock, Pick Pocket (Sleight of Hand in 3.5 rules), and Search skill checks (instead of +2 on those checks). He or she may use those particular skills untrained, and may find, disarm, or bypass traps and magic traps as though possessing the Traps (Trapfinding in 3.5 rules) ability of a rogue. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Opportunist's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance (or Bear's Endurance in the 3.5 rules), Fox's Cunning, Owl's Wisdom. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Panoply of Potential Perception
This extensive, hooded satin mantle with flared and fluted mithral shoulder pauldrons, adorned with several small chains of gold and silver, offers occasional insight and clarity to the wearer. This mantle provides its wearer with an Owl's Wisdom spell effect for 10 minutes when its many elaborate chains are adjusted, ending prematurely if the Panoply is removed. The Panoply of Potential Perception grants this benefit once per day. Furthermore, it grants a +2 insight bonus to your Armor Class against the first attack made against you each round, whenever you are wearing the Panoply and not immobilized, unconscious, or asleep.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Fate Shield, Owl's Wisdom. Cost to Create: 1,400 gp and 112 XP. Market Price: 2,800 gp. Weight: 1 lb.
Priest's Ring
This silver band is adorned only with an inset opal, but an image of the holy/unholy symbol for its wearer's patron deity appears on the opal's face when its power is active. Once per day on command, the wearer gains a +2 luck bonus on attack rolls, Will saves, and Armor Class against enemies, objects, and effects, but only those of alignments that oppose the wearer's (a true neutral wearer considers any alignment without neutral components to be opposed). Note that luck bonuses to the same statistic do not stack. He or she also gains a +5 luck bonus on Knowledge (Religion) skill checks and can use that skill untrained, as well as gaining the ability to Turn Undead or Rebuke Undead (depending on alignment, patron deity, and personal choice at the time if the other factors do not determine it) as per a 6th-level cleric. If he or she already has that ability, then his or her effective cleric level for that purpose is instead increased by 6 and he or she gets one extra use of Turn Undead or Rebuke Undead for the day in that case. Any turning or rebuking effects besides destruction cease when the Priest's Ring is removed or its duration expires (so any undead commanded through the Ring are released if you do not have sufficient rebuking ability normally to maintain command of those undead).
The wearer also receives the benefits of the Combat Casting feat, and gains 2 bonus 3rd-level spell slots for the day and the ability to spontaneously cast Cure Serious Wounds, Inflict Serious Wounds, Invisibility Purge, Neutralize Poison, Prayer, Protection From Elements, Remove Disease, and Searing Light as 3rd-level spells from these bonus slots (if they already have spellcasting ability, these slots are added to their existing slots from a single source). If the wearer does not already have spellcasting ability, then these are treated as divine spells and the wearer can cast them from these bonus slots like a 6th-level cleric (regardless of Wisdom and without needing any material or focus components worth 1 gold or less, but save DCs are still based on Wisdom if casting like a cleric). The Priest's Ring itself is treated as the divine focus for these spells and for purposes of turning or rebuking. Regardless, any spells cast from these bonus slots end as soon as the Priest's Ring is removed or its duration has expired. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Priest's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Knowledge (Religion) 5+ ranks, Cure Serious Wounds, Inflict Serious Wounds, Invisibility Purge, Neutralize Poison, Prayer, Protection From Elements, Remove Disease, Searing Light. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Ring of Answers
This silver band is etched with short phrases inscribed in various languages, and adorned with a large piece of lapis lazuli. Wearing it grants you a +5 enhancement bonus on all Knowledge skill checks and Spellcraft checks, plus it allows you to make such checks untrained. Once per day on command, the Ring of Answers will provide its wearer with the effects of a Comprehend Languages spell, and likewise a Detect Secret Doors spell once per day with a different command, and also a Detect Magic spell once per day with another command, and lastly it can provide a Detect Poison spell once per day on command.
Caster Level: 3rd. Aura: Faint Divination. Prerequisites: Craft Lesser Magic Charm, Knowledge (any five) 5+ ranks each, Spellcraft 5+ ranks, must know at least five languages, must be literate, Comprehend Languages, Detect Magic, Detect Poison, Detect Secret Doors. Cost to Create: 3,250 gp and 260 XP. Market Price: 6,500 gp. Weight: ---.
Ring of Blazing Blades
These obsidian rings are carefully crafted by druids as gifts to others who protect nature, and sometimes for personal use. Any wearer automatically learns the Ring's function. Once per day a Ring of Blazing Blades may be triggered by its wearer concentrating on it as a standard action that provokes attacks of opportunity, producing a Flame Blade effect.
Caster Level: 4th. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Flame Blade. Cost to Create: 1,400 gp and 112 XP. Market Price: 2,800 gp. Weight: ---.
Ring of Dashing Darts
This simple copper ring is etched with a jagged pattern, and holds a single triangular piece of rose quartz. The wearer of this ring gains a +3 enhancement bonus on Tumble skill checks, and may make Tumble checks untrained. Twice per day on command the ring can produce a Magic Missile spell effect. Furthermore, the wearer can take a free 5-foot step immediately before each use of that Magic Missile effect and immediately after it (if desired), regardless of any other movement this round (and without restricting the wearer's normal movement options for the remainder of the round).
Caster Level: 1st. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Jump, Magic Missile. Cost to Create: 500 gp and 40 XP. Market Price: 1,000 gp. Weight: ---.
Ring of Fleeting Fairness
An intricate ring of delicately interwoven gold wire, the Ring of Fleeting Fairness can bestow good looks, a fair voice, and a stronger personality upon its wearer. When twisting the Ring 180 degrees both ways, the wearer gains an Eagle's Splendor spell effect for 10 minutes, ending prematurely if the Ring is removed. The Ring of Fleeting Fairness functions in this manner only once per day. However, it also has a secondary function of granting its wearer the effects of the Beguiling Presence feat (see the Aurelian Feats section), useable once per day as normal for that feat (this daily use stacks for any wearer who already has the feat, but cannot be active at the same time). This benefit also ends if the Ring is removed, and the Beguiling Presence feat from this item cannot be used more than once per day regardless of how many people wear the Ring of Fleeting Fairness in one day.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Charm Person, Eagle's Splendor. Cost to Create: 1,900 gp and 112 XP. Market Price: 2,800 gp. Weight: ---.
