365 Magic Items

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365 Magic Items

Credits
Author: Benjamin Medrano

Editor: Charles Kulick

Developer: Jeff Gomez

Publisher: Zenith Games

Cover Art: Aaron Lee

Additional Art: Davis Lewis Johnson,


Ian MacLean

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder


Roleplaying Game Paizo Inc.. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.

365 Magic Items Benjamin Medrano, Zenith Games


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TABLE OF CONTENTS Shifter’s Fang 14
Introduction 6 Shrapnel Sling 14
Weapons 7 Slaughtering Falchion 14
Annihilation Blade 7 Spellsurge Blade 14
Axe of Destiny 7 Solar Morningstar 15
Blade of Lightning 7 Stone Golem’s Hammer 15
Blade of Stolen Momentum 7 Stonebreaker Axe 15
Blade of the Earth 7 Storm Spear 15
Blade of the Moon 7 Subduing Blade 15
Blade of the Stars 8 Sunbringer 15
Blade of the Sun 8 Sword of Perfect Form 15
Bonedrinker 8 Sword of Words 16
Bow of Shadows, Lesser 8 Thirsting Blade 16
Bow of Shadows 8 Tornado Glaive 16
Bow of Shadows, Greater 8 Two-Bladed Sword of Light and Darkness 17
Constricting Whip 8 Vengeful Glaive 17
Crushing Flail 9 Wind Piercer, Lesser 17
Crushing Quarterstaff 9 Wind Piercer 17
Cursing Club 9 Windsong Rapier 17
Earth-Sunderer 9 Woodsman’s Axe 17
Edge of Light 9 Armor & Shields 18
Electrocution Bow 9 Armor of Elysium 18
Elemental Wheel 9 Bloodplate 18
Energy Lash 10 Bronzed Leathers of Battle 18
Fartouch Gauntlet 10 Bulwark of the Earth 18
Flame Eater 10 Ephemeral Breastplate 18
Force Blade 10 Force Reflector 18
Forgotten Blade 10 Hide of the Wolf 18
Freezing Piercer 10 Immortal Aegis 19
Frozen Scythe 11 Inferno’s Skin 19
Gutpiercer 11 Juggernaut Plate 19
Hammer of Heavenly Flames 11 Leathers of Bloody Vengeance 19
Hunter’s Bow 11 Phase Leathers 19
Justicar’s Blade 11 Porcupine Hide 19
Kama of Perfect Defense 12 Resounding Shield 20
Kinetic Bow 12 Rose Shield 20
Kinetic Hilt 12 Sandshield 20
Lightning Edge 12 Scales of the Dragon, Lesser 20
Mageblade 12 Scales of the Dragon 20
Magma Spike Crossbow 12 Shadow Mastiff Leathers 20
Meteor Flail 13 Sheltering Shield 20
Meteoric Warhammer 13 Shield of Deadly Assault 21
Moon Slicer 13 Shield of Last Light 21
Obsidian Edge 13 Shield of Perdition 21
Penetrating Lightning 13 Stasis Shield 21
Penitence Flail 13 Undying Armor 21
Petrifying Dart 13 Winterland’s Breastplate 21
Reaper’s Axe 14 Rings 22
Repulsing Pike 14 Band of Purity 22
Shard-Spray Dagger 14 Blood Ring 22
Icicle Ring 22

365 Magic Items Benjamin Medrano, Zenith Games


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Imperial Ring 22 Staunching Vest 30
Ring of Elemental Frost 22 Vest of Inner Health 30
Ring of Force Sword 22 Vest of the Drake 30
Ring of Kinetic Defense 23 Vest of Uncanny Escape 30
Ring of Lucid Dreams 23 Windwalker’s Vest 31
Ring of Spell Power 23 Eye Slot 31
Ring of the Stone Body 23 Lenses of Crisis 31
Summoner’s Ring 23 Seer’s Spectacles 31
Rods 24 Spectacles of the Archivist 31
Corruption Rod 24 Spellwright’s Spectacles 31
Forbidding Scepter 24 Vanguard’s Goggles 31
Guardian Rod 24 Feet Slot 32
Icicle Rod 24 Backstab Boots 32
Necromancer’s Cane 24 Boots of Shadow’s Step 32
Rod of Energy Channeling 24 Boots of the Swift Soldier 32
Rod of Fire and Ice 25 Dervish Greaves 32
Rod of Flensing 25 Desertwalker’s Sandals 32
Rod of Pure Frost 25 Gravitic Boots 32
Rod of Resonance 25 Lightning Riders, Lesser 33
Rod of Spell-Flame 25 Lightning Riders 33
Rod of Unity 25 Lucky Horseshoes 33
Staves 26 Pikeman’s Boots 33
Icicle Stave 26 Woodsman’s Sandals 33
Staff of Channeled Lightning 26 Hands Slot 34
Staff of Holy Light 26 Alchemist’s Gloves 34
Staff of Pure Flame 26 Amplification Gloves 34
Wondrous Items 27 Anarchist’s Gloves 34
Belt Slot 27 Distracting Gloves 34
Belt of the Long March 27 Foecrusher Gauntlets 34
Berserker Belt 27 Gauntlets of Heroic Mercy 34
Enchanting Cord 27 Gloves of Alchemical Mastery 35
Immutable Belt 27 Gloves of Fine Manipulation 35
Body Slot 27 Gloves of Opportunity 35
Apprentice’s Robe 27 Gloves of Passion’s Flame 35
Clothes of Iron Law 27 Grappler’s Gloves 35
Evoker’s Robe 28 Holy Gauntlets 35
Fiendblood Garments 28 Precision Gloves 35
Matriarch’s Robe 28 Savage Gauntlets 36
Robe of the Dark Traveler 28 Scrivener’s Gloves 36
Robes of Frost 28 Shocking Gauntlets 36
Shadow Garments 28 Spellcharge Gloves 36
Sunshield Clothing 28 Spellcipher Gloves 36
Chest Slot 29 Squire’s Gauntlets 36
Contagion Ward Shirt 29 Thunderbringer Gloves 37
Diplomat’s Vest 29 Tiger Gauntlets 37
Hero’s Tabard 29 Head Slot 37
Hunter’s Vest 29 Circlet of Courageous Panic 37
Immortal’s Corset 29 Crown of Command 37
Innocuous Vest 30 Crown of Elemental Power 37
Magister’s Vest 30 Crown of Flames 38
Sash of the Cavalry Scout 30 Crown of Heroism 38

365 Magic Items Benjamin Medrano, Zenith Games


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Crown of the Necromantic Lord 38 Cloak of Lightning 45
Crown of the Titan 38 Death-Eater Pauldrons 46
Crown of Tyranny 38 Gatecrasher’s Pauldrons 46
Crown of Victory 38 Golden Wings 46
Erinyes Halo 39 Mantle of Three Lives 46
Halo of Life 39 Melding Cloak 46
Helm of Confidence 39 Starlight Cloak 46
Helm of Mental Protection 39 Stormbringer Cloak 47
Helm of Terror 39 Thief’s Cloak 47
Helm of the Bull 39 Wind-borne Mantle 47
Helm of True Courage 39 Wrist Slot 47
Inquisitor’s Mask 40 Ally’s Bracelets 47
Inviolable Crown 40 Bracelet of the Elemental Companion 47
Marksman’s Hat 40 Bracelet of the Magister 47
Mask of Aura Shielding 40 Bracelets of Transposition 48
Mercenary’s Helm 40 Bracers of Agile Reflexes 48
Phoenix’s Rebirth 40 Bracers of Angelic Protection 48
Unyielding Helm 40 Corrosion Serpent Bracers 48
Neck Slot 41 Deflecting Vambraces 48
Amulet of Confident Grace 41 Dervish Bracers 48
Amulet of Invulnerability 41 Energy Bracelets 49
Amulet of the Enchanter 41 Guardian Bracelets 49
Ankh of the Undying 41 Healer’s Bracelets 49
Clone Amulet 41 Inevitable Bracers 49
Connecting Collar 41 Lucky Bracelet 49
Cremation Charm 42 Protective Bracers 49
Faithless Torc 42 Shifter’s Boon 50
Ghostspeaker Amulet 42 Shifter’s Vambraces 50
Golem Torc 42 Strongman’s Bracers 50
Heart of Midnight 42 Titan’s Bracers 50
Hellfire Crystal 42 Vambraces of Golden Fire 50
Holy Symbol of Fortune, Lesser 43 Slotless Wondrous Items 51
Holy Symbol of Fortune 43 Brazier of Contemplation 51
Holy Symbol of Fortune, Greater 43 Brooch of Lifesaving 51
Holy Symbol of Guidance 43 Chime of Magic Dispersal 51
Holy Symbol of Virtue 43 Chime of Spell-Twisting 51
Innocuous Collar 43 Coin of Good Fortune 51
Lifekeeping Amulet 43 Deathbane Powder 52
Petrified Amulet 44 Dragonblood Salve 52
Rejuvenating Collar 44 Dragonbreath Scabbard 52
Restful Amulet 44 Draught of Regeneration 52
Sheltering Symbol 44 Dust Bomb 52
Symbol of Peace 44 Dust of Cloying Spice 52
Symbol of Rapture 44 Energy Gem 53
Tear of Dawn 45 Eternity Seal 53
Torc of Holy Blessings 45 Feather Token (Wall) 53
Torc of the Painless 45 Fiery Quiver 53
Shoulder Slot 45 Figurine of Wondrous Power, Alabaster Pegasus 53
Angelic Mantle 45 Flute of the Desert Wind 54
Cloak of the Dark Observer 45 Forceblade Sheath 54
Cloak of the Deep Seas 45 Getaway Charm 54

365 Magic Items Benjamin Medrano, Zenith Games


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Ghost-Trap Web 54 Celestial Crescents 63
Gravekeeper’s Lantern 54 Crescent of the Moon 63
Heavenly Egg 54 Crescent of the Sun 63
Holy Diamond 55 Set of the Fool 63
Holy Font 55 Fool’s Boots 63
Holy Symbol of the False God 55 Fool’s Cap 63
Ignition Oil 55 Fool’s Gloves 63
Inferno Bead 55 Fool’s Raiment 63
Inspiring Tools 55 Setting Sun 64
Instant Lodge 56 Blade of the Setting Sun 64
Ioun Stone, Luminescent Prism 56 Breastplate of the Setting Sun 64
Ioun Stone, Silver Spindle 56 Sandals of the Setting Sun 64
Ioun Stone, Vermilion Sphere 56 Rings of Sin 64
Kaleidoscope Gem 56 Ring of Sin, Envy 64
Laboratory of Quadratic Alchemy 56 Ring of Sin, Gluttony 64
Magistrate’s Gavel 57 Ring of Sin, Greed 64
Merchant’s Discerning Scales 57 Ring of Sin, Lust 64
Mystic Berry Rations 57 Ring of Sin, Pride 65
Pearl of Life 57 Ring of Sin, Sloth 65
Pearl of Purification 57 Ring of Sin, Wrath 65
Potion Pouch 57 Sets of Sin 65
Pumpkin Cottage 57 Envy 65
Purifying Bucket 58 Armor of Envy 65
Readjustment Tape 58 Blade of Envy 65
Recall Crystal 58 Crown of Spell-Stealing, Envy 66
Scramblestone 58 Gluttony 66
Seed of Fiery Immolation 58 Helm of Gluttony 66
Seed of Leafy Shelter 58 Troll Leathers, Armor of Gluttony 66
Seed of Nature’s Embrace 59 Vampire Fang, Sword of Gluttony 66
Shifting Pill 59 Greed 67
Sphere of Dark Ice 59 Armor of Greed 67
Stardust Orb 59 Eyes of Greed 67
Steam Capsule 59 Warhammer of Greed 67
Stone of Betrayal 59 Lust 67
Stone of False Vitality 60 Armor of Lust 67
Thorn Prison 60 Dagger of Lust 68
Thundercharge Powder 60 Girdle of Lust 68
Time Dilation Pill 60 Pride 68
Tome of the Summoned Servant 60 Crown of Pride 68
Wand Sleeve 61 Glorious Robe, Pride 68
Warding Key 61 Pretentious Blade, Sword of Pride 68
Warpaint of Power 61 Sloth 68
Water Stone 61 Armor of Sloth 68
Wheel of Thunder 61 Quarterstaff of Sloth 69
Sets 62 Mantle of Sloth 69
Acrobat’s Set 62 Wrath 69
Acrobat’s Armor 62 Edge of Rage, Axe of Wrath 69
Acrobat’s Bandana 62 Enveloping Rage, Armor of Wrath 69
Acrobat’s Boots 62 Helm of Wrath 69
Acrobat’s Cloak 62
Acrobat’s Gloves 62

365 Magic Items Benjamin Medrano, Zenith Games


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FROM THE AUTHOR FROM THE DEVELOPER

In late 2016 I challenged myself to a project, one Benjamin is a genius with magic items. He’s a
which I was all but certain I’d fail. I decided to create published novelist who knows his prose. And his work
a different magic item every day for a year. is of the highest grade.

My goal was to produce something new with every The items crafted within are among the best I’ve
entry. I wanted each item to be memorable, unique ever seen.
and useful.
Inside you’ll find weapons and armor, shields and
Whether this was the feather token (wall) for a fleeing rings, rods, staves, crowns, and wondrous items of all
villain, or the sore lack of many magical crowns and sorts.
helms in the game, I tried to support a variety of
playstyles and concepts. You’ll find magical sets, such as the celestial
crescents and set of the fool. You’ll find sets of sin
To my own astonishment, one year later I looked ranging from envy to wrath.
back at my work and saw that I was finished: over
400 magical items of all shapes and sizes. I pruned, Within are weapons of incredible power, such as
improved, and cultivated the list, and then submitted bonedrinker, blade of the moon, and the elemental wheel.
it to Zenith Games when it was ready. Alongside them are commoner tools, such as the coin
of good fortune and magistrate’s gavel.
To my continuing astonishment, they accepted it.
Have a character concept? You’ll find something
I’m deeply thankful to Jeff, who chose to publish it, for it within. Need a campaign-driving MacGuffin ?
and to Charles for his editing, because they helped Try the pearl of life or crown of the necromantic lord (or
forge what I created into something far better. dozens more).

I hope you enjoy using these items as much as I Maybe you’d like an eternity seal to lock away a
enjoyed writing them up. cursed treasure? Or an ephemeral breastplate for a quick
escape? Or a clone amulet for the ultimate backup
— Benjamin Medrano plan?

You’ll find all that, and hundreds upon hundreds


more, within.

Benjamin has made something incredible here.

Enjoy.

— Jeff Gomez

365 Magic Items Benjamin Medrano, Zenith Games


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BLADE OF STOLEN MOMENTUM
Weapons Aura moderate evocation; CL 10th
Slot none; Price 72,310 gp; Weight 2 lbs.
ANNIHILATION BLADE Description
Aura strong transmutation; CL 12th This +3 keen short sword has a wickedly-serrated edge and
Slot none; Price 36,310 gp; Weight 2 lbs. deals 1d4 Dexterity damage on a critical hit or sneak
Description attack. If a target receives any Dexterity damage, the
This +1 keen short sword has a uniform, featureless blade. wielder gains a +1 bonus to attack rolls and +10 feet to
Once per day, on command, the wielder may wreathe it their base land speed until the end of their next turn. A
in an aura of gray energy. The next successful attack creature cannot have more than 8 points of Dexterity
against a creature subjects the target to a disintegrate effect damage from the weapon at any one time.
(CL 12; Fort DC 20). The aura persists until discharged Construction
or for five rounds. Requirements Craft Magic Arms and Armor, bestow
Construction curse, keen edge; Cost 36,310 gp
Requirements Craft Magic Arms and Armor,
disintegrate; Cost 18,310 gp BLADE OF THE EARTH
Aura strong evocation; CL 15th
Slot none; Price 101,050 gp; Weight 8 lbs.
AXE OF DESTINY Description
Aura strong divination; CL 18th This +3 corrosive burst adamantine greatsword has a faint
Slot none; Price 98,020 gp; Weight 6 lbs. greenish hue. The damage from its corrosive property is 2d6
Description acid instead of the usual 1d6. If the blade of earth’s
This +5 mithral keen greataxe has an axehead forged from enhancement bonus is increased to +5 or more, the
mithral with flowing, delicate curves and an edge that corrosive damage increases to 3d6 acid. Once per round on
gleams with a rainbow shine. Once per day, as an the confirmation of a critical hit, the wielder may force a
immediate action, the wielder may automatically confirm struck target in contact with the ground to make a DC 15
a critical threat or gain a +10 insight bonus to the next Reflex save or fall prone and be unable to stand or move
attack with the weapon before the start of their next turn. until the start of the wielder’s next turn, as though affected
Construction by a localized earthquake. Affected spellcasters must make
Requirements Craft Magic Arms and Armor, foresight, a concentration check (DC 20 + spell level) or lose any
keen edge; Cost 52,020 gp spell they try to cast during this time.
Construction
Requirements Craft Magic Arms and Armor, acid
BLADE OF LIGHTNING arrow; Cost 52,050 gp
Aura moderate conjuration; CL 10th
Slot none; Price 24,315 gp; Weight 2 lbs. BLADE OF THE MOON
Description Aura strong evocation; CL 15th
While inactive, this weapon appears to be nothing more Slot none; Price 100,015 gp; Weight 2 lbs.
than a hilt of electrum set with an amethyst in the Description
pommel. Once activated, a blade of lightning-like energy The blade of the moon is an elegant-looking +3 icy burst mithral
is created, shedding light as a torch. The blade of lightning scimitar with a gracefully-curved blade that glows
functions as a +1 longsword with the shock property brilliantly in moonlight, shedding light as a torch. When
(activated when the blade is), except all damage dealt is active, the damage from its frost property is 2d6 cold
electricity damage (unless from a different source, such as damage instead of the normal 1d6. If the blade of the moon
an added flaming or frost enchantment). The wielder ever has its enhancement bonus increased to +5 or more,
receives a +3 to attack rolls against targets wearing metal the damage from the icy burst property increases to 3d6.
armor or composed primarily of metal. If the wielder loses Twice per day, as a full-round action while beneath a
control of the blade (is disarmed, drops it, tries to throw it, moon of at least crescent illumination, the wielder may
etc) it deactivates. make a single attack roll against up to five different
Construction creatures within 30 feet, dealing damage to each target
Requirements Craft Magic Arms and Armor, flame struck as normal for a successful attack.
blade, shocking grasp, spiritual weapon; Cost 12,315 gp Construction
Requirements Craft Magic Arms and Armor, chill metal
or ice storm, elemental form I; Cost 51,015 gp

