Magic Items:
In most cases, magic items are just like other items. They can be crafted, bought and sold.
Crafting Magic Items:
Crafting magic items requires a special feat. Depending on the item, this might be Soul Crafting or Arcana Crafting.
Buying Magic Items:
Characters
can buy and sell magic items like anything else, but the
Diplomacy DC's to get a better price are increased by 10.
Furthermore, magic items usually can only be bought in large cities.
Magic Weapons and Armor:
While
weapons and armor made of magic materials are better than normal
weapons, they can be enchanted to be even better. Enchanting them
further requires the feat Soul Crafting. You can enchant them with a
bonus ranging from +1 to +5. The cost of enchanting an item is equal to
the bonus squared times 1,000 gp. This bonus is added to the bonus
provided by magic materials and applies to the same things. This
enchanting requires a Craft check of the same kind used to craft the
item with a DC of 12 + double the bonus. The power of the enchantment
can be increased by using the difference between the new and old price
(the Craft DC is the same as just creating the new enchantment).
Enchanted weapons have an Evocation aura, while enchanted armor has an
Abjuration aura.
In
addition, enchanted weapons grow stronger in the hands of a skilled
user. A character with at least 4 Physical Prowess can deal 1d6 energy
damage when they hit with an enchanted weapon. The energy type is based
on the weapon, as follows:
Club, mace, staff, fists: Ice.
Handaxe, axe, greataxe: Ice.
Dagger, shortsword, longsword, greatsword: Fire.
Pistol: Fire
Spear, longspear: Electricity.
Crossbow, bow: Electricity.
If
a character with at least 12 Physical Prowess uses a weapon with a
bonus of at least +3, the energy damage is increased to 2d6.
Enchanted
armor protects its wearer better. A character with at least 8 Physical
Prowess who is wearing armor with a bonus of at least +2 gets damage
reduction (like the barbarian class feature): 2 for light armor or
robes, 4 for medium armor and 6 for heavy armor. This stacks with
damage reduction from other sources (like the barbarian class feature).
Shields can also be enchanted, but the bonus can not exceed +2. Shields
grant no damage reduction.
Rings:
Magical rings can be bought to enhance your skills.
Each ring is tied to one skill, and grants a bonus to the wearer. Minor
Rings cost 500 gp, and give a +2 insight bonus to the tied skill. Major
Rings cost 2,000 gp, and give a +4 insight bonus to the tied skill.
Rings are crafted with Craft (gems) DC 14. Magic rings can not give a
bonus to Craft; rings granting a bonus to Perform grant that bonus to
all Perform skills.
If a major ring is worn by a character with
at least 7 Mental Prowess, they get a +2 bonus to another skill. The
bonus applies to the other skill listed in the same line below:
Intimidate : Deception
Diplomacy : Perform
Linguistics : Perception
Nature : Medicine
Academia : Anthropology
Arcana : Religion
Disable Device : Sleight of Hand
Parkour : Stealth
A character can wear two magic rings at a time. Magic rings have an Enchantment aura.
Magic Equipment Rules:
Other
equipment can also be enchanted. Each character has 5 slots on the body
where they can wear magic items; a character can wear one (and only
one) item in each slot. Each slot has a general idea for what kind of
items go there. The slots and their basic ideas are as follows:
1 magic shirt (protection)
1 set of magic pants (physical power)
1 magic cloak (mental power)
1 pair of magic shoes (movement and speed)
1 magic hat (trickery and perception)
Buying Magic Items:
Characters
can buy and sell magic items like anything else, but the
Diplomacy/Perception DC's to get a better price are increased by 10.
Furthermore, magic items usually can only be bought in large cities.
Magic Equipment:
Crafting any of the following items requires Soul Crafting.
Pants of Health:
These pants are made of a dull greyish-gold fabric. They grant the
wearer an enhancement bonus to Constitution of +1, +2, or +3.