Ring of Ruin
A ring crudely forged from shards of broken weapons, the Ring of Ruin has the power to break others and maim foes. Once per day on command it produces a Shatter spell effect (Fortitude or Will DC 13), and also once per day it can be commanded to produce a Magic Missile spell effect. You must wear the Ring in order to command it. Furthermore, once per day as a free action, the wearer can immediately gain a +4 luck bonus on Strength checks, grapple checks, and physical damage rolls against objects for 1 round; this bonus applies even if declared immediately after rolling. Gaining the luck bonus does not require any command or concentration, just a thought.
Caster Level: 5th. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Magic Missile, Shatter. Cost to Create: 2,750 gp and 220 XP. Market Price: 5,500 gp. Weight: ---.
Shining Medallion
On command, this fancifully-etched gold medallion on a silver chain will shine brightly as per a Light spell. Furthermore, up to twice per day it can produce an instantaneous flash of light in a 60-foot cone-shaped burst on command. This flash of light blinds living creatures within the cone for 1 round and leaves them dazzled for 1 minute (10 rounds) afterward. A successful Fortitude save (DC 15) by a subject prevents the blindness and reduces the dazzled status to 3 rounds. This is an Evocation (Light) effect, but not a spell.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Spell Focus (Evocation), Daylight, Flare, Light. Cost to Create: 1,950 gp and 156 XP. Market Price: 3,900 gp. Weight: ---.
Smoldering Ring
This plain brass ring always feels warm to the touch, almost hot, and it constantly generates a bit of smoke. The wearer may command it to produce either an Endure Elements (wearer only, cold or fire only, ends prematurely if the Ring is removed) or Lesser Fireball (Reflex DC 13) spell effect, once per day.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Spell Focus (Evocation), Endure Elements, Lesser Fireball. Cost to Create: 650 gp and 52 XP. Market Price: 1,300 gp. Weight: ---.
Vexing Ring
This electrum ring is inscribed with a spiteful curse on its outer side. Once per day as a free action, the wearer may trigger a Bestow Curse spell effect (4th-level, Will DC 16) upon any other creature that has just hit him or her with an attack (even if that attack kills or destroys the wearer, and even if the attack is not physical, such as a spell). The specific curse is chosen by the Ring's creator at the time they forge it (this must be one of the three standard curses listed in the spell's description, and if choosing an ability score penalty, the creator must specify which ability score), but its duration is only 1 minute (10 rounds) instead of being permanent. Anyone who wears the Vexing Ring automatically learns its specific function but not its command.
Caster Level: 7th. Aura: Moderate Transmutation. Prerequisites: Craft Lesser Magic Charm, must know at least one language for the inscription, must be literate, Bestow Curse. Cost to Create: 800 gp and 64 XP. Market Price: 1,600 gp. Weight: ---.
Warrior's Ring
This iron band is simply adorned with a single piece of bloodstone. Once per day on command, the wearer gains a +2 luck bonus on attack rolls, grapple checks, physical damage rolls, and Armor Class, as well as proficiency in all weapons, armors, and shields, including improvised weapons. Furthermore, the wearer gains Damage Reduction (DR) of 7/+4 as a supernatural quality, reducing damage by 7 points from any nonmagical attack, magic weapon, or psionic weapon (including natural weapons, unarmed strikes, or grapple attacks) with an enhancement bonus less than +4 (if using 3.5 or Pathfinder rules, treat this as DR 7/magic and adamantine). These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Warrior's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Divine Favor, Divine Power, Magic Vestment. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
RODS
Conductor's Baton
A slender wooden rod painted in black, white, and red, the Conductor's Baton is a magic rod infused with various bardic powers. You gain a +5 resistance bonus on saving throws against Sonic effects (and against Sculpt Sound or Silence) while holding the Conductor's Baton. The rod can produce a Dancing Lights (Will DC 10), Ghost Sound (Will DC 10), or Ventriloquism (Will DC 11) spell effect, once per day on command by its holder. Likewise, the Conductor's Baton can generate a Levitate or a Suggestion (Will DC 13) spell effect once per day, on command be the wielder. Finally, the holder may command it to produce a Major Image (Will DC 14) or Sculpt Sound spell effect (Will DC 14), once per day.
Caster Level: 3rd. Aura: Faint Illusion. Prerequisites: Craft Rod, Dancing Lights, Ghost Sound, Major Image, Resistance, Sculpt Sound, Suggestion, Ventriloquism. Cost to Create: 4,300 gp and 344 XP. Market Price: 8,600 gp. Weight: 1 lb.
Raycaster's Rod
A thin, tapered bronze rod etched with magic runes, this magic item can unleash destructive magic rays on command by its wielder. Each of its functions is command-activated. Once per day it can produce either a Chromatic Ray, a Force Spike, a Glimmer Beam, or a Ray of Enfeeblement, with a save DC of 11 when applicable. Also once per day, the Raycaster's Rod can generate a Flame Arrow (ray version only, or replace with Scorching Ray in 3.5 rules) or Ice Knife (Fortitude or Reflex DC 13) spell effect. Lastly, once per day it can unleash a Lesser Acid Orb, or Lesser Electric Orb, or Lesser Sonic Orb, or Negative Energy Ray.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Rod, must be literate, Chromatic Ray, Flame Arrow (or Scorching Ray in 3.5 rules), Force Spike, Glimmer Beam, Ice Knife, Lesser Acid Orb, Lesser Electric Orb, Lesser Sonic Orb, Negative Energy Ray, Ray of Enfeeblement. Cost to Create: 3,000 gp and 240 XP. Market Price: 5,000 gp. Weight: 2 lbs.
Rod of Blinding Brilliance
This slender glass rod contains an even-smaller copper rod, with a glass bubble at the top. Magically-reinforced, the glass has the durability of copper. A Rod of Blinding Brilliance glitters in the light, and can generate a variety of light effects. One command word by the wielder will generate a Daylight spell effect in the Rod's glass globe, once per day. Another command word can generate a Hypnotic Pattern (Will DC 15) spell effect up to twice per day. A different command by the wielder will produce a Glimmer Beam effect (Reflex DC 13), up to three times per day. Finally, up to four times per day the Rod of Blinding Brilliance can be commanded to generate a Chromatic Ray (Fortitude DC 15).
