Magic Items 1

Magic Armor
Magic Weapons
Potions
Rings

ARMOR

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material .

Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can only effectively wear two magic rings.

A third magic ring doesn’t work if the wearer is already wearing two magic rings.

Physical : Rings have no appreciable weight.

Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal— usually precious metals such as gold, silver, and platinum.

A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.

Activation: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their s.

Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Rin g of Anima l Friends hip

Aura faint enchantment; CL 3rd

Slot ring; Price 10,800 gp; Weight

On command, this ring affects an animal as if the wearer had cast charm animal.

Construction

Requirements Forge Ring, charm animal; Cost 5,400 gp

Rin g of Blin kin g

Aura moderate transmutation; CL 7th

Slot ring; Price 27,000 gp; Weight

On command, this ring makes the wearer blink, as with the blink spell.

Construction

Requirements Forge Ring, blink; Cost 13,500 gp

Rin g of Cham eleon Power

Aura faint illusion; CL 3rd

Slot ring; Price 12,700 gp; Weight

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.

Construction

Requirements Forge Ring, disguise self, invisibility; Cost 6,350 gp

Rin g of Climbin g

Aura faint transmutation; CL 5th

Slot ring; Price 2,500 gp; Weight

This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.

Construction

Requirements Forge Ring, creator must have 5 ranks in the

Climb skill; Cost 1,250 gp

Rin g of Climbin g, Imp roved

Aura moderate transmutation; CL 5th

Slot ring; Price 10,000 gp; Weight

As ring of climbing, except it grants a +10 competence bonus on its wearer’s Climb checks.

Construction

Requirements Forge Ring, creator must have 10 ranks in the

Climb skill; Cost 5,000 gp

Rin g of Count ersp ells

Aura moderate evocation; CL 11th

Slot ring; Price 4,000 gp; Weight

This ring might seem to be a ring of spell storing upon first examination.

However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

Construction

Requirements Forge Ring, imbue with spell ability; Cost 2,000 gp

Rin g of Djinni Callin g

Aura strong conjuration; CL 17th

Slot ring; Price 125,000 gp; Weight

One of the many rings of fable, this “genie” ring is most useful indeed. It serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round.

The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.

Construction

Requirements Forge Ring, gate; Cost 62,500 gp

Rin g of En ergy Resistanc e

Aura faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater)

Slot ring; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater); Weight

This reddish iron ring continually protects the wearer from damage from one type of energy— acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.

A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.

Construction

Requirements Forge Ring, resist energy; Cost 6,000 gp (minor), 14,000 gp (major), 22,000 gp (greater)

