ARMOR, HELM & SHIELD
Creation: For a creature to create magical armor, helms or shields, it must know the Craft Magic Armor ritual. Procedures for crafting armor et. al. include bathing, heating, cooling, etching, engraving, filligree, bejewelling, leafing, etc.
The basic cost for creating magic armor is 5,000 gp times the square of the enhancement bonus. It requires two weeks per point of enhancement bonus, and it requires one procedure per point of enhancement bonus. To this add the time, money, etc. of any powers.
The basic ingredient required to make a suit of magic armor, shield or helm is the skin of a creature of a level equal to thrice the enhancement bonus with an AC of no less than 15 + the armor's enhancement bonus
Identifying Magic Armor: The easiest way to identify magic armor is to wear it in battle and see what happens.
Use: Typical armor just needs to be worn. Most of the time, its bonus applies to AC (and Reflex, in the case of a shield), but 10% of armor also grants its bonus to Fortitude and 10% of helms also grant its bonus to Will.
ARMOR et. al. TYPES
When generating magic armor, the following charts will determine exactly what is found.
D% Roll --- Armor et. al. Type
01-10 --- Leather armor
11-20 --- Studded leather
21-30 --- Chain mail
31-40 --- Scale armor
41-50 --- Banded mail
51-60 --- Plate mail
61-70 --- Full plate
71-77 --- Light shield
78-85 --- Heavy shield
86-90 --- Cap
91-95 --- Helm
96-00 --- Great helm
d% (Armor) --- d% (Shield) --- d% (Helm) --- Bonus/Powers
01-35 --- 01-50 --- 01-40 --- +1 enhancement
36-50 --- 51-60 --- 41-56 --- +1 enhancement and one power
51-54 --- None --- 57-60 --- +1 enhancement and two powers
55 --- None --- 61 --- +1 enhancement and three powers
56-71 --- 61-75 --- 62-80 --- +2 enhancement
72-77 --- 76-81 --- 81-83 --- +2 enhancement and one power
78-79 --- None --- 84 --- +2 enhancement and two powers
80 --- None --- None --- +2 enhancement and three powers
81-84 --- 82-86 --- 85-88 --- +3 enhancement
85-87 --- 87-90 --- 89-90 --- +3 enhancement and one power
88-89 --- None --- None --- +3 enhancement and two powers
90 --- None --- None --- +3 enhancement and three powers
91-00 --- 91-00 --- 91-00 --- Cursed
d% (Armor) --- d% (Shield) --- d% (Helm) --- Power
None --- 01-28 --- None --- Alliance
01-07 --- 29-34 --- None --- Dragonslayer's
08-23 --- None --- 01-20 --- Dwarven
24-35 --- 35-56 --- 21-30 --- Energy Resistance
36-41 --- None --- None --- Ghost Touch
42-51 --- 57-70 --- None --- Immovable
52-59 --- None --- None --- Poison Resistance
60-65 --- None --- 31-35 --- Stealth*
None --- None --- 36-65 --- Strongmind
66-76 --- 71-75 --- 66-75 --- Swiftness
77-84 --- None --- None --- Swimming
85-00 --- 76-00 --- 76-00 --- Vitals Protection
*Leather or studded leather armor or cap only.
Alliance (shield)
Creation: Processes: 2; Components: 6,000 gp; Time: 60 days; Ingredients: The teeth of a pack of five dire wolves killed all at once.
Effect: As an interrupt when an adjacent creature is targeted by an attack, you give it the shield's bonus to AC and Reflex against that attack. You can recharge this ability by burning an action point. (You can burn an action point any time you have one and can take a free action, even if you need to recharge your ability to spend an action point.)
Dragonslayer's (armor or shield)
Creation: Processes: 2; Components: 10,000 gp; Time: 1 year; Ingredients: The heart of a dragon.
Effect: Dragons take a -3 penalty to attack you, you gain resist 10 against the breath weapon of dragons and you reduce the severity of a dragon's critical hit on you by 2d4.
Dwarven (armor or helm)
Creation: Processes: 1; Components: 3,000 gp; Time: 10 days; Ingredients: The beard of a dwarven warrior of at least 5th level.
Effect: As a minor action once per day you can take an exta second wind. (You regain hit points equal to your highest hit die.)