Caster Level: 10th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Conjuration), Spell Focus (Evocation), Spell Focus (Illusion), Chromatic Ray, Daylight, Glimmer Beam, Hypnotic Pattern. Cost to Create: 7,000 gp and 560 XP. Market Price: 14,000 gp. Weight: 2 lbs.
Rod of Reeling
This short, slender steel rod is engraved with hook-like patterns. On command, this magic item can transform into a fishing rod with line, hook, and tackle (all as strong as steel, sharing the Rod of Reeling's durability as a magic item). Likewise, it can be commanded to transform into a net or lasso with the durability of enchanted steel. Once per day, a Rod of Reeling can be commanded to produce a Telekinesis (Will DC 17, and it uses the wielder's Intelligence modifier for attacks) spell effect. Water and other transparent or nearly-transparent barriers do not break line of effect for this purpose, as the Rod of Reeling is made to function past them.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Rod, Telekinesis. Cost to Create: 3,000 gp and 240 XP. Market Price: 6,000 gp. Weight: 2 lbs.
Rod of Regeneration
A gnarled wooden rod inscribed with Sylvan phrases invoking nature for healing, restoration, and rejuvenation. The Rod of Regeneration functions as a +1 Merciful Club, but also has other, more impressive powers. Simply holding the Rod of Regeneration while you rest will cut the amount of time needed for natural healing by half (potentially doubling your total amount of daily natural healing), and you automatically stabilize each round while holding the Rod of Regeneration (if reduced to negative HP). Multiple holders cannot share this benefit at the same time. On command by the wielder, it can produce either a Regenerate Serious Wounds effect (Will DC 16) or Regenerate Ring spell effect (Will DC 14), once per day. The Rod of Regeneration can also duplicate the Regenerate spell (Fortitude DC 20) or instead the Regenerate Massive Wounds spell (Will DC 17), once per day on command by the wielder.
Caster Level: 5th. Aura: Faint Conjuration. Prerequisites: Craft Rod, must know the Sylvan language, must be literate, Cure Light Wounds, Regenerate, Regenerate Massive Wounds, Regenerate Serious Wounds. Cost to Create: 13,800 gp and 1,080 XP. Market Price: 27,300 gp. Weight: 3 lbs.
Rod of Riotous Energy
A short rod of gold, silver, copper, and platinum forged together in an eclectic mix, this expensive-looking item grants its wielder the ability to command a variety of different energies. The Rod of Riotous Energy can be commanded to produce the following spell effects, once per day each: Acid Bolt, Flame Bolt, Frost Bolt, Resist Elements (Resist Energy in 3.5 rules), Shock Bolt, and Thunder Bolt. In addition, the wielder may command it once per day to generate either an Acid Pillar, or Flame Pillar, or Frost Pillar, or Lightning Pillar, or Thunder Pillar spell effect. The DC for saving throws against those effects is 18.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Evocation), Acid Bolt, Acid Pillar, Flame Bolt, Flame Pillar, Frost Bolt, Frost Pillar, Lightning Pillar, Resist Elements (or Resist Energy), Shock Bolt, Thunder Bolt, Thunder Pillar. Cost to Create: 21,500 gp and 1,720 XP. Market Price: 43,000 gp. Weight: 4 lbs.
Rod of Rest
This short willow branch still has long, drooping leaves upon it, magically preserved, and it gives its holder a vague sense of calm, allowing him or her to fall asleep regardless of noise or distractions when desired (multiple creatures cannot hold the item at the same time to share this benefit). The holder then remains asleep for exactly the amount of time he or she desires (so long as he or she holds the Rod of Rest), regardless of noise or distractions (though they can still be awoken by major jostling, and they still wake up if injured). Furthermore, lightly shaking the Rod of Rest as a standard action generates a Sleep spell effect (Will DC 13) where the wielder directs it, once per day. Shaking it more vigorously as a full-round action generates a Slumber Pollen spell effect (Will DC 16) once per day.
Caster Level: 9th. Aura: Moderate Enchantment. Prerequisites: Craft Rod, Spell Focus (Enchantment), Sleep, Slumber Pollen. Cost to Create: 5,000 gp and 400 XP. Market Price: 10,000 gp. Weight: 2 lbs.
Rod of Sorcery
This short, gnarled piece of wood is topped with a large chunk of quartz, while the rod itself is etched with tiny runes. The Rod of Sorcery may produce each of the following spell-like effects once per day when the wielder wills it (no commands needed, though the standard casting times apply for each function, and any wielder automatically learns the Rod's functions): Charm Person, Color Spray, Comprehend Languages, Endure Elements, Feather Fall, Magic Missile, Mount, and Ray of Enfeeblement. The DC for any saving throws against these effects is 11.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, must be literate, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Feather Fall, Magic Missile, Mount, Ray of Enfeeblement. Cost to Create: 2,375 gp and 190 XP. Market Price: 4,750 gp. Weight: 2 lbs.
Rod of the Rooster
This short oaken rod has a peculiar rooster-like design, and can produce several sound-based magical effects. Once per day the wielder may generate a Shout effect (Fortitude DC 18) by concentrating on the Rod and shouting as a standard action. Twice per day, the Rod of the Rooster can produce an audible Alarm spell effect centered on it (which sounds like rooster crowing), when the wielder wills it as a standard action. Up to three times per day the Rod of the Rooster may generate a Ghost Sound (Will DC 13) spell effect, when the wielder wills it to as a standard action. Finally, up to four times per day it can produce a Sound Burst effect (Fortitude DC 15) when shaken back and forth by the wielder as a standard action.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Evocation), Spell Focus (Illusion), Alarm, Ghost Sound, Shout, Sound Burst. Cost to Create: 12,500 gp and 1,000 XP. Market Price: 25,000 gp. Weight: 3 lbs.
