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
**Bane, Greater:** +4 - Effectively "double bane"
**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).
Dragonslayer - Legacy weapon that gets better as its wielder's BAB increases