Magic Items
Weapons

Qualities
Extended

Holy of the God
Kindred
Specific Weapons
Mageslayer Rifle
Shotgun of Baneful Force
Sword of All Souls

Armor

Qualities
Form-shifting

Winged

Specific Armors
Genmidi Powered Armor
Slave Dragon Chain

Shields
Qualities
Retractable
Rings

Ring of Legerdemain
Succubus Ring

Wands
Wondrous
Boots of Landing and Leaping
Dice of Pandemos
Extra-dimensional House
Glasses of Arcane Revelation
Mantle of Impact
Overwands

Phasemaster's Belt
Sandals of the Running Battle

Magical Aides
Beast Handler’s Goad
Norry’s Treatise
Black Dragon Thieves’ Kit
Slippers of the Skulker
Spellcaster’s Boon

Weapons
Qualities
Extended
The extended weapon property allows its user to make ranged attacks by focusing spiritual power through thier weapon.

Instead of making a melee attack, you may make a ranged attack with a range increment of 10' with an extended weapon. The damage dealt is equal to that the weapon would normally do.

Moderate Transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price: +2 bonus

Holy of the God
A Holy of the God weapon is attuned to the will of the deity whose power was used to create it, dealing additional damage against non-believers.

Against recusants of the god, a Holy of the God weapon grants an additional +1 sacred bonus to attack deals an additional 1d6 holy damage.

Against enemies of the god, a Holy of the God weapon grants a +2 sacred bonus to attack and deals an additional 2d6 holy damage.

Against non-allies, a Holy of the God weapon deals an additional 1 holy damage.

Strong (no school); CL 3rd; Craft Arms and Armor, deific smiting; Price +2 bonus.

Kindred
Kindred weapons are identical weapons bound together by magic so that they share their enhancements with one another. Kindred weapons usually have identical markings, or give off a soft, almost imperceptible hum when in close proximity to one another.

The kindred weapon quality may only be placed on two weapons of the same type and size. When both weapons are wielded by a character with the Two-Weapon Fighting Feat, the special qualities (such as flaming or keen) of one weapon is applied to both.

Example: A +1 flaming, kindred short sword and its twin a +2, keen, kindred short sword are treated as a +1, flaming, keen, kindred short sword and a +2, flaming, keen, kindred short sword respectively.

A kindred weapon may only have a total enhancement bonus of +5 instead of +10.

Weak Enchantment; CL3; Craft Magic Arms and Armor; Price: +1 bonus

Specific Weapons
Mageslayer Rifle
Carried by the most elite scouts and assassins, Mageslayer Rifles were originally designed to aide Rizeni coast guards against raiding mages from Mon Sulus Kime. Mageslayer Rifles are usually sport mithral barrels and ebony stocks, inscribed around the trigger and hammer with arcane runes.

Mageslayer Rifles are +1 long rifles. Twice a day, the wielder can speak a command word to gain the benefit of a lesser globe of invulnerability spell as cast by a 7th level wizard.

Minor abjuration; CL 7th; Craft Arms and Armor, lesser globe of invulnerability; Price 22,500gp Weight 4lb.

Shotgun of Baneful Force
Favored by outlaws for the shear intimidation factor and by adventurers for stopping power against a variety of monsters, the Shotgun of Baneful Force is banned in most major cities. This weapon appears as a shotgun with its barrel made to look like a humanoid arm ending in a balled fist.

Shotguns of Baneful Force are +1 vicious rifles. Attacks with a Shotgun of baneful force can score a critical hit against undead and constructs.

Moderate necromancy; CL 11th; Craft Magic Arms and Armor, destruction; Price 23,400 Weight 5lb.

Sword of All Souls
Swords of all souls appear to be ordinary, rusted long swords with tarnished, scrolled hilts. They are often made by high ranking members of Bardic Colleges as rewards for special jobs. When wielded by a character with a positive Charisma modifier, the blade of a sword of all souls gleams brilliantly until it seems to be made purely from light, shedding light as per the light spell.

A Sword of all Souls is a +2 long sword. Any character wielding it uses their Charisma modifier instead of their Strength modifier for melee attack and damage rolls with the sword of all souls.

Additionally, if the wielder has the Bardic Music special ability, as a free action he may use one of his uses of Bardic Music to add +1d6 to damage dealt by all his attacks with the sword of all souls for one round.

Moderate transmutation; CL 7th; Craft Arms and Armor, Creator must have the Bardic music class ability, eagle’s splendor; heroism; Price 32,000 gp


Armor
Qualities
Form-shifting

Form shifting armor is able to be transformed on the mental command of its wearer, changing its own appearance (though it still resembles armor of its type) or becoming mundane clothes of the wearer’s choice. If the armor has been transformed into clothes, it no longer provides any of the advantages or disadvantages to wearing armor of its type, including armor bonus to AC, armor check penalties, or arcane spell failure. It still however provides the benefit of and magical qualities granted by the armor.

Changing the appearance of the armor or changing the armor into clothes is a free action. Changing the armor from clothes form to armor is a move equivalent action.

Moderate transmutation; CL 4th; Craft Arms and Armor, shapeshifting II; Price 3,000gp

Winged
Originally designed and distributed by Trestrolm Norry to guards on his airships, winged armor has become a much for adventurers traveling in treacherous, high altitude conditions. The original winged armors were worked with platinum and embossed with images of dragons and sprouted draconic wings, but successive crafters have added their own flare, adding avian, bats, demonic and even insectile wings.

On command, winged armor sprouts wings appropriate to the size of the wearer, allowing them to fly as per the winged flight spell.

Weak transmutation; CL 1st; Craft Wondrous Item, winged flight; Price 2,000 gp

Specific Armors
Genmidi Powered Armor
The dwarven Steamjack organization outfits its elite guards with unique magical armor that not only protects but enhances their combat ability. Dubbed powered armor, these +1 light fortification half plate suits are forged in dark, dull metal and feature networks of hoses and wires that channel the arcane fluids and energies that make the suit operate.

While worn, a set of Genmidi powered armor provides the following benefits: +4 bonus to Strength and Constitution, +10 bonus to base land speed and a +5 enhancement bonus to jump and climb checks (along with the bonus the Strength, these bonuses negate the armor check penalty to these skills).

Additionally, the wearer of the armor can use the following spells three times per day (CL1); jump, light, resistance, and shield.

Moderate Transmutation; CL13; Craft Arms and Armor, Craft Magical Aide, bear’s endurance, bull’s strength, expeditious retreat, jump, light, limited wish, resistance, shield; Price 40,300gp; Weight 50lb.

Slave Dragon Chain
This +2 mithral chain shirt is worked with the visage of a dragon’s head upon the breast with onyx eyes. A pair of heavy iron chains drape around the arms of the wearer and twitch slightly at all times. Legend has it that these armors were first made from the chains of a vanquished To’jin’kai.

While wearing a set of slave dragon chain, a character can make two slam attacks at their highest base attack bonus (1d6+4 x3 bludgeoning) as a full attack action. These slam attacks have a 15ft reach and can attack adjacent foes.

Weak Necromancy; CL1; Craft Arms and Armor, animate objects; Price 10,100gp; Weight 10lb


Shields
Qualities
Retractable
Shields by their very nature are conspicuous and cumbersome. It was only a matter of time for some ingenious mage to develop a method of concealing and compacting shields that are not in use – the retractable shield.

On command, a retractable shield folds into itself along previously hidden seams and collapses flat against the wearer’s arm, resembling a slightly bulky bracer. In its collapsed form, the shield provides no AC bonus, but also imposes no armor check penalty or arcane spell failure. Additionally, a collapsed shield effectively weighs half its normal weight. Returning a shield to its normal form is a move action.

Moderate transmutation; CL 4th; Craft Arms and Armor, shapeshifting II; Price +1,500gp


Rings
Ring of Legerdemain
These silver rings with amber settings were originally created as symbols of rank among honor students of a now defunct bardic college. Since that time, they have found immense popularity not only among bards, but among even non-spellcasting adventurers who see them as handy utility items.

A ring of legerdemain allows its wearer to cast dancing lights, formless knife, ghost sound, prestidigitation and voice amplification three times a day. All of these spells are activated by turning the ring one full circle around the user’s finger.

Weak illusion and transmutation; CL 4th; Forge Ring, dancing lights, formless knife, ghost sound, prestidigitation, voice amplification ; Price 4,000gp

Succubus Ring
These obsidian and silver rings were originally created by Cors Malchave, Demon Lord of Genmide during Draconic Control as a reward to female followers that pleased him. His successors improved on the design so that all their followers could use them.

The wearer of this ring gains a +2 profane bonus to Charisma and may utter a command word to cast charm person 2/day.

Moderate transmutation; CL 7th; Forge Ring, charm person, eagle’s splendor; Price 7,640 gp


Rods
God’s Gaze Arsenal
The first God’s Gaze weapons were created by the wizard Zorna after the hailene war for heroes protecting refugees fleeing the Age of tragedies that gripped the East. Seven varieties of God’s gaze weapons exist, each made in the likeness of a specific type of weapon.

Demigaan Tiberian, the Sword of Cold and Dark
Demigaan Tiberian is an eighteen inch long, four inch thick device shaped to look like an overly stylized sword handle worked with silver with an emerald pommel.

On command, Demigaan Tiberian transforms into a +1 frost greatsword. The blade extends into a full sized greatsword blade made of black force, wreathed in a freezing blue fog that glows softly, illuminating the square Demigaan Tiberian occupies with shadowy illumination. This blade is composed of force and cannot be sundered or otherwise damaged. In addition to the cold damage from its frost property, Demigaan Tiberian deals an additional 1d6 negative energy damage on a successful hit.

Moderate conjuration; CL 10th; Craft Arms and Armor, Craft Rod, cone of cold, inflict moderate wounds, wall of force; Price: 20,000gp

Go-san Domidan, the Doomspiral Scythe
Measuring six feet long, Go-san Domidan is constructed of a twisting, curved length of copper capped with a solid silver skull with eyes made of onyx.

On command, a pale white blade of force emerges from the skull’s mouth and Go-san Domidan becomes a +1 keen, mighty cleaving scythe. The blade is made of force and thus cannot be sundered or otherwise damaged. Creatures damaged by Go-san Domidan must succeed in a will saving throw (DC 16), or become shaken as long as they are within 30ft of a creature wielding Go-san Domidan in its active form this is a mind affecting fear effect.

Moderate necromancy; CL 10th; Craft Arms and Armor, Craft Rod, bull’s strength, fear, keen edge, wall of force; Price: 36,000gp

Goma Suura and Tama Suura, the Twin Swords of the Whirlwind
The Suura, as they are called, are always found as a single unit; a foot long metal rod wrapped in leather with an opal set in either end. A ring of adamantine encircles the exact center of the rod.

When the command word is said, the rod splits in half at the adamantine ring and a gentle breeze begins to blow, partially revealing the transparent blades of force that extend from the opals. In this form, Goma Suura and Tama Suura are +1 keen shortswords. The blades of both weapons are made of force and thus cannot be sundered or otherwise damaged. The wielder of the Suura gains the Spring Attack feat even if he does not qualify for it.

The swords only function together. If one half is lost, both swords stop functioning.

Moderate conjuration; CL 10th; Craft Arms and Armor, Craft Rod, cat’s grace, keen edge, wall of force; Price: 17,000gp

Rankukogetsu, the Spear of Hope
In its dormant form, Rankukogetsu is an ornate, four foot long shaft of ebony with silver and orihalcon tracery and a brilliant diamond set into one end.

On command, a two foot long blade of white, piercing light springs forth, and Rankukogetsu becomes a +1 glaive of speed. The blade illuminates a 20ft radius with bright light. The area within 30ft of Rankukogetsu in its active form is effected as if by a prayer spell cast by a 10th level cleric. The blade created by Rankukogetsu is composed of force and thus cannot be sundered or otherwise damaged.

Moderate conjuration; CL 10th; Craft Arms and Armor, Craft Rod, haste, prayer, wall of force; Price: 80,000gp

Seraia Reinda, the Whip of Flame
Seraia Reinda appears as a thin, six inch long lacquered wooden handle, inlayed with gold. Set into its tip, is a ruby the size of the thumbnail, surrounded by gold runes.

On command, Seraia Reinda transforms into a +1 flaming burst whip. The ruby glows, extending into a long, brilliant red ribbon of light that sheds bright light in a 20ft radius. This ribbon is a thing of pure force and cannot be sundered or otherwise damaged. Trip attacks made with Seraia Reinda are made with a +4 enhancement bonus.

Moderate transmutation; CL 10th; Craft Arms and Armor, Craft Rod, entangle, fireball, wall of force; Price: 15,000gp

Vasivan Meguura, the Sword of the Thunderbolt
Vasivan Meguura is an eight inch long rod shaped like a sword hilt formed of orihalcon with a pair of sapphire studs pressed into the notch where the blade would normally be set.

On command, Vasivan Meguura unleashes a gout of cracking electricity in the vague shape of a blade. In this form, it is a +1 extended, shock longsword. This blade is made of intangible lightning and thus cannot be sundered or otherwise damaged.

Moderate conjuration; CL 10th; Craft Arms and Armor, Craft Rod, lightning bolt, telekinesis, wall of force; Price: 34,000gp

Zai-unga, the Bow of the Brilliant Dawn
In its dormant form, Zai-unga is little more than a shapeless stick of white wood, six inches long, ending in sharp edges that taper down into shallow impressions lined with polished iron. The center of the stick is thin enough to wrap one’s hand around.

On command, the indentations expel planes of force which create the shape of a long bow and Zai-unga transforms into a brilliant bow of light which illuminates a 30ft radius around Zai-unga with bright light. In this form, Zai-unga is a +2 longbow of distance. Zai-unga forms its own arrows and is unable to fire any ammunition but that which it generates. The bow itself is made of intangible light and thus cannot be sundered or otherwise damaged.

Once per day, as a full round action, Zai-unga can fire a sunbeam, as the spell cast by a 14th level druid.

Moderate conjuration; CL 14th; Craft Arms and Armor, Craft Rod, clairaudience/clairvoyance, fell-light bow, sunbeam, wall of force; Price: 51,280gp


Wands
Alternative Wands

While most wands resemble sticks, this is only due to portability issues. Wands come in many shapes, often tied to the spell they contain. For example, a wand of identify may take the form of a small platform onto which the item to be identified is placed, a wand of mount may take the form of a set of reigns, and wand of prestidigitation may take the form of a colorful handkerchief.

Alternative wands cannot be used in conjunction with overwands.


Wondrous
Boots of Leaping and Landing
Specially crafted for adventurers who spend a lot of time mountainous terrain, these rugged, brown leather boots are most often found for sale in Genmide.

While wearing Boots of Leaping and Landing, a character gains a +5 enhancement bonus to Jump checks. In addition, the character may ignore the first 30ft of a fall when calculating damage.

Weak Transmutation; CL 1st; Craft Wondrous Item, jump, feather fall, Price 3500gp

Dice of Pandemos
These items are considered sacred to the god Pandemos and are created by clerics of his faith as gifts for their friends and allies.

The dice grant their owner the ability to use guidance three times per day.

Weak Divination; CL1; Craft Wondrous Item, guidance; Price 600gp; Weight 1/2lb

Extra-dimensional House
Extra-dimensional houses are somewhat of a convenience item among the continent’s financial elite. While the extra-dimensional houses contained within aren’t as impressive as mansions, their portability makes them quite useful for wealthy travelers.

Placing the intricate amulet that serves as a key against a solid surface conjures into being a doorway leading into an extra-dimensional space that takes the form of a mid-sized house. This house can have any floor plan the item’s creator chooses as long as it does not exceed 120 cubic feet. The house has running water and is normally 70 degrees, but the owner is able to alter the temperature between 0 and 100 degrees as a free action.

Activating the door to an extra-dimensional house takes 1 minute. The doorway created by the key remains in place as long as the owner of the item wills it, though it cannot be removed as long as the door remains open or the owner and the key are inside the extra-dimensional house. Only one doorway can be created at a time. The door is protected by an arcane lock spell.

Upon creation, the house is unfurnished; the owner of the key must provide furnishing. A extra-dimensional key found as treasure has furnishing worth 1d6x100gp.

Moderate Conjuration; CL10; Craft Wondrous Item, secure shelter; Price 42,000gp; Weight 1lb

Glasses of Arcane Revelation
Standard equipment for higher ranking scholars and bards, these heavy rimmed glasses allow the wearer to quickly assess the magical properties of items they encounter. Those who use glasses of arcane revelation and need glasses, often have the lenses ground to match their normal lenses and wear the magical glasses as their normal glasses.

Anyone wearing Glasses of Arcane Revelation can detect magic as the spell cast by a first level caster once per hour. Once per day, the wearer of the glasses can cast identify as the spell except with a casting time of ten minutes.

Weak Divination; CL 1st; Craft Wondrous Item, detect magic, identify; Price 10,900gp

Mantle of Impact
This plain grey cloak was designed as a protective measure against potentially crippling falls for certain adventurers who find themselves negotiating the canyons of northeastern Novrom and southern Vini Tresolm. It eventually became a tool for daring thieves in large cities with tall buildings.

The cloak negates 4 points of falling damage for every 10ft a character falls beyond the first and deals an equal amount of damage to the surface he lands on (maximum 40).

Moderate Abjuration; CL 5; Craft Wondrous Item, featherfall, shield other; Price 900gp; Weight 4lb

Overwand
An overwand is a powerful magic item, typically used as siege weaponry or as mounted weaponry on vehicles. As such, most appear as long, thick cylinders with a finely ground crystal ball at one end and a recessed slot for insertion of wands in the other. They often feature harnesses and rotating or tilting mounts to keep crew in place and allow them to easily choose targets.

To use an overwand, a character inserts a wand with at least 1 charge into the recessed slot. While the wand still has remaining charges, a character who can use the wand can use the overwand as if it was the wand, pointing it at targets and activating it as if it were the inserted wand. The overwand augments all spells cast from the wand with the effect listed.

When a wand’s charges are spent, it is destroyed. Inserting or removing a wand is a move action that provokes an attack of opportunity.

Not all Overwands are weaponized. Some are used for other purposes and often provide other effects, or limit their effects to certain schools of magic.

Heavy Battery
Heavy batteries as the most powerful and largest of the overwands, measuring fifteen feet long and three feet and diameter. They are most often stationary, with an operator’s seat.

The effects of wands used in conjunction with a heavy battery are effected as per the Maximize Spell feat.

Strong (no school); CL 17th; Craft Wondrous Item, Maximize Spell; Price 32,400 gp Weight 900lbs.

High-speed Battery
A high speed battery is the lightest type of overwand, roughly five feet long and one foot in diameter. High-speed batteries are set on rotating platforms to provide a wide range of fire. They rarely feature any form of harness or seat.

High-speed batteries can be activated twice in succession each round as a full round action.

Strong (no school); CL 17th; Craft Wondrous Item, Quicken Spell; Price 45,000 gp Weight 150lbs.

Long Range Battery
Long Range batteries are first strike weapons that have little use once combat is engaged. Long range batteries are usually around ten feet long and one foot in diameter. They are often fixed in a forward facing position.

The effects of wands used in conjunction with a heavy battery are effected as per the Enlarge Spell feat.

Strong (no school); CL 17th; Craft Wondrous Item, Enlarge Spell; Price 6600 gp Weight 500lbs.

Percussion Battery
Percussion batteries are the most common overwands, spanning seven feet long and one and a half feet in diameter. These weapons feature harnesses for crew members and are set on platforms with a 180 degree firing arc.

The effects of wands used in conjunction with a percussion battery are effected as per the Empower Spell feat.

Strong (no school); CL 17th; Craft Wondrous Item, Empower Spell; Price 19,500 gp Weight 300lbs.

Phasemaster's Belt
These relatively inconspicuous leather belts were first created by Minde Formeian thieves as fantastic means of breaking into homes. They quickly fell into disuse as mages profited from spells to block them until adventurers recognized their obvious combat uses.

The wearer of a Phasemaster's Belt can use dimension door once per round as an 8th level caster except they do so with a range of 100ft. They may act immediately after teleporting.

Strong Conjuration; CL 8th; Craft Wonderous Item, dimension door, Price: 50,000 gp

Sandals of the Running Battle
These ordinary looking wooden sandals are prized by the Calleni warriors as they grant them greater speed in battle, allowing them to match mounted warriors on the field.

A character wearing sandals of the Running Battle gains a +30 enhancement bonus to speed. The boots take their toll however, fatiguing the character as if they were performing a forced march should they wear them for more than one hour each day.

Weak Transmutation; CL 1st; Craft Wondrous Item, expeditious retreat, Price 2000gp


Magical Aides
Beast Handler’s Goad
This long, pointed, wooden staff is tipped with an ivory bear head and its prod end is shaped like a spider with its legs extended below it. It is treasured by those who care for or use more difficult beasts such as monstrous spiders and trulls.

When used to train an animal, vermin or magical beast, the beast handler’s goad grants a +5 enhancement bonus to handle animal checks. When used to ride an untrained creature, it grants a +5 enhancement bonus to ride checks.

Weak Enchantment; CL 1st; Craft Magical Aide, charm animal; Price 1,000 gp; Weight 5 lb.

Norry’s Treatise on Magical Phenomena
Sold in almost every magic shop on the continent, Norry’s Treatise is known as the famous mage’s first well received works – both in spellcrafting and in discourse on magic.

Simply reading the book all the way through (which takes four days), grants the user a permanent +1 bonus to Spellcraft checks. When using the book as part of research, the book grants a +5 enhancement bonus to knowledge (arcana) checks.

Weak Transmutation; CL 3rd; Craft Magical Aide, fox’s cunning; Price 750gp; Weight 2 lb.

Black Dragon Thieves’ Kit
Rumored to have been developed by the famed black dragon gentleman thief, Erbus’slythe, it is more likely this mahogany box containing lock picks, probes, and machine tools were created by those trying to emulate him.

Using the tools contained within this kit grants a +5 bonus to pick locks and disable device checks.

Weak Transmutation; CL 1st; Craft Magical Aide, knock; Price 5000gp; Weight 2 lb.

Slippers of the Skulker
These black felt boots are gifted to those loyal to Dey who need to use stealth to accomplish their duty. They come in two variants, the more powerful type reserved for those who have proven themselves in service of Dey.

Slippers of the Skulker come in minor (+5) and major (+10) versions that grant an enhancement bonus to move silently.

Weak Transmutation; CL 3rd; Craft Magical Aid, cat’s grace, Price: minor (+5) 1,250gp; major (+10) 5,000gp

Spellcaster’s Boon
This black or white silk bandana was once available only to valued members of bardic colleges, but in the past few years, it has become widely available. Most bards and more than a few inborn casters make it a special point to gain access to one as soon as possible, even if it is a minor one.

Spellcaster’s Boons come in minor (+2), major (+5) and superior (+10) versions. All provide an enhancement bonus to Concentration.

Weak transmutation; CL 3rd; Craft Magical Aide, bear’s endurance; Price minor (+2) 400gp, major (+5) 2500gp, superior (+10) 10,000gp; Weight 1/2lb

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