Rod of Warfare
A sturdy rod of steel with gold bands around the ends, the Rod of Warfare is empowered to assist in any battle, even mass combat between armies. The hefty Rod of Warfare can be used as a +2 Heavy Mace, but it can also transform into a +2 Glaive or +2 Longbow on command. It retains any other magic weapon abilities and enhancements in these other forms, when applicable (its Longbow form does not retain any abilities such as Disruption, for example, while its Heavy Mace form does not retain any abilities like Distance or Keen; however, the costs and limitations for total magic weapon enhancement equivalent still apply, so abilities added to one form apply towards all of them for these purposes). Regardless of form, the Rod of Warfare grants its wielder a +5 enhancement bonus on Listen and Spot skill checks while held. It also has various powers for battlefield maneuvering, scouting, attacking, and defense.
Once per day, it can generate either a Clairaudience/Clairvoyance spell effect or an Invisibility (Will DC 13) spell effect on command by the wielder. Also once per day, it can produce a Fly or Water Breathing (Will DC 14) spell effect on command, wielder's choice which. The wielder may call upon either an Aura of Luck or a Glitterdust (Will DC 13) spell effect as well, once per day on command. The Rod of Warfare can also produce a Dimension Door (Will DC 16) or Wall of Ice (Reflex DC 16) spell effect once per day, determined by which command the wielder uses. A Rod of Warfare can also be commanded by its wielder once per day to generate either a Dimensional Anchor or Solid Fog effect. Finally, the wielder may call upon either a Fireball (Reflex DC 14) or Vampiric Touch spell effect once per day on command.
Caster Level: 10th. Aura: Moderate Conjuration. Prerequisites: Craft Lesser Magic Arms & Armor, Craft Rod, Aura of Luck, Clairaudience/Clairvoyance, Dimensional Anchor, Dimension Door, Fireball, Fly, Glitterdust, Invisibility, Solid Fog, Vampiric Touch, Wall of Ice, Water Breathing. Cost to Create: 25,195 gp and 2,006 XP. Market Price: 50,270 gp. Weight: 12 lbs.
And here's another batch of magic items, some involving Aurelian spells and feats already posted in this thread (and possibly a few that I haven't posted here yet). I'll move these around into the previous few posts later, so all the weapons will be together, all the wondrous items, all the staves, etc. But for now, here's the new stuff. More updates when I get around to 'em; still fairly preoccupied with other stuff and active campaigns lately.
To note, I'm considering a change in how I price items with limited or daily charges and multiple options for each of those charges, such as the Raycaster's Rod or the Smoldering Ring. Further consideration has lead me to believe that such items are probably over-priced, and need a further reduction than what the DMG guidelines mention for slotted items with multiple powers. So I may change the costs and prices of some magic items here and in earlier posts. I also need to re-check my calculations for a few items in this batch, on the off-chance that I may have miscalculated part of the DMG's pricing guidelines with a few of them.
1-24-13 Edit: Note, these are based on 3.0 spells and prices in the first place, and see the previous page for further info on my item pricing. Where appropriate I've added 3.5 names for spells or feats in parentheses. I've fixed the costs/price for a Rod of the Rooster, and revised the Mage's Ring, Opportunist's Ring, Priest's Ring, and Warrior's Ring. I also clarified or tweaked a few other items, like the Locket of Juxtaposition and Ring of Dashing Darts among others, and fixed a few typos, formatting errors, and minor cost/price miscalculations.
CHARMS
Dazzling Diadem
This crystalline diadem, worn over the forehead, lends you an air of nobility and prestige. More than that, the crystal divines fragments of information on topics pertaining to nobility, rulership, and matters of state, though limited to what other creatures have witnessed or overheard. As a result of these properties, it provides a +5 enhancement bonus to your Diplomacy, Knowledge (Nobility & Royalty), and Perform (Oratory) skill checks, and allows you to make such checks untrained. The Dazzling Diadem can also produce a Heightened Change Self effect upon you once per day (2nd-level, Will DC 13) (Disguise Self in 3.5 rules), and can also generate a Prestidigitation effect once per day to clean you and any items you are carrying. Both of these are command word triggered. However, its Change Self ability is limited to imitating the guise of noble personages and making yourself appear more noble, and it ends prematurely if you stop wearing the Dazzling Diadem. Lastly, this item gives you a supernatural gaze attack useable once per day on command (Fortitude DC 13), which dazzles opponents (not allies) within 60 feet who fail to resist its glare. The dazzled status lasts for 1 minute, and the gaze attack itself functions for up to 1 minute (10 rounds) or until you dismiss it by repeating the command word. This gaze attack is considered an Evocation (Light) effect as it is generated by dazzling light from the diadem.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Heighten Spell, Change Self (or Disguise Self in 3.5 rules), Clairaudience/Clairvoyance, Eagle's Splendor, Flare, Prestidigitation. Cost to Create: 3,900 gp and 312 XP. Market Price: 7,800 gp. Weight: ---.
Elemental Band
A ring of iron with gold and silver trim, bearing a single sapphire, an Elemental Band gives its wearer limited power over the elements of nature. Once per day, it can generate one of the following spell-like effects on command, as chosen by the wearer: Hail of Stone (with Sculpt Spell applied; wearer chooses which area of effect to use), Ice Blast (Fortitude DC 13), Pyrotechnics (Fortitude or Will DC 13), Protection from Arrows, or Wood Shape (Will DC 13). These rings are rare but occasionally crafted by wu jen as gifts to those who assist in their field research, or as bribes for local lords.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Sculpt Spell, Hail of Stone, Ice Blast, Pyrotechnics, Protection from Arrows, Wood Shape. Cost to Create: 3,200 gp and 256 XP. Market Price: 6,400 gp. Weight: ---.
Locket of Juxtaposition
This gold or silver locket is etched with swirling patterns and hangs on a silver chain, favored by some mages who like to send their familiars scouting ahead, but also favored by spies and thieves. 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. Up to twice per day on command, the wearer may trigger a Dimension Door effect upon himself or herself and one willing creature within the spell's range whose token is stored in the Locket. The wearer is transported to that other individual's location at the time, and simultaneously the other individual is transported to the position where the wearer had activated the Locket, switching the two subjects' positions. If multiple creatures' tokens are stored in the Locket, then the wearer must choose which one to target. If the target is not within range, then the Locket fails to activate (this does not count against its limit). As normal for Dimension Door, other subjects can be transported at the same time, but only those in physical contact with the wearer (not the other target).