Energy Resistance (armor, helm or shield)
Creation: Processes: 3; Components: 6,000 gp; Time: 12 days; Ingredients: The heart of a creature with resist 5 or better of the type granted by the potion.
Effect: You gain resist 5 against one type of energy, as determined on the chart below.
d12 Roll --- Type of Resistance Granted
1-2 --- Cold
3-4 --- Electricity
5-6 --- Fire
7-8 --- Lightning
9 --- Necrotic
10 --- Psychic
11 --- Radiant
12 --- Thunder
Ghost Touch (armor)
Creation: Processes: 4; Components: 12,000 gp; Time: 20 days; Ingredients: The ectoplasm of an insubstantial creature.
Effect: You don't do half damage to insubstantial creatures and creatures cannot phase through you.
Immovable (armor or shield)
Creation: Processes: 1; Components: 1,000 gp; Time: 4 days; Ingredients: The heart of a dwarf.
Effect: Reduce the distance you are maneuvered, pulled or pushed by 2 squares.
Poison Resistance (armor)
Creation: Processes: 1; Components: 5,000 gp; Time: 10 days; Ingredients: The blood of a venomous creature of at least 3rd level.
Effect: You gain resist 2 against poison damage and poison ability damage and drain.
Stealth (leather or studded leather armor or cap)
Creation: Processes: 2; Components: 3,000 gp; Time: 2 days; Ingredients: The whiskers or feet of a 4th or higher level creature with a +3 or better bonus to checks to be sneaky.
Effect: You get a +1 bonus on checks to be sneaky.
Strongmind (helm)
Creation: Processes: 3; Components: 10,000 gp; Time: 15 days; Ingredients: The brain of a mind flayer.
Effect: You gain resist 5 psychic and cannot be forced to make an attack against your will or regard an enemy as an ally.
Swiftness (armor, helm or shield)
Creation: Processes: 3; Components: 10,000 gp; Time: 20 days; Ingredients: The feet of a quickling.
Effect: You gain a +1 bonus to initiative.
Swimming (armor)
Creation: Processes: 2; Components: 1,000 gp; Time: 5 days; Ingredients: The swim bladder of a fish of at least medium size.
Effect: You gain a swim speed of 20', and the armor does not hinder your swimming.
Vitals Protection (armor, helm or shield)
Creation: Processes: 2; Components: 5,000 gp; Time: 9 days; Ingredients: The sternum of a 3rd or higher level creature with damage reduction.
Effect: The severity of critical hits that you take is reduced by 2d4.
WEAPONS
Creation: For a creature to create a magic weapon, it must know the Craft Magic Weapon ritual. Procedures for crafting weapons include quenching, engraving, etching, filligree, wrapping, tempering, etc.
The basic cost for creating a magic weapon is 5,000 gp times the square of the enhancement bonus. It requires two weeks per point of enhancement bonus, and it requires one procedure per point of enhancement bonus. To this add the time, money, etc. of any powers.
The basic ingredient required to make a magic weapon are the claws of a creature of a level no lower than thrice the enhancement bonus.
Identifying Magic Weapons: The easiest way to identify magic a magic weapon is to use it.
Use: Typical weapons just need to be wielded in battle. Most of the time, its bonus applies to attacks and damage, although there are exceptions; 25% of magic weapons apply their bonus only to attack or damage.
WEAPON TYPES
When generating magic armor, the following charts will determine exactly what is found.