Rin g of Evasi on

Aura moderate transmutation; CL 7th

Slot ring; Price 25,000 gp; Weight

This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Construction

Requirements Forge Ring, jump; Cost 12,500 gp

Rin g of Feat her Fallin g

Aura faint transmutation; CL 1st

Slot ring; Price 2,200 gp; Weight

This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Construction

Requirements Forge Ring, feather fall; Cost 1,100 gp

Table 15–11: Rings

Minor Medium Major Ring Market Price 01–18 — — Protection +1 2,000 gp 19–28 — — Feather falling 2,200 gp 29–36 — — Sustenance 2,500 gp 37–44 — — Climbing 2,500 gp 45–52 — — Jumping 2,500 gp 53–60 — — Swimming 2,500 gp 61–70 01–05 — Counterspells 4,000 gp 71–75 06–08 — Mind shielding 8,000 gp 76–80 09–18 — Protection +2 8,000 gp 81–85 19–23 — Force shield 8,500 gp 86–90 24–28 — RamS 8,600 gp — 29–34 — Climbing, improved 10,000 gp — 35–40 — Jumping, improved 10,000 gp — 41–46 — Swimming, improved 10,000 gp 91–93 47–50 — Animal friendship 10,800 gp 94–96 51–56 01–02 Energy resistance, minor 12,000 gp 97–98 57–61 — Chameleon power 12,700 gp 99–100 62–66 — Water walking 15,000 gp — 67–71 03–07 Protection +3 18,000 gp — 72–76 08–10 Spell storing, minorS 18,000 gp — 77–81 11–15 Invisibility 20,000 gp — 82–85 16–19 Wizardry (I) 20,000 gp — 86–90 20–25 Evasion 25,000 gp — 91–93 26–28 X-ray vision 25,000 gp — 94–97 29–32 Blinking 27,000 gp — 98–100 33–39 Energy resistance, major 28,000 gp — — 40–49 Protection +4 32,000 gp — — 50–55 Wizardry (II) 40,000 gp — — 56–60 Freedom of movement 40,000 gp — — 61–63 Energy resistance, greater 44,000 gp — — 64–65 Friend shield (pair) 50,000 gp — — 66–70 Protection +5 50,000 gp — — 71–74 Shooting starsS 50,000 gp — — 75–79 Spell storingS 50,000 gp — — 80–83 Wizardry (III) 70,000 gp — — 84–86 Telekinesis 75,000 gp — — 87–88 Regeneration 90,000 gp — — 89–91 Spell turning 100,000 gp — — 92–93 Wizardry (IV) 100,000 gp — — 94 Three wishes 120,000 gp — — 95 Djinni calling 125,000 gp — — 96 Elemental command (air)S 200,000 gp — — 97 Elemental command (earth)S 200,000 gp — — 98 Elemental command (fire)S 200,000 gp — — 99 Elemental command (water)S 200,000 gp — — 100 Spell storing, majorS 200,000 gp

Rin g of Force Shield

Aura moderate evocation; CL 9th

Slot ring; Price 8,500 gp; Weight

An iron band, this simple ring generates a shield-sized (and shieldshaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Construction

Requirements Forge Ring, wall of force; Cost 4,250 gp

Rin g of Freedom of Movement

Aura moderate abjuration; CL 7th

Slot ring; Price 40,000 gp; Weight

This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction

Requirements Forge Ring, freedom of movement; Cost 20,000 gp

Rin g of Friend Shield

Aura moderate abjuration; CL 10th

Slot ring; Price 50,000 gp (for a pair); Weight

These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.

Construction

Requirements Forge Ring, shield other; Cost 25,000 gp

Rin g of Invisibi lit y

Aura faint illusion; CL 3rd

Slot ring; Price 20,000 gp; Weight

By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction

Requirements Forge Ring, invisibility; Cost 10,000 gp

Rin g of Jumpin g

Aura moderate transmutation; CL 2th

Slot ring; Price 2,500 gp; Weight

This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.

Construction

Requirements Forge Ring, creator must have 5 ranks in the

Acrobatics skill; Cost 1,250 gp

Rin g of Jumpin g, Imp roved

Aura moderate transmutation; CL 7th

Slot ring; Price 10,000 gp; Weight

As ring of jumping, except it grants a +10 competence bonus on its wearer’s Acrobatics checks made to make high or long jumps.

Construction

Requirements Forge Ring, creator must have 10 ranks in the

Acrobatics skill; Cost 5,000 gp

Rin g of Mind Shieldin g

Aura faint aburation; CL 3rd

Slot ring; Price 8,000 gp; Weight

This ring is usually of fine workmanship and wrought from heavy gold.

The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Construction

Requirements Forge Ring, nondetection; Cost 4,000 gp

Rin g of Protecti on

Aura faint abjuration; CL 5th

Slot ring; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight

This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Construction

Requirements Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring;

Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Rin g of Regenerati on

Aura strong conjuration; CL 15th

Slot ring; Price 90,000 gp; Weight

This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.

Construction

Requirements Forge Ring, regenerate; Cost 45,000 gp

Rin g of Spell Turnin g

Aura strong abjuration; CL 13th

Slot ring; Price 100,000 gp; Weight

Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.