A more-insidious version of this magic item also exists, the Greater Locket of Juxtaposition, which functions identically but can target unwilling creatures (Will DC 18 negates, neither subject is transported if the target saves successfully) and the Greater Locket's costs (including market price) are 50% higher. However, it still requires a token of the target in order to function. Crafting a Greater Locket of Juxtaposition requires the Spell Focus (Transmutation) feat as an additional prerequisite. You can upgrade a typical Locket of Juxtaposition to the Greater version with an appropriate expenditure of crafting time, money, and Experience Points if you meet the prerequisites.
Caster Level: 7th. Aura: Moderate Conjuration. Prerequisites: Craft Lesser Magic Charm, Dimension Door. Cost to Create: 5,000 gp and 400 XP. Market Price: 10,000 gp. Weight: 1/2 lb.
Mage's Ring
This gold band is etched with star patterns and has a sapphire inset. Once per day on command, the wearer gains a +2 luck bonus to the save DC of his or her spells, and on his or her caster level checks and dispel checks, along with a +5 luck bonus on Concentration checks and Spellcraft checks, which he or she may use untrained. He or she also receives the benefits of the Improved Counterspell feat, and gains 2 bonus 3rd-level spell slots for the day and the ability to spontaneously cast Clairaudience/Clairvoyance, Dispel Magic, Fireball, Halt Undead, Hold Person, Major Image, Slow, and Summon Monster III as 3rd-level spells from these bonus slots (if they already have spellcasting ability, these slots are added to their existing slots from a single source). If the wearer does not already have spellcasting ability, then these are treated as arcane spells and the wearer can cast them from these bonus slots like a 6th-level sorcerer (regardless of Charisma and without needing any material or focus components worth 1 gold or less, but save DCs are still based on Charisma if casting like a sorcerer). Regardless, any spells cast from these bonus slots end as soon as the Mage's Ring is removed or its duration has expired. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Mage's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Concentration 5+ ranks, Spellcraft 5+ ranks, Clairaudience/Clairvoyance, Dispel Magic, Fireball, Halt Undead, Hold Person, Major Image, Slow, Summon Monster III. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Medallion of Memory
This plain bronze medallion hangs on an iron chain, but despite its humble appearance, it holds some rather potent magic. The bronze is immersed in the blood of elves during the creation process, while the iron is dipped repeatedly into the powdered remains of an intellect devourer at that time. Wearing it renders you immune to memory alteration and memory blanking effects, as well as magically preventing other creatures from eating or extracting your brain or entering your brainpan. This Medallion protects you from cascade flu, cerebral parasites, and mind leeches, but not cerebral hoods. Donning the Medallion does not remove, negate, or suppress any of the aforementioned effects if already there, however. As an additional function, by clutching the Medallion and focusing your mind while wearing it, the Medallion of Memory produces the effects of a Modify Memory spell (Will DC 16) upon one living creature within range. This spell-like effect is useable once per day. Releasing the Medallion or ceasing concentration on it before finishing your use of the Modify Memory effect ends it prematurely.
Caster Level: 10th. Aura: Moderate Enchantment. Prerequisites: Craft Lesser Magic Charm, Mage Armor, Modify Memory. Cost to Create: 12,500 gp and 1,000 XP. Market Price: 25,000 gp. Weight: 1 lb.
Opportunist's Ring
This bright copper band is adorned only by a piece of malachite. Once per day on command, the wearer gains a +2 luck bonus on ability checks, skill checks, and saving throws, as well as gaining the Sneak Attack +3d6 ability as per a 6th-level rogue (this stacks with any actual Sneak Attack damage dice the wearer may possess, and any rogue levels he or she may possess for purposes of being able to Sneak Attack other creatures with Uncanny Dodge or Improved Uncanny Dodge). During that time, the wearer also gains a +5 luck bonus on Disable Device, Open Lock, Pick Pocket (Sleight of Hand in 3.5 rules), and Search skill checks (instead of +2 on those checks). He or she may use those particular skills untrained, and may find, disarm, or bypass traps and magic traps as though possessing the Traps (Trapfinding in 3.5 rules) ability of a rogue. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Opportunist's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Bull's Strength, Cat's Grace, Eagle's Splendor, Endurance (or Bear's Endurance in the 3.5 rules), Fox's Cunning, Owl's Wisdom. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Panoply of Potential Perception
This extensive, hooded satin mantle with flared and fluted mithral shoulder pauldrons, adorned with several small chains of gold and silver, offers occasional insight and clarity to the wearer. This mantle provides its wearer with an Owl's Wisdom spell effect for 10 minutes when its many elaborate chains are adjusted, ending prematurely if the Panoply is removed. The Panoply of Potential Perception grants this benefit once per day. Furthermore, it grants a +2 insight bonus to your Armor Class against the first attack made against you each round, whenever you are wearing the Panoply and not immobilized, unconscious, or asleep.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Fate Shield, Owl's Wisdom. Cost to Create: 1,400 gp and 112 XP. Market Price: 2,800 gp. Weight: 1 lb.
Priest's Ring
This silver band is adorned only with an inset opal, but an image of the holy/unholy symbol for its wearer's patron deity appears on the opal's face when its power is active. Once per day on command, the wearer gains a +2 luck bonus on attack rolls, Will saves, and Armor Class against enemies, objects, and effects, but only those of alignments that oppose the wearer's (a true neutral wearer considers any alignment without neutral components to be opposed). Note that luck bonuses to the same statistic do not stack. He or she also gains a +5 luck bonus on Knowledge (Religion) skill checks and can use that skill untrained, as well as gaining the ability to Turn Undead or Rebuke Undead (depending on alignment, patron deity, and personal choice at the time if the other factors do not determine it) as per a 6th-level cleric. If he or she already has that ability, then his or her effective cleric level for that purpose is instead increased by 6 and he or she gets one extra use of Turn Undead or Rebuke Undead for the day in that case. Any turning or rebuking effects besides destruction cease when the Priest's Ring is removed or its duration expires (so any undead commanded through the Ring are released if you do not have sufficient rebuking ability normally to maintain command of those undead).
