Magic Items

Rarity Levels:

  1. Common, accessible, ubiquitous (can be obtained even in small towns)
  2. Common, accessible (can be obtained in most places with access to average trade)
  3. Uncommon, accessible (can be obtained in major trade centers or specific regions)
  4. Rare, inaccessible (can be obtained only through specific dealers)
  5. Rare, dangerous to obtain, illegal

Artifact Creation & Magic Item Resonance:
Enchanting a single item with multiple effects has a cumulative cost because of the difficulty in making items that can retain such layered resonance.  Generally, because of the cost, the vast majority of magic items have only one enchantment.  For related reasons, a character may only equip these things at one time: 2 rings, 1 necklace or tiara, 1 helmet, 1 cloak or piece of clothing, 1 set of boots or leggings. 1 set of bracers, 1 chest armor, 1 shield, and weapons.  A character may only benefit from the highest value of a particular bonus.

Enchantments listed are provided to give a sense of available enchantments.  Generally, enchantments originally listed for one type of item may be places on another type of item.  So, for example, one may get a Rune Stone necklace rather than a Rune Stone ring.

Magical Rings

Minor Rings:

#

Name

Effect

Description

Price

1

Bonding Ring (Friendship Ring, Ring of Loyalty)

The wearer of this ring may give bennies to a wearer of another of these rings, as long as they can communicate.

Wound rowan or ash wood.  Gold band with imprint of two hands clasped.

2,000 gp

2

Ring of the Ox

The wearer may carry x8 Strength.

The most common version of these has a golden ox’s head emerging from a mithril band. Sometimes Pathfinder houses or Korvosan merchant guilds carve their sigil on the inside of the band.

4,000 gp.

3

Ring of the Druid (Flame, Stone, North Wind, or Sea)

Snap or expand fire. D6, 6 spreads

Move 1’ earth. +1 to trick roll

Gust. +1 vs. Fatigue

Pint of water. Purifies poison.

These rings can be made of a variety of materials but seat a polished stone of appropriate color (jasper, agate, turquoise, lapis lazuli)

4,000 gp.

4

Ring of Light

On command (no roll necessary) emits light in large burst template.

Simple band of fused silver and mithril, creating wave patterns

4,000 gp.

5

Ring of Action (lighting rings)

The wearer choose the better of two initiative cards in combat.

A favorite of Mivon duelists in the River Kingdoms, these rings are often silver inlaid with lapis lazuli.

4,000 gp.

6

Ring of the Frog

Wearer doubles jumping distances, including those gained from rolling Strength.

Crafted into the shape of a frog, silver, with jade eyes.

2,000 gp.

7

Ring of Spider Climb

Wearer may move along vertical surfaces, or even upside, at normal Pace.  Mimics movements of a spider.

A silver ring with an obsidian or tiger’s eye stone, etched with druidic runes.

4,000 gp.

8

Swashbuckler’s Ring

The user may ignore the usual -2 penalty for drawing a weapon and attacking with that hand.

Silver band with worked filigree structure and a colorful stone.

4,000 gp.

Lesser Rings

#

Name

Effect

Description

Price

1

Runestone Rings

Wearer receives +2 armor vs. spells & +2 to resist spells including the TN to cast beneficial spells

These mithril rings contain a circular carved runestone depicting a dwarven forefather, Osirian jackal-faced god, or Varisian rune

11,000 gp.

2

Archery Ring “Kyonin Ring”

User may benefit from aim action without taking the action if firing without moving

Wooden with a thin jade ring embedded into it, with crooked black lines resembling leaf veins

7,000 gp.

3

Ring of Avoidance “Ring of Twilight”

Shooting & Throwing suffer -1 to hit, wearer receives +1 Agility to avoid area effect

Simple onyx band

7,000 gp.

4

Old Xin’s Rings

Wearer receives +1 Toughness and may carry x8 Strength.

Copper band with Thassilonian runes, sometimes with dragons

8,000 gp.

5

Lissala’s Bands

Spellcasters who wear these rings do not suffer backlash, though may still suffer critical failures.

Silver or gold rings marked with runes of counter-magic

7,000 gp.

6

Ring of Concentration

Provides wearer with a +2 to resist disruption to spells.

Adamantine ring with an amber or jasper stone. Thasillon runes.

6,000 gp.

7

Ring of Protection

Provides wearer with 1 armor.

Varied appearance, but generally made of mithril with five small stones embedded.

8,000 gp.

8

Ring of the Bloodied

The wearer of this ring receives +2 to recover from Shaken.

Tymon, in the River Kingdoms, develops these rings to honor the Bloodied of the Aroden Arena. Simple copper rings with a small onyx stone.

7,000 gp.

9

Ring of Invisibility

When a key word is whispered and the ring is turned all the way around the finger (a single action) the user becomes nearly invisible. (-4 to Notice, -4 to hit when noticed) Each rings only has enough power to work for 10 rnds., at which time it must “recharge” for 1 hour.