Price:
4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot: Pants; School:
Enchantment; Craft (clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess
Bonus: If the +2 or +3 version is worn by someone with at least 10
Physical Prowess, they also grant +1 to Strength, Dexterity and Agility
Pants of Force:
These pants are made of a dull greyish-red fabric. They grant the
wearer an enhancement bonus to Strength of +1, +2, or +3.
Price:
4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot: Pants; School:
Enchantment; Craft (clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess
Bonus: If the +2 or +3 version is worn by someone with at least 10
Physical Prowess, they also grant +1 to Constitution, Dexterity and Agility
Pants of Grace:
These pants are made of a dull greyish-green fabric. They grant the
wearer an enhancement bonus to Dexterity of +1, +2, or +3.
Price:
4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot: Pants; School:
Enchantment; Craft (clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess
Bonus: If the +2 or +3 version is worn by someone with at least 10
Physical Prowess, they also grant +1 to Constitution, Strength and Agility.
Pants of Speed:
These pants are made of a dull greyish-blue fabric. They grant the
wearer an enhancement bonus to Agility of +1, +2, or +3.
Price:
4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot: Pants; School:
Enchantment; Craft (clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess
Bonus: If the +2 or +3 version is worn by someone with at least 10
Physical Prowess, they also grant +1 to Constitution, Strength and Dexterity.
Cloak of
Presence:
This
lightweight cloak has a decorative silver trim. When worn by a
character, it adds a +1, +2, or +3 enhancement bonus to their Charisma
score.
Price: 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot:
Cloak; School: Enchantment; Craft (clothing) DC 12 + triple the bonus;
Weight: 1 lb.
Prowess Bonus: If the +2 or +3 version is worn by
someone with at least 10 Mental Prowess, they also grant +1 to
Intelligence and Wisdom.
Cloak of Thought:
This
lightweight cloak has a decorative bronze trim. When worn by a
character, it adds a +1, +2, or +3 enhancement bonus to their
Intelligence score. This enhancement bonus does not earn the wearer
extra skill points when a new level is attained; use the unenhanced
Intelligence bonus to determine skill points.
Price: 4,000 gp (+1),
16,000 gp (+2), 36,000 gp (+3); Slot: Cloak; School: Enchantment; Craft
(clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess Bonus: If
the +2 or +3 version is worn by someone with at least 10 Mental
Prowess, they also grant +1 to Charisma and Wisdom.
Cloak of
Intuition:
This
lightweight cloak has a decorative gold trim. When worn by a character,
it adds a +1, +2, or +3 enhancement bonus to their Wisdom score.
Price:
4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3); Slot: Cloak; School:
Enchantment; Craft (clothing) DC 12 + triple the bonus; Weight: 1 lb.
Prowess
Bonus: If the +2 or +3 version is worn by someone with at least 10
Mental Prowess, they also grant +1 to Charisma and Intelligence.
Shirt of Magic
Guard:
This
shirt has silver threads running through it. When worn, it grants the
wearer an enhancement bonus to all of their saving throws of +1, +2,
+3, or +4. Unlike most bonuses to Reflex saves, this bonus does not
apply to Armor Class.
Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp
(+3), 16,000 gp (+4); Slot: Shirt; School: Abjuration; Craft (clothing)
DC 12 + double the bonus; Weight: 1 lb.
Shirt of Thick
Skin:
This
shirt has bronze threads running through it. When worn, it grants the
wearer damage reduction 2. This stacks with damage reduction from other
sources (like the barbarian class feature).
Price: 5,000; Slot: Shirt; School: Abjuration; Craft (clothing) DC 18;
Weight: 1 lb.
Boots of the Sky:
These
boots have a subtle pattern of wings on the side. When worn by a
character, that character is immune to all falling damage. Once per
day, the wearer can, as a standard action, start flying; they can then
fly at their base speed for 1 minute.
Price: 10,000 gp; Slot: Boots; School: Translocation; Craft (shoes) DC 18; Weight: 1/2 lb.
Blitz Sandals:
These
sandals have a subtle pattern of a lightning bolt on the
side.