The wearer also receives the benefits of the Combat Casting feat, and gains 2 bonus 3rd-level spell slots for the day and the ability to spontaneously cast Cure Serious Wounds, Inflict Serious Wounds, Invisibility Purge, Neutralize Poison, Prayer, Protection From Elements, Remove Disease, and Searing Light as 3rd-level spells from these bonus slots (if they already have spellcasting ability, these slots are added to their existing slots from a single source). If the wearer does not already have spellcasting ability, then these are treated as divine spells and the wearer can cast them from these bonus slots like a 6th-level cleric (regardless of Wisdom and without needing any material or focus components worth 1 gold or less, but save DCs are still based on Wisdom if casting like a cleric). The Priest's Ring itself is treated as the divine focus for these spells and for purposes of turning or rebuking. Regardless, any spells cast from these bonus slots end as soon as the Priest's Ring is removed or its duration has expired. These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Priest's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Knowledge (Religion) 5+ ranks, Cure Serious Wounds, Inflict Serious Wounds, Invisibility Purge, Neutralize Poison, Prayer, Protection From Elements, Remove Disease, Searing Light. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
Ring of Answers
This silver band is etched with short phrases inscribed in various languages, and adorned with a large piece of lapis lazuli. Wearing it grants you a +5 enhancement bonus on all Knowledge skill checks and Spellcraft checks, plus it allows you to make such checks untrained. Once per day on command, the Ring of Answers will provide its wearer with the effects of a Comprehend Languages spell, and likewise a Detect Secret Doors spell once per day with a different command, and also a Detect Magic spell once per day with another command, and lastly it can provide a Detect Poison spell once per day on command.
Caster Level: 3rd. Aura: Faint Divination. Prerequisites: Craft Lesser Magic Charm, Knowledge (any five) 5+ ranks each, Spellcraft 5+ ranks, must know at least five languages, must be literate, Comprehend Languages, Detect Magic, Detect Poison, Detect Secret Doors. Cost to Create: 3,250 gp and 260 XP. Market Price: 6,500 gp. Weight: ---.
Ring of Blazing Blades
These obsidian rings are carefully crafted by druids as gifts to others who protect nature, and sometimes for personal use. Any wearer automatically learns the Ring's function. Once per day a Ring of Blazing Blades may be triggered by its wearer concentrating on it as a standard action that provokes attacks of opportunity, producing a Flame Blade effect.
Caster Level: 4th. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Flame Blade. Cost to Create: 1,400 gp and 112 XP. Market Price: 2,800 gp. Weight: ---.
Ring of Dashing Darts
This simple copper ring is etched with a jagged pattern, and holds a single triangular piece of rose quartz. The wearer of this ring gains a +3 enhancement bonus on Tumble skill checks, and may make Tumble checks untrained. Twice per day on command the ring can produce a Magic Missile spell effect. Furthermore, the wearer can take a free 5-foot step immediately before each use of that Magic Missile effect and immediately after it (if desired), regardless of any other movement this round (and without restricting the wearer's normal movement options for the remainder of the round).
Caster Level: 1st. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Jump, Magic Missile. Cost to Create: 500 gp and 40 XP. Market Price: 1,000 gp. Weight: ---.
Ring of Fleeting Fairness
An intricate ring of delicately interwoven gold wire, the Ring of Fleeting Fairness can bestow good looks, a fair voice, and a stronger personality upon its wearer. When twisting the Ring 180 degrees both ways, the wearer gains an Eagle's Splendor spell effect for 10 minutes, ending prematurely if the Ring is removed. The Ring of Fleeting Fairness functions in this manner only once per day. However, it also has a secondary function of granting its wearer the effects of the Beguiling Presence feat (see the Aurelian Feats section), useable once per day as normal for that feat (this daily use stacks for any wearer who already has the feat, but cannot be active at the same time). This benefit also ends if the Ring is removed, and the Beguiling Presence feat from this item cannot be used more than once per day regardless of how many people wear the Ring of Fleeting Fairness in one day.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Lesser Magic Charm, Charm Person, Eagle's Splendor. Cost to Create: 1,900 gp and 112 XP. Market Price: 2,800 gp. Weight: ---.
Ring of Ruin
A ring crudely forged from shards of broken weapons, the Ring of Ruin has the power to break others and maim foes. Once per day on command it produces a Shatter spell effect (Fortitude or Will DC 13), and also once per day it can be commanded to produce a Magic Missile spell effect. You must wear the Ring in order to command it. Furthermore, once per day as a free action, the wearer can immediately gain a +4 luck bonus on Strength checks, grapple checks, and physical damage rolls against objects for 1 round; this bonus applies even if declared immediately after rolling. Gaining the luck bonus does not require any command or concentration, just a thought.
Caster Level: 5th. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Magic Missile, Shatter. Cost to Create: 2,750 gp and 220 XP. Market Price: 5,500 gp. Weight: ---.
Shining Medallion
On command, this fancifully-etched gold medallion on a silver chain will shine brightly as per a Light spell. Furthermore, up to twice per day it can produce an instantaneous flash of light in a 60-foot cone-shaped burst on command. This flash of light blinds living creatures within the cone for 1 round and leaves them dazzled for 1 minute (10 rounds) afterward. A successful Fortitude save (DC 15) by a subject prevents the blindness and reduces the dazzled status to 3 rounds. This is an Evocation (Light) effect, but not a spell.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Spell Focus (Evocation), Daylight, Flare, Light. Cost to Create: 1,950 gp and 156 XP. Market Price: 3,900 gp. Weight: ---.
Smoldering Ring
This plain brass ring always feels warm to the touch, almost hot, and it constantly generates a bit of smoke. The wearer may command it to produce either an Endure Elements (wearer only, cold or fire only, ends prematurely if the Ring is removed) or Lesser Fireball (Reflex DC 13) spell effect, once per day.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Lesser Magic Charm, Spell Focus (Evocation), Endure Elements, Lesser Fireball. Cost to Create: 650 gp and 52 XP. Market Price: 1,300 gp. Weight: ---.
Vexing Ring
This electrum ring is inscribed with a spiteful curse on its outer side. Once per day as a free action, the wearer may trigger a Bestow Curse spell effect (4th-level, Will DC 16) upon any other creature that has just hit him or her with an attack (even if that attack kills or destroys the wearer, and even if the attack is not physical, such as a spell). The specific curse is chosen by the Ring's creator at the time they forge it (this must be one of the three standard curses listed in the spell's description, and if choosing an ability score penalty, the creator must specify which ability score), but its duration is only 1 minute (10 rounds) instead of being permanent. Anyone who wears the Vexing Ring automatically learns its specific function but not its command.