d% Roll --- Weapon Type
01-05 --- Arrows (1d10)
06-07 --- Awl pike
08-10 --- Bastard sword
11-13 --- Battle axe
14-17 --- Bolts (1d10)
18-21 --- Broad sword
22-23 --- Bullets (1d10)
24 --- Club
25-29 --- Dagger
30-32 --- Dart
33-36 --- Flail
37-40 --- Glaive
41-44 --- Great axe
45-48 --- Great sword
49-50 --- Halberd
51-52 --- Hand axe
53-55 --- Heavy crossbow
56-57 --- Javelin
58-59 --- Lance
60-61 --- Light crossbow
62-65 --- Longbow
66-69 --- Longsword
70-73 --- Mace
74-75 --- Maul
76-78 --- Quarterstaff
79-80 --- Ranseur
81-83 --- Scimitar
84-86 --- Shortbow
87-90 --- Short sword
91-92 --- Sling
93-96 --- Spear
97-98 --- Throwing axe
99-00 --- War hammer
d% --- Bonus/Powers
01-35 --- +1 enhancement
36-50 --- +1 enhancement and one power
51-54 --- +1 enhancement and two powers
55 --- +1 enhancement and three powers
56-71 --- +2 enhancement
72-77 --- +2 enhancement and one power
78-79 --- +2 enhancement and two powers
80 --- +2 enhancement and three powers
81-84 --- +3 enhancement
85-87 --- +3 enhancement and one power
88-89 --- +3 enhancement and two powers
90 --- +3 enhancement and three powers
91-00 --- Cursed
d% --- Power --- Notes
01-02 --- Anarchic --- None
03-04 --- Axiomatic --- None
05-14 --- Bane --- None
15-16 --- Caustic --- None
17-26 --- Deadly --- None
27-30 --- Defending --- Melee only
31-36 --- Distance --- Ranged or ammunition only
37-44 --- Flaming --- None
45-52 --- Frost --- None
53-60 --- Glowing --- Melee, thrown or ammunition only
61-62 --- Holy --- None
63-64 --- Jagged --- None
65-69 --- Lethal --- None
70-72 --- Maneuvering --- Melee only
73-74 --- Poisonous --- Melee, thrown or ammunition only
75-79 --- Returning --- Thrown only
80-85 --- Shock --- None
86-88 --- Speed --- Melee or ranged only
89-91 --- Terror --- None
94-98 --- Thunder --- None
99-00 --- Unholy --- None
Notes: The notes describe which types of weapons are eligible for the power in question. Ranged weapons include thrown weapons. Powers without notes can be placed on any type of weapon.
Anarchic
Creation: Processes: 4; Components: 10,000 gp; Time: 30 days; Ingredients: The innards of a creature with the Chaotic keyword of at least 5th level.
Effect: When you attack a creature with the Lawful keyword, such as a devil, modron or inevitable, you get an additional +1 bonus on attacks, damage and critical severity. This weapon counts as chaotic for purposes of penetrating damage reduction.
Axiomatic
Creation: Processes: 4; Components: 10,000 gp; Time: 30 days; Ingredients: The brain and heart of a creature with the Lawful keyword of at least 5th level.
Effect: When you attack a creature with the Chaotic keyword, such as a demon, slaad or chaos beast, you get an additional +1 bonus on attacks, damage and critical severity. This weapon counts as lawful for purposes of penetrating damage reduction.
Bane
Creation: Processes: 2; Components: 6,000 gp; Time: 10 days; Ingredients: The heart of a creature with the keyword that this weapon will be bane against of at least 3rd level.
Effect: This weapon deals an extra 1d6 points of damage when it hits a creature against which it is bane. To determine the type of creature the weapon is bane against, choose based on its creator or roll on the chart below (which is obviously far from exhaustive).
d20 Roll --- Creature Type
1 --- Demon
2 --- Devil
3 --- Dragon
4 --- Dwarf
5 --- Elemental
6 --- Elf
7 --- Giant
8 --- Goblinoid
9 --- Golem
10 --- Halfling
11 --- Human
12 --- Kobold
13 --- Ooze
14 --- Plant
15 --- Sahuagin
16 --- Shapechanger
17 --- Spellcaster (includes wizards, priests and spellcaster monsters)
18 --- Undead
19 --- Warrior (includes fighters and brute and soldier monsters)
20 --- Wolf
Caustic
Creation: Processes: 3; Components: 10,000 gp; Time: 30 days; Ingredients: Acid taken from a monster of at least 6th level.
Effect: When you hit with this weapon, the target also takes ongoing 2 acid damage (save ends on a 10+).
Cursed
Creation: Accidental.
Effect: This weapon appears to be a normal magic weapon until you become bloodied once wielding it, and then its true power becomes apparent and any positive abilities fade. Henceforth you cannot be rid of the weapon until a remove curse ritual is performed and your first action in any combat must be to draw it. When you wield a cursed weapon, you have a -1 penalty to initiative, a -2 penalty to all defenses and critical hits on you gain a +1d8 bonus to their severity.
Deadly
Creation: Processes: 2; Components: 7,500 gp; Time: 9 days; Ingredients: The fingers of a 3rd or higher level fighter.