Numerous rings of invisibility have been crafted, though they are by no means common.  The elves, Varisians, Cheliaxians, and Taldans most commonly create them.  Taldans may work a line of poetry into the band.

18,000 gp.

10

King’s Coin

Provides the user with a +2 to Streetwise rolls as long as the coin is visible.

Named so for the “King of Thieves” a legendary mastermind of Katapesh.  A platinum genie with a small gold scarab in its hand, a silver penny in the other hand, and a copper grain stalk.

7,000 gp.

Greater Rings

#

Name

Effect

Description

Price

1

Greater Runestone Rings

Wearer receives +4 armor vs. spells & +4 to resist spells including the TN to cast beneficial spells

These mithril rings contain a circular carved runestone depicting a dwarven forefather, Osirian jackal-faced god, or Varisian rune

30,000 gp.

2

Ring of Avoidance “Ring of Twilight Steps”

Shooting & Throwing suffer -2 to hit, wearer receives +2 Agility to avoid area effect

Simple onyx band

20,000 gp.

3

Ring of Protection, Greater

Provides wearer with 2 armor.

Varied appearance, but generally made of mithril with five small stones embedded.

20,000 gp.

4

Ring of Invisibility, Greater

When a key word is whispered and the ring is turned all the way around the finger (a single action) the user becomes nearly invisible. (-6 to Notice,   -6 to hit when noticed) Each rings only has enough power to work for 30 min., at which time it must “recharge” for 1 hour.

Numerous rings of invisibility have been crafted, though they are by no means common.  The elves, Varisians, Cheliaxians, and Taldans most commonly create them.  Taldans may work a line of poetry into the band.

40,000 gp.

5

Ring of St. Ezra

User add +2 damage when attacking evil supernatural creatures, and receives +2 Toughness vs. attacks directly from evil supernatural creatures.

This simple silver ring is etched with ancient Varisian letters from the time of the First King.  Each ring expresses one verse of St. Ezra’s Teachings.

25,000 gp.

6

Ring of the Changeling

The user may use Smarts or an arcane casting roll to cast Disguise Self, as normal.  Duration: 10 min., 30 min. on a raise. Critical Failure results in deformity and otherwise no change. 

Generally made of ashen colored ironwood, sometimes carved with shapes of leaves or small roses.

35,000 gp.

Minor Clothing, Misc. Jewelry, & Items

#

Name

Effect

Description

Price

Rarity

1

Lost Clasp of Tar Taargadth

+1 Persuasion vs. Dwarves.

Most famous clasp worn by General Taargadth himself. Pure silver, images dwarven kings.

3,000 gp

5

2

Clasp of the Orc Slayer

+1 Persuasion vs. Dwarves & +1 Intimidate and Taunt vs. Orcs.

Worn by Undril Blackhammer, the Reaver, fueled by zealous energy to reclaim Zoldukar stronghold. Adamantine & gold cord.

4,000 gp.

5

3

Brooch of Gems

Each gem may be picked and thrown (12/24/48) using a Shooting roll.  Once thrown, it transforms into a ball of energy reflective of its color.  On impact it deals 2D6 damage.

These brooches are finely crafted gold, silver, or mithril brooches. They hold 2D6 sapphires (lightning), rubies (fire), emeralds (acid), black pearls (negative energy), white pearls (positive energy), or diamonds (trapping of choice).

500 gp. +100 gp. per gem

4

4

Beads of Knowledge

+1 to one Knowledge skill when turned in fingers.

Wooden, stone, jade, silver – varied material. Fitting the knowledge/ culture. Single image.

3,000 gp.

4

5

Blackraven Cloak [fire dancer ringlets]

Total protection- subzero temperatures. Cold attacks & icy bolts inflict norm. [protection from fire environment]

A magnificent cloak of large raven feathers, lined with fur [12 simple brushed brass ringlets, 3 worn on each limb, with red hue]

2,000 gp.

4

6

Miner’s goggles, Richten’s glasses,

Provides low-light vision (negates dim and darkness penalties by half)

Glasses or goggles, often unassuming except for a mithril band, or alchemically tinted lenses

3000 gp.

4

7

Beggar’s Bone

Can be thrown 3/6/12.  All animals within a large burst template must make a Spirit roll to act freely.

Carved from a large animal.

4,000 gp.

4

8

Brooch of Recovery

Wearer receives +2 Vigor for rolling natural recovery.

These gold or silver brooches have two serpents coiled around a staff. 

3,000 gp.

4

9

Glasses of Revealing (Ghost Frames, Arcane Spectacles)

Wearer can see supernatural objects, magic items, creatures, or invisible foes.  Contested rolls are made Smarts vs. casting die if needed. (specific versions are created for specific purposes)

These spectacles are usually thin framed, sometimes with tinted lenses (red, green, or blue are common).  Crafted in Absalom, Taldor, Ustalav, and other places. May have gold or mithril or even ironwood frames.

4,000 gp. 1,000 gp.

4

10

Left-Handed Glove

The wearer does not incur the usual -2 off-hand penalty.

Various gloves exist, but the most common is a red velvet material.

4,000 gp.

4

11 Swashbuckling  Pants The wielder may ignore -1 penalty due to unstable ground. Billowing pants of a Varisian sailor, flutter in the wind providing balance. +1,000 gp. 4
12 Power Stones Each small precious stone may hold 1 PP and regenerate it at a rate of 1 PP per hour. These small precious stones are marked with Thassilonian glyphs. 1500 gp. 4

Lesser Clothing, Misc. Jewelry, & Items

#

Name

Effect

Description

Price

1

Cloak of the Dawnflower

Provides the wearer with +1 Charisma

A deep orange cloak with Sarenrae’s symbol

6,000 gp.

2

Bell of Turning

Area of Turning in large template.

Spirits roll contested Spirit roll to enter, act freely if within.

Chimes carved with winged beings reaching out to human beings

8,000 gp.

3

Fireani gloves

Wearer receives +1 to shooting rolls

Renowned elven gloves of elite arches of Iadara. Soft leather shaped into flowing form.

7,000 gp.

4

Varisian anklet

(Giantkin band)

Grants the wearer a 1 die increase to Agility (Strength)

Silver anklet with swirling black patterns (leather band branded with crude runes)

8,000 gp

5

Cloak of the Shadows

Attackers receive -2 to hit the wearer

Spidersilk woven or thievesmesh, cloak with trim denoting culture

15,000 gp.

6

Flute of the Shepherd

Allows user to control the actions of natural creatures with animal intelligence. Roll Socialize or Arcane Skill roll. 1 small animal roll +2.  1 medium sized animal, straight roll. Each size +1 increases penalty by 1. Small swarm, -1. Medium swarm, -2. Large swarm, -3.  Each additional creature -1. Maximum 3 creatures can be controlled at a time.

Carved from the bone of an animal (many varieties exist)

12,000 gp.

7

Captain’s Plume

Provides all allies with 10” (20 yards) (even Wild Cards) with a +2 vs. Shaken.  Must be visible.

Frequently a brightly colored feather from a peacock or rare bird.  May sometimes be affixed to spears or cloaks.

12,000 gp.

8

Figurine of Wondrous Power

When the key word is activated or a particular spot is rubbed, the figurine animates.  Rat – may follow basic commands.  Cat – grows into a panther. Wasp – may sting opponents with deadly poison.

A small clockwork rat, a blue glass wasp, an onyx cat figurine that fits in the palm.  These take various forms, but all appear to be expensive art pieces.

15,000 gp.

9

Horn of Heroes

User may take a full action to blow the horn and all allies in earshot are Unshaken.

This shell horn, rimmed in gold and mithril, is small and tied to a cord.

8,000 gp.

10

Pirate’s Boots

The wearer does not suffer penalties for fighting on an unstable platform.

These worn boots smell of sea water, leather, and sand.

6,000 gp.

Greater Clothing, Misc. Jewelry, & Items

#

Name

Effect

Description

Price

1

Shelyn’s Scarf

Provides the wearer with +2 Charisma

A rich purple scarf, tipped with pink or indigo, with faint swirls or color. Traditionally crafted for Taldan royalty, though variations have been made in Cheliax, Kyonin, Katapesh, and even Osirion.

20,000 gp.

2

Girdle of the Mammoth Kings

Increases the wearer’s strength by 2 die type

Wide leather belt is carved with images of bulls, dragons, or even mammoths.  Shoanti shamans have made legendary bracers like these.

35,000 gp.

3

Darkland Cloak

Attackers receive -4 to hit the wearer

Spidersilk woven or thievesmesh, cloak with trim denoting culture

50,000 gp

4

Robe of the Ghost

User rolls Spirit. If successful, user becomes ethereal, can move through walls, non-magical weapons pass through, can not effect material world, though can affect apparitions. If Shaken, return to material world. Wounded if physical object caught inside.

The white robes of Osirion death priests are sometimes crafted into superb items that allow them to interact with spirit.  In Ustalav, a couple of these robes exist for the most devout Pharasmin priests. Cold to the touch, wearers sometimes hear disembodied whispers.

50,000 gp.

5

Wings of War

So long as the banner is raised, all allied characters (including Wild Cards) within 5” (10 yards) receive +1 to recover from being Shaken and +1 Fighting rolls.