When worn by a character, that character's land speed is increased by 5
feet or 10 feet.
Price: 2,000 gp (5 feet), 8,000 gp (10 feet); Slot: Boots; School:
Transmutation; Craft (shoes) DC 14; Weight: 1/2 lb.
Hat of Disguise:
This
dark purple hat allows its wearer to change appearance. This can be
done any number of times per day as a standard action. This creates the
effect of the spell Disguise Self cast at level 1 (caster level 5).
Price: 2,000 gp; Slot: Hat; School: Illusion; Craft (cloth) DC 17;
Weight: 1/2 lb.
Hat of Shadows:
This
shadow grey hat allows its wearer to vanish. When worn by a character,
the hat can be used to vanish as a standard action. This can be done 3
times per day. This creates the effect of the spell Invisibility.
Price: 3,600 gp; Slot: Hat; School: Illusion; Craft (cloth) DC 17;
Weight: 1/2 lb.
Slotless Gear:
Not all magic items fill a slot on the body. All of these items require the feat Soul Crafting to craft.
Handy Haversack:
A
backpack of this sort appears to be well made, well used, and quite
ordinary. It is constructed of finely tanned leather, and the straps
have brass hardware and buckles. It has two side pouches, each of which
appears large enough to hold about a quart of material. In fact, each
can actually hold material of as much as 2 cubic feet in volume or 20
pounds in weight. The large central portion of the pack can contain up
to 8 cubic feet or 80 pounds of material. Even when so filled, the
backpack always weighs only 5 pounds.
While such storage is
useful enough, the pack has an even greater power in addition. When the
wearer reaches into it for a specific item, that item is always on top.
Thus, no digging around and fumbling is ever necessary to find what a
haversack contains. Retrieving any specific item from a haversack is a
move action, but it does not provoke the attacks of opportunity that
retrieving a stored item usually does.
Price: 2,000 gp; School: Translocation; Craft (leather) DC 20; Weight:
5 lbs.
Bottle of Air:
This
item appears to be a normal glass bottle with a cork. When taken to any
airless environment it retains air within it at all times, continually
renewing its contents. This means that a character can draw air out of
the bottle to breathe. The bottle can even be shared by multiple
characters who pass it around. Breathing out of the bottle is a
standard action, but a character doing so can then act for as long as
they can hold their breath.
Price: 7,000 gp; School: Transmutation; Craft (glass) DC 15; Weight:
1/2 lb.
Shine Crystal:
This
yellow crystal acts as a light source. The holder can turn it on and
off as a standard action and it sheds light as a torch when on.
Price: 500 gp; School: Evocation; Craft (gems) DC 15; Weight: 1 lb.
Endless Rations
Case:
This
small wooden box can feed you for an eternity. Once each day, as a
standard action, the holder can command one day's trail rations to
appear inside the case.
Price: 500 gp; School: Transmutation; Craft (wood) DC 15; Weight: 1 lb.
Water Stone:
This
blue stone looks like it is made of liquid water, despite being solid.
3 times per day, the holder of the stone can, as a standard action,
cause the stone to create 2 gallons of water.
Price: 500 gp; School: Transmutation; Craft (gems) DC 15; Weight: 1 lb.
Magic Bedroll:
This bedroll heals those who use it. Natural healing is doubled while sleeping in it.
Price: 1000 gp; School: Necromancy; Craft (cloth) DC 15; Weight: 1 lb.
Endless Quiver:
This
quiver appears to be a well-worn quiver with 20 arrows in it, but it
hides a secret. No matter how many arrows you take out of the quiver,
it always has 20 arrows in it because arrows taken out are magically
replaced. Any arrow taken out vanished 2 rounds after being drawn.
Price: 1,200 gp; School: Transmutation; Craft (leather) DC 15; Weight:
2 lb.
Lens of Truth:
This
monocle allows the user to see magic auras by looking through it. This
can be done any number of times per day as a standard action. This
creates the effect of the spell Detect Magic.