Effect: You gain a bonus of +1d6 to the severity of critical hits you inflict with this weapon.
Defending (melee only)
Creation: Processes: 4; Components: 15,000 gp; Time: 90 days; Ingredients: The shell of a 3rd or higher level creature with the turtle keyword.
Effect: While you wield this weapon, you get a +1 bonus to AC.
Distance (ranged only)
Creation: Processes: 1; Components: 2,000 gp; Time: 5 days; Ingredients: The feathers of a 3rd or higher level creature with a fly speed of at least 90'.
Effect: This weapon's attacks can go an extra 3 range increments, and you suffer no penalty to attacks for the first four range increments.
Flaming
Creation: Processes: 3; Components: 10,000 gp; Time: 30 days; Ingredients: The ichor or blood of a 4th or higher level creature with the Fire keyword.
Effect: When you hit with this weapon, you deal an extra 1d4 points of fire damage.
Frost
Creation: Processes: 3; Components: 10,000 gp; Time: 30 days; Ingredients: The tongue or liver of a 4th or higher level creature with the Cold keyword.
Effect: When you hit with this weapon, you deal an extra 1d4 points of cold damage.
Glowing (melee, thrown or ammunition only)
Creation: Processes: 1; Components: 1,000 gp; Time: 3 days; Ingredients: The essence of a will-o-wisp.
Effect: As a minor action, you cause this weapon to shed bright light in a 20' emanation and dim light for an additional 20'. This effect lasts until you spend a minor action to douse the light.
Holy
Creation: Processes: 4; Components: 10,000 gp; Time: 30 days; Ingredients: The heart of a creature with the Good keyword of at least 5th level.
Effect: When you attack a creature with the Evil keyword, such as a devil, demon or yugoloth, you get an additional +1 bonus on attacks, damage and critical severity. This weapon counts as good for purposes of penetrating damage reduction.
Jagged
Creation: Processes: 4; Components: 15,000 gp; Time: 50 days; Ingredients: The horns of a peryton.
Effect: When you hit with this weapon, you also inflict ongoing 3 damage (save ends on a 10+).
Lethal
Creation: Processes: 2; Components: 6,000 gp; Time: 15 days; Ingredients: The gears of a nimblewright.
Effect: This weapon's base critical range doubles.
Maneuvering (melee only)
Creation: Processes: 2; Components: 5,000 gp; Time: 10 days; Ingredients: Six kobold ears.
Effect: When you hit with this weapon, you also maneuver the target 5'.
Poisonous
Creation: Processes: 5; Components: 25,000 gp; Time: 50 days; Ingredients: The fangs of a snake of 6th or higher level.
Effect: When you hit with this weapon, you also inflict ongoing 1d3 Strength damage (save ends on a 12+).
Returning (thrown only)
Creation: Processes: 2; Components: 2,000 gp; Time: 2 days; Ingredients: Lodestone from a meteor.
Effect: When you throw this weapon, it returns to you after the attack resolves.
Shock
Creation: Processes: 3; Components: 10,000 gp; Time: 30 days; Ingredients: The static organs of 3 shocker lizards.
Effect: When you hit with this weapon, you deal an extra 1d4 points of lightning damage.
Speed
Creation: Processes: 3; Components: 10,000 gp; Time: 20 days; Ingredients: The feet of a quickling.
Effect: While you wield this weapon, you gain a +1 bonus to initiative.
Terror
Creation: Processes: 3; Components: 7,500 gp; Time: 10 days; Ingredients: The eyes of a 4th or higher level undead.
Effect: You may make melee attacks with this weapon against Will instead of AC.
Thunder
Creation: Processes: 3; Components: 10,000 gp; Time: 30 days; Ingredients: The voicebox of a destrachan.
Effect: When you hit with this weapon, you deal an extra 1d4 points of thunder damage.
Unholy
Creation: Processes: 4; Components: 10,000 gp; Time: 30 days; Ingredients: The heart of a creature with the Evil keyword of at least 5th level.
Effect: When you attack a creature with the Good keyword, such as an angel, shedu or phoenix, you get an additional +1 bonus on attacks, damage and critical severity. This weapon counts as evil for purposes of penetrating damage reduction.
IMPLEMENTS
Creation: For a creature to create a magic implement, it must know the Craft Magic Implement ritual. Procedures for crafting implements vary according to the type of implement, but can include bejewelling, gilding, a vigil, washing, etc.
