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.