Caster Level: 7th. Aura: Moderate Transmutation. Prerequisites: Craft Lesser Magic Charm, must know at least one language for the inscription, must be literate, Bestow Curse. Cost to Create: 800 gp and 64 XP. Market Price: 1,600 gp. Weight: ---.
Warrior's Ring
This iron band is simply adorned with a single piece of bloodstone. Once per day on command, the wearer gains a +2 luck bonus on attack rolls, grapple checks, physical damage rolls, and Armor Class, as well as proficiency in all weapons, armors, and shields, including improvised weapons. Furthermore, the wearer gains Damage Reduction (DR) of 7/+4 as a supernatural quality, reducing damage by 7 points from any nonmagical attack, magic weapon, or psionic weapon (including natural weapons, unarmed strikes, or grapple attacks) with an enhancement bonus less than +4 (if using 3.5 or Pathfinder rules, treat this as DR 7/magic and adamantine). These benefits last for 1 minute (10 rounds). The Ring must attune to its wearer for 24 hours before it can be used; if removed, it must attune itself again. You cannot be attuned to more than one Warrior's Ring at a time.
Caster Level: 6th. Aura: Moderate Evocation. Prerequisites: Craft Lesser Magic Charm, Divine Favor, Divine Power, Magic Vestment. Cost to Create: 10,500 gp and 840 XP. Market Price: 21,000 gp. Weight: ---.
RODS
Conductor's Baton
A slender wooden rod painted in black, white, and red, the Conductor's Baton is a magic rod infused with various bardic powers. You gain a +5 resistance bonus on saving throws against Sonic effects (and against Sculpt Sound or Silence) while holding the Conductor's Baton. The rod can produce a Dancing Lights (Will DC 10), Ghost Sound (Will DC 10), or Ventriloquism (Will DC 11) spell effect, once per day on command by its holder. Likewise, the Conductor's Baton can generate a Levitate or a Suggestion (Will DC 13) spell effect once per day, on command be the wielder. Finally, the holder may command it to produce a Major Image (Will DC 14) or Sculpt Sound spell effect (Will DC 14), once per day.
Caster Level: 3rd. Aura: Faint Illusion. Prerequisites: Craft Rod, Dancing Lights, Ghost Sound, Major Image, Resistance, Sculpt Sound, Suggestion, Ventriloquism. Cost to Create: 4,300 gp and 344 XP. Market Price: 8,600 gp. Weight: 1 lb.
Raycaster's Rod
A thin, tapered bronze rod etched with magic runes, this magic item can unleash destructive magic rays on command by its wielder. Each of its functions is command-activated. Once per day it can produce either a Chromatic Ray, a Force Spike, a Glimmer Beam, or a Ray of Enfeeblement, with a save DC of 11 when applicable. Also once per day, the Raycaster's Rod can generate a Flame Arrow (ray version only, or replace with Scorching Ray in 3.5 rules) or Ice Knife (Fortitude or Reflex DC 13) spell effect. Lastly, once per day it can unleash a Lesser Acid Orb, or Lesser Electric Orb, or Lesser Sonic Orb, or Negative Energy Ray.
Caster Level: 3rd. Aura: Faint Evocation. Prerequisites: Craft Rod, must be literate, Chromatic Ray, Flame Arrow (or Scorching Ray in 3.5 rules), Force Spike, Glimmer Beam, Ice Knife, Lesser Acid Orb, Lesser Electric Orb, Lesser Sonic Orb, Negative Energy Ray, Ray of Enfeeblement. Cost to Create: 3,000 gp and 240 XP. Market Price: 5,000 gp. Weight: 2 lbs.
Rod of Blinding Brilliance
This slender glass rod contains an even-smaller copper rod, with a glass bubble at the top. Magically-reinforced, the glass has the durability of copper. A Rod of Blinding Brilliance glitters in the light, and can generate a variety of light effects. One command word by the wielder will generate a Daylight spell effect in the Rod's glass globe, once per day. Another command word can generate a Hypnotic Pattern (Will DC 15) spell effect up to twice per day. A different command by the wielder will produce a Glimmer Beam effect (Reflex DC 13), up to three times per day. Finally, up to four times per day the Rod of Blinding Brilliance can be commanded to generate a Chromatic Ray (Fortitude DC 15).
Caster Level: 10th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Conjuration), Spell Focus (Evocation), Spell Focus (Illusion), Chromatic Ray, Daylight, Glimmer Beam, Hypnotic Pattern. Cost to Create: 7,000 gp and 560 XP. Market Price: 14,000 gp. Weight: 2 lbs.
Rod of Reeling
This short, slender steel rod is engraved with hook-like patterns. On command, this magic item can transform into a fishing rod with line, hook, and tackle (all as strong as steel, sharing the Rod of Reeling's durability as a magic item). Likewise, it can be commanded to transform into a net or lasso with the durability of enchanted steel. Once per day, a Rod of Reeling can be commanded to produce a Telekinesis (Will DC 17, and it uses the wielder's Intelligence modifier for attacks) spell effect. Water and other transparent or nearly-transparent barriers do not break line of effect for this purpose, as the Rod of Reeling is made to function past them.
Caster Level: 3rd. Aura: Faint Transmutation. Prerequisites: Craft Rod, Telekinesis. Cost to Create: 3,000 gp and 240 XP. Market Price: 6,000 gp. Weight: 2 lbs.
Rod of Regeneration
A gnarled wooden rod inscribed with Sylvan phrases invoking nature for healing, restoration, and rejuvenation. The Rod of Regeneration functions as a +1 Merciful Club, but also has other, more impressive powers. Simply holding the Rod of Regeneration while you rest will cut the amount of time needed for natural healing by half (potentially doubling your total amount of daily natural healing), and you automatically stabilize each round while holding the Rod of Regeneration (if reduced to negative HP). Multiple holders cannot share this benefit at the same time. On command by the wielder, it can produce either a Regenerate Serious Wounds effect (Will DC 16) or Regenerate Ring spell effect (Will DC 14), once per day. The Rod of Regeneration can also duplicate the Regenerate spell (Fortitude DC 20) or instead the Regenerate Massive Wounds spell (Will DC 17), once per day on command by the wielder.