Construction

Requirements Forge Ring, spell turning; Cost 50,000 gp

Rin g of Sust enanc e

Aura faint conjuration; CL 5th

Slot ring; Price 2,500 gp; Weight

This ring continually provides its wearer with life-sustaining nourishment.

The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Construction

Requirements Forge Ring, create food and water; Cost 1,250 gp

Rin g of Swimmin g

Aura faint transmutation; CL 2nd

Slot ring; Price 2,500 gp; Weight

This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.

Construction

Requirements Forge Ring, creator must have 5 ranks in the

Swim skill; Cost 1,250 gp

Rin g of Swimmin g, Imp roved

Aura moderate transmutation; CL 7th

Slot ring; Price 10,000 gp; Weight

As swimming, except it grants a +10 competence bonus on its wearer’s

Swim checks.

Construction

Requirements Forge Ring, creator must have 10 ranks in the

Swim skill; Cost 5,000 gp

Rin g of Telekin esis

Aura moderate transmutation; CL 9th

Slot ring; Price 75,000 gp; Weight

This ring allows the caster to use the spell telekinesis on command.

Construction

Requirements Forge Ring, telekinesis; Cost 37,500 gp

Rin g of Three Wis hes

Aura strong evocation (if miracle is used); CL 20th

Slot ring; Price 120,000 gp; Weight

This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies.

When all the wishes are used, the ring becomes a nonmagical item.

Construction

Requirements Forge Ring, wish or miracle; Cost 97,500 gp

Rin g of Wat er Walkin g

Aura moderate transmutation; CL 9th

Slot ring; Price 15,000 gp; Weight

This ring, set with an opal, allows the wearer to continually utilize the effects of the spell water walk.

Construction

Requirements Forge Ring, water walk; Cost 7,500 gp

Rin g of Wizardry

Aura moderate (wizardry I) or strong (wizardry II–IV) (no school);

CL 11th (I), 14th (II), 17th (III), 20th (IV)

Slot ring; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV); Weight

This special ring comes in four kinds (ring of wizardry I, ring of wizardry

II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.

Construction

Requirements Forge Ring, limited wish; Cost 10,000 gp (I) gp, 20,000 (II), 35,000 (III), 50,000 (IV)

Rin g of X-Ra y Visi on

Aura moderate divination; CL 6th

Slot ring; Price 25,000 gp; Weight

On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet oflead blocks the vision.

Using the ring is physically exhausting, causing the wearer 1 point of

Constitution damage per minute after the first 10 minutes of use in a single day.

Construction

Requirements Forge Ring, true seeing; Cost 12,500 gp ro ds

Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.

Physical : Rods weigh approximately 5 pounds.

They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their s, can function as light maces or clubs due to their sturdy construction.)

These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Activation: Details relating to rod use vary from item to item. See the individual s for specifics.

Special Qualities: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.

Rods with charges can never be intelligent.

Table 15–12: Rods

Medium Major Rod Market Price 01–07 — Metamagic, Enlarge, lesser 3,000 gp 08–14 — Metamagic, Extend, lesser 3,000 gp 15–21 — Metamagic, Silent, lesser 3,000 gp 22–28 — Immovable 5,000 gp 29–35 — Metamagic, Empower, lesser 9,000 gp 36–42 — Metal and mineral detection 10,500 gp 43–53 01–04 Cancellation 11,000 gp 54–57 05–06 Metamagic, Enlarge 11,000 gp 58–61 07–08 Metamagic, Extend 11,000 gp 62–65 09–10 Metamagic, Silent 11,000 gp 66–71 11–14 Wonder 12,000 gp 72–79 15–19 Python 13,000 gp 80–83 — Metamagic, Maximize, lesser 14,000 gp 84–89 19–21 Flame extinguishingS 15,000 gp 90–97 22–25 Viper 19,000 gp — 26–30 Enemy detection 23,500 gp — 31–36 Metamagic, Enlarge, greater 24,500 gp — 37–42 Metamagic, Extend, greater 24,500 gp — 43–48 Metamagic, Silent, greater 24,500 gp — 49–53 SplendorS 25,000 gp — 54–58 Withering 25,000 gp 98–99 59–64 Metamagic, Empower 32,500 gp — 65–69 Thunder and lightningS 33,000 gp 100 70–73 Metamagic, Quicken, lesser 35,000 gp — 74–77 Negation 37,000 gp — 78–80 AbsorptionS 50,000 gp — 81–84 Flailing 50,000 gp — 85–86 Metamagic, Maximize 54,000 gp — 87–88 Rulership 60,000 gp — 89–90 SecurityS 61,000 gp — 91–92 Lordly mightS 70,000 gp — 93–94 Metamagic, Empower, greater 73,000 gp — 95–96 Metamagic, Quicken 75,500 gp — 97–98 AlertnessS 85,000 gp — 99 Metamagic, Maximize, greater 121,500 gp — 100 Metamagic, Quicken, greater 170,000 gp