The basic cost for creating a magic implement is 5,000 gp times the square of the enhancement bonus. It requires two weeks per point of enhancement bonus, and it requires one procedure per point of enhancement bonus. To this add the time, money, etc. of any powers.
The basic ingredient required to make a magic implement is the heart of a wizard or cleric of a level no lower than twice the enhancement bonus.
Identifying Magic Implements: The easiest way to identify magic a magic implement is to use it.
Use: Typical implements just need to be wielded when casting spells. Holy symbols are an exception- you cannot use the holy symbol of another deity. However, you can perform a ritual requiring one day and 100 gp in ritual components to transfer the enchantment of a holy symbol to another symbol of your deity, although the base symbol used must be at least as valuable as the one you are transferring the enchantment from.
Most of the time, an implement's bonus applies to attacks and damage, although there are exceptions; 25% of magic implements apply their bonus only to attack or damage.
IMPLEMENT TYPES
When generating magic implements, the following charts will determine exactly what is found. Note that the predominant type of implement is the holy symbol; this is because of the fact that clerics use only one type of implement, while wizards use all the rest.
d20 Roll --- Weapon Type
1 --- Dagger
2-7 --- Holy symbol
8-10 --- Orb
11-12 --- Rod
13-14 --- Staff
15-17 --- Tome
18-20 --- Wand
d% --- Bonus/Powers
01-35 --- +1 enhancement
36-50 --- +1 enhancement and one power
51-54 --- +1 enhancement and two powers
55 --- +1 enhancement and three powers
56-71 --- +2 enhancement
72-77 --- +2 enhancement and one power
78-79 --- +2 enhancement and two powers
80 --- +2 enhancement and three powers
81-84 --- +3 enhancement
85-87 --- +3 enhancement and one power
88-89 --- +3 enhancement and two powers
90 --- +3 enhancement and three powers
91-00 --- Cursed
Dagger --- Symbol --- Orb --- Rod --- Staff --- Tome --- Wand --- Power
01-05 --- 01-02 --- None --- 01-04 --- None --- None --- 01-07 --- Deadly
06-10 --- 03-06 --- 01-08 --- 05-08 --- 01-10 --- 01-05 --- 08-10 --- Disorienting
None --- 07-11 --- 09-10 --- 09-10 --- 11-15 --- 06-15 --- 11-15 --- Finding
11-19 --- 12-14 --- 11-12 --- 11-15 --- 16-18 --- 16-17 --- 16-20 --- Flame
20-28 --- 15-17 --- 13-14 --- 16-20 --- 19-21 --- 18-19 --- 21-25 --- Frost
29-30 --- 18-23 --- 15-16 --- None --- 22-23 --- 20-29 --- None --- Glyphs
None --- 24-33 --- None --- None --- None --- None --- None --- Healer's
None --- 34-40 --- 17-20 --- None --- None --- 30-39 --- None --- Knowledge
31-39 --- 41-43 --- 21-22 --- 21-27 --- 24-26 --- 40-41 --- 26-30 --- Lightning
40-49 --- 44-51 --- 23-32 --- 28-36 --- 27-36 --- 42-51 --- 31-40 --- Magic Detection
50-54 --- None --- 33-40 --- 37-41 --- 37-45 --- None --- 41-42 --- Maneuvering
55-60 --- 52-57 --- 41-46 --- 42-48 --- 46-52 --- 52-60 --- 43-50 --- Metamagician's
61-62 --- 58-65 --- None --- 49-54 --- 53-55 --- 61-65 --- 51-53 --- Mortality
63-66 --- 66-73 --- 47-50 --- 55-56 --- 56-57 --- 66-67 --- 54-57 --- Radiant
None --- 74-77 --- 51-58 --- 57-66 --- 58-66 --- 68-70 --- 58-60 --- Rulership
67-73 --- 78-84 --- None --- 67-70 --- None --- 71-73 --- 61-68 --- Sacrificial
74-75 --- 85-86 --- 59-62 --- 71-73 --- 67-72 --- None --- 69-74 --- Sea
76-77 --- None --- 63-64 --- 74-80 --- 73-75 --- None --- 75-78 --- Smoke
78-81 --- 87-88 --- 65-74 --- 81-84 --- 76-81 --- 74-80 --- 79-83 --- Susceptibility
82-87 --- None --- 75-78 --- None --- 82-84 --- 81-83 --- 84-89 --- Swift
None --- 89-92 --- 79-88 --- 85-87 --- 85-87 --- 84-91 --- 90-91 --- Tenacious
88-91 --- 93-96 --- 89-91 --- 88-95 --- 88-94 --- 92-93 --- 92-95 --- Thunder
92-00 --- 97-00 --- 92-00 --- 96-00 --- 95-00 --- 94-00 96-00 --- Vulnerability
Cursed
Creation: Accidental.
Effect: This implement appears to be a normal magic implement until you become bloodied while wielding it, and then its true power becomes apparent and any positive abilities fade. Henceforth you cannot be rid of the implement until a remove curse ritual is performed and your first action in any combat must be to draw it. When you wield a cursed implement, you have a -1 penalty to initiative, a -2 penalty to all attacks and critical hits on you gain a bonus of +1d8 to their severity.
Deadly (dagger, symbol, rod or wand)
Creation: Processes: 4; Components: 20,000 gp; Time: 20 days; Ingredients: The brain of a creature with an Intelligence of 18 or higher.
Effect: You gain a bonus of +1d6 to the severity of critical hits you inflict with this implement.
Disorienting
Creation: Processes: 2; Components: 5,000 gp; Time: 9 days; Ingredients: Ichor from a mind flayer.
Effect: As a reaction when you hit a creature with this implement, the target is also dazed until the end of the next round. This ability recharges on a 16+.
Finding (symbol, orb, rod, staff, tome, wand)
Creation: Processes: 2; Components: 4,000 gp; Time: 7 days; Ingredients: The eyes of an elf.
Effect: As a full action, you concentrate on this implement and it helps you notice hidden things, such as secret doors or traps. The dm makes a secret Wisdom check for each hidden feature in the area to see if you notice it. You get a +3 bonus to each of these checks.
Flame
Creation: Processes: 2; Components: 10,000 gp; Time: 15 days; Ingredients: Ichor from a fire elemental.
Effect: When you hit with a spell attack using this implement, you deal an extra 1 fire damage. If the attack deals fire damage, you instead deal an extra 1d4 fire damage.
Frost
Creation: Processes: 2; Components: 10,000 gp; Time: 15 days; Ingredients: The tongue of an ice toad.
Effect: When you hit with a spell attack using this implement, you deal an extra 1 cold damage. If the attack deals cold damage, you instead deal an extra 1d4 cold damage.
Glyphs (dagger, symbol, orb, staff, tome)
Creation: Processes: 2; Components: 3,000 gp; Time: 4 days; Ingredients: A book that is over 100 years old.
Effect: As a full action, you gaze upon a written work and pass this implement before it. The dm makes an Intelligence check for you on 4d6. If you succeed, you can tell if the writing is magical and, if it is nonmagical, you can read the words for one minute.
Healer's (symbol)
Creation: Processes: 1; Components: 2,500 gp; Time: 10 days; Ingredients: The tears of a high priest of the Healing domain (cannot come from the creator).
Effect: Once per day per healing prayer, you may cast a healing prayer on a creature an extra time (so instead of only being able to use cure light wounds on a given creature once per day, you can cast it a second time on a single creature).
Knowledge (symbol, orb, tome)
Creation: Processes: 5; Components: 40,000 gp; Time: 100 days; Ingredients: The brain of a 9th or higher level creature with an 18 Intelligence
Effect: This implement imparts bits of knowledge to you. Once per hour, you may spend an action point to attempt to learn a brief snippet of information (up to three sentences of up to twenty words total) by making an Intelligence check. The types of information available and dice used for the check include: the name and basic description of a creature type (3d6), the basic customs of a tribe or community (4d6), the basic geography of an area (4d6), an overview of the politics of a nation or organization that you can name (4d6), the history of an area, community or nation (4d6) or information on the history of an individual whose name (or pseudonym) you know (5d6).
Lightning
Creation: Processes: 2; Components: 10,000 gp; Time: 15 days; Ingredients: The genitals of a shocker.
Effect: When you hit with a spell attack using this implement, you deal an extra 1 lightning damage. If the attack deals lightning damage, you instead deal an extra 1d4 lightning damage.