Caster Level: 5th. Aura: Faint Conjuration. Prerequisites: Craft Rod, must know the Sylvan language, must be literate, Cure Light Wounds, Regenerate, Regenerate Massive Wounds, Regenerate Serious Wounds. Cost to Create: 13,800 gp and 1,080 XP. Market Price: 27,300 gp. Weight: 3 lbs.
Rod of Riotous Energy
A short rod of gold, silver, copper, and platinum forged together in an eclectic mix, this expensive-looking item grants its wielder the ability to command a variety of different energies. The Rod of Riotous Energy can be commanded to produce the following spell effects, once per day each: Acid Bolt, Flame Bolt, Frost Bolt, Resist Elements (Resist Energy in 3.5 rules), Shock Bolt, and Thunder Bolt. In addition, the wielder may command it once per day to generate either an Acid Pillar, or Flame Pillar, or Frost Pillar, or Lightning Pillar, or Thunder Pillar spell effect. The DC for saving throws against those effects is 18.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Evocation), Acid Bolt, Acid Pillar, Flame Bolt, Flame Pillar, Frost Bolt, Frost Pillar, Lightning Pillar, Resist Elements (or Resist Energy), Shock Bolt, Thunder Bolt, Thunder Pillar. Cost to Create: 21,500 gp and 1,720 XP. Market Price: 43,000 gp. Weight: 4 lbs.
Rod of Rest
This short willow branch still has long, drooping leaves upon it, magically preserved, and it gives its holder a vague sense of calm, allowing him or her to fall asleep regardless of noise or distractions when desired (multiple creatures cannot hold the item at the same time to share this benefit). The holder then remains asleep for exactly the amount of time he or she desires (so long as he or she holds the Rod of Rest), regardless of noise or distractions (though they can still be awoken by major jostling, and they still wake up if injured). Furthermore, lightly shaking the Rod of Rest as a standard action generates a Sleep spell effect (Will DC 13) where the wielder directs it, once per day. Shaking it more vigorously as a full-round action generates a Slumber Pollen spell effect (Will DC 16) once per day.
Caster Level: 9th. Aura: Moderate Enchantment. Prerequisites: Craft Rod, Spell Focus (Enchantment), Sleep, Slumber Pollen. Cost to Create: 5,000 gp and 400 XP. Market Price: 10,000 gp. Weight: 2 lbs.
Rod of Sorcery
This short, gnarled piece of wood is topped with a large chunk of quartz, while the rod itself is etched with tiny runes. The Rod of Sorcery may produce each of the following spell-like effects once per day when the wielder wills it (no commands needed, though the standard casting times apply for each function, and any wielder automatically learns the Rod's functions): Charm Person, Color Spray, Comprehend Languages, Endure Elements, Feather Fall, Magic Missile, Mount, and Ray of Enfeeblement. The DC for any saving throws against these effects is 11.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, must be literate, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Feather Fall, Magic Missile, Mount, Ray of Enfeeblement. Cost to Create: 2,375 gp and 190 XP. Market Price: 4,750 gp. Weight: 2 lbs.
Rod of the Rooster
This short oaken rod has a peculiar rooster-like design, and can produce several sound-based magical effects. Once per day the wielder may generate a Shout effect (Fortitude DC 18) by concentrating on the Rod and shouting as a standard action. Twice per day, the Rod of the Rooster can produce an audible Alarm spell effect centered on it (which sounds like rooster crowing), when the wielder wills it as a standard action. Up to three times per day the Rod of the Rooster may generate a Ghost Sound (Will DC 13) spell effect, when the wielder wills it to as a standard action. Finally, up to four times per day it can produce a Sound Burst effect (Fortitude DC 15) when shaken back and forth by the wielder as a standard action.
Caster Level: 9th. Aura: Moderate Evocation. Prerequisites: Craft Rod, Spell Focus (Evocation), Spell Focus (Illusion), Alarm, Ghost Sound, Shout, Sound Burst. Cost to Create: 12,500 gp and 1,000 XP. Market Price: 25,000 gp. Weight: 3 lbs.
Rod of Warfare
A sturdy rod of steel with gold bands around the ends, the Rod of Warfare is empowered to assist in any battle, even mass combat between armies. The hefty Rod of Warfare can be used as a +2 Heavy Mace, but it can also transform into a +2 Glaive or +2 Longbow on command. It retains any other magic weapon abilities and enhancements in these other forms, when applicable (its Longbow form does not retain any abilities such as Disruption, for example, while its Heavy Mace form does not retain any abilities like Distance or Keen; however, the costs and limitations for total magic weapon enhancement equivalent still apply, so abilities added to one form apply towards all of them for these purposes). Regardless of form, the Rod of Warfare grants its wielder a +5 enhancement bonus on Listen and Spot skill checks while held. It also has various powers for battlefield maneuvering, scouting, attacking, and defense.
Once per day, it can generate either a Clairaudience/Clairvoyance spell effect or an Invisibility (Will DC 13) spell effect on command by the wielder. Also once per day, it can produce a Fly or Water Breathing (Will DC 14) spell effect on command, wielder's choice which. The wielder may call upon either an Aura of Luck or a Glitterdust (Will DC 13) spell effect as well, once per day on command. The Rod of Warfare can also produce a Dimension Door (Will DC 16) or Wall of Ice (Reflex DC 16) spell effect once per day, determined by which command the wielder uses. A Rod of Warfare can also be commanded by its wielder once per day to generate either a Dimensional Anchor or Solid Fog effect. Finally, the wielder may call upon either a Fireball (Reflex DC 14) or Vampiric Touch spell effect once per day on command.
Caster Level: 10th. Aura: Moderate Conjuration. Prerequisites: Craft Lesser Magic Arms & Armor, Craft Rod, Aura of Luck, Clairaudience/Clairvoyance, Dimensional Anchor, Dimension Door, Fireball, Fly, Glitterdust, Invisibility, Solid Fog, Vampiric Touch, Wall of Ice, Water Breathing. Cost to Create: 25,195 gp and 2,006 XP. Market Price: 50,270 gp. Weight: 12 lbs.
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