The banners come in different styles, but the most famed are the Mendev Wings of War that rise from a wearer’s back like red wings, the nation’s emblem emblazoned in white.  The orcs of Belkzen have their own war banners, attached to one long pole, with the symbol of the relevant tribe painted in black.  Both can be folded and placed in the accompanying scabbard.

20,000 gp.

6

Mask of Greater Beauty

Grants the user +4 Charisma.  When placed against the face it disappears beneath the skin and changes the features to make them more appealing.  To remove, one places two fingers underneath the chin and lifts.

Appears to be a fine porcelain mask with a velvet inside.  Presents an androgynous face, and decorated with cosmetics made from crushed gems. These masks were crafted by great Thassilonian arcanists, but there secrets have been discovered by others now.

40,000 gp.

7

Peacemaker’s Gloves (Gloves of the White Feather)

The user simply lifts both hands into the air with outspread fingers.  Anyone within a large burst template must make an opposed Spirit roll with the user (or arcane skill roll for user) or immediately cease violent action.

These gloves have gained some renown as a monk of the White Feather in Katapesh has been heard to use them.

40,000 gp.

8

Greater Rabbit’s Foot

The owner of this rabbit’s foot gains two extra bennies at the start of each session

Rumored to be the first rabbit killed by the first king Ustalav in Shudderwood Forest.  It gave its spirit to him in blessing. Set in adamantine, mithril, or ironwood.

35,000 gp.

9

Slaver’s Shackles

When placed on a subject, the wearer’s Pace becomes halved and movement requires an action.  In addition, wearers must redraw action cards of 10 or more, with Jokers being the exception.

Adamantine shackles.  Sometimes they bear the mark of renowned slaveholders in Katapesh.

16,000 gp.

10

Boots of Speed

Wearer’s Pace is doubled.

The boots of deer hide laced with dog sinew.  The souls are padded.  The tip and the heel are reinforced with hide.

16,000 gp.

Wands

#

Name

Effect

Description

Price

1

Healing

20 uses.  Must touch the recipient.  User must roll Smarts or Spirit to activate within 1 hour of a wound.  May heal 1 wound on success, 2 on a raise.  Penalties apply as normal.

Approximately 1 foot long.  Generally made of ash wood.

4,500 gp.

2

Fireball

20 uses. User rolls Smarts or Spirit to cast as normal.  On a hit, explodes for 2D6 damage in a medium burst template.

Approximately 1 foot long.  Generally made of fir wood.

8,000 gp.

3

Petrification

10 uses. Single target within 16” (32 yards”) must make a Spirit roll opposed by the user Smarts or Arcane skill roll.  Failure results in the victim turning to stone, receiving a Parry 2, and not being able to move.

Approximately 1 foot long, silver or ironwood, with a medusa’s had on the end.  Comes alive when in use.

15,000 gp.

4

Misfortune

20 uses. User uses an action to utter a curse.  Rolls Smarts or Arcane skill roll.  On success, the victim suffers a mishap when rolling a 1 on the next Trait die.  On a raise, the victim suffers a mishap when rolling a 1 or a 2 on the next Trait die.

Gnarled hawthorn or hazel branch, approximately 1 foot long.

5,000 gp.

5

Spirit Banishing

10 uses. Target must be within 10” (24 yards) and user makes an Arcane skill roll or Smarts roll opposed by the spirit’s Spirit roll. Banishes a spirit from the material world.

A crooked larch branch.  After each use the branch crumbles a little more, until its left nothing but a 1” stub.

15, 000 gp.

6

Tangling

20 uses.

 

8,000 gp.

7

Puppetry

10 uses.  User point at a target within 12” (24 yards) and make an opposed Spirit roll.  User must score a success and beat the target’s Spirit roll.  Suicidal acts or attacking friends will allow another Spirit roll.

A short, thick and straight cylinder of rowan with glyphs carved into its base.

15,000 gp.

8

Armor

20 uses. User must touch target and roll Arcane skill roll or Smarts.  Provides 2 points of Armor on success for 10 rounds.  Raise last 30 minutes.

Alternating ringlets of ironwood and rowan in a 1’ long wand.

8,000 gp.

9

Detect Secret Doors

20 uses. User must touch target and roll Arcane skill roll or Smarts. Success provides a +2 Investigation and/or notice check to locate secret doors or compartments, including traps and trap door or hidden doors.  A raise provides +4.  Last 1 min.

A straight yew branch with mithril runes.

2,000 gp.

10

Dispelling Wand

20 uses.  User targets effect, object, or person within 12” (24 yards) and rolls Arcane skill die or Smarts vs. the opponent’s Spirit or arcane skill roll.  Is successful, the effect ceases.  If used on a permanently magical item, the effects ceases for 5 rnds.  A raise doubles the time.

A yew branch embedded wrapped in mithril cord or adamantine strip, tipped with a small gemstone.

20,000 gp.

 

 

 

Magic Items

Children of the Night signcontrast signcontrast