Magic Detection
Creation: Processes: 1; Components: 3,000 gp; Time: 3 days; Ingredients: The eyes of a 3rd or higher level wizard.
Effect: As a standard action, you cause any magic within a single square within a range of 20' to glow visibly. If something is invisible, you must make an opposed Intelligence or Wisdom check against the target's Dexterity (you choose the dice) or you cannot tell it is there.
Maneuvering (dagger, orb, rod, staff, wand)
Creation: Processes: 3; Components: 10,000 gp; Time: 25 days; Ingredients: Twelve kobold ears.
Effect: When you hit with a spell attack using this implement, you also maneuver the target 5'.
Metamagician's
Creation: Processes: 2; Components: 10,000 gp; Time: 10 days; Ingredients: The heart of a 4th or higher level wizard.
Effect: You get a +2 bonus to metamagic recharge rolls.
Mortality (dagger, symbol, rod, staff, tome, wand)
Creation: Processes: 2; Components: 20,000 gp; Time: 35 days; Ingredients: The heart of a 5th or higher level undead creature.
Effect: When you attack an undead creature with this implement, you get an extra +2 bonus to attack and damage, and your critical range doubles.
Radiant
Creation: Processes: 4; Components: 12,000 gp; Time: 20 days; Ingredients: The essence of a will-o-wisp.
Effect: This implement sheds bright light in a 40' radius and dim light for an additional 40' beyond that. The bright light deals 0 radiant damage to any creature that starts the round in it, which means that creatures that are vulnerable to radiant will be hurt.
Rulership (symbol, orb, rod, staff, tome, wand)
Creation: Processes: 5; Components: 50,000 gp; Time: 200 days; Ingredients: The tongue of a king who ruled over at least 1000 creatures.
Effect: While you wield this implement, you get a +5 bonus on skill checks to influence others.
Sacrificial (dagger, symbol, rod, tome, wand)
Creation: Processes: 4; Components: 24,000 gp; Time: 60 days; Ingredients: The heart of a young humanoid virgin.
Effect: When you slay a creature with this implement, you may burn an action point to regain 1d6 hit points. (You can burn an action point any time you have one and can take a free action, even if you need to recharge your ability to spend an action point.)
Sea (dagger, symbol, orb, rod, staff, wand)
Creation: Processes: 3; Components: 15,000 gp; Time: 30 days; Ingredients: The fat of a sahuagin.
Effect: Spells you cast with this implement function normally and without penalty underwater.
Smoke (dagger, orb, rod, staff, wand)
Creation: Processes: 2; Components: 5,000 gp; Time: 20 days; Ingredients: The ichor of a fire elemental.
Effect: As a standard action, you can create a 10' radius emanation of smoke. This smoke completely blocks line of sight and offers total concealment, even from adjacent creatures. This smoke lasts until the end of the next round and does not move with you.
Susceptibility
Creation: Processes: 5; Components: 30,000 gp; Time: 100 days; Ingredients: The liver of a slaad.
Effect: As a reaction when you hit with this implement, you may also cause the target to lose any resistance to acid, cold, fire, lightning, necrotic, psychic, radiant and thunder (save ends on a 10+). This power recharges on a 15+.
Swift (dagger, orb, staff, tome, wand)
Creation: Processes: 3; Components: 15,000 gp; Time: 30 days; Ingredients: The feet of a quickling.
Effect: While you wield this implement, you get a +1 bonus to initiative.
Tenacious (symbol, orb, rod, staff, tome, wand)
Creation: Processes: 3; Components: 20,000 gp; Time: 45 days; Ingredients: The tongue of a king who ruled over at least 1000 creatures.
Effect: Creatures have a -2 penalty to saving throws against effects created by this implement.
Thunder
Creation: Processes: 2; Components: 10,000 gp; Time: 15 days; Ingredients: The tongue of a thunderhawk.
Effect: When you hit with a spell attack using this implement, you deal an extra 1 thunder damage. If the attack deals lightning damage, you instead deal an extra 1d4 thunder damage.
Vulnerability
Creation: Processes: 4; Components: 20,000 gp; Time: 60 days; Ingredients: The skin of an infant human.
Effect: As a reaction when you hit with this implement, you may also reduce the target's damage reduction, if any, by 5 (save ends on a 13+).. This power recharges on a 15+.