Price: 500 gp; School: Divination; Craft (glass) DC 15; Weight: 1/2 lb.
Charm of Control:
This
necklace allows the user to move distant objects. As a standard action
usable any number of times per day, they can create the effect of the
spell Mage Hand.
Price: 1,000 gp; School: Translocation; Craft (gems) DC 14; Weight: 1/2
lb.
Carpet of Flying:
This
rug is able to fly through the air. The rug is 10 feet by 10 feet. Any
character can fly the rug with a move speed of 40 feet per round.
Price: 15,000 gp; School: Translocation; Craft (cloth) DC 20; Weight: 5
lbs.
Pouch of Useful
Gear:
This
small bag always seems to have just the right thing in it. Once per
day, the holder of the bag can command it to contain any one of the
following items: Blanket, 50' Rope, 10' Pole, Crowbar, Steel Mirror,
Hammer, Knife, Compass, Flint and Steel. The created item fades back
into nothing 12 hours later.
Price: 2,300 gp; School: Transmutation; Craft (leather) DC 15; Weight:
1/2 lb.
Scrolls:
Scrolls
are made by a spellcaster using Arcana Crafting. By writing down the
magical effects of the spell and embedding some life energy in it, the
power of the spell is trapped inside the scroll. The weight of a scroll
is negligible.
A caster can make a scroll of any spell that they
can cast. When scribing a Chain spell, the crafter chooses the level
used (up to the highest they can cast). The base price of a scroll is
its spell level * its caster level * 25 gp (plus the cost of any
material components). The Craft skill/DC to scribe a scroll is Craft
(scribing) DC 12 + double the level of the spell. Scrolls have a magic
aura matching the spell in it.
To use a scroll, your level must be at least double the spells
level minus 1. By using the scroll as a standard action, you create the
effect of the spell. Once used, the scroll decays into dust.
Spellcasters have an extra use for scrolls. By collecting 5 scrols
of the same spell, they can study that spell if that spell is on the
spell list they choose their known spells from. This takes 12 hours.
Afterward, the spellcaster knows the spell and all of the scrolls decay
into dust.
Wands:
Wands
are made by a spellcaster using Arcana Crafting. By embedding magical
energy into a properly prepared stick, the power of the spell can be
created endlessly. The weight of a wand is negligible. If a spell has a
material component, it can not be put into a wand.
A caster can
make a wand of any spell that they can cast. When scribing a Chain
spell, the crafter chooses the level used (up to the highest they can
cast). The base price of a scroll is its spell level * its caster level
* 750 gp. The Craft skill/DC to scribe a scroll is Craft (etching) DC
14 + double the level of the spell. Wands have a magic aura matching
the spell in it.
Any character can use a wand as a standard
action. By using the wand, you create the effect of the spell. A wand
can be used twice each day; once it has been used twice in a day, it
can't be used at all until the next day.
Icons and Grimores:
Priests use a holy symbol to connect to their deity; wizards study their spells
from a spellbook. Both of these items can be enchanted to be more
effective. Enchanting a holy symbol or spell book requires you to have
Arcana Crafting; in addition, you must be a divine caster to enchant
holy symbols or an arcane caster to enchant spell books.
An enchanted holy symbol is known as an Icon, while an enchanted spell
book is known as a Grimore. Icons and Grimores have a bonus number
ranging from +1 to +5. Icons and Grimores have a Transmutation aura.
Icons
and Grimores cost more than their unenchanted counterparts; the cost of
the item is increased by the bonus squared times 1,000 gp (this is also
the base cost for crafting the enchantment). This enchanting requires a
Craft check of the same kind used to craft the item with a DC of 15 +
double the bonus. The power of the enchantment can be
increased
by using the difference between the new and old price (the Craft DC is
the same).
Holding an icon (if you are a divine caster) or a
grimoire (if you are an arcane caster) when casting certain spells
makes those spells more powerful by applying the bonus to various parts
of the spell. The effect is as follows:
* If applied to a damaging or healing spell, increase the damage or
healing by the triple the bonus.
* If applied to a spell with a duration based on your caster level,
increase your caster level for the duration by the bonus.
* If applied to a dispelling spell (e.g. dispel magic), increase your
caster level for the dispel check by the bonus.
* If someone tries to dispel a spell this is applied to, increase your
caster level for the dispel check by the bonus.
You can apply the effect of an icon or grimoire to spells cast via the
Religon or Arcana skills respectively.
If a character who has at least 7 Mental Prowess uses an icon or grimoire
to when preparing spells, they get an extra spell slot of their highest
spell level equal to or less than the bonus of the icon or grimore.
Spontaneous casters can can gain this
benefit by meditating (for favored and icons) or studying (for
sorcerers and grimores) for 15 minutes. Non-spellcasters can also do so
to cast one extra spell per day with skills.
Arcana Weapons and Armor:
While Soul Crafting is the
feat used to craft most magic weapons and armor, Arcana Crafting can be
used to enchant some weapons and armor. Staves, daggers, robes and
leather armor can be enchanted using Arcana Crafting in the place of
Soul Crafting; however, weapons and armor enchanted in this way work
differently.
Weapons and armor enchanted with Arcana Crafting
are called focuses and vestments, respectively. Focuses and vestments
do not have special powers unlocked by higher physical prowess;
instead, they have special powers unlocked with higher Mental Prowess.
A
character wielding a focus who has at least 5 Mental Prowess can, just
after casting a spell, choose to bank that spell. They may do this once
per day, and only if no spell is banked in the focus. At any later
time, the holder can cast the banked spell out of the focus. Once cast,
the spell is no longer banked. If a chain spell is banked, the version
cast from the focus is cast at the spell's lowest level. If the banked
spell has a material component, you must provide that component to cast
the spell.
Vestments protect their wearer from spells. A
character who has at least 7 Mental Prowess who is wearing vestments
with a bonus of at least +2 gets Spell Resistance equal to 8 plus their
Constitution score.
An item that is enchanted using one feat can
have its enchantment increased using the other; the feat used to create
the initial enchantment determines if the item is a focus/vestment or
not.
Arcana Slotless Gear:
These items require the feat Arcana Crafting to craft.
Thought Stone:
This
clear crystal seems powerless. However, it is actually intelligent; it
has the following ability scores: Str -, Dex -, Con -, Int 1, Wis 1,
Cha 0. It can not take actions, but it can see, hear and speak; the
crystal knows Common and one other language, chosen by the crafter. It
is loyal to its owner.
Price: 5,000 gp; School: Transmutation; Craft (gems) DC 20; Weight: 1/2 lb.
Linked Tome:
These
books come in pairs. When purchased, each has 100 blank pages. Anything
written or drawn in one is instantly copied into the other.
Price: 2,000 gp for the pair; School: Translocation; Craft (scribing) DC 14; Weight: 3 lbs each.
Elemental Flute:
This
flute allows the holder to summon elementals. Once per day, as a
standard action, the holder can summon an elemental; they choose the
element. The summoned elemental follows orders given by the holder of
the flute and remains for 3 minutes or until destroyed. The elemental
flute also functions as a regular flute.
Price: 2,800 gp; School: Translocation; Craft (metal) DC 16; Weight: 3 lbs.
Portal:
A
portal is a magical gate that allows anyone to go from one place to
another while skipping all the space in between. Arcana Crafting is the
feat used to build a portal, but the enchanter of the portal must also
have a caster level of at least 11.
Building a portal requires two steps: the frames and the link.
First,
you must build the frames. The portal is contained in two stone
archways. The two archways must be built by the caster who will be
enchanting them (base price: 5,000 gp; Craft (stone) DC 20); and they
must be identical.
After making the frames, the caster can make
the portal. To do this, they must be at one of the two frames. This
requires a Craft (stone) DC 25 check with a base price of 20,000 gp.
After the enchanting process is complete, any creature that walks
through one frame comes out of the other frame.
If either frame is destroyed, the portal breaks.