Arms and Armor
Armor Crystals
Gems or similar items that confer a magic shield or armor property on an item. Making the process of rewarding magic armor easier as you just find the property, and not have to worry about selling the old armor, or making bespoke armor for the fighter or barbarian or cleric.
Weapon Crystals
Gems or similar items that confer a magic weapon property on an item.
Cysts
Grafts
Corpsegraft?
Demongrafts?
Elemental Grafts
Fleshgrafts
Plantgrafts
Potions, Elixirs and Powerstones
Rings
Rods
Rune Circles
- Wonderous items that just can't move.
Scepters
- Basically wands with 2 spells. Each spell uses a charge.
- Modification idea: Spell take charges equal to level. Holds 40 charges?
- Modification idea: Spell grants a bonus to saves against school of one spell, while letting you cast the other?
- Cost ad-hoc ((Spell Level + Spell Level) * Caster Level * 625)
Scrolls
Skull Talisman
Staffs and Psicrowns
Tattoos
- Like potions except they can be distributed among different activations, similar to a sipping jacket.
- One tattoo per slot
- Only one tattoo can be active at a time.
- So if you take 1 minute of *cat's grace*, then try to activate a round of *haste*, the *cat's grace* tattoo disappears.
- Once activated, the tattoo disappears in 8 hours or when .
- Costs double the price of a potion
- Cannot be applied to oils
- Can be erased with an *erase* spell
Wands and Dorjes
- Wand gems: cuts of gems that can apply buffs to a wand once affixed. Cannot be un-slotted.
- Add +2 to attack rolls with the spell
- Add +2 to the DC of the spell
- Add +2 to the caster level
- Add +1 to the effective spell level
- Add +2 damage
- Add +1 to non-damage variable (summons and the like)
Wand, Eternal
- Cast the relevant spell 2/Day
- 720 * (spell level) * (caster level) + 100
Wonderous and Universal Items
Artefacts
Major Artefacts
Minor Artefacts
Legacy Items
Relics
## Magic Items
### Magic Weapon Properties
**Bane, Greater:** Effectively "double bane"
*Caster Level*: 0th; *Prerequisites:* [[Craft Magic Arms and Armor]], _slay living_?
Market Price: +4 bonus
**Blasphemous:** Like an unholy weapon, it deals 2d6 points of bonus unholy (evil) damage against all of good alignment; on a critical hit this damage is increased to 2d10 and the weapon unleashes a limited _blasphemy_ effect that targets only the creature hit. A blasphemous weapon bestows two negative levels on any good creature attempting to wield it. The negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded.
*Caster Level*: 13th; *Prerequisites:* [[Craft Magic Arms and Armor]], _blasphemy_, _unholy blight_, creator must be evil
Market Price: +4 bonus
**Sickening:** Creatures damaged by a sickening weapon must succeed on a DC 16 Fortitude save or be sickened for 1d4 rounds.
*Caster Level*: 9th; *Prerequisites:* [[Craft Magic Arms and Armor]], _stinking cloud_?
Market Price: +1 bonus
**Slaying:** +3 - Tied to bane-type. When you confirm a critical hit, victim must make a fort save or take 50 damage (or half whatever the slaying arrow does).
*Caster Level*: 0th; *Prerequisites:* [[Craft Magic Arms and Armor]], _slay living_?
Market Price: +3 bonus
**Dragonslayer** - Legacy weapon that gets better as its wielder's BAB increases
## Artefacts, Major
RUBY ROD OF ASMODEUS
(MAJOR ARTIFACT)
Not only is the Ruby Rod of Asmodeus a potent weapon, but
it also allows its wielder access to incredible power. From its
opaline tip, the wielder can unleash the destructive power of
the Nine Hells, delivering streams of vitriol, crackling death, or
the frigid winds of scorn. Even if a creature somehow survives
these vicious attacks, it is often left helpless before the wielder’s
majesty. Rarely far from its master’s hand, Asmodeus sometimes
bestows his ruby rod onto a particularly worthy mortal to
serve his ends. Whether the artifact he bestows is authentic or
a facsimile, no one knows.
Lore: The Ruby Rod is the symbol of office for the ruler of Nessus.
He who wields it rules Hell. (Knowledge [the planes] DC 20)
Crafted from a single ruby of incredible size, it was bathed in
the blood of a thousand mortal sacrifices, quenched in Tiamat’s
acidic drool, and polished with the tears of 777 angels. (Knowledge
[the planes] DC 30)
Description: This scepter is a 4-foot shaft carved from a solid
ruby. Along its length are the names of good deities and celestials
spelled in reverse and stained with black blood. The bottom
is jagged, as if the item was snapped from a larger piece, while
the top is a clawed fist clutching a skull.
The Ruby Rod glows with power, shedding a soft, malevolent
crimson light. Just prior to releasing a blast of energy, it flares,
sending rays of putrid light in all directions. Furthermore, its
wielder’s eyes match the color of the rod.
Activation: The Ruby Rod always functions as a weapon. As a
standard action, a wielder can activate any of its other special
abilities once per day. Asmodeus can use them at will, each as
a swift action.
Effect: When wielded in combat, the Ruby Rod of Asmodeus acts
as a +6 unholy greatclub. Whenever it strikes a target or is touched
without Asmodeus’s assent, it also delivers an inflict critical wounds
effect (caster level 20th, DC 19 for half). In addition, the wielder can
activate any of the following effects. The save DC for each effect is
equal to 10 + 1/2 the wielder’s HD + the wielder’s Cha modifier.
• Line of Lightning: 150-ft. line, damage 20d6 electricity, Reflex
half.
• Line of Acid: 150-ft. line, damage 20d6 acid, Reflex half.
• Cone of Cold: 75-ft. cone, damage 20d6 cold, Reflex half.
• Aura of Might: Anyone attempting to attack the wielder must
first succeed on a Will save or instead bow down, becoming
helpless for 1 round.
• Reverie of Nessus: Once per day, as an immediate action, the
wielder can encase himself in a 5-foot-radius spherical wall
of force. The area 50 feet around the sphere (but not within
it) becomes an antimagic field. This effect lasts for 3 rounds.
In the first round, the wielder is automatically purged of any
unwanted enchantment spells or effects. In the second, the
wielder is purged of any diseases, poisons, or physical maladies
(including lost body parts). In the third round, the wielder is
healed to full hit points and feels refreshed as though he had
just rested a full day, regaining spells and spell-like abilities accordingly.
This ability triggers automatically (without the wielder
having to spend an immediate action) if the wielder ever fails
a save against an unwanted enchantment spell or effect, such
as charm person or dominate monster.
Aura/Caster Level: Overwhelming conjuration and evocation,
overwhelming evil. CL 30th.
Weight: 5 lb.