Rod of Canc ellati on

Aura strong abjuration; CL 17th

Slot none; Price 11,000 gp; Weight 5 lb.

This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.

Construction

Requirements Craft Rod, mage’s disjunction; Cost 5,500 gp

Rod of En emy Detecti on

Aura moderate divination; CL 10th

Slot none; Price 23,500 gp; Weight 5 lb.

This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first).

These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.

Construction

Requirements Craft Rod, true seeing; Cost 11,750 gp

Rod of Flai lin g

Aura moderate enchantment; CL 9th

Slot none; Price 50,000 gp; Weight 5 lb.

Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the Two-

Weapon Fighting feat).

Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.

Transforming it into a weapon or back into a rod is a move action.

Construction

Requirements Craft Rod, Craft Magic Arms and Armor, bless;

Cost 25,000 gp

Imm ovab le Rod

Aura moderate transmutation; CL 10th

Slot none; Price 5,000 gp; Weight 5 lb.

This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

Construction

Requirements Craft Rod, levitate; Cost 2,500 gp

Rod of Meta l and Min eral Detecti on

Aura moderate divination; CL 9th

Slot none; Price 10,500 gp; Weight 5 lb.

This rod pulses in the wielder’s hand and points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.

Construction

Requirements Craft Rod, locate object; Cost 5,250 gp

Metama gic Rods

Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are useactivated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Metama gic , Emp ower

Aura strong (no school); CL 17th

Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.

Construction

Requirements Craft Rod, Empower Spell; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)

Metama gic , En large

Aura strong (no school); CL 17th

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.

Construction

Requirements Craft Rod, Enlarge Spell; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)

Metama gic , Ext end

Aura strong (no school); CL 17th

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Construction

Requirements Craft Rod, Extend Spell; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)

Metama gic , Maximi ze

Aura strong (no school); CL 17th

Slot none; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.

Construction

Requirements Craft Rod, Maximize Spell feat; Cost 7,000 gp (lesser), 27,000 gp (normal), 60,750 gp (greater)

Metama gic , Quic ken

Aura strong (no school); CL 17th

Slot none; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.

Construction

Requirements Craft Rod, Quicken Spell; Cost 17,500 gp (lesser), 37,750 gp (normal), 85,000 gp (greater)

Metama gic , Silent

Aura strong (no school); CL 17th

Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lb.

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.

Construction

Requirements Craft Rod, Silent Spell; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)

Rod of Negati on

Aura strong varied; CL 15th

Slot none; Price 37,000 gp; Weight 5 lb.

This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have a readied action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). The rod can function three times per day.

Construction

Requirements Craft Rod, dispel magic, and limited wish or miracle; Cost 18,500 gp

Rod of the Python

Aura moderate transmutation; CL 10th

Slot none; Price 13,000 gp; Weight 5 lb.

This rod is longer than normal rods. It is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a giant constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attacks and damage possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for three days. A python rod only functions if the possessor is good.

Construction

Requirements Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must be good; Cost 6,500 gp

Rod of Rulership

Aura strong enchantment; CL 20th

Slot none; Price 60,000 gp; Weight 8 lb.

This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with

Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.

Construction

Requirements Craft Rod, mass charm monster; Cost 32,500 gp.

Rod of the Vip er

Aura moderate necromancy; CL 10th

Slot none; Price 19,000 gp; Weight 5 lb.

This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Fortitude DC 14 negates). The rod only functions if its possessor is evil.

Construction

Requirements Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil; Cost 9,500 gp

Rod of Wit herin g

Aura strong necromancy; CL 13th

Slot none; Price 25,000 gp; Weight 5 lb.

A rod of withering acts as a +1 light mace that deals no hit point damage.

Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.

Construction

Requirements Craft Rod, Craft Magic Arms and Armor, contagion; Cost 12,500 gp

Rod of Wond er

Aura moderate enchantment; CL 10th

Slot none; Price 12,000 gp; Weight 5 lb.

A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following. d% Wondrous Effect 01–05 Slow creature pointed at for 10 rounds (Will DC 15 negates). 06–10 Faerie fire surrounds the target. 11–15 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). 16–20 Gust of wind, but at windstorm force (Fortitude DC 14 negates). 21–25 Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save). 26–30 Stinking cloud at 30-ft. range (Fortitude DC 15 negates). 31–33 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder. 34–36 Summon an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100). 37–46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex

DC 15 half ). 47–49 Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates). 50–53 Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates). 54–58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod. 59–62 Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size. 63–65 Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size. 66–69 Reduce wielder two size categories (no save) for 1 day. 70–79 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half ). 80–84 Invisibility covers rod wielder. 85–87 Leaves grow from target if within 60 ft. of rod. These last 24 hours. 88–90 10–40 gems, value 1 gp each, shoot forth in a 30-ft.- long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets. 91–95 Shimmering colors dance and play over a 40-ft.-by- 30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). 96–97 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). 98–100 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).

Construction

Requirements Craft Rod, confusion, creator must be chaotic;

Cost 6,000 gp

Scro lls

A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.

The cost of a scroll is equal to the level of the spell × the creator’s caster level × 25 gp. If the scroll has a material component cost, it is added to the base price. Table 15–13 gives sample prices for scrolls created at lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster scribing the scroll.

Physical : A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell.

The sheet is reinforced at the top and bottom with strips ofleather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips ofleather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.

To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood.

Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.

Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).

Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements. • The spell must be of the correct type (arcane or divine).

Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his class.) • The user must have the spell on his class list. • The user must have the requisite ability score.

If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps). A natural roll of 1 always fails, whatever the modifiers.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll, unless the caster specifically desires otherwise.

The writing for an activated spell disappears from the scroll.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below. • A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user. • Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient. • Spell takes effect at some random location within spell range. • Spell’s effect on the target is contrary to the spell’s normal effect. • The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells. • Some innocuous item or items appear in the spell’s area. • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.

Table 15–13: Scroll Costs

Cleric

Spell Druid Paladin

Level Wizard Sorcerer Bard R anger 0 12.5 gp 12.5 gp 12.5 gp — 1st 25 gp 25 gp 25 gp 50 gp 2nd 150 gp 200 gp 200 gp 150 gp 3rd 375 gp 450 gp 525 gp 375 gp 4th 700 gp 800 gp 1,000 gp 700 gp 5th 1,125 gp 1,250 gp 1,625 gp — 6th 1,650 gp 1,800 gp 2,400 gp — 7th 2,275 gp 2,450 gp — — 8th 3,000 gp 3,200 gp — — 9th 3,825 gp 4,050 gp — —

Staves

A staff is a long shaft of wood that stores several spells.

Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.

Physical : A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.)

Staves often have a gem or some device at their tip or are shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

Activation: Staves use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates no special qualities.

Using Staves: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.

This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming a target’s spell resistance.

Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. Each morning, when a spellcaster prepares spells, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff are on his spell list and he is capable of casting at least one of the spells.

Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. A number of staves, those that have been changed from the 3.5 rules set, are described below.