365 Magic Items Benjamin Medrano, Zenith Games


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BLADE OF THE STARS BOW OF SHADOWS, LESSER
Aura strong evocation; CL 15th Aura moderate necromancy; CL 10th
Slot none; Price 98,315 gp; Weight 4 lbs. Slot none; Price 21,400 gp; Weight 3 lbs.
Description Description
This midnight-blue +3 shocking burst longsword has dozens The lesser bow of shadows is a +1 adaptive composite longbow
of shimmering points of light, like stars in the night sky, composed of pure black wood and cool to the touch.
along its length. It sheds light as a candle. The damage Ammunition fired from it deals an additional 1d8 negative
from its shock property is 2d6 electricity damage instead of energy damage to the target.
the normal 1d6. If the blade of the stars ever has its Construction
enhancement bonus increased to +5 or more, this damage Requirements Craft Magic Arms and Armor, inflict light
becomes 3d6 instead. Once per day, as an immediate wounds; Cost 100,900 gp
action, when the wielder would receive 10 or more
electricity damage (before applying any resistances), he BOW OF SHADOWS
may instead absorb the energy and gain the benefits of Aura strong necromancy; CL 15th
haste for one minute. During this time, electricity damage Slot none; Price 83,400 gp; Weight 3 lbs.
dealt by the blade of the stars is doubled. Description
Construction Similar to a lesser bow of shadows, this weapon is a +3 adaptive
Requirements Craft Magic Arms and Armor, call composite longbow and deals an additional 2d8 negative
lightning or lightning bolt, haste, ride the lightning; Cost 49,315 energy damage on a confirmed critical hit. Additionally,
gp once per day, the wielder may use enervation.
Construction
BLADE OF THE SUN Requirements Craft Magic Arms and Armor, enervation,
Aura strong evocation; CL 15th inflict moderate wounds; Cost 41,900 gp
Slot none; Price 98,335 gp; Weight 6 lbs.
Description BOW OF SHADOWS, GREATER
This +3 flaming burst bastard sword has a blade that glows Aura strong necromancy; CL 20th
brilliantly with a golden radiance, shedding normal light Slot none; Price 231,400 gp; Weight 3 lbs.
in a 30-foot radius and raising the light level within an Description
additional 30 feet by one level, to a maximum of normal. Similar to a bow of shadows, this +5 adaptive composite longbow
The weapon’s flaming property deals 2d6 fire damage also places a temporary negative level on its target after a
instead of the normal 1d6. If the blade of the sun ever has its confirmed critical hit. These negative levels last for 24
enhancement bonus increased to +5 or more, this damage hours. Additionally, the wielder my use enervation three
increases to 3d6 instead. Against undead creatures all fire times per day.
damage dealt by a blade of the sun bypasses resistance (but Construction
not immunity). Against creatures vulnerable to sunlight, Requirements Craft Magic Arms and Armor, enervation,
the fire damage increases by 50%. inflict serious wounds; Cost 115,900 gp
Construction
Requirements Craft Magic Arms and Armor, daylight, CONSTRICTING WHIP
fireball or flame strike; Cost 49,335 gp Aura moderate transmutation; CL 11th
Slot none; Price 32,301 gp; Weight 2 lbs.
BONEDRINKER Description
Aura strong necromancy; CL 15th This +1 deadly whip is made from the skin of an immensely
Slot none; Price 50,320 gp; Weight 2 lbs. long snake. Its wielder may attempt to grapple a target
Description within his reach as a standard action with the whip,
This +1 corrosive rapier is constructed from bone and adding its enhancement bonus to his CMB. If successful,
appears to be ragged and corroded. On a critical hit, the wielder does not gain the grappled condition. The
bonedrinker deals an additional 1d6 Strength damage to its wielder can only attempt to maintain the grapple with the
target as it weakens and deteriorates their bones. whip, though on a success it deals 1d6 bludgeoning
Bonedrinker repairs 2 hit points of damage to itself per damage plus its enhancement bonus as well as any other
Strength damage dealt. A target receiving Strength damaging properties it may have active (such as flaming or
damage from bonedrinker equal to its Strength score dies as shock). If the wielder loses control of the constricting whip, it
its skeleton is destroyed. Creatures lacking a significant immediately ceases grappling.
skeletal structure are not dealt Strength damage. Construction
Construction Requirements Craft Magic Arms and Armor, animate
Requirements Craft Magic Arms and Armor, acid objects; Cost 16,301 gp
arrow, horrid wilting; Cost 25,320 gp

365 Magic Items Benjamin Medrano, Zenith Games


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CRUSHING FLAIL Construction
Aura moderate transmutation; CL 9th Requirements Craft Magic Arms and Armor,
Slot none; Price 35,015 gp; Weight 15 lbs. earthquake, meteor swarm; Cost 103,015 gp
Description
This +1 impact adamantine heavy flail has an oversized head EDGE OF LIGHT
for heavier blows. If a creature is struck by the flail twice Aura moderate evocation; CL 10th
or more in the same round, the wielder may attempt a free Slot none; Price 20,015 gp; Weight 2 lbs.
trip maneuver without provoking attacks of opportunity Description
or risk of being tripped in return. The trip attempt has a This curved +1 undead bane mithral longsword glows with a
circumstance bonus equal to the number of times the glittering outline along its edge, shedding light as a candle.
wielder struck the creature that round. This free Against aberrations, oozes, outsiders, or undead with
maneuver can only be attempted once per round on any sunlight vulnerability or weaknesses, it deals an additional
individual creature. 2d6 damage.
Construction Construction
Requirements Craft Magic Arms and Armor, bull’s Requirements Craft Magic Arms and Armor, searing
strength, enlarge person; Cost 19,015 gp light; Cost 11,015 gp

CRUSHING QUARTERSTAFF
Aura moderate transmutation; CL 10th ELECTROCUTION BOW
Slot none; Price 48,000 gp; Weight 6 lbs. Aura moderate evocation; CL 10th
Description Slot none; Price 32,400 gp; Weight 3 lbs.
This +1 impact/+1 impact quarterstaff is shod in adamantine Description
and heavily-reinforced. In any round when a creature is This +1 shocking burst composite longbow is set with amethysts
struck by both ends of the crushing quarterstaff, it deals and sparks with electricity when drawn. Additionally,
additional damage as though it were a rend attack (1d8 + following a confirmed critical resulting from a natural 20,
plus 1-1/2 times Str modifier). it deals an extra 5d6 electricity damage to the target.
Construction Construction
Requirements Craft Magic Arms and Armor, lead Requirements Craft Magic Arms and Armor, lightning
blades; Cost 27,000 gp bolt, shocking grasp; Cost 16,400 gp

CURSING CLUB
Aura Moderate Necromancy; CL 5th
ELEMENTAL WHEEL
Slot none; Price 32,300 gp; Weight 3 lbs.
Aura moderate evocation; CL 10th
Description
Slot none; Price 55,024 gp; Weight 3 lbs.
This slightly misshapen +1 impact club is carved from black
Description
wood. Any time a creature is damaged by the club, they
This +1 returning starknife has blades composed of four
receive a stacking –1 penalty to attack rolls and skill checks
different materials: adamantine, mithral, steel, and
against the wielder until the start of the wielder’s next
magically-hardened crystal. An elemental wheel bypasses
turn. This is a curse effect.
damage reduction as any of those materials (ie. mithral
Construction
counts as silver) and shimmers with a red, blue, green, and
Requirements Craft Magic Arms and Armor, bane;
white glow. As a move action, on command, the wielder
Cost 16,300 gp
may wreathe the blade in an elemental aura that deals an
additional 1d6 acid, cold, electricity, or fire damage on a
EARTH-SUNDERER successful hit (chosen when activated). While active, a
Aura strong evocation; CL 17th confirmed critical hit adds an extra 2d10 energy damage
Slot none; Price 203,015 gp; Weight 12 lbs. of the chosen type as well. Despite its composite
Description construction, the elemental wheel counts as steel for purposes
This +5 corrosive impact adamantine lucerne hammer has deadly- of hardness, hit points, and determining spells and effects
looking runes along the length of its haft. On a confirmed that can affect it. This weapon may not be further
critical following a natural 20, the weapon releases an enhanced with additional properties that add extra acid,
explosive burst that deals 10d6 magical bludgeoning cold, electricity, or fire damage.
damage and knocks prone all creatures within 10 feet of Construction
the target other than the wielder. Affected creatures may Requirements Craft Magic Arms and Armor, summon
attempt a Fortitude save (DC 15 + wielder’s Strength monster IV; Cost 30,024 gp
modifier) for half damage and to remain standing. The
struck target receives no saving throw.

365 Magic Items Benjamin Medrano, Zenith Games


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ENERGY LASH FORCE BLADE
Aura moderate evocation; CL 10th Aura strong evocation; CL 9th
Slot none; Price 32,301 gp; Weight 2 lbs. Slot none; Price 24,315 gp; Weight 4 lbs.
Description Description
This rune-carved silver handle appears simple enough The blade of this +1 keen longsword seems slightly shorter
while not in use. When activated by the wielder, which than normal, but, when wielded, is overlaid by an edge of
can be done as a free action while drawing the weapon force energy, allowing it to strike and damage incorporeal
(standard command word activation otherwise), the creatures as though with the ghost touch property. If the
handle creates a whip-like emanation of acid, cold, wielder uses the Arcane Strike feat with this weapon, they
electricity, or fire as the wielder desires (defaults to fire if may increase the length of the blade, granting it the reach
unspecified). The energy lash otherwise attacks and deals weapon quality until the start of their next turn. Due to
damage as a +1 whip, though the damage is lethal and of the force overlay, a force blade gains no benefit from special
the energy type currently active. The whip can affect materials to overcome damage reduction, though it does
targets regardless of their armor bonuses. receive the hit points, hardness, reduced weight, or other
Construction properties of the material.
Requirements Craft Magic Arms and Armor, flame Construction
blade; Cost 16,301 gp Requirements Craft Magic Arms and Armor, flame
blade, keen edge, plane shift; Cost 12,315 gp
FARTOUCH GAUNTLET
Aura moderate transmutation; CL 9th FORGOTTEN BLADE
Slot none; Price 18,302 gp; Weight 1 lb. Aura moderate enchantment; CL 7th
Description Slot none; Price 32,320 gp; Weight 2 lbs.
This +1 gauntlet is detailed with diagrams and runes in Description
gold. The wearer may strike at targets using the gauntlet This +1 rapier is otherwise plain and mundane-looking.
as though they had an additional reach of 20 feet. This Viewers directly examining the forgotten blade need to
does not increase their threatened space and attacks made succeed at a DC 13 Will save to even note that it is
using the fartouch gauntlet’s added reach count as ranged masterwork. Once per round, as a swift action when the
attacks for purposes of provoking attacks of opportunity. wielder makes a successful attack, the wielder may force
The wearer of the gauntlet may also use mage hand on the target to make a Will save (DC 13 + wielder’s
objects within 20 feet. Charisma modifier) or forget the wielder’s presence. The
Construction target is flat-footed against the wielder until the end of its
Requirements Craft Magic Arms and Armor, telekinesis; next turn or until the wielder attacks the target, whichever
Cost 9,302 gp comes first. This effect otherwise functions as suggestion.
Construction
FLAME EATER Requirements Craft Magic Arms and Armor, suggestion;
Aura moderate transmutation; CL 10th Cost 16,320 gp
Slot none; Price 32,310 gp; Weight 6 lbs.
Description FREEZING PIERCER
This +1 flaming fire outsider bane battleaxe is forged with Aura strong transmutation; CL 12th
flame-like patterns along its blade and haft. Nearby flames Slot none; Price 72,302 gp; Weight 1 lb.
seem drawn towards it. A flame eater can deal critical and Description
precision damage to creatures of the fire subtype even if This +1 frost dagger resembles a thin stiletto with a blade
their forms normally resist such damage. This only applies seemingly made of ice. The freezing piercer treats all damage
to resistance from their forms, not to protections provided reduction other than DR/— as though 5 points lower.
by spells, items, or class abilities that would mitigate such Additionally, if the weapon deals cold damage to any
damage (ie. fortification, or a gaseous form spell, though a creature, that target receives 1 point of Dexterity damage
normally gaseous fire-subtype creature is vulnerable). In as it freezes their joints. If the Dexterity damage from this
addition, any creature struck by the flame eater has its fire weapon would equal or exceed the target’s Dexterity
resistance reduced by 5 until the start of the wielder’s next score, it must succeed at a DC 19 Fortitude save or be
turn. A creature with fire immunity struck by a critical hit turned to ice, similar to a flesh to stone effect. A creature
from a flame eater has its fire immunity suppressed until the saving against this effect is immune for 24 hours, though
beginning of the wielder’s next turn. not to any other damage or effects of the weapon or from
Construction the freezing from a different freezing piercer.
Requirements Craft Magic Arms and Armor, fireball, Construction
flame blade, or flame strike, summon monster I; Cost 16,310 gp Requirements Craft Magic Arms and Armor, chill metal
or ice storm, flesh to stone, keen edge; Cost 36,302 gp

365 Magic Items Benjamin Medrano, Zenith Games


10
FROZEN SCYTHE HUNTER’S BOW
Aura strong evocation; CL 15th Aura moderate transmutation; CL 7th
Slot none; Price 132,318 gp; Weight 10 lbs. Slot none; Price 10,400 gp; Weight 3 lbs.
Description Description
This +3 fire outsider bane icy burst scythe has a wooden handle This carefully-crafted +1 animal bane composite longbow is
with a cutting edge formed from ice. Both are magically burnished to a soft sheen. When the wielder attempts to
hardened to be as strong as steel, though they still count shoot from hiding, their subsequent Stealth check has the
as wood or ice for spells or effects that might affect them, penalty reduced by 5 to a minimum of 0.
respectively. When the wielder successfully confirms a Construction
critical hit against a living creature, the target must Requirements Craft Magic Arms and Armor, silence,
succeed at a DC 20 Fortitude save or be turned to ice, summon monster I; Cost 5,400 gp
similar to a flesh to stone effect. Any effect that can restore a
creature from flesh to stone can restore the target. The ice
can be damaged, broken, or even melted if not kept at a
suitable temperature and environment. Creatures
immune to cold damage are immune to this effect.
Construction
Requirements Craft Magic Arms and Armor, flesh to
stone, polar ray; Cost 66,318 gp

GUTPIERCER
Aura moderate evocation; CL 10th
Slot none; Price 32,302 gp; Weight 1 lb.
Description
This compact +2 aberration bane dagger fits easily in its
wielder’s hand, making it ideal in tight spaces. It deals an
extra 2d8 damage whenever its wielder is swallowed
whole and cutting their way out. If the blade successfully
cuts free, the swallowing creature must succeed at a DC
18 Fortitude save or the cut remains open for one minute
(instead of being closed by muscular action as normal).
This deals no extra damage, but creatures swallowed
during this time need only succeed at a CMB or Escape
Artist check, with a +5 bonus, to find the opening and
escape rather than cut a new exit themselves.
Construction
Requirements Craft Magic Arms and Armor, summon
monster III; Cost 16,302 gp

HAMMER OF HEAVENLY FLAMES


Aura moderate evocation [good]; CL 10th JUSTICAR’S BLADE
Slot none; Price 32,312 gp; Weight 5 lbs. Aura moderate enchantment; CL 10th
Description Slot none; Price 50,315 gp; Weight 4 lbs.
This silvery-hued +1 flaming burst warhammer maintains a Description
constant pristine appearance. Against evil outsiders or This +1 keen chaotic outsider bane longsword is sturdily-
undead, this weapon is considered good-aligned for constructed and inscribed with sigils of law. When the
bypassing damage reduction or regeneration and any fire wielder confirms a critical hit against a chaotic-aligned
damage from the hammer to these targets is considered humanoid or outsider, the target must succeed at a DC 18
both fire and direct divine damage, whichever the wielder Will save or be affected by hold monster for 1 round. An
prefers. outsider with the chaotic subtype has a –4 penalty on this
Construction saving throw.
Requirements Craft Magic Arms and Armor, fireball, Construction
holy smite; Cost 16,312 gp Requirements Craft Magic Arms and Armor, hold
monster; Cost 25,315 gp

365 Magic Items Benjamin Medrano, Zenith Games


11
KAMA OF PERFECT DEFENSE with the damage type. A kinetic hilt requires one hand to
Aura moderate abjuration; CL 10th wield.
Slot none; Price 32,302 gp; Weight 2 lbs. Construction
Description Requirements Craft Magic Arms and Armor, flame
This +2 defending kama is simple but sturdy, with a heavier blade; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
handle than normal. If at least one enhancement bonus 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp
has been transferred to the wielder’s defense, the wielder (+7), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10)
gains the benefit of the Deflect Arrows feat without
needing a free hand. If the wielder already possesses LIGHTNING EDGE
Deflect Arrows during this time, they may also deflect Aura moderate evocation; CL 8th
magical attacks such as rays while wielding this kama. Slot none; Price 10,130 gp; Weight 8 lbs.
Construction Description
Requirements Craft Magic Arms and Armor, protection The cutting edge of this +1 shock dwarven waraxe is bright
from arrows, resist energy; Cost 16,302 gp blue and the head is engraved with lightning bolts. Once
per day, the wielder may unleash a cone of electricity, as
KINETIC BOW burning hands except damage dealt is electricity damage
Aura varied evocation; CL varies (DC 15 Reflex half).
Slot none; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp Construction
(+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), Requirements Craft Magic Arms and Armor, burning
98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 hands, lightning bolt; Cost 5,230 gp
gp (+10); Weight 4 lbs.
Description MAGEBLADE
This stylized silver bow is unstrung and inscribed with Aura strong transmutation; CL 15th
numerous runes of enhancement along its metal arms. A Slot none; Price 18,310 gp; Weight 2 lbs.
kinetic bow can have the same magical properties as most Description
bows, but instead of arrows, it channels and bestows its This +1 shortsword has a faint, purple tinge and runes that
enhancements on kinetic blasts made using the extended glow dimly when its wielder casts a spell. Up to three times
range or extreme range infusions. When its wielder per day, as a swift action, the wielder may sacrifice a spell
channels a kinetic blast through a kinetic bow, it bypasses or spell slot of 1st level or higher to gain a +1 luck bonus
spell resistance and gains any enhancement bonuses from to attack and damage rolls with the weapon until the start
the kinetic bow save those that do not function with the of the wielder’s next turn. This bonus increases by 1 for
damage type. A kinetic bow requires two hands to wield, but every three spell levels of the spell or spell slot sacrificed.
the wielder may use the gather power class feature without Construction
penalty with it. Requirements Craft Magic Arms and Armor, divine
Construction favor, greater magic weapon; Cost 9,310 gp
Requirements Craft Magic Arms and Armor, flame
blade; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), MAGMA SPIKE CROSSBOW
16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp Aura strong evocation; CL 10th
(+7), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10) Slot none; Price 72,700 gp; Weight 12 lbs.
Description
KINETIC HILT This +1 endless ammunition flaming burst heavy repeating
Aura varied evocation; CL varies crossbow is crafted of adamantine and darkwood and its
Slot none; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp conjured bolts glow like smoldering embers. On a
(+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), successful attack against a creature, its bolts pierce
98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 through the target to attack another creature within 30
gp (+10); Weight 3 lbs. feet directly behind the initial target using the original
Description attack roll, though with a –4 penalty. Precision damage
This weapon resembles nothing more than a grip crafted (such as sneak attack), critical hits, and other effects (like
of ivory and silver with a basket hilt. A kinetic hilt functions the flaming burst property) only apply to the first target. A
as a melee weapon in all regards for enchantments, except natural 20 against the first target is not considered an
it bestows its enhancements on weapons manifested via automatic hit on the second target if that attack (with the
the kinetic blade or kinetic whip infusions. When a kinetic –4 penalty) would not overcome its AC.
blade or kinetic whip is manifested through a kinetic hilt, it Construction
bypasses spell resistance and gains any enhancement Requirements Craft Magic Arms and Armor, fireball,
bonuses from the kinetic hilt save those that do not function gravity bow; Cost 36,700 gp

365 Magic Items Benjamin Medrano, Zenith Games


12
METEOR FLAIL after any other threat modifier, such as Improved Critical
Aura moderate transmutation; CL 10th or keen effects. Additionally, on a confirmed critical hit
Slot none; Price 58,508 gp; Weight 5 lbs. against such targets, the dagger causes bleed (as wounding)
Description for one minute.
This +1 flaming impact adamantine flail radiates a faint heat Construction
and has a burnished darkwood handle. Its spiked Requirements Craft Magic Arms and Armor, bleed, keen
adamantine head allows it to deal both bludgeoning and edge; Cost 6,802 gp
piercing damage. As a swift action, the wielder may
lengthen or shorten the chain of the flail, either gaining or PENETRATING LIGHTNING
losing the reach quality. Once per day, the wielder may Aura faint evocation; CL 5th
use fireball with a range of 100 feet, dealing 5d6 fire Slot none; Price 900 gp; Weight 0.1 lbs.
damage (Reflex DC 14, half). Description
Construction This copper-headed +1 shock arrow glitters with electricity
Requirements Craft Magic Arms and Armor, fireball, and can be fired normally as part of an attack. As a full-
lead blades; Cost 30,758 gp round action, the user may instead fire it from a bow as a
line effect with a range equal to the weapon’s base range
METEORIC WARHAMMER increment. Use of this power destroys the arrow. A single
Aura moderate evocation; CL 12th attack roll is made against all creatures in the line (with
Slot none; Price 62,312 gp; Weight 5 lbs. cover and concealment bonuses as appropriate), dealing
Description damage to each target struck (roll damage individually). If
This +1 flaming burst throwing warhammer is inscribed with the arrow strikes a solid barrier before the end of the line
crimson runes of velocity and power that double its critical and deals enough damage to destroy it, the arrow
threat range. When thrown, a meteoric warhammer deals an continues on. If the arrow is significantly deflected or
additional 2d6 fire damage to its target and the wielder diverted, such as through Deflect Arrows or entropic shield,
may attempt a free trip maneuver with no chance of being the attack ends at that point.
tripped in return. Construction
Construction Requirements Craft Magic Arms and Armor, call
Requirements Craft Magic Arms and Armor, fireball, lightning or lightning bolt, magic weapon; Cost 450 gp
flame blade, or flame strike, magic stone; Cost 31,312 gp
PENITENCE FLAIL
MOON SLICER Aura moderate enchantment; CL 10th
Aura moderate evocation; CL 10th Slot none; Price 35,015 gp; Weight 10 lbs.
Slot none; Price 53,580 gp; Weight 3.5 lbs. Description
Description This +1 impact adamantine heavy flail has a spiked head,
This +1 keen icy burst mithral elven curve blade is etched with dealing both piercing and bludgeoning damage. On a
symbols of the moon. Twice per day, as a standard action, successful hit, the target’s mind is filled with doubt, giving
the wielder may unleash 40-foot cone of flurrying, icy them a –1 penalty to attack rolls, saving throws, and skill
blades, making a single ranged touch attack against the checks for 1 round, to a maximum penalty of –4.
AC of all creatures in the area. Creatures struck take 6d8 Additional hits reset the duration. This is a mind-affecting
cold damage. This attack only threatens a critical hit on a morale and curse effect.
natural 20 and only the closest creature struck takes the Construction
additional damage. Requirements Craft Magic Arms and Armor, bestow
Construction curse; Cost 19,015 gp
Requirements Craft Magic Arms and Armor, cone of
cold; Cost 28,580 gp PETRIFYING DART
Aura moderate transmutation; CL 11th
OBSIDIAN EDGE Slot none; Price 32,300 gp 5 sp; Weight 1/2 lbs.
Aura faint transmutation; CL 5th Description
Slot none; Price 13,302 gp; Weight 1 lb. This +1 dart is constructed from stone and can petrify its
Description target on a critical hit, as per flesh to stone (Fort DC 19).
This +1 dagger has a wickedly-sharp obsidian blade that This effect persists until the dart is removed from the
easily slices through unprotected flesh and is alchemically statue as a full round action, at which point the creature
tempered to be as strong as steel. Against creatures with returns to normal 1d4 rounds later.
an armor bonus less than 2 or a natural armor bonus less Construction
than 3, it deals damage as though one size larger and its Requirements Craft Magic Arms and Armor, flesh to
critical threat range increases by 1. This increase applies stone; Cost 16,300 gp 5 sp

365 Magic Items Benjamin Medrano, Zenith Games


13
REAPER’S AXE SHRAPNEL SLING
Aura moderate evocation; CL 6th Aura moderate conjuration and evocation; CL 6th
Slot none; Price 21,020 gp; Weight 12 lbs. Slot none; Price 50,300 gp; Weight —
Description Description
This +1 keen adamantine greataxe bears wickedly-sharpened This +1 flaming sling generates its own ammunition when
edges. On a confirmed critical hit, the blade is sheathed used, though it can be loaded with other sling ammunition
in entropic energy that deals an additional 2d8 slashing if desired. Created ammunition vanishes if removed from
damage. This extra damage occurs even against creatures the sling or after an attack. On a critical hit, the bullet also
immune to the critical hit itself. explodes into shrapnel, dealing 2d6 piercing damage to all
Construction creatures within 5 feet of the target (Reflex DC 15, half).
Requirements Craft Magic Arms and Armor, keen edge; Construction
Cost 12,020 gp Requirements Craft Magic Arms and Armor, abundant
ammunition, fireball, magic stone; Cost 25,300 gp
REPULSING PIKE
Aura moderate evocation; CL 10th
Slot none; Price 18,305 gp; Weight 9 lbs. SLAUGHTERING FALCHION
Description Aura moderate transmutation; CL 10th
This +1 longspear is heavily reinforced near the tip. When Slot none; Price 18,375 gp; Weight 8 lbs.
the wielder strikes an opponent moving through their Description
threatened area, they may attempt a free bull rush without This +1 keen falchion has images of beasts engraved along
provoking an attack of opportunity. On a success, the its edge. Whenever a creature is slain by the slaughtering
wielder forces the target to end its movement and may falchion, a stylized image of that creature type appears on
expend an immediate action to attempt another bull rush the blade and it gains the bane quality against that creature
(does not provoke) to push the target back 5 feet and knock type for 10 minutes. Killing additional creatures of the
them prone. same type resets the duration. If a different creature type
Construction is slain by the slaughtering falchion, the wielder may choose
Requirements Craft Magic Arms and Armor, bull’s whether to change to the new type or to retain the current
strength, gust of wind; Cost 9,305 gp bane.
Construction
SHARD-SPRAY DAGGER Requirements Craft Magic Arms and Armor, keen edge,
Aura moderate conjuration and transmutation; CL 10th summon monster I; Cost 9,375 gp
Slot none; Price 38,782 gp; Weight 1 lb.
Description
This +1 keen sharding dagger has a serrated edge and, once SPELLSURGE BLADE
per day as a full-round action, its wielder may unleash a Aura faint evocation; CL 3rd
shower of shards in a 15-foot cone, dealing 10d4 magical Slot none; Price 935 gp; Weight 6 lbs.
piercing damage (Reflex DC 17, half). Description
Construction This masterwork bastard sword is engraved with dark and
Requirements Craft Magic Arms and Armor, fabricate, faded sigils. As a standard action, its wielder may expend
magic weapon; Cost 16,302 gp a spell or spell slot of 1st level or higher to grant it a +1
enhancement bonus for 1 minute per spell level, causing
SHIFTER’S FANG the runes to light up. If the expended spell had the acid,
Aura moderate transmutation; CL 7th cold, electricity, or fire descriptors, the weapon also deals
Slot none; Price 8,302 gp; Weight 1 lbs. 1 point of additional matching energy damage. A
Description spontaneous caster must know a spell with the energy
This +1 dagger is iron and curved like a dragon’s tooth. descriptor for the chosen spell level of the expended slot
When the wielder of a shifter’s fang changes forms into a to gain this bonus.
creature with a natural attack or natural attacks (such as Construction
through beast shape, form of the dragon, or wild shape) they Requirements Craft Magic Arms and Armor, magic
may choose to imbue the properties of the shifter’s fang in weapon; Cost 635 gp
one natural attack of their choice. If the wearer is wielding
multiple shifter’s fangs, they must choose different natural
weapons for the properties of each.
Construction
Requirements Craft Magic Arms and Armor, beast
shape I or wild shape, magic fang; Cost 4,302 gp

365 Magic Items Benjamin Medrano, Zenith Games


14
SOLAR MORNINGSTAR creature in the line, dealing weapon damage to each
Aura moderate evocation; CL 10th creature struck plus 2d10 electricity damage. If the spear
Slot none; Price 32,308 gp; Weight 6 lbs. encounters a solid object that it cannot break through
Description before the end of the line, it stops at that point. The spear
This +1 flaming morningstar is warm to the touch and sheds must be retrieved after being thrown in this way.
light even when its flames are not active. Against creatures Construction
vulnerable to sunlight, any fire damage dealt by the Requirements Craft Magic Arms and Armor, call
weapon is doubled and, once per day as a standard action, lightning or lightning bolt; Cost 25,302 gp
the wielder may unleash a burst of light and heat, dealing
10d6 fire damage to creatures within 20 feet that are
undead or vulnerable to sunlight (Reflex DC 16 half). SUBDUING BLADE
Construction Aura moderate transmutation; CL 10th
Requirements Craft Magic Arms and Armor, sun metal; Slot none; Price 18,302 gp; Weight 1 lb.
Cost 16,308 gp Description
This +1 merciful dagger looks wickedly-sharp despite its
STONE GOLEM’S HAMMER nonlethal qualities. Twice per day, on a successful sneak
Aura moderate transmutation; CL 10th attack, the wielder may expend an immediate action to
Slot none; Price 50,312 gp; Weight 5 lbs. stun the target for 1 round (Fort DC 5 + nonlethal
Description damage dealt). Creatures immune to nonlethal damage
This +1 impact warhammer is made of steel but textured and are immune to this effect.
worked to resemble stone without close inspection. Three Construction
times per day, as a swift action, the wielder may designate Requirements Craft Magic Arms and Armor, slow;
a creature within 10 feet. If that creature is struck by the Cost 9,302 gp
stone hammer within one round, the target is slowed for one
round. SUNBRINGER
Construction Aura faint evocation; CL 5th
Requirements Craft Magic Arms and Armor, slow; Slot none; Price 17,312 gp; Weight 8 lbs.
Cost 25,312 gp Description
This +1 heavy mace has a gold-plated head shaped like the
STONEBREAKER AXE sun and glows brightly, shedding light as a sunrod. As a
Aura moderate transmutation; CL 10th swift action once per day, the wielder can command
Slot none; Price 32,310 gp; Weight 6 lbs. sunbringer to flare with brilliance for three rounds,
Description increasing the light level within 10 feet by two, up to bright
This +2 earth outsider bane battleaxe gleams with a deep illumination. During this time, the first creature struck by
purple hue. The stonebreaker axe ignores hardness less than sunbringer each round is damaged as though struck by
10, and deals 2d6 additional damage against creatures or searing light.
objects made of stone. This does not stack with the extra Construction
damage from the bane property. Requirements Craft Magic Arms and Armor, daylight,
Construction searing light; Cost 8,812 gp
Requirements Craft Magic Arms and Armor, soften
earth and stone; Cost 16,310 gp SWORD OF PERFECT FORM
Aura moderate divination; CL 7th
STORM SPEAR Slot none; Price 18,315 gp; Weight 4 lbs.
Aura moderate evocation; CL 10th Description
Slot none; Price 50,302 gp; Weight 6 lbs. This +1 longsword has a slight curve but feels well-balanced
Description and almost weightless while used. Any wielder with a
This +2 shocking burst spear has a haft engraved with images Wisdom score of at least 13 is considered proficient with
of lightning bolts and a barbed tip edged in metallic blue it and can treat it as a monk weapon. As long as the
that deals damage as though one size category larger. wielder possesses at least 1 ki point, the sword adds a +1
Once per day, as a full-round action while outdoors, the insight bonus to attack and damage rolls and a +1 insight
wielder of a storm spear may call down lightning, dealing bonus to AC.
6d8 electricity damage to all other creatures within 20 feet Construction
(Reflex DC 15 half). Requirements Craft Magic Arms and Armor, divination;
Additionally, twice per day as a standard action, the storm Cost 9,315 gp
spear may be thrown in a 50-foot line. The wielder makes
a ranged attack roll at their full attack bonus against each

365 Magic Items Benjamin Medrano, Zenith Games


15
SWORD OF WORDS offer to surrender, as suggestion. This effect ends when
Aura strong universal; CL 15th the word is deactivated or if the creature is attacked.
Slot none; Price 32,315 gp (3 runes), 50,315 gp (4 runes), • Strength: The sword deals damage as if one size
72,315 gp (5 runes); Weight 4 lbs. category larger, and the wielder may take 1 burn (as
Description the kineticist class feature) to increase their muscle
This angular sword is marked with three to five runic mass, gaining a +2 size bonus to Strength for 1
words etched into its blade. It functions as a +1 longsword minute (though they don’t change size categories) or
until the wielder activates a rune by speaking its name as until this word is deactivated.
a free action. Only a single word may be active at a time • Water: The wielder is unhindered by water as though
and only one may be activated per round. A word with freedom of movement. On a confirmed critical hit,
deactivates immediately if the sword of words is not wielded. the weapon deals an additional 1d8 cold damage.
A sword of words with 5 words may have two active at a A sword of words is considered a +4, +5, or +6 weapon for
time, though only one may be activated per round. The the purpose of further enchantments, with each word
DC of any save against the weapon’s abilities is equal to counting as a +1 bonus. A sword of words may not have less
13 + the wielder’s Charisma modifier. than 3 words.
While a word is active, a sword of words gains additional Construction
powers: Requirements Craft Magic Arms and Armor, limited
• Air: The wielder’s maneuverability while flying is wish; Cost 16,315 gp (3 words), 25,315 gp (4 words),
increased by 1 step to a maximum of perfect, and 36,315 gp (5 words)
their fly speed gains a +10 enhancement bonus. This
does not grant the wielder the ability to fly.
Additionally, the sword deals 2d8 electricity damage THIRSTING BLADE
on a confirmed critical hit. Aura moderate necromancy; CL 10th
• Death: On a confirmed critical hit the sword bestows Slot none; Price 32,315 gp; Weight 4 lbs.
1 temporary negative level on the target for one Description
minute. When a creature is slain by the sword while This +1 keen water outsider bane scimitar seems pitted and
this word is active, the wielder may target it with soul worn, as though from moisture damage and rust, but
bind (trapping it within the sword of words) by speaking remains sharp and sturdy. Against a target with the water
its name (if it is nameless, its species may be used). subtype, the thirsting blade ignores 5 points of damage
The soul is released if the sword is destroyed, another reduction and deals an additional 1d6 damage with a 50%
soul is trapped, or the next time this rune is activated. chance to ignore immunity to critical hits.
• Earth: The sword deals both bludgeoning and Construction
slashing damage and repairs 1 hit point per round. Requirements Craft Magic Arms and Armor, horrid
On a confirmed critical hit, the target gains 1 burn wilting, keen edge; Cost 16,315 gp
(as the kineticist class feature).
• Fire: The sword gains the flaming property (activated
when the rune is triggered) and, on a confirmed
TORNADO GLAIVE
critical hit, deals an additional 5d6 fire damage and
sets the target on fire. Aura moderate evocation; CL 10th
• Life: The sword deals 1d6 additional damage against
Slot none; Price 18,308 gp; Weight 8 lbs.
creatures that would be harmed by positive energy. Description
On a confirmed critical hit, the wielder is healed 2d6 This +1 glaive is lightweight and whistles with a low
hit points. Hit points healed above the wielder’s howling wind when swung. The wielder may substitute a
maximum become temporary hit point (max 10) single attack each round with a blast of wind, targeting
which last for 1 hour. This is a positive energy effect any creature within 15 feet with a bull rush. The wielder
and harms undead wielders instead. need not move with the target but the target can be moved
• Magic: The sword counts as having an enhancement
no more than 15 feet from the wielder. Additionally,
bonus 2 higher than normal for the purpose of during any round when the wielder makes a full-attack
overcoming damage reduction (such as cold iron or action with the glaive, powerful winds surround them,
silver) and the wielder’s spells resolve at +1 caster granting a +2 deflection bonus to AC.
level. Additionally, if the wielder has the Deflect Construction
Arrows feat, they may use the sword of words to deflect Requirements Craft Magic Arms and Armor, gust of
wind, wind wall; Cost 9,308 gp
ranged attacks generated by spells, such as rays.
• Peace: All damage the sword deals becomes
nonlethal. On a confirmed critical, the target must
succeed at a Will save or cower for one minute and

365 Magic Items Benjamin Medrano, Zenith Games


16
TWO-BLADED SWORD OF LIGHT AND DARKNESS Critical hits and additional damage, such as from sneak
Aura strong evocation; CL 15th attacks or poison, apply only against the first target struck.
Slot none; Price 45,100 gp; Weight 5 lbs. Construction
Description Requirements Craft Magic Arms and Armor, enlarge
This +1 holy/+1 unholy two-bladed sword has blades of person, gust of wind, reduce person; Cost 27,110 gp
mithril connected by a darkwood shaft. One blade glows
faintly pearl and the other glows ebon with light and WINDSONG RAPIER
darkness respectively, but the two properties are so Aura moderate evocation; CL 10th
perfectly balanced that the wielder does not take negative Slot none; Price 73,020 gp; Weight 1 lbs.
levels for being good or evil. When a creature is struck Description
with both ends of this weapon in a single round, it deals This +3 keen thundering mithral rapier is pierced with tiny
an additional 2d6 untyped damage to that target. holes that radiate soft music when drawn, granting a –5
Creatures neither good nor evil receive 3d6 instead. penalty to Stealth. While the wielder is benefiting from a
Construction bardic performance, the windsong rapier deals an extra 1d6
Requirements Craft Magic Arms and Armor, consecrate, sonic damage per hit.
desecrate; Cost 25,100 gp Construction
Requirements Craft Magic Arms and Armor, shout;
VENGEFUL GLAIVE Cost 37,020 gp
Aura moderate enchantment; CL 10th
Slot none; Price 12,308 gp; Weight 10 lbs. WOODSMAN’S AXE
Description Aura faint transmutation; CL 3rd
This +1 vicious glaive is jagged and rough-looking. Up to Slot none; Price 910 gp; Weight 6 lbs.
three times per day as an immediate action, the wielder Description
may declare an oath of vengeance against a creature that This incredibly sharp and well-made masterwork
damaged them within the past round. For one hour, the battleaxe looks more like a woodsman’s tool than a
vengeful glaive is considered to have the bane quality against weapon. Against wooden targets, it ignores 5 points of
the chosen creature specifically. Additional uses of this hardness or damage reduction.
ability can add more bane targets, though each has its own Construction
separate duration. Requirements Craft Magic Arms and Armor, magic
Construction weapon; Cost 610 gp
Requirements Craft Magic Arms and Armor, rage;
Cost 6,308 gp

WIND PIERCER, LESSER


Aura moderate transmutation; CL 10th
Slot none; Price 19,110 gp; Weight 6 lbs.
Description
A lacquered darkwood shaft flows into the barbed tip of
this +1 mithral ranseur. As a swift action, the wielder may
grant or remove its reach quality. Wielder’s may use their
Dexterity modifier for attacks and, if they possess Weapon
Finesse, may also use their Dexterity modifier in the place
of their Strength for damage.
Construction
Requirements Craft Magic Arms and Armor, enlarge
person, gust of wind, reduce person; Cost 11,110 gp

WIND PIERCER
Aura moderate transmutation; CL 10th
Slot none; Price 51,110 gp; Weight 6 lbs.
Description
This +1 keen mithral ranseur functions identically to a lesser
wind piercer. As a standard action, however, the wielder
may make a single melee attack against each creature in a
30-foot line, dealing damage normally. If the wielder
possesses Lunge, they may double the range of this ability.

365 Magic Items Benjamin Medrano, Zenith Games


17
BULWARK OF THE EARTH
Armor & Shields Aura moderate transmutation; CL 10th
Slot armor; Price 38,500 gp; Weight 50 lbs.
ARMOR OF ELYSIUM Description
Aura strong transmutation; CL 15th This +2 adamantine full plate is forged with images of
Slot armor; Price 40,200 gp; Weight 15 lbs. mountains and gleams dully in the light. It grants its
Description wearer a +2 enhancement bonus to Constitution and a
This elegant +3 impervious mithral breastplate gleams with the +4 bonus against any effects that would move them
colors of the rainbow in direct light. When worn by an involuntarily (including teleport effects). If the armor’s
aasimar or other good-aligned creature of significant enhancement bonus is permanently increased, its damage
celestial blood (i.e. celestial creatures, creatures with the reduction bonus provided by adamantine increases
celestial bloodline, and others at GM discretion), the equally.
armor sprouts wings allowing the wearer to fly at a speed Construction
equal to their base land speed with average Requirements Craft Magic Arms and Armor, bear’s
maneuverability. If they already possess flight, it instead endurance, stoneskin; Cost 27,500 gp
increases their fly speed by 10 feet and their
maneuverability by one step and magically reshapes itself
EPHEMERAL BREASTPLATE
to accommodate existing wings, if any. When worn by an
Aura moderate illusion; CL 10th
evil creature, it bestows two negative levels that cannot be
Slot armor; Price 32,950 gp; Weight 15 lbs.
removed as long as the armor is worn and disappear when
Description
it is removed.
This +2 shadow mithral breastplate is incredibly smooth and
Construction
nearly seamless. Three times per day as a swift action, the
Requirements Craft Magic Arms and Armor, fabricate,
wearer may use invisibility for one round. During this time,
fly, make whole; Cost 22,200 gp
they are considered personally silenced and are incapable
of producing sound, even intentionally, such as by
speaking. This does not affect their ability to hear.
BLOODPLATE Construction
Aura moderate necromancy; CL 11th Requirements Craft Magic Arms and Armor, cat’s grace,
Slot armor; Price 35,650 gp; Weight 30 lbs. invisibility, silence; Cost 18,575 gp
Description
This blood-red suit of +3 full plate is startlingly form-fitting FORCE REFLECTOR
and can draw upon its wearer’s vitality in emergencies to Aura strong abjuration; CL 13th
increase their health and defense. Once per day as an Slot shield; Price 4,159 gp; Weight 6 lbs.
immediate action, the wearer may gain the benefit of a Description
heal spell and increase the bloodplate’s enhancement bonus The surface of this +1 light steel shield is burnished with a
by +2 for 30 minutes. The wearer takes 2 points of faint, purple hue. When the wielder is the target of a force
Constitution damage when this effect is activated and an effect of 3rd level or lower, they may use an immediate
additional 2 when the effect ends. This damage cannot be action to reflect it back at its source, as spell turning. This
recovered by any means for 24 hours. ability may be used a number of times per day equal to
Construction the force reflector’s enhancement bonus.
Requirements Craft Magic Arms and Armor, heal, Construction
magic vestment; Cost 18,650 gp Requirements Craft Magic Arms and Armor, spell
turning; Cost 2,159 gp

BRONZED LEATHERS OF BATTLE HIDE OF THE WOLF


Aura moderate transmutation and abjuration ; CL 10th Aura moderate transmutation; CL 7th
Slot armor; Price 25,160 gp; Weight 15 lbs. Slot armor; Price 12,165 gp; Weight 25 lbs.
Description Description
This +2 leather armor has the color and sheen of burnished This +1 hide armor is crafted from the pelt of a wolf and
bronze and grants the wearer DR 5/bronze. grants the wearer a +2 enhancement bonus to Strength.
Construction Once per day as a standard action, the wearer may take
Requirements Craft Magic Arms and Armor, stoneskin; the shape of a medium or large-sized wolf for 7 minutes,
Cost 12,660 gp as beast shape II.
Construction
Requirements Craft Magic Arms and Armor, beast
shape II, bull’s strength; Cost 6,165 gp

365 Magic Items Benjamin Medrano, Zenith Games


18
IMMORTAL AEGIS LEATHERS OF BLOODY VENGEANCE
Aura strong conjuration; CL 17th Aura moderate enchantment; CL 7th
Slot shield; Price 181,520 gp; Weight 7.5 lbs. Slot armor; Price 10,160 gp; Weight 15 lbs.
Description Description
This round +5 ghost touch impervious mirrored mithral heavy This +2 leather armor is blood-red and allows the wearer to
shield is embossed with gold patterns with a single, large declare an oath of vengeance, once per day as an
diamond at its heart. If the wielder would be slain, they immediate action, upon a creature that has just damaged
are instead immediately restored to life and health as them. The wearer gains a +2 morale bonus on attack rolls,
though the target of a true resurrection spell. This causes the weapon damage, and saving throws against the target of
diamond set into the shield to be expended, shattering and their oath for one hour. If the target is killed by the wearer
suppressing the shield’s other magical powers for one during this time, the wearer heals 5d8 damage.
week or until a new diamond, worth at least 25,000 gp, is Construction
placed back into the setting. The true resurrection power does Requirements Craft Magic Arms and Armor, rage;
not return until the diamond is replaced. Cost 5,160 gp
Construction
Requirements Craft Magic Arms and Armor,
contingency, etherealness, fabricate, make whole, spell turning, true PHASE LEATHERS
resurrection; Cost 104,020 gp Aura moderate conjuration; CL 7th
Slot armor; Price 13,925 gp; Weight 20 lbs.
Description
INFERNO’S SKIN This dark-colored +1 shadow studded leather has ribbons of
Aura moderate abjuration and evocation; CL 7th various colors winding among its metal studs. Phase leathers
Slot armor; Price 29,850 gp; Weight 20 lbs. grant the wearer a +2 enhancement bonus to Dexterity
Description and, as a move action, allow them to teleport to a location
This +1 fire resistance studded leather is made from red dragon within 30 feet they can see. Using this ability causes the
hide and uses dragon bone for the studding. It feels warm wearer to take 2 burn, as the kineticist class feature.
to the touch but inflicts great burns on those who strike Construction
the wearer, dealing 1d4+5 fire damage to melee attackers Requirements Craft Magic Arms and Armor, cat’s grace,
using natural attacks or non-reach weapons. Additionally, dimension door, invisibility, silence; Cost 7,050 gp
it prevents any bleed effects on the wearer, instead dealing
1 point of fire damage that bypasses its energy resistance.
If this fire damage would be prevented by another spell or PORCUPINE HIDE
effect, the bleed is not prevented and is taken normally. Aura moderate transmutation; CL 7th
Construction Slot armor; Price 7,215 gp; Weight 35 lbs.
Requirements Craft Magic Arms and Armor, fire shield, Description
resist energy; Cost 15,100 gp This +1 spiked hide armor is covered in hundreds of small
quills, reminiscent of a porcupine. When the wearer is
struck in melee with a natural or unarmed strike, the
JUGGERNAUT PLATE attacker takes 3 piercing damage, lessened by one per
Aura strong transmutation; CL 15th point of natural armor (minimum 0). Additionally, once
Slot armor; Price 66,650 gp; Weight 50 lbs. per day as a full-round action, the wearer may launch all
Description the quills in every direction, dealing 5d6 magical piercing
This imposing +2 invulnerability full plate is patterned to damage to all other creatures within 20 feet (Reflex DC
resemble an iron golem. Once per day as a standard 15, half). Once used, the armor loses its spiked quality and
action, the wearer may grow one size category, as enlarge, ability to damage attackers until the next morning, when
but gaining a +6 size bonus to Strength as well as DR 5/– the quills regrow.
and fast healing 2. This transformation lasts 10 minutes. Construction
Construction Requirements Craft Magic Arms and Armor, beast
Requirements Craft Magic Arms and Armor, shape I; Cost 3,715 gp
shapechange, transformation; Cost 34,150 gp

365 Magic Items Benjamin Medrano, Zenith Games


19
RESOUNDING SHIELD its properties. When created, the maker chooses acid,
Aura faint evocation; CL 3rd cold, electricity, or fire. The armor is immune to the
Slot shield; Price 4,159 gp; Weight 6 lbs. chosen energy. The first time each day that the wearer
Description would take damage of the chosen type, the wearer is
This +1 light steel shield is commonly embossed with a bell wreathed in an aura of protective energy for 30 minutes.
on the front. Once per day as a standard action, the While protected, they gain energy resistance 10 of the
wielder may strike the shield with a free hand or weapon appropriate type and attackers striking them with natural,
to deal 1d8 sonic damage and stun all other creatures unarmed, or non-reach weapons take 1d6 associated
within 10 feet for one round. Affected creatures may energy damage.
attempt a DC 13 Fortitude save for half damage and to Construction
negate the stun. If the wielder has ranks in Perform Requirements Craft Magic Arms and Armor, fire shield,
(percussion), they may add their ranks to the damage resist energy; Cost 4,700 gp
dealt. A wielder may expend 1 round of bardic
performance when activating this ability to increase the SCALES OF THE DRAGON
DC by their Charisma modifier. This ability may also be Aura faint abjuration; CL 5th
activated by expending two rounds of bardic performance Slot armor; Price 36,200 gp; Weight 30 lbs.
as a standard action, which does not count as the once per Description
day use. As a suit of lesser scales of the dragon, this armor functions as
Construction +3 scale mail, its energy resistance increases to 20 while
Requirements Craft Magic Arms and Armor, sound active, and it deals 1d6+3 energy damage to attackers.
burst; Cost 2,159 gp Construction
Requirements Craft Magic Arms and Armor, fire shield,
ROSE SHIELD resist energy; Cost 18,200 gp
Aura moderate evocation; CL 7th
Slot shield; Price 25,203 gp; Weight 2.5 lbs. SHADOW MASTIFF LEATHERS
Description Aura faint enchantment; CL 5th
This +2 darkwood light shield is crafted to look like a Slot armor; Price 12,910 gp; Weight 15 lbs.
blooming rose. Once per day as an immediate action, the Description
wielder may surround themselves with a bubble of force Crafted from the hide of a shadow mastiff, this +1
that takes the form of overlapping rose petals. This bubble expeditious shadow leather armor can panic unaware foes.
has hardness 20 and 50 hit points, and lasts until the Three time per day, as an immediate action when the
beginning of the wielder’s next turn. wearer successfully damages an enemy who was unaware
Construction of their presence, they may make an Intimidate check to
Requirements Craft Magic Arms and Armor, resilient demoralize all enemies within 10 feet of their target that
sphere; Cost 12,703 gp can see them attack. They may add a bonus to the
Intimidate check equal to ½ their Hit Dice.
SANDSHIELD Construction
Aura faint evocation; CL 5th Requirements Craft Magic Arms and Armor, cause fear,
Slot shield; Price 3,157 gp; Weight 10 lbs. expeditious retreat, invisibility, silence; Cost 6,535 gp
Description
This +1 heavy wooden shield is perfectly smooth and cool to SHELTERING SHIELD
the touch, granting its wielder the benefit of endure elements Aura moderate abjuration; CL 6th
while worn. Within the effects of a natural sandstorm, the Slot shield; Price 29,170 gp; Weight 15 lbs.
shield creates a 5-foot bubble around its wielder where the Description
sand cannot enter, effectively preventing any nonlethal This round +2 heavy steel shield feels dense and heavily
damage they would take from it. reinforced. Twice per day on command, the wielder may
Construction benefit from the aid spell. Additionally, while fighting
Requirements Craft Magic Arms and Armor, endure defensively, using total defense, or using Combat
elements, gust of wind; Cost 1,657 gp Expertise, the wielder adds the shield’s enhancement
bonus as a resistance bonus to saving throws and gains
SCALES OF THE DRAGON, LESSER evasion if wearing medium or lighter armor or carrying a
Aura faint abjuration; CL 5th medium or lighter load.
Slot armor; Price 9,200 gp; Weight 30 lbs. Construction
Description Requirements Craft Magic Arms and Armor, aid, haste,
This +1 scale mail is forged to resemble the scaled hide of resistance; Cost 14,670 gp
a dragon and is dyed in hues reminiscent of a dragon with

365 Magic Items Benjamin Medrano, Zenith Games


20
SHIELD OF DEADLY ASSAULT STASIS SHIELD
Aura moderate enchantment; CL 8th Aura strong transmutation; CL 15th
Slot shield; Price 16,520 gp; Weight 20 lbs. Slot shield; Price 49,170 gp; Weight 15 lbs.
Description Description
This +1 bashing spiked heavy steel shield is engraved with This +2 impervious heavy steel shield is unmarked and
symbols of valor and combat. The spikes are +1 keen shield unremarkable in most ways. Once per day as an
spikes, dealing 2d6 damage on a successful shield bash (1d8 immediate action, the wielder may activate temporal stasis
small). When the wielder successfully damages a foe with on themselves. This lasts through their next action and
the shield, the wielder gains a +1 morale bonus to attack ends at the beginning of their turn the round after that.
rolls until the end of their next turn. Construction
Construction Requirements Craft Magic Arms and Armor, temporal
Requirements Craft Magic Arms and Armor, bull’s stasis; Cost 24,670 gp
strength, heroism, keen edge; Cost 8,520 gp
UNDYING ARMOR
SHIELD OF LAST LIGHT Aura strong conjuration and necromancy; CL 14th
Aura moderate necromancy; CL 9th Slot armor; Price 36,250 gp; Weight 30 lbs.
Slot shield; Price 25,170 gp; Weight 15 lbs. Description
Description This ancient-looking +1 ghost touch breastplate appears to be
This +1 mirrored heavy steel shield is highly-polished and perfectly maintained and radiates an aura of comfort.
resists tarnish and dirt. Once per day, when the wearer When the wearer is damaged in melee by an incorporeal
would die from a non-death effect, they may remain undead, the attacker receives 2d8 force damage.
conscious (or regain consciousness if they had been Additionally, if subject to a death effect, the wearer may
unconscious and dying) and may act normally for one add the armor’s enhancement bonus as a resistance bonus
round without being staggered, after which they die if not to their saving throw. On a successful save against such an
healed to a point above their death threshold (typically effect, they also heal 1d8 hit points per level of the effect
negative Constitution). This ability does not trigger if or 4d8 if the effect has no level listed. This directly
death was caused or would result in the destruction of the counters any damage that may result from a successful
body, such as disintegrate. save and may still result in death if the healing is not
Construction enough to counter it.
Requirements Craft Magic Arms and Armor, animate Construction
dead, breath of life; Cost 12,670 gp Requirements Craft Magic Arms and Armor, death
ward, etherealness, heal; Cost 18,250 gp
SHIELD OF PERDITION
Aura moderate evocation; CL 8th WINTERLAND’S BREASTPLATE
Slot shield; Price 16,170 gp; Weight 15 lbs. Aura moderate transmutation; CL 10th
Description Slot armor; Price 5,350 gp; Weight 30 lbs.
This black-hued +2 heavy steel shield is emblazoned with the Description
image of a fallen angel. Up to three times per day, when This +1 breastplate has an undercoat of warm padding that
the wielder is attacked by an outsider with the good includes a fur-lined hood. The wearer is protected from
subtype or a creature with an aura of good, they may cold environments as endure elements and can ignore
activate the shield as an immediate action to damage their difficult terrain caused by snow or ice.
attacker as if using unholy blight, though the effects only Construction
apply against that attacker and only against good targets. Requirements Craft Magic Arms and Armor, endure
There is no indication from the shield whether the elements, resist energy; Cost 2,850 gp
attacker is a valid target or not, the wielder must
determine on their own whether to expend the use and
risk wasting it. A good-aligned creature merely possessing
this shield receives one negative level that may not be
overcome by any means until discarded.
Construction
Requirements Craft Magic Arms and Armor, unholy
blight; Cost 8,170 gp

365 Magic Items Benjamin Medrano, Zenith Games


21
Rings
IMPERIAL RING
BAND OF PURITY
Aura strong abjuration and enchantment; CL 20th
Aura faint abjuration and conjuration; CL 3rd
Slot ring; Price 75,000 gp; Weight —
Slot ring; Price 250 gp; Weight —
Description
Description
This elaborately-bejeweled ring is set with diamonds and
This simple-looking gold wedding band is inscribed with
other precious stones. The wearer gains a +8 resistance
prayers of health along its interior, providing the wearer a
bonus to Will saves against mind-affecting spells and
+1 resistance bonus to saves against disease, poison, and
effects and a +20 competence bonus to Sense Motive
natural weather effects.
checks. Additionally, the wearer’s enchantment spells and
Construction
effects are at +1 DC to resist.
Requirements Forge Ring, resistance; Cost 125 gp
Construction
Requirements Forge Ring, eagle’s splendor, mind blank;
Cost 37,500 gp
BLOOD RING
Aura moderate necromancy; CL 10th
Slot ring; Price 10,000 gp; Weight —
RING OF ELEMENTAL FROST
Description
Aura moderate evocation; CL 8th
This blood-red ring is warm to the touch. Once per day
Slot ring; Price 17,000 gp; Weight —
upon command, its wearer may charge the ring with
Description
power by accepting 4 Constitution damage. While
These rings are carved from a single, flawless piece of
charged, the wearer is immune to hit point and
unmelting ice and are always cool to the touch. Their
Constitution bleed effects and, as a standard action or
wearer gains cold resistance 10 and, up to three times per
automatically if reduced to 0 hit points or lower, they may
day, when they would take 10 or more cold damage
regain up to 50 hit points immediately. This healing can
(before reduction), the ring gains a charge, to a maximum
prevent death in the case of hit point damage, but won’t
of 10 charges. As a standard action, the wearer may
prevent effects that destroy the wearer’s body, such as
expend up to 5 charges to make a ranged touch attack at
disintegrate. Once this healing is activated or triggered, the
a target within 60 feet, dealing 1d6 cold damage per
blood ring must be charged once more to function. The ring
charge expended.
loses its charge at dawn or if removed.
Construction
Construction
Requirements Forge Ring, cone of cold, resist energy; Cost
Requirements Forge Ring, cure critical wounds, vampiric
8,500 gp
touch; Cost 5,000 gp

RING OF FORCE SWORD


ICICLE RING
Aura moderate evocation; CL 9th
Aura faint conjuration; CL 5th
Slot ring; Price 16,000 gp; Weight —
Slot ring; Price 12,000 gp, 18,000 gp (pair); Weight —
Description
Description
This simple steel band has a symbol of a sword engraved
These white gold rings appear to be crafted from ice.
upon it. As a move action, the wearer may create a
When created, the ring is attuned to a specific light, one-
weightless +1 keen longsword of force. The sword vanishes if
handed, or thrown weapon. On command, the ring
it leaves the hand bearing the ring or if the ring is
conjures a copy of that weapon of the appropriate size into
removed, but it may be created any number of times per
its wearer’s hand. The weapons function as a +1 frost
day. The ring may be upgraded with higher enhancement
weapon which melts within one round if it leaves the
bonuses as though enchanting a weapon, but may not
wearer’s possession or the icicle ring is removed. During a
gain any special abilities. The sword has hardness 30 and
full-attack action, an icicle ring that conjures throwing
60 hit points. If the force blade is sundered or destroyed
weapons creates as many as the wearer needs for attacks.
(not merely suppressed or dispelled), the ring becomes
Paired rings function together to allow the creation of a
inactive for 24 hours.
+1 icy burst two-handed weapon chosen at the time of their
Construction
creation.
Requirements Craft Magic Arms and Armor, Forge
Requirements Forge Ring, icicle dagger; Cost 6,000 gp,
Ring, wall of force; Cost 8,000 gp
9,000 gp (pair)

365 Magic Items Benjamin Medrano, Zenith Games


22
RING OF KINETIC DEFENSE RING OF THE STONE BODY
Aura moderate abjuration; CL 10th Aura moderate transmutation; CL 11th
Slot ring; Price 12,000 gp; Weight — Slot ring; Price 30,000 gp; Weight —
Description Description
This gold ring is etched with symbols reminiscent of the This polished granite band provides a +2 enhancement
elemental power it contains. When created, a ring of kinetic bonus to the wearer’s natural armor. Once per day as a
defense is keyed to one of the elements of a kineticist. The standard action, the wearer may turn their body
ring then allows the wearer to benefit from the defense predominantly to stone for up to one hour. In this state,
wild talent of the element selected as though they were a the wearer’s speed is reduced by 10 feet and their weight
2nd level kineticist, save that they may not take burn to multiplies by 8. Additionally, they gain two slam attacks
enhance the talent. If the creature already possesses the which deal 1d8 damage (1d6 small) and DR
defensive wild talent, they instead increase their effective 5/adamantine which stacks with other DR/adamantine.
kineticist level by 4 for the purposes of determining the The wearer also gains a +2 size bonus to Strength and
benefit of the talent. Constitution and a –2 penalty to Dexterity. Removing the
Construction ring ends this effect, as does a stone to flesh spell. If targeted
Requirements Forge Ring, resist energy; Cost 6,000 gp by move earth (casting time of 1 standard action) while in
stone form, the wearer takes 1d6 damage per caster level
RING OF LUCID DREAMS (Fortitude half).
Aura moderate illusion; CL 11th Construction
Slot ring; Price 10,000 gp; Weight — Requirements Forge Ring, flesh to stone; Cost 15,000 gp
Description
This ring is crafted of intertwined strands of silver wire SUMMONER’S RING
that shift between the colors of the rainbow. The ring of Aura moderate conjuration; CL 9th
lucid dreams always appears with the wearer when they Slot ring; Price 50,000 gp; Weight —.
enter a dreamscape, and it grants a +2 bonus on the Description
Charisma check to prevent arriving at a disadvantage. This silver ring bears a large diamond and functions as a
While in a dreamscape, the wearer may use the ring of lucid ring of spell storing that can only contain summon monster or
dreams to reshape the dreamscape. This allows the wearer summon nature’s ally spells. This is a spell trigger item that
to use fabricate, move earth, plant growth, and stone shape a uses a standard action to activate despite the spell’s
combined total of three times per day as a standard action normal casting time. Additionally, spells cast from the
while within a dreamscape. Additionally, once per month summoner’s ring are affected as if by the Extend Spell feat.
the wearer may utilize the ring of lucid dreams to cast miracle Construction
within their own dreamscape as a full-round action. Using Requirements Forge Ring, Extend Spell, summon
this ability causes the ring of lucid dreams to lose its magical monster V; Cost 25,000 gp
powers for one week. The effects of this power never leave
or extend beyond the dreamscape.
Construction
Requirements Forge Ring, dream; Cost 5,000 gp

RING OF SPELL POWER


Aura strong universal; CL 17th
Slot ring; Price 5,000 gp (lesser), 13,000 gp (normal),
28,000 gp (greater); Weight —
Description
This platinum ring is set with several small gems. To
function, a ring of spell power must be worn for 24 hours. Up
to three times per day as a swift action, the wearer may
add a +1 enhancement bonus to the caster level and save
DC of a spell they are casting. A lesser ring may affect a
spell of up to 3rd level, a normal ring may affect a spell of
up to 6th level, and a greater ring a spell of up to 9th level.
Construction
Requirements Forge Ring, miracle/wish; Cost 2,500 gp
(lesser), 6,500 gp (normal), 14,000 gp (greater)

365 Magic Items Benjamin Medrano, Zenith Games


23
ICICLE ROD
Rods Aura moderate conjuration; CL 7th
Slot none; Price 15,000 gp; Weight 5 lbs.
CORRUPTION ROD Description
Aura moderate evocation; CL 9th This silver rod is topped by a small blue gem. Three times
Slot none; Price 12,000 gp; Weight 5 lbs. per day as a standard action, the wielder may make a
Description ranged attack with a +4 bonus to launch an icicle at a
This black iron rod is carved with runes of corruption and creature within 100 feet. This attack deals 5d6 damage
death. When its wielder casts a spell which deals negative that is half cold, half piercing and has a x3 critical
energy damage, they may deal an additional 1d8 negative multiplier.
energy damage. The rod functions three times per day. Construction
Construction Requirements Craft Rod, cone of cold; Cost 7,500 gp
Requirements Craft Rod, inflict critical wounds; Cost
6,000 gp NECROMANCER’S CANE
Aura moderate necromancy; CL 9th
FORBIDDING SCEPTER Slot none; Price 25,000 gp; Weight 8 lbs.
Aura strong abjuration; CL 15th Description
Slot none; Price 50,000 gp; Weight 5 lbs. This ebony cane is capped with a glittering golden skull.
Description When wielded by a creature capable of channeling
This black iron scepter is imposing and deadly to negative energy, the cane grants the Command Undead
extraplanar creatures. It functions as a +3 bane heavy mace, feat. If the wielder already possesses the Command
with the bane functioning against any creature with the Undead feat, the cane instead doubles the number of
extraplanar subtype. Once per day as a full-round action, undead they can control via the feat. If the creature loses
the wielder may plant the scepter in the ground to disrupt possession of the cane for more than 12 hours, including
planar travel within a 40-foot radius as dimensional lock. if it is placed in an extradimensional space, they lose
Any creature with the extraplanar subtype in the area control of all undead controlled via Command Undead.
takes 2d6 untyped damage at the beginning of its turn. A creature may only benefit from a single necromancer’s cane
This effect lasts for 5 minutes or until the scepter is at a time.
removed from the ground as a standard action. Creatures Construction
with the extraplanar subtype cannot remove the scepter, Requirements Craft Rod, command undead; Cost 12,500
though they can attack or attempt to destroy it. gp
Construction
Requirements Craft Rod, dimensional lock, forbiddance; ROD OF ENERGY CHANNELING
Cost 25,000 gp Aura moderate evocation; CL 11th
Slot none; Price 8,000 gp; Weight 5 lbs.
GUARDIAN ROD Description
Aura moderate abjuration; CL 7th This metal rod is covered in runes dedicated to a chosen
Slot none; Price 15,000 gp; Weight 5 lbs. energy. When the rod is created, choose acid, cold,
Description electricity, or fire. Up to three times per day, the bearer
This silver rod is marked with runes of warding. Once per may channel a spell between 1st and 5th level into the rod
day as a full-round action, the guardian rod may be planted to create a 60-foot ray of the chosen energy. The ray
into the ground to provide an alarm spell in a 50-foot requires a ranged touch attack and deals 2d6 energy
radius for 8 hours. During this time, it also provides the damage per spell level expended.
benefits of magic circle against evil except that it functions Construction
against extraplanar creatures instead of evil creatures. Requirements Craft Rod,
Uprooting the rod is a full-round action that provokes limited wish; Cost 4,000 gp
attacks of opportunity. Alternatively, the rod may be
activated as a standard action, transforming it into a silver
construct for 10 minutes (use statistics for a wood golem
without the special abilities, vulnerability to fire, or spell
immunity). If the construct is destroyed, so is the guardian
rod. The rod loses its magic powers for 1 week after using
this ability.
Construction
Requirements Craft Rod, magic circle against evil or other
variants; Cost 7,500 gp

365 Magic Items Benjamin Medrano, Zenith Games


24
ROD OF FIRE AND ICE ROD OF RESONANCE
Aura strong evocation and transmutation; CL 15th Aura faint evocation; CL 5th
Slot none; Price 50,000 gp; Weight 1 lb. Slot none; Price 7,500 gp; Weight 5 lbs.
Description Description
Constructed of an adamantine-mithral alloy, this rod This hollow rod has numerous holes along its length.
functions as an arcane focus worth 500 gp for any spell Three times per day as a standard action, a wielder with
with the cold or fire descriptors and the wielder may the bardic performance ability may expend up to 5 rounds
switch the damage of either type of spell they cast to the of performance (to a maximum of their ranks in Perform)
other type. Three times per day, the wielder may add their to target a creature within 50 feet with a sonic attack. This
caster level to the cold or fire damage dealt by a spell they attack deals 1d6 sonic damage per round of performance
cast. This extra damage only applies once, even if a spell expended (DC 15 Fort; half).
produces multiple missiles, rays, or does damage over Construction
time. Holding the rod does not interfere with somatic Requirements Craft Rod, sound burst; Cost 3,750 gp
components.
Construction
Requirements Craft Rod, Craft Wondrous Item, ROD OF SPELL-FLAME
Elemental Spell, delayed blast fireball, polar ray; Cost 25,000 Aura moderate evocation; CL 5th
gp Slot none; Price 6,000 gp (lesser), 26,400 gp (normal),
61,200 (greater); Weight 5 lbs.
Description
ROD OF FLENSING This brass rod has a tip shaped like the head of a dragon
Aura moderate necromancy; CL 9th clutching a crimson jewel in its mouth. As a standard
Slot none; Price 75,000 gp; Weight 5 lbs. action, the wielder may expend a spell or spell slot
Description (minimum 1st) to unleash a 30-foot line of fire, dealing 1d6
This skull-topped rod, made of scarred and cracked bone, fire damage per spell level plus the wielder’s caster level
functions as a +1 light mace and is designed to inflict (Reflex DC as a spell of equal level, half damage). If a
grievous wounds on its targets. Up to three times per day prepared spell with the fire descriptor is expended, the
as a free action, the rod of flensing may be activated to deal attack receives a +4 bonus to bypass spell resistance. A rod
an additional 50% damage on attacks with the rod until may be used up to three times per day. A lesser rod can
the end of the user’s turn. Extra damage is not increased. convert spells and spell slots up to 3rd level, a normal rod
Construction can convert up to 6th, and a greater rod up to 9th.
Requirements Craft Rod, inflict critical wounds; Cost Construction
37,500 gp Requirements Craft Rod, fireball; Cost 3,000 gp
(lesser), 13,200 gp (normal), 30,600 (greater)

ROD OF PURE FROST


Aura faint evocation; CL 3rd ROD OF UNITY
Slot none; Price 1,500 gp; Weight 3 lbs. Aura moderate abjuration; CL 9th
Description Slot none; Price 30,000 gp; Weight 5 lbs.
This sapphire-tipped birch rod holds up to ten charges, Description
regaining five charges at dawn. As a standard action, the This iron rod is made from multiple wires woven into a
wielder may expend a charge to fire a ray dealing 1d4 cold whole. Once per day, up to ten creatures may meditate
damage. This is a ranged touch attack with a range of 30 around the rod for ten minutes to become attuned to the
feet. Additionally, when wielded while casting a spell or rod of unity for 24 hours. Whenever an attuned creature
using a spell-like or supernatural ability that creates a ray within 20 feet of the rod takes damage equal or greater
dealing cold damage, the wielder may expend one charge than the number of attuned creatures within the rod’s
as a free action to add an additional 1d4 cold damage to range, the damage is split evenly between those creatures.
the attack. Any remainder damage is dealt to the original target or
Construction targets. The rod must be wielded for this power to
Requirements Craft Rod, ray of frost; Cost 750 gp function, though the wielder need not be one of the
attuned creatures.
Construction
Requirements Craft Rod, shield other; Cost 15,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


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Staves STAFF OF HOLY LIGHT
Aura moderate evocation; CL 9th
Slot none; Price 44,000 gp; Weight 5 lbs.
ICICLE STAVE Description
Aura moderate evocation; CL 8th This silver staff is inset with runes of fire and light. A faint
Slot none; Price 27,000 gp; Weight 5 lbs. white flame burns within a crystal set into the top of the
Description staff, shedding light as a torch on command. This staff
This silver staff is topped by a large, clear piece of quartz. allows the use of the following spells, all of which are
As a standard action, the wielder of the icicle stave may considered to be on the cleric spell list and count as divine
expend up to three charges to generate a bladed tip of ice magic when used:
from the end for 1 minute. During this time, the icicle stave • Scorching ray (half of the damage results from
may be used as a spear, dealing damage as though one divine power) (1 charge)
size category larger than normal. The spear is treated as a • Searing light (1 charge)
weapon with an enhancement bonus equal to the charges • Holy smite (2 charges)
spent to activate it, and the frost special ability. Users • Flame strike (3 charges)
proficient with a quarterstaff may wield it equally well in Construction
either form. Requirements Craft Staff, flame strike, holy smite, searing
The icicle stave also allows the use of the following spells: light; Cost 22,000 gp
• Scorching ray (cold damage instead of fire damage)
(1 charge)
• Lightning bolt (cold damage instead of electricity
damage) (2 charge) STAFF OF PURE FLAME
Aura strong evocation; CL 13th
• Ice storm (deals piercing instead of bludgeoning
damage) (3 charges) Slot none; Price 50,000 gp; Weight 5 lbs.
Construction Description
Requirements Craft Staff, Elemental Spell (cold), ice This white ash staff is lacquered and inset with flames
storm, icicle dagger, lightning bolt, scorching ray; Cost 13,500 gp forged of gold. A brilliant ruby is set atop it, glowing
brightly from within. This staff sheds normal light in a 30-
foot radius, and raises the light level by one step for 30 feet
beyond that (maximum of normal). All spells or spell-like
STAFF OF CHANNELED LIGHTNING abilities with the fire descriptor that the wielder casts are
Aura faint evocation; CL 5th resolved at +1 caster level, including those from this staff.
Slot none; Price 11,250 gp; Weight 5 lbs. Whenever using an ability of any type that produces fire
Description damage, the wielder may expend one charge from the
This copper staff has a large topaz at the tip that flickers staff as a free action to cause half of the damage to be the
with electricity, shedding light like a torch. result of divine power and not subject to fire resistance or
The staff allows the use of the following spells: immunity. If it already possesses this ability (such as flame
• Shocking grasp (1 charge) strike), the damage is instead fully divine though any
• Scorching ray (does lightning damage instead, 2 penalties the target has against fire still apply (such as
charges) vulnerability). This ability may be used on the spells from
• Lightning bolt (3 charges) this stave. Additionally, if this staff is wielded by a
The wielder may expend a spell slot of equal level instead kineticist, any fire blasts they use gain a +1 enhancement
of the charges when using one of the staff’s powers. They bonus to hit and +2 enhancement bonus to damage rolls.
must have the chosen spell on their class spell list to do so. The staff of pure flame allows use of the following spells:
Construction • Scorching ray (1 charge)
Requirements Craft Staff, lightning bolt, scorching ray, • Fireball (2 charges)
shocking grasp; Cost 5,625 gp • Cone of cold (does fire damage and gains the fire
descriptor, 3 charges)
Construction
Requirements Craft Staff, cone of cold, daylight, fireball,
scorching ray; Cost 25,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


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Wondrous Items IMMUTABLE BELT
Aura strong conjuration; CL 13th
BELT SLOT Slot belt; Price 64,000 gp (+4), 84,000 (+6); Weight 2
lbs.
BELT OF THE LONG MARCH Description
Aura faint transmutation; CL 3rd This elegant girdle is crafted of strange, flowing silver and
Slot belt; Price 300 gp; Weight 1 lb. functions as a belt of giant’s strength with a +4 or +6 bonus.
Description When its wearer is targeted by a polymorph effect, they
This belt is rugged and built to last, granting its wearer a may expend an immediate action to negate the effect and
+2 bonus on Constitution checks to perform a forced heal 1d8 hit points per spell level of the effect, or 4d8 if
march. the effect has no equivalent level. This ability may be used
Construction three times per day.
Requirements Craft Wondrous Item, bear’s endurance; Construction
Cost 150 gp Requirements Craft Wondrous Item, bull’s strength,
regenerate; Cost 32,000 gp (+4), 42,000 (+6)
BERSERKER BELT
Aura moderate transmutation; CL 8th
Slot belt; Price 15,000 gp (+2), 45,000 gp (+4), 95,000 BODY SLOT
gp (+6); Weight 1 lbs.
Description
APPRENTICE’S ROBE
This boar-hide belt has a brass buckle with the image of a
Aura faint abjuration; CL 3rd
badger on it. A berserker belt grants a +2 to +6
Slot body; Price 250 gp; Weight 3 lbs.
enhancement bonus to Strength and Constitution. Treat
Description
this as a temporary ability bonus for the first 24 hours
This simple robe is typically brown and constructed of
worn. Additionally, as a swift action, the wearer may gain
sturdy fabric. Once per day as a standard action, the
a +4 morale bonus to Strength for 1 minute. At the end
wearer may activate the robe to extinguish a nonmagical
of this period, they take 1 burn (as the kineticist class
fire of no more than small size, such as a standard
feature). A wearer with the rage ability may activate the
campfire. This has no effect on fire creatures.
belt as part of activating rage and its benefits stack with
Additionally, if the wearer is on fire, they may activate the
those of rage. In this case, the burn occurs at the end of
robe as part of an action to gain a +5 bonus to Reflex
the rage or after 1 minute, whichever occurs first.
saves made to extinguish themselves.
Construction
Construction
Requirements Craft Wondrous Item, bear’s endurance,
Requirements Craft Wondrous Item, pyrotechnics; Cost
bull’s strength, rage; Cost 7,500 gp (+2), 22,500 gp (+4),
125 gp
47,500 gp (+6)
CLOTHES OF IRON LAW
ENCHANTING CORD
Aura moderate abjuration; CL 8th
Aura moderate enchantment; CL 7th
Slot body; Price 10,000 gp; Weight 5 lbs.
Slot belt; Price 10,000 gp; Weight 1 lb.
Description
Description
This dark gray outfit is embroidered in silver with symbols
This golden-colored cord belt looks simple but draws the
of law. The cloth is magically strengthened, granting its
eye. When the belt is visible, the wearer gains a +5
wearer a +1 armor bonus and DR 2/chaotic. Once per
competence bonus to Perform checks and a +2
day as a standard action, the wearer may gain
enhancement to the DC of bardic performances made to
regeneration 1/chaotic for 1 minute. A chaotic-aligned
fascinate creatures. Additionally, wearers with bardic
creature donning this outfit receives 1 negative level for as
performance gain 4 additional rounds of use per day.
long as it’s worn. This negative level cannot be overcome
These additional rounds are used last and the wearer may
by any means so long as the item is worn. This outfit may
not benefit from multiple copies of this item.
be further enchanted as magical armor.
Construction
Construction
Requirements Craft Wondrous Item, eagle’s splendor,
Requirements Craft Magic Arms and Armor, Craft
fascinate; Cost 5,000 gp
Wondrous Item, masterwork transformation, protection from
chaos; Cost 5,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


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EVOKER’S ROBE becomes deep and foreboding (granting a +1
Aura faint abjuration and evocation; CL 3rd circumstance bonus to Intimidate checks), and their face
Slot body; Price 4,500 gp; Weight 4 lbs. is hidden by shadow. Even direct sunlight does not reveal
Description it. A light spell of 2nd level or higher targeted on the robe
This crimson robe is lined with runes of resistance and suppresses this shrouding effect for the spell’s duration or
empowerment. The wearer gains fire resistance 5, and up 1 hour, whichever is shorter. No saving throw is allowed,
to twice per day as a swift action, the wearer may increase but the spell produces no other light-based effects when
their effective caster level by 1 for the next evocation spell used this way.
they cast before the end of their turn. Construction
Construction Requirements Craft Wondrous Item, darkness, ghost
Requirements Craft Wondrous Item, resist energy, sound; Cost 300 gp
scorching ray; Cost 2,250 gp
ROBES OF FROST
FIENDBLOOD GARMENTS Aura moderate abjuration, evocation, and
Aura moderate transmutation; CL 9th transmutation; CL 10th
Slot body; Price 8,000 gp; Weight 4 lbs. Slot body; Price 35,000 gp; Weight 4 lbs.
Description Description
This crimson leather outfit is made from the ruddy hide These robes, crafted of silver and blue dyed wool, keep
of a fiend. When donned, the garments adjust to become their wearer warm while allowing a large range of
skin tight on the wearer and amplify the effects of any movement. The robes grant their wearer cold resistance
fiendish blood or lineage. Any racial acid, electricity, or 20 and the icewalking ability, similar to a white dragon.
fire resistance possessed by the wearer increases by 5. Additionally, spells or spell-like abilities with the cold
Additionally, if the wearer has the Abyssal or Infernal descriptor cast by the wearer have their effective caster
bloodline, or is a tiefling, half-fiend or similar creature level increased by 1.
descended of the lower planes, they gain a +2 profane Construction
bonus to Constitution. Finally, the wearer gains the evil Requirements Craft Wondrous Item, cone of cold, energy
aura of a cleric with a level equal to their Hit Dice and resistance, spider climb; Cost 17,500 gp
counts as an outsider with the evil subtype for the
purposes of spells and effects in addition to their normal SHADOW GARMENTS
type. This item cannot be fooled by the Use Magic Device Aura moderate transmutation; CL 7th
skill. Slot body; Price 25,000 gp; Weight 4 lbs.
Construction Description
Requirements Craft Wondrous Item, polymorph; Cost This comfortable black outfit is close-fitting but
4,000 gp unrestrictive, granting a +5 competence bonus to Stealth
checks. The wearer may attempt Stealth checks in dim
MATRIARCH’S ROBE lighting even while observed and they retain their Stealth
Aura strong abjuration; CL 15th bonus against creatures with tremorsense, requiring
Slot body; Price 25,000 gp; Weight 5 lbs. creatures using such methods to make Perception checks
Description to notice their presence.
This spider-silk robe is sheer and form-fitting, and is Construction
primarily black, crimson, or indigo in color. A matriarch’s Requirements Craft Wondrous Item, blend, cat’s grace;
robe grants the wearer DR 5/good and a +1 profane bonus Cost 12,500 gp
on saving throws. A good-aligned creature donning the
robe receives 1 negative level for as long as it’s worn. This SUNSHIELD CLOTHING
negative level but cannot be overcome by any means so Aura faint abjuration; CL 3rd
long as the item is worn. Slot body; Price 1,000 gp; Weight 4 lbs.
Construction Description
Requirements Craft Wondrous Item, protection from good; This desert outfit consists of robes woven from the finest
Cost 12,500 gp of white linen. It is both exquisite and strong, functioning
as a hot weather outfit and granting the wearer the
ROBE OF THE DARK TRAVELER benefits of endure elements for hot environments.
Aura faint evocation; CL 3rd Construction
Slot body; Price 600 gp; Weight 2 lbs. Requirements Craft Wondrous Item, endure elements;
Description Cost 500 gp
This black, hooded robe always shrouds the wearer in
darkness. When the hood is up, the wearer’s voice

365 Magic Items Benjamin Medrano, Zenith Games


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CHEST SLOT odor, making them undetectable by scent. This effect also
negates any scent-based special abilities the wearer may
CONTAGION WARD SHIRT possess, such as a troglodyte’s Stench ability. The wearer
Aura moderate conjuration; CL 5th gains a +4 circumstance bonus on Fortitude saves against
Slot chest; Price 1,500 gp; Weight 1 lb. scent-based effects.
Construction
Description
Requirements Craft Wondrous Item, negate aroma,
This white shirt easily washes clean of blood, stains, and
prestidigitation; Cost 1,000 gp
other discoloration with minimal effort. The wearer gains
a +2 bonus to saving throws against disease and, once per
week, when making the daily Fortitude saving throw IMMORTAL’S CORSET
against a disease that the wearer has contracted, the Price 5,000 gp; Slot chest; CL 6th; Weight 3 lbs.
wearer may roll twice and take the better result. Aura moderate necromancy; Scaling wonder
Additionally, if the wearer fails their initial save to Description
contract a disease, the shirt turns crimson and the onset This seductive black leather corset is reinforced with
time is delayed by 3 days. This effect can only occur once mithral ribbing and fits the wearer tightly and
every 7 days. When the wearer is no longer afflicted with protectively, granting a +2 bonus to saving throws against
a disease, the shirt turns white once more. death, petrification, and polymorph effects. Wearers also
Construction do not appear to age as long as the corset is worn. This is
Requirements Craft Wondrous Item, delay poison, remove only cosmetic, as they still accrue penalties and benefits
disease; Cost 750 gp unless otherwise prevented (see below), though it is not
illusory or detectable by true seeing or other effects.
DIPLOMAT’S VEST Additionally, the immortal’s corset offers increasing benefits
Aura faint enchantment; CL 3rd to wearer’s based on their Hit Dice:
8th level: Wearer reduces age penalties by one category
Slot chest; Price 200 gp; Weight 1 lb.
(minimum young adult).
Description
10th level: Wearer gains DR 5/magic.
This fine linen vest is embroidered and quite fashionable,
12th level: Wearer reduces age penalties by two
granting the wearer a +1 competence bonus to Bluff and
Diplomacy. categories (minimum young adult).
14th level: The damage reduction gained from the
Construction
Requirements Craft Wondrous Item, eagle’s splendor; corset can only be overcome by magic attacks that also
Cost 100 gp have an alignment directly opposed to the wearer’s. A true
neutral wearer’s DR can be overcome by any alignment-
based attacks.
HERO’S TABARD 16th level: Wearer has no penalties for age, though they
Aura moderate enchantment; CL 7th
still die at the end of their natural life span.
Slot chest; Price 6,000 gp; Weight 2 lbs. 18th level: The saving throw bonuses against death,
Description petrification, and polymorph increase to +4. Additionally,
This blue tunic typically bears an emblem symbolizing by performing a 1-hour ritual and taking 2 Constitution
heroism or bravery. While worn, the wearer and any allies drain, the wearer may create a clone of themselves, as the
of equal or lower Hit Dice within 10 feet gain a +1 morale clone spell. They may only possess one clone at a time in
bonus to attack rolls and saving throws and a +2 sacred this fashion and the Constitution drain may not be
bonus on saving throws against fear. Against evil dragons, restored by any means short of a wish or miracle while the
outsiders, or undead, the morale bonus also applies to clone exists. On the wearer’s death, the immortal’s corset
damage rolls. This item functions only for wearers with vanishes from the wearer and appears on their clone. This
the aura of good or the aura class feature and a good ability cannot be used for one month after a clone
alignment. becomes active.
Construction 20th level: DR granted by the corset becomes DR 5/–.
Requirements Craft Wondrous Item, heroism; Cost
Additionally, the wearer no longer ages or dies of old age
3,000 gp while wearing the corset. If the corset is removed,
destroyed, or disenchanted for more than 1 minute, the
HUNTER’S VEST wearer dies immediately if beyond their maximum age.
Aura faint transmutation; CL 4th Construction
Slot chest; Price 2,000 gp; Weight 1 lb. Requirements Craft Wondrous Item, age resistance, clone;
Description Cost 132,000 gp
This pale green vest always seems clean and its wearer is
likewise resistant to dirt and grime. It also conceals their

365 Magic Items Benjamin Medrano, Zenith Games


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INNOCUOUS VEST STAUNCHING VEST
Aura faint illusion; CL 3rd Aura faint conjuration; CL 3rd
Slot chest; Price 1,000 gp; Weight 2 lbs. Slot vest; Price 400 gp; Weight 2 lbs.
Description Description
This mundane-seeming vest looks perfectly ordinary. This crimson vest is slightly thicker than normal. The first
When commanded to activate, this vest makes its wearer time each day the wearer is reduced below 0 hit points,
appear to be a nondescript member of their race. Scars, they automatically stabilize and any bleed effects end.
birthmarks, or tattoos go unnoticed and characteristics Construction
like hair color and style are noticeable only in the most Requirements Craft Wondrous Item, stabilize; Cost
generic sense; bald, brown, etc. This does not alter or 200 gp
conceal speech, scents, or noteworthy clothing and items.
Construction VEST OF INNER HEALTH
Requirements Craft Wondrous Item, disguise self; Cost Aura faint necromancy; CL 5th
500 gp Slot chest; Price 7,500 gp; Weight 2 lbs.
Description
This deep maroon vest has golden buttons and is always
MAGISTER’S VEST clean. Each day at dawn the vest bestows 10 temporary
Aura moderate transmutation; CL 9th hit points on the wearer. These temporary hit points are
Slot chest; Price 13,000 gp; Weight 2 lbs. removed if the vest is removed. Additionally, the vest
Description grants its wearer a +2 circumstance bonus to Charisma-
This silk vest, embroidered with arcane runes in gold or based checks when uninjured, and a +2 enhancement
silver, allows its wearer to direct magic attacks more easily. bonus to saving throws against disease or poison.
The wearer of a magister’s vest gains a +1 enhancement Construction
bonus to attack and hit point damage rolls with ray spells Requirements Craft Wondrous Item, false life, resistance;
they cast. Additionally, the vest possesses three charges Cost 3,750 gp
per day. When casting a spell, the wearer may expend any
number of these charges as part of the casting to provide VEST OF THE DRAKE
one or more of the following effects: Aura moderate abjuration and transmutation; CL 11th
• (1 charge) Increase caster level of a spell cast by 1 Slot chest; Price 7,500 gp; Weight 3 lbs.
(maximum +3). Description
• (2 charges) Increase the save DC of a spell cast by This vest is crafted of leather inset with drake scales. A vest
1. of the drake grants energy resistance 5 against acid, cold,
• (3 charges) Retain the spell or spell slot of a 3rd electricity, or fire, chosen when the vest is created, and a
level or lower spell after casting. +1 natural armor bonus to AC. In addition, as a swift
Construction action, the wearer may move up to their fly, land, or swim
Requirements Craft Wondrous Item, mnemonic enhancer; speed as though using a move action. Using this ability
Cost 6,500 gp causes the wearer to take 1 burn, as the kineticist class
feature.
Construction
SASH OF THE CAVALRY SCOUT Requirements Craft Wondrous Item, form of the dragon I;
Aura faint transmutation; CL 3rd Cost 3,750 gp
Slot chest; Price 500 gp; Weight 1 lb.
Description VEST OF UNCANNY ESCAPE
This leather sash is formed from multiple braided strands Aura moderate transmutation; CL 9th
and typically has horsehair woven throughout its length. Slot chest; Price 10,000 gp; Weight 1 lbs.
Armor check penalties from the wearer’s armor (not Description
shields) are halved for any Ride checks. Benefits from This vest, made of crimson velvet with gold embroidery,
armor training and similar abilities apply after this can be used to change its wearer’s appearance into that of
reduction. another creature of its race, as alter self, twice per day as a
Construction standard action. Additionally, once per day as a full-round
Requirements Craft Wondrous Item, cat’s grace; Cost action, the wearer may transmute themselves into a Tiny
250 gp innocuous painting or statue that weighs 10 lbs. for up to
10 minutes. The user may choose to have themselves
affixed to a wall or placed upon a surface within 10 feet
when the ability is activated (reappearing in the nearest
unoccupied space when it ends). During this time, magic

365 Magic Items Benjamin Medrano, Zenith Games


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auras on the wielder are suppressed, as if by magic aura. SPECTACLES OF THE ARCHIVIST
The wearer retains use of his senses during this time and Aura faint divination; CL 3rd
may transform back into his normal form as a standard Slot eyes; Price 80 gp; Weight —
action, but may otherwise take no actions. Description
Construction These finely-crafted spectacles have slightly tinted lenses.
Requirements Craft Wondrous Item, alter self, magic When created, each pair of spectacles is attuned to two
aura; Cost 5,000 gp languages. When text of the first language is viewed by the
wearer, it translates the words into the second language
WINDWALKER’S VEST upon its lenses. This is viewable to the wearer only. The
Aura faint transmutation; CL 3rd wearer must be able to read the second language to gain
Slot chest; Price 1,000 gp; Weight 2 lbs. any appreciable benefit from the translation.
Description Construction
This silk vest is light blue with silver buttons in the shape Requirements Craft Wondrous Item, must know the
of feathers. The wearer gains a +2 competence bonus on languages selected (this requirement may not be
Fly checks and falling damage is reduced as though the bypassed), comprehend languages; Cost 40 gp
fall were 20 feet shorter.
Construction
Requirements Craft Wondrous Item, feather fall; Cost SPELLWRIGHT’S SPECTACLES
500 gp Aura faint divination; CL 5th
Slot eyes; Price 6,000 gp; Weight —
EYE SLOT Description
The lenses of these silver glasses are tinted blue and allow
LENSES OF CRISIS the wearer to more easily identify magic, granting a +5
Aura moderate necromancy; CL 6th competence bonus to Spellcraft checks made to identify
Slot eyes; Price 15,000 gp; Weight — spells being cast. If the wearer uses dispel magic or greater
Description dispel magic to attempt to counter a spell identified in this
These simple, easy-to-wear spectacles have light, nearly manner, they gain a +2 enhancement bonus to their
imperceptible frames and grant their wearer a +2 effective caster level. The wearer may also identify magic
enhancement bonus on Initiative checks. Additionally, items while wearing the spellwright’s spectacles as though
they deal an extra 1d6 damage on precision attacks that using detect magic, with a +5 competence bonus to their
would qualify for sneak attack and bonuses to attack rolls Spellcraft check.
from flanking increase by 50% (maximum of an Construction
additional +2). Requirements Craft Wondrous Item, arcane sight, dispel
Construction magic; Cost 3,000 gp
Requirements Craft Wondrous Item, deathwatch, keen
edge; Cost 7,500 gp
VANGUARD’S GOGGLES
SEER’S SPECTACLES Aura moderate abjuration; CL 8th
Aura major divination; CL 15th Slot eyes; Price 7,500 gp; Weight 1 lbs.
Slot eyes; Price 10,000 gp; Weight — Description
Description These sturdy leather goggles have slightly green-tinted
These simple silver spectacles sharpen their wearer’s lenses and grant their wearer a +5 competence bonus on
vision incredibly, granting a +5 competence bonus to Perception checks and a +4 bonus on saving throws
Perception checks. Once per month, the spectacles may against gaze attacks. Once per day as an immediate
be activated as a standard action to peer into the near action, the wearer may negate the effects of a gaze attack
future. This increases the Perception bonus to +10, grants on themselves, but they are blinded until the beginning of
a +2 insight bonus to attack rolls, armor class, and saving their next turn. This action may be taken even if the gaze
throws, and bestows the benefit of true seeing for 24 hours attack would have rendered the wearer dead or unable to
(as long as the spectacles are worn). Activating this effect take actions (ie. petrified).
drains the wearer’s life away, bestowing 1 negative level Construction
and aging them one year. Requirements Craft Wondrous Item, remove
Construction blindness/deafness; Cost 3,750 gp
Requirements Craft Wondrous Item, true seeing, true
strike; Cost 5,000 gp

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FEET SLOT DERVISH GREAVES
Aura moderate transmutation; CL 5th
BACKSTAB BOOTS Slot feet; Price 12,500 gp; Weight 4 lbs.
Aura moderate conjuration; CL 7th Description
Slot feet; Price 7,500 gp; Weight 5 lbs. These greaves are engraved with images of mountain lions
and grant their wearer a +10 enhancement bonus to their
Description
These comfortable black leather boots are accented with base land speed. Additionally, up to twice per day as a
swift action when the wearer makes a charge attack, they
steel fittings. Whenever the wearer successfully makes a
Reflex save against an area effect, hazard, or trap, they may forgo any bonuses to attack from the charge and
instead make a full attack. The wearer does not benefit
may move 5 feet as an immediate action. If this moves the
from extra attacks from haste, speed weapons, or similar
wearer out of the effect’s area, they do not take any other
effects when using this ability. A creature may benefit
effects for a successful save, such as half damage. Up to
from only one pair of dervish greaves every 24 hours.
three times per day as a move action, the wearer may
make a feint attempt against an adjacent opponent and, if Construction
Requirements Craft Wondrous Item, haste; Cost 6,250
successful, teleport to be adjacent to the opposite side of
that creature (20 feet maximum). If the wearer possesses gp
Improved Feint, this ability may be activated as a swift
action instead. These boots must be worn for 24 hours
before their magic takes effect. DESERTWALKER’S SANDALS
Construction Aura faint abjuration and transmutation; CL 5th
Requirements Craft Wondrous Item, cat’s grace, Slot feet; Price 3,500 gp; Weight 2 lbs.
dimension door; Cost 3,750 gp Description
These simple-looking sandals are fashioned with brass
fittings and allow their wearer to move across sand with
BOOTS OF SHADOW’S STEP no penalties to movement, even crossing quicksand with
Aura moderate conjuration; CL 7th no danger. While in a desert environment, the sandals
Slot feet; Price 9,000 gp; Weight 3 lbs. grant a +10 enhancement bonus to the wearer’s base land
speed and protect the wearer from extreme heat or cold
Description
as endure elements.
These black leather boots are seamless and blend perfectly
Construction
into the darkness. They grant their wearer a +10
Requirements Craft Wondrous Item, cat’s grace, endure
enhancement bonus to their base land speed and the
elements; Cost 1,750 gp
wearer may shadow jump, as a shadowdancer, up to 50
feet per day. If the wearer already possesses the ability to
shadow jump, this increases the total distance the wearer
can shadow jump each day by 50 feet. GRAVITIC BOOTS
Construction Aura strong transmutation; CL 15th
Requirements Craft Wondrous Item, dimension door, Slot feet; Price 25,000 gp; Weight 4 lbs.
longstrider; Cost 4,500 gp Description
These leather boots appear to be simply constructed, but
have inlays of iron along the edges of their soles. Gravitic
BOOTS OF THE SWIFT SOLDIER boots grant a +5 competence bonus to Acrobatics checks,
Aura faint transmutation; CL 3rd and the DC of checks made to high jump is reduced by
Slot feet; Price 500 gp; Weight 2 lb. half. In addition, three times per day the boots may be
activated as a standard action, allowing the wearer to
Description
make a Bull Rush combat maneuver on all creatures
These boots are made of lightweight but durable leather,
within 10 feet with a +5 bonus on the check. The wearer
granting a +5 foot enhancement bonus to their wearer’s
does not provoke attacks of opportunity when using this
base land speed during a charge, run, or withdraw action.
ability, and does not need to move with a creature to move
Construction
Requirements Craft Wondrous Item, expeditious retreat; it more than 5 feet. Additionally, swarms composed of
creatures smaller than tiny are removed from the user’s
Cost 250 gp
space and cannot enter it for 5 rounds.
Construction
Requirements Craft Wondrous Item, reverse gravity,
thunderstomp; Cost 12,500 gp

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LIGHTNING RIDERS, LESSER PIKEMAN’S BOOTS
Aura moderate conjuration; CL 8th Aura faint transmutation; CL 5th
Slot feet; Price 10,000 gp; Weight 4 lbs. Slot feet; Price 6,000 gp; Weight 4 lbs.
Description Description
These leather boots have copper fittings and embroidery These sturdy, hobnailed boots have exceedingly good
in the shape of lightning bolts along their sides. The traction, granting their wearer a +2 competence bonus on
wearer gains a +10 enhancement bonus to their base land saving throws and skill checks to avoid falling or being
speed and, once per day as a full-round action, may knocked prone, as well as to CMD against bull rush,
dimension door to any location he can see within 60 feet. If overrun, and trip attempts. Additionally, when their
line of effect exists between the two locations, a lightning wearer readies an action to set a weapon with the brace
bolt connects the start and end point by the most direct quality against a charge, they gain a +2 bonus to the
path possible, dealing 4d6 electricity damage to any other weapon’s damage until the beginning of their next turn.
creatures caught in its path (Reflex DC 14, half). The user Construction
provokes attacks of opportunity at both the beginning and Requirements Craft Wondrous Item, bull’s strength;
ending points of the teleportation and is dazed for 1 Cost 3,000 gp
round.
Construction
Requirements Craft Wondrous Item, dimension door, WOODSMAN’S SANDALS
lightning bolt; Cost 5,000 gp Aura faint transmutation; CL 5th
Slot feet; Price 8,000 gp; Weight 1 lb.
Description
LIGHTNING RIDERS These simple deerskin sandals wrap halfway up their
Aura moderate conjuration; CL 8th wearer’s calves and, in forest or woodland terrain, grant a
Slot feet; Price 24,000 gp; Weight 4 lbs. +10 enhancement bonus to base land speed and pass
Description without trace. Additionally, the wearer may scale inanimate
As lesser lightning riders, except the wearer may use dimension plantlife as though using spider climb.
door twice per day to a distance of 100 feet and the lightning Construction
bolt deals 8d6 electricity damage (DC 15 Reflex; half). Requirements Craft Wondrous Item, pass without trace,
Additionally, the movement bonus increases to +30 feet spider climb; Cost 4,000 gp
for 3 rounds after using the dimension door ability.
Construction
Requirements Craft Wondrous Item, dimension door,
haste, lightning bolt; Cost 12,000 gp

LUCKY HORSESHOES
Aura moderate divination; CL 8th
Slot feet; Price 12,000 gp; Weight 8 lbs.
Description
These mithral horseshoes are light, durable, and shine like
a new silver piece. When the horseshoes are worn by a
horse or other hooved creature for 24 hours, they gain the
benefits of the Toughness feat and a +1 luck bonus to all
saving throws. A mount’s rider also gains the bonus to
saving throws.
Construction
Requirements Craft Wondrous Item, prayer; Cost
6,000 gp

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HANDS SLOT wearing these gloves gains one negative level that cannot
be removed or overcome as long as the gloves are worn.
ALCHEMIST’S GLOVES Construction
Requirements Craft Wondrous Item, chaos hammer;
Aura faint transmutation; CL 3rd
Cost 4,000 gp
Slot hands; Price 400 gp; Weight 1 lb.
Description
These seamless gloves are enchanted to protect their
wearer’s hands from harmful contact, granting a +1 DISTRACTING GLOVES
competence bonus to Craft (alchemy) checks and a +1 Aura moderate illusion; CL 8th
circumstance bonus to AC and Reflex saves against Slot hands; Price 8,000 gp; Weight 1 lb.
attacks that target the hands or traps triggered by a failed Description
Disable Device check. This does not apply to trap effects These brightly-patterned gloves seem to warp and shift
that are area effects or originate from a location other while viewed, granting a +2 enhancement bonus to the
than the location being disabled, such as a spear trap wearer’s Sleight of Hand and CMB checks against targets
shooting from a wall when the wearer fails to disable a able to see them. Twice per day as a swift action, the
pressure plate trigger. wearer may attempt a feint using Sleight of Hand in place
Construction of Bluff to treat a target as flat-footed against their next
Requirements Craft Wondrous Item, masterwork attack made during that turn. Creatures that cannot see
transformation; Cost 200 gp or can pierce illusions, such as with true seeing, are
unaffected by these gloves.
AMPLIFICATION GLOVES Construction
Aura strong universal; CL 17th Requirements Craft Wondrous Item, hypnotic pattern,
Slot hands; Price 12,000 gp; Weight 1 lb. true strike; Cost 4,000 gp
Description
These black gloves have web-like patterns of tiny, blue
crystal runes along their backs. The runes glow faintly FOECRUSHER GAUNTLETS
when their wearer casts a spell and grant a +2 bonus to Aura faint transmutation; CL 5th
spell penetration checks. The wearer may expend a Slot hands; Price 10,604 gp; Weight 2 lbs.
prepared spell or spell slot to charge the gloves for one Description
round as a free action. If the wearer casts a second spell of These iron +1 gauntlets seem a bit too large, no matter
equal or lower level during this time, the imbued charge who’s wearing them. When grappling an opponent, the
is released and the spell being cast gains +1 to its caster gauntlets add double their enhancement bonus to the
level and save DC. If the second spell is 2 or more levels wearer’s grapple checks and, if used to deal damage in a
below the imbued spell, it gains +2 instead. Spell-like grapple, deal an additional 2d6 damage.
abilities cannot be used to charge the gloves. Construction
Construction Requirements Craft Magic Arms and Armor,
Requirements Craft Wondrous Item, miracle or wish; Improved Grapple, bull’s strength; Cost 5,604 gp
Cost 6,000 gp

ANARCHIST’S GLOVES GAUNTLETS OF HEROIC MERCY


Aura moderate transmutation; CL 7th Aura faint enchantment; CL 3rd
Slot hands; Price 8,000 gp; Weight 1 lb. Slot hands; Price 4,000 gp; Weight 2 lbs.
Description Description
These brightly-colored gloves seem to shift patterns slowly These gauntlets are forged with gold sigils for courage and
when the viewer isn’t looking. The wearer may treat strength. When the wearer successfully removes a status
attacks made with the gloved hands and weapons held in effect using the mercy class feature, the subject gains a +1
them as chaotic for purposes of overcoming effects. Once morale bonus on attack rolls, saving throws, and skill
per day, the wearer may attempt a melee touch attack to checks for 1 round per die of healing the lay on hands
deal 5d8 damage to a creature with the lawful subtype, granted.
stunning them for one round (Fortitude DC 17, half Construction
damage and negate stun). Non-chaotic creatures without Requirements Craft Wondrous Item, heroism; Cost
the lawful subtype take half damage with no stun (quarter 2,000 gp
damage on a successful save). Chaotic targets are
unaffected and the use is wasted. A lawful creature

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GLOVES OF ALCHEMICAL MASTERY
Aura faint transmutation; CL 5th
Slot hands; Price 4,500 gp; Weight 2 lb. GRAPPLER’S GLOVES
Description Aura moderate evocation; CL 6th
The palms of these sturdy gloves are covered in a thin Slot hands; Price 8,000 gp; Weight 2 lbs.
layer of rubber. The wearer gains a +5 competence bonus Description
to Craft (alchemy) checks, and a +1 competence bonus to These leather gloves are studded with bronze rivets along
attack rolls with thrown weapons. Alchemist’s bombs or the knuckles. The wearer gains a +2 enhancement bonus
alchemical items that deal damage thrown while wearing to grapple checks and deals an additional 1d6 damage
these gloves gain a +1 bonus to damage dealt. This applies with unarmed attacks used in a grapple. The damage
to area of effect damage but not to splash damage. from these attacks counts as magic for overcoming
Construction damage reduction and other effects.
Requirements Craft Wondrous Item, cat’s grace; Cost Construction
2,250 gp Requirements Craft Wondrous Item, magic fang; Cost
4,000 gp
GLOVES OF FINE MANIPULATION
Aura faint transmutation; CL 5th
Slot hands; Price 5,000 gp; Weight 1 lb.
Description
HOLY GAUNTLETS
These simple-looking gloves steady their wearer’s hands
Aura faint conjuration; CL 5th
and improve precision, granting a +5 competence bonus
Slot hands; Price 3,644 gp; Weight 2 lbs.
on Disable Device and Craft checks that rely on fine
manipulation, such as Craft (jewelry) or Craft (clockwork). Description
Construction These masterwork alchemical silver gauntlets are
Requirements Craft Wondrous Item, cat’s grace; Cost inscribed with symbols of life and, up to three times per
2,500 gp day as a swift action, allow their wearer to add 1d8
damage to the next weapon attack they make against an
undead creature this round, treating the attack as good-
GLOVES OF OPPORTUNITY
aligned. Additionally, as a full-round action, the wearer
Aura faint divination; CL 3rd
may hold one gauntlet in view above their head, causing
Slot hands; Price 400 gp; Weight 1 lb.
mindless undead to treat them as though under a sanctuary
Description effect for one round (DC 11). The wearer may continue
These pliable gloves are easy to wear and allow their
to spend full-round actions to continue the effect, but any
wearer to strike suddenly with greater accuracy, granting creature who succeeds on the save is immune to the effect
a +1 enhancement bonus on attacks of opportunity. for 24 hours.
Construction Construction
Requirements Craft Wondrous Item, guidance; Cost Requirements Craft Wondrous Item, align weapon,
200 gp disrupt undead; Cost 2,144 gp

GLOVES OF PASSION’S FLAME


Aura moderate evocation; CL 7th
Slot hands; Price 12,000 gp; Weight 1 lb.
Description PRECISION GLOVES
These red silk gloves are embroidered in gold runes of Aura faint transmutation; CL 3rd
passion and fire. As a standard action, the wearer may Slot hands; Price 5,000 gp; Weight 1 lbs.
expend an arcane spell of 1st level or higher to add fire Description
damage equal to their Charisma modifier to all melee These silk gloves are so thin as to be almost invisible when
weapon attacks until the end of their next turn. The worn and grant their wearer a +1 competence bonus on
duration of the effect increases by 1 round for each spell all Dexterity-based skill checks and on attack and damage
level of the expended spell above 1st. Half of this fire rolls on attacks with Weapon Finesse or flanking, or
damage ignores fire resistance or immunity, unless the attacks against flat-footed enemies.
creature also possesses immunity to mind-affecting effects. Construction
If the wearer possesses the Arcane Strike feat, they may Requirements Craft Wondrous Item, cat’s grace; Cost
activate this item as part of using the feat. 2,500 gp
Construction
Requirements Craft Wondrous Item, charm person,
fireball; Cost 6,000 gp

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SAVAGE GAUNTLETS SPELLCHARGE GLOVES
Aura moderate divination; CL 8th Aura moderate transmutation; CL 6th
Slot hands; Price 15,000 gp; Weight 4 lbs. Slot hands; Price 6,000 gp; Weight 1 lb.
Description Description
These spiked gauntlets are a deep blood-red and look These silver-threaded gloves are inset with a spiral
extremely deadly. The wearer of the gauntlets gains a +1 pattern, granting their wearer a +2 enhancement bonus
competence bonus on melee attack and damage rolls, and on melee touch attack rolls. Three times per day as a swift
ignores the miss chance for concealment (but not total action, the wearer may increase the caster level of a spell
concealment). Once per day as a swift action, the wearer they are holding the charge of by 1. This benefit may only
may automatically confirm a critical threat with a melee apply once to a single spell. These gloves must be worn for
attack. 24 hours before granting any benefit to the wearer.
Special: Despite being a weapon, the gauntlets are not a Construction
magical weapon, nor are they masterwork. Their bonuses Requirements Craft Wondrous Item, cat’s grace, spectral
apply to all the wearer’s melee attack and damage rolls hand; Cost 3,000 gp
but do not count as magical for overcoming damage
reduction or other effects (unless the wearer is attacking
with a magical weapon). They may be enchanted as a
weapon if they are somehow made masterwork, such as
SPELLCIPHER GLOVES
during creation or through masterwork transformation.
Aura faint divination; CL 3rd
Construction
Slot hands; Price 2,500 gp; Weight 2 lbs.
Requirements Craft Wondrous Item, true strike; Cost
Description
7,500 gp
These satin gloves are embroidered with silver runes
across their palms. As a swift action, a spontaneous caster
SCRIVENER’S GLOVES may expend charges from a wielded spell-trigger item to
Aura faint transmutation; CL 3rd treat one of its spells as a spell known for one round. The
Slot hands; Price 100 gp; Weight 0.5 lbs. wearer must expend the same number of charges using
Description that spell would normally cost and the spell must be on
These light-weight gloves are unrestrictive and typically the caster’s spell list. Casting the spell uses up the same
have ink-stained fingers. They halve the time the wearer spell slots and components normally required.
takes to scribe or write, such as using Linguistics to forge Construction
a document, copy a scroll into a spellbook, or draw the Requirements Craft Wondrous Item, read magic; Cost
diagram around a magic circle against evil (something done 1,250 gp
in preparation for casting the spell). This does not
otherwise reduce actual casting times involving drawing,
such as a symbol of death, or item creation times, such as
using Scribe Scroll.
Construction SQUIRE’S GAUNTLETS
Requirements Craft Wondrous Item, cat’s grace; Cost Aura moderate abjuration; CL 8th
50 gp Slot hands; Price 3,000 gp; Weight 4 lbs.
Description
SHOCKING GAUNTLETS These engraved silver gauntlets bear symbols of resistance
Aura faint evocation; CL 3rd and eternity. When their wearer uses the aid another
Slot hands; Price 4,000 gp; Weight 2 lbs. action to increase an ally’s AC, the wearer gains the bonus
Description as well. In addition, the ally gains DR 3/evil until the
These close-fitting steel gauntlets are inlaid with copper beginning of the wearer’s next turn. Both gauntlets must
wire, granting their wearer electricity resistance 5 against be worn to have any effect.
held or touched objects, as well as adding 1 electricity Construction
damage to melee attacks using the gauntlets and Requirements Craft Wondrous Item, protection from evil;
predominantly metal melee weapons. In addition, as a Cost 1,500 gp
standard action, the wearer may charge the gauntlets to
add 3d6+3 electricity damage to their next attack with the
gauntlets or metal melee weapon. This charge dissipates
if not used within 2 rounds.
Construction
Requirements Craft Wondrous Item, energy resistance,
shocking grasp; Cost 2,000 gp

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THUNDERBRINGER GLOVES and the wearer must directly attack the source of their fear
Price 2,000 gp; Slot hands; CL 5th; Weight 1 lb. in a physical manner. If they would be unable to do so,
Aura moderate evocation; Scaling prize the fear effect functions normally. If multiple fear effects
Description would force the wearer to flee, they need only succeed
These copper-riveted gloves spark with electricity, against the most powerful effect. Additionally, while
allowing their wearer to deal 1 electricity damage with a panicked, the wearer does not drop held items unless
touch attack and use shocking grasp once per day. Higher- otherwise forced to (such as being disarmed) and, in fact,
level wearers receive additional benefits: cannot voluntarily drop or relinquish held items without
7th Level: Lightning bolt once per day on command, taking a full round action to do so. Once the fear effect
shocking grasp 3/day. ends or after one minute (whichever is sooner), the wearer
11th Level: Lightning bolt 3/day, shocking grasp 5/day. becomes fatigued for 10 minutes.
15th Level: Chain Lightning once per day on command. If Construction
also wearing a stormbringer cloak, the wearer may also grant Requirements Craft Wondrous Item, rage; Cost 1,500
the shocking burst ability to any ranged weapon they wield. gp
This effect lasts for one hour and works on non-
masterwork weapons but cannot allow the modified CROWN OF COMMAND
enhancement bonus of a weapon to exceed +10. Aura moderate enchantment; CL 7th
Construction Slot head; Price 12,000 gp; Weight 5 lbs.
Requirements Craft Wondrous Item, chain lightning; Description
Cost 23,500 gp This thin gold circlet is set with small rubies. Whenever
the wearer grants a morale bonus to allies, the wearer may
TIGER GAUNTLETS choose a single ally and increase the granted bonus by 1.
Aura moderate transmutation; CL 9th Additionally, up to three times per day as a standard
Slot hands; Price 12,604 gp; Weight 2 lbs. action, the wearer may use command (DC of 11 + the
Description wearer’s Charisma modifier).
These open-fingered gauntlets are made of steel and Construction
transform their wearer’s fingers into claws, granting a Requirements Craft Wondrous Item, command, prayer;
claw attack with each hand (1d4 medium, 1d3 small). If Cost 6,000 gp
the wearer already possesses a claw attack, they increase
the damage by one step and the attack is considered CROWN OF ELEMENTAL POWER
magical for purposes of overcoming damage reduction. Aura strong transmutation; CL 17th
These gauntlets may also be made of special materials, Slot head; Price 25,000 gp; Weight 3 lbs.
counting as two separate weapons, and allow their Description
associated claw attack to overcome damage reduction as Each of these crowns is set with diamonds, emeralds,
though of that type. rubies, or sapphires and is keyed to air, earth, fire, or
Construction water elementals respectively. When the wearer uses a
Requirements Craft Wondrous Item, animal growth, lead summon spell or spell-like ability to summon an elemental
blades, magic fang; Cost 6,604 gp of the chosen type, they may expend a swift action to
increase the duration to 1 minute per caster level and
grant the summoned elemental or elementals 1 bonus hit
point per Hit Dice of the wearer.
HEAD SLOT Construction
Requirements Craft Wondrous Item, elemental swarm,
CIRCLET OF COURAGEOUS PANIC polymorph; Cost 12,500 gp
Aura faint enchantment; CL 5th
Slot head; Price 3,000 gp; Weight 1 lb.
Description
This silver circlet is set with a single moonstone. While the
wearer is affected by a fear effect of shaken or greater, they
gain a +2 morale bonus to weapon damage and, at the
start of any turn while frightened or panicked, may
attempt a new save against the fear effect to move
normally (as opposed to fleeing). If a fear effect does not
normally allow a save, the wearer gets one anyway for this
purpose as though the effect were a spell of the closest
equivalent level. A successful save does not end the effect

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CROWN OF FLAMES CROWN OF THE TITAN
Aura strong evocation; CL 15th Aura strong transmutation; CL 13th
Slot head; Price 135,000 gp; Weight 4 lbs. Slot head; Price 60,000 gp; Weight 8 lbs.
Description Description
This crimson-hued crown is forged of silver in the shape This weighty iron crown looks oversized but magically fits
of flames and set with fire opals. It grants its wearer fire to any wearer, granting a +4 circumstance bonus to
resistance 30 and a +1 caster level to spells with the fire Charisma-based checks when speaking to creatures with
descriptor. Any time the crown prevents 5 fire damage, the giant subtype. Wearers with the giant subtype gain a
the wearer is affected as if by haste until the end of their +2 racial bonus to Strength. The crown also allows its
next turn. Twice per day on command, the crown protects wearer to use giant form I once per day and grants its racial
its wearer with fire shield (heat version) for 1 minute. bonus to Strength while its wearer is under any giant form
Additionally, once per day on command, the wearer may effect.
generate a 30-foot explosive spread centered on Construction
themselves, dealing 15d8 fire damage to all other Requirements Craft Wondrous Item, bull’s strength,
creatures in the area (DC 22 Reflex, half). eagle’s splendor, giant form I; Cost 30,000 gp
Construction
Requirements Craft Wondrous Item, delayed blast
fireball, greater planar binding; Cost 67,500 gp
CROWN OF TYRANNY
Aura moderate enchantment; CL 10th
CROWN OF HEROISM Slot Head; Price 10,000 gp; Weight 4 lbs.
Aura faint enchantment; CL 5th Description
Slot head; Price 12,000 gp; Weight 3 lbs. This solid and imposing iron crown is set with images of
Description devils, dragons, or skulls and grants its wearer a +5
This simple silver crown is set with garnets and grants its competence bonus to Intimidate checks. When the wearer
wearer a +1 morale bonus to skill checks. Three times per uses Intimidate to increase a target’s attitude, the duration
day as a standard action, the wearer may gain 10 lasts 1d6 hours instead of 1d6 x 10 minutes. An Intimidate
temporary hit points and a +2 morale bonus to attack rolls check to demoralize an opponent that exceeds the
and saving throws for one minute. required DC by 20 or more causes the target to become
Construction frightened instead. Wearers with the Leadership feat may
Requirements Craft Wondrous Item, false life, heroism; use their Strength modifier in place of Charisma for
Cost 6,000 gp calculating the number of followers they may possess.
Construction
Requirements Craft Wondrous Item, eagle’s splendor,
CROWN OF THE NECROMANTIC LORD fear; Cost 5,000 gp
Aura strong necromancy; CL 20th
Slot head; Price 200,000 gp; Weight 2 lbs.
Description
This carved ebony crown is set with onyx and grants its CROWN OF VICTORY
wearer a +6 enhancement bonus to Charisma. The Aura moderate enchantment; CL 9th
wearer is healed by negative energy and harmed by Slot head; Price 12,000 gp; Weight 4 lbs.
positive energy as though undead. An undead wearer Description
converts the first instance of positive energy damage they This heavily-reinforced iron crown is plated in gold.
take each day to negative energy. Three times per day, the Whenever its wearer confirms a critical hit or reduces a
wearer may expend a prepared spell or spell slot as a threatening opponent below 0 hit points, all allies within
standard action to release a burst of negative energy in a 30 feet who are able to see the wearer gain a +1 morale
30-foot radius dealing 2d6 negative energy damage per bonus to attack rolls, saving throws, and skill checks until
spell level sacrificed. Creatures may make a Will Save (DC the start of the wearer’s next turn. This bonus stacks with
= 20 + spell level sacrificed) to halve this damage) Good- itself to a maximum of +3.
aligned creatures who wear the crown receive three Construction
temporary negative levels which cannot be removed by Requirements Craft Wondrous Item, heroism; Cost
any means as long as the crown is worn. 6,000 gp
Construction
Requirements Craft Wondrous Item, create undead,
eagle’s splendor, harm; Cost 100,000 gp

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ERINYES HALO additional +2 bonus to immediately end the effect. This
Aura moderate evocation and necromancy; CL 10th additional save occurs only once per enchantment effect.
Slot head; Price 15,000 gp; Weight — Construction
Description Requirements Craft Wondrous Item, protection from
This golden circlet erupts into a halo of flame suspended chaos/evil/good/law; Cost 7,500 gp
above its wearer’s head, shedding light as a sunrod. The
flames burn golden during the day and crimson at night, HELM OF TERROR
granting the wearer a +1 profane bonus to AC and a +1 Aura faint necromancy; CL 4th
sacred bonus to saving throws. Once per day as a standard Slot head; Price 3,500 gp; Weight 3 lbs.
action, the wearer may use fear (DC 13 + wearer’s Cha Description
modifier). Chaotic wearers gain one temporary negative This iron helm is crafted into the visage of a terrifying
level that lasts as long as the halo is worn and cannot be creature, granting its wearer a +5 competence bonus to
removed or overcome by any means. Intimidate checks. The wearer receives a +1 competence
Construction bonus on attack rolls against any creature they have made
Requirements Craft Wondrous Item, fear, resistance, at least shaken with a fear effect, such as demoralize.
shield of faith; Cost 7,500 gp Construction
Requirements Craft Wondrous Item, cause fear, eagle’s
HALO OF LIFE splendor; Cost 1,750 gp
Aura moderate conjuration; CL 10th
Slot head; Price 25,000 gp; Weight 1 lbs. HELM OF THE BULL
Description Aura moderate transmutation; CL 8th
This thin ring of gold hovers above the wearer’s head and Slot head; Price 4,500 gp; Weight 4 lbs.
glows with an angelic halo, shedding normal light in a 40- Description
foot radius and raising the illumination level one step in a This helm is topped by a pair of bull horns angled forward
40-foot area beyond that, to a maximum of normal light. aggressively. When the wearer makes a charge attack,
Once per day, as a standard action, the wearer may cause they gain an additional +2 bonus to their next attack and
the halo to shine with bright light in a 20-foot radius, may choose to make a gore attack (1d6 medium/1d4
which counts as sunlight. Twice per day, the wearer may small) adding Strength and a half to the damage. Once
use cure moderate wounds on all creatures in a 10-foot burst. per day on command, the wearer may gain the benefits of
Creatures harmed by positive energy may make a DC 15 bull’s strength for 1 minute. If the wearer receives a +4 or
Will save for half damage. greater enhancement bonus from another source, the helm
Construction of the bull adds +2 to that total instead.
Requirements Craft Wondrous Item, daylight, mass cure Construction
light wounds; Cost 12,500 gp Requirements Craft Wondrous Item, bull’s strength;
Cost 2,250 gp
HELM OF CONFIDENCE
Aura faint abjuration; CL 3rd HELM OF TRUE COURAGE
Slot head; Price 400 gp; Weight 4 lbs. Aura faint abjuration; CL 3rd
Description Slot head; Price 2,500 gp; Weight 3 lbs.
This highly-polished iron helm resembles a powerful Description
beast, granting its wearer a +2 resistance bonus against This glittering, pearl-inlaid helm grants its wearer a +2
fear effects. morale bonus on saving throws against fear and, once per
Construction day, the wearer may remove fear on all targets within 10 feet.
Requirements Craft Wondrous Item, remove fear; Cost A wearer with the aura of courage ability increases this
200 gp radius to 20 feet.
Construction
HELM OF MENTAL PROTECTION Requirements Craft Wondrous Item, remove fear; Cost
Aura faint abjuration; CL 5th 1,250 gp
Slot head; Price 15,000 gp; Weight 4 lbs.
Description
This simple-looking helm is heavily reinforced and grants
its wearer a +2 bonus on saving throws against
enchantment effects. When the wearer fails a save against
an enchantment effect, they may make a new save as a
swift action at the start of their next turn with an

365 Magic Items Benjamin Medrano, Zenith Games


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INQUISITOR’S MASK MERCENARY’S HELM
Aura moderate enchantment; CL 7th Aura faint transmutation; CL 3rd
Slot head; Price 17,500 gp; Weight 4 lbs. Slot head; Price 550 gp; Weight 2 lbs.
Description Description
This iron mask bears the visage of a stern, androgynous This rugged leather helm is enchanted to sharpen its
face and grants its wearer a +5 competence bonus on wearer’s senses, granting a +1 competence bonus to
Intimidate checks. Three times per day, the wearer may Diplomacy, Intimidate, Perception, and Sense Motive
make an Intimidate check as if making a request with checks.
Diplomacy to compel a creature to answer truthfully Construction
unless the answer would result lead to death, ruin, or harm Requirements Craft Wondrous Item, eagle’s splendor,
to someone they have an extremely close relationship owl’s wisdom; Cost 275 gp
with. This is a mind-affecting enchantment effect.
Construction PHOENIX’S REBIRTH
Requirements Craft Wondrous Item, eagle’s splendor, Aura strong conjuration and evocation; CL 12th
zone of truth; Cost 8,750 gp Slot head; Price 28,000 gp; Weight 1 lbs.
Description
INVIOLABLE CROWN This delicate gold crown resembles a phoenix with
Aura moderate transmutation; CL 7th outspread wings curving around the wearer’s head and a
Slot head; Price 30,000 gp; Weight 3 lbs. large ruby in its breast. One round after its wearer dies by
Description means repairable with raise dead, this crown bursts into a
This mithral crown glows with an internal light and 10d6 fireball (DC 18 Reflex, half) which deals no further
protects its wearer from environmental damage, such as damage to its wearer but instead restores them to life and
heat, cold, sandstorms, or pressure. The wearer reduces heals them for 120 hit points as well as any other benefits
such damage by 3, though this does not stack with other of the heal spell. Once activated, the crown permanently
forms of damage reduction. Three times per day on loses all magical power and crumbles to dust. If the wearer
command, the wearer may benefit from sanctuary (DC 16) is restored to life before this effect occurs, it does not
and DR 5/– for one minute. Actions that break the trigger.
sanctuary effect do not end the damage reduction. Construction
Construction Requirements Craft Wondrous Item, breath of life,
Requirements Craft Wondrous Item, sanctuary, stoneskin; contingency, fireball, heal; Cost 14,000 gp
Cost 15,000 gp
UNYIELDING HELM
MARKSMAN’S HAT Aura faint abjuration; CL 5th
Aura faint divination; CL 3rd Slot head; Price 3,000 gp (+1), 12,000 gp (+2), 27,000
Slot head; Price 4,500 gp; Weight 2 lbs. gp (+3), 48,000 gp (+4), 75,000 gp (+5); Weight 5 lbs.
Description Description
This green-hued archer’s hat enables its wearer to more This heavily-reinforced silver helm is shaped like a
easily pinpoint targets, reducing penalties for range by 2 dragon’s skull and projects a field of protective force,
(minimum 0) and reducing the grit cost of the deadeye granting its wearer a deflection bonus of +1 to +5. Once
deed (see gunslinger class) by 1 (minimum 0) per day as a swift action, the wearer may reroll a Will save
Construction against an ongoing effect, adding the helm’s deflection
Requirements Craft Wondrous Item, true strike; Cost bonus to their result, to end the effect.
2,250 gp Construction
Requirements Craft Wondrous Item, protection from
MASK OF AURA SHIELDING chaos/evil/good/law, shield of faith; Cost 1,500 gp (+1),
Aura faint illusion; CL 5th 6,000 gp (+2), 13,500 gp (+3), 24,000 gp (+4), 37,500 gp
Slot head; Price 4,000 gp; Weight 1 lb. (+5)
Description
This mask of carved ivory resembles a face bearing a
neutral expression. The wearer is protected by undetectable
alignment and any effects that might detect or reveal
information about the wearer give mundane, neutral, or
innocuous results.
Construction
Requirements Craft Wondrous Item, nondetection,
undetectable alignment; Cost 2,000 gp

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NECK SLOT next round, restoring them to life and healing them to full
hit points as well as curing any ailments that the heal spell
AMULET OF CONFIDENT GRACE could remove. During this time, the wearer is harmed by
Aura moderate abjuration; CL 9th further positive energy, as though undead, and gains DR
Slot neck; Price 25,000 gp; Weight 1 lbs. 10/silver or good and immunity to negative energy,
negative levels, and death effects. After 10 minutes, the
Description
wearer dies, crumbling to dust. This cannot be prevented
This shield-shaped amulet is carved from adamantine.
by any means short of a wish or miracle. If the wearer is
Three times per day as an immediate action, its wearer
restored to life before the ankh activates (such as through
may add their Charisma modifier to a saving throw they
breath of life), the ankh’s power does not activate.
are about to attempt. This does not stack with other effects
Construction
that apply Charisma to saving throws, such as divine
Requirements Craft Wondrous Item, breath of life, create
grace. The wearer also gains 20 temporary hit points that
undead, heal; Cost 4,500 gp
last until the beginning of their next turn. A creature may
not benefit from more than one amulet of confident grace per
day. CLONE AMULET
Construction Aura strong necromancy; CL 15th
Requirements Craft Wondrous Item, false life, globe of Slot neck; Price 50,000 gp; Weight 2 lbs.
invulnerability, lesser; Cost 12,500 gp Description
This antiquated silver locket can be opened and bears a
AMULET OF INVULNERABILITY portrait inside resembling its owner. It takes one week to
Aura faint necromancy; CL 5th attune to a new owner and, if unworn for 24 hours, must
Slot neck; Price 15,000 gp; Weight 2 lbs. be re-attuned. If an attuned creature dies wearing the
amulet, it shatters after 1 minute and a clone of the owner
Description
appears in its place, though it has no permanent negative
This silver amulet is set with a blood-red ruby in its center
levels. If the owner is restored to life before the amulet
and absorbs damage taken by its wearer. Three times per
activates, this effect does not trigger.
day, as an immediate action when about to take damage,
Construction
the wearer may reduce the damage taken by 10. This
Requirements Craft Wondrous Item, clone, greater
ability must be used before the damage is rolled or
restoration; Cost 28,000 gp
revealed. The amulet of invulnerability must be worn for 24
hours before providing any benefits.
Construction CONNECTING COLLAR
Requirements Craft Wondrous Item, false life; Cost Aura faint divination; CL 5th
7,500 gp Slot neck; Price 6,000 gp (collar), 3,000 gp (ring);
Weight 2 lbs.
AMULET OF THE ENCHANTER Description
Aura faint enchantment; CL 3rd This brass-studded collar always appears to be in pristine
Slot neck; Price 8,000 gp; Weight 1 lb. condition and is always magically paired with at least one
simple brass ring. When the collar is placed on an animal,
Description
This gold amulet is set with a large, glittering gem that it functions as a status spell, relaying information to the
ring wearer. Up to three times per day, if within 100 feet
attracts the viewer’s eye and increases the wearer’s save
of the collar, a ring-wearer may cast a spell of 3rd level or
DCs by +1 when using a mind-affecting enchantment
lower, targeting the collared creature regardless of the
spell or spell-like ability, or the bard’s fascinate ability.
spell’s normal range or line of effect. Creatures wearing a
This is an enhancement bonus.
connecting collar count as humanoid in addition to their
Construction
Requirements Craft Wondrous Item, hypnotic pattern; other types for purposes of such spells. Spells only affect
Cost 4,000 gp the targeted creature when used in this manner, even if
they would normally allow multiple targets. Any number
of brass rings can be attuned to an individual connecting
ANKH OF THE UNDYING collar and they do not take up a ring slot, but the collar
Aura moderate necromancy; CL 10th must be present at the time of the ring’s creation and a
Slot neck; Price 9,000 gp; Weight 1 lb. ring may only be attuned to one collar at a time.
Description Construction
This ankh is skillfully carved from a single, large onyx, Requirements Craft Wondrous Item, Reach Spell,
belying the seemingly simple hemp cord it hangs from. status; Cost 3,000 gp (collar), 1,500 gp (ring)
When a living wearer dies in a manner that would leave a
reasonably intact corpse, the ankh crumbles to dust on the

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CREMATION CHARM GOLEM TORC
Aura moderate transmutation; CL 11th Aura strong transmutation; CL 15th
Slot neck; Price 1,000 gp; Weight 1 lb. Slot neck; Price 35,000 gp; Weight 2 lbs.
Description Description
This antique silver pendant is set with a sunstone and This smooth, polished stone torc allows its wearer to re-
protects its wearer from rising as an undead. Within one roll a failed Will save with a +2 bonus against a mind-
round of a living wearer dying, its body is engulfed in holy affecting enchantment as an immediate action up to three
flames and consumed completely. Neither the wearer nor times per day. This may not be used with any other item
their remains may be reanimated as an undead and any or ability allowing a reroll or multiple dice on a saving
undead or evil-aligned outsiders within 30 feet take 5d6 throw. Once per day as a standard action, the wearer may
good divine damage (DC 16 Fort, half) from the flames, transform into a stone-like form for 1 minute. During this
which also count as sunlight for that round. The cremation time, the wearer has a +4 size bonus to Strength, a +5
charm is destroyed permanently with the body but all other enhancement bonus to natural armor, DR
equipment is unaffected. 5/adamantine, and a 25% chance to ignore critical hits
Construction and precision damage. The torc must be worn for 24
Requirements Craft Wondrous Item, consecrate, hours before granting any benefits.
disintegrate; Cost 500 gp Construction
Requirements Craft Wondrous Item, mind blank,
polymorph; Cost 17,500 gp
FAITHLESS TORC
Aura moderate enchantment; CL 9th
Slot neck; Price 4,500 gp; Weight 1 lb. HEART OF MIDNIGHT
Description Aura moderate abjuration and illusion; CL 8th
This crude-looking iron torc grants its wearer a +2 Slot neck; Price 25,000 gp; Weight 2 lbs.
profane bonus to saving throws against spells and abilities Description
used by outsiders with an aligned subtype and creatures This amulet bears a large black gem that seems to swirl
with an aligned aura class feature. Once per day, the and change shape. It grants its wearer cold resistance 10
wearer may direct a blasphemous utterance at one of the and a +1 bonus to saving throws to resist illusion effects.
above targets within 40 feet, stunning them for 1d3 rounds Any spells the wearer casts with the shadow descriptor
unless they succeed at a DC 17 Will save. The target must which are at least quasi-real gain a 10% increase to their
be able to hear the wearer, and the daily use is wasted if effectiveness against disbelievers.
attempted on an invalid target. Creatures with aligned Construction
subtypes or class features wearing a faithless torc gain 1 Requirements Craft Wondrous Item, energy resistance,
negative level that cannot be overcome in any way until lesser shadow evocation; Cost 12,500 gp
the torc is removed.
Construction
Requirements Craft Wondrous Item, protection from law, HELLFIRE CRYSTAL
sound burst; Cost 2,250 gp Aura moderate transmutation; CL 8th
Slot neck; Price 11,000 gp; Weight 1 lb.
Description
GHOSTSPEAKER AMULET This fist-sized chunk of obsidian hangs from a cord and
Aura strong transmutation; CL 15th flickers with an internal flame. Its wearer gains a +1
Slot neck; Price 35,000 gp; Weight 1 lb. enhancement bonus to caster level when casting spells
Description with the fire descriptor. Twice per day, the wearer may
This tarnished silver amulet is set with a large, cloudy infuse a fire spell they are casting with hellfire, converting
moonstone. The wearer of this amulet gains the constant half of the fire damage dealt to divine damage, as flame
benefit of see invisibility and can interact with incorporeal strike. The amulet must be worn for 24 hours before
creatures as though they were corporeal. providing any benefit.
Construction Construction
Requirements Craft Wondrous Item, etherealness, see Requirements Craft Wondrous Item, flame strike; Cost
invisibility; Cost 17,500 gp 5,500 gp

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HOLY SYMBOL OF FORTUNE, LESSER HOLY SYMBOL OF GUIDANCE
Aura faint divination; CL 5th Aura faint divination; CL 3rd
Slot neck; Price 750 gp; Weight 1 lb. Slot neck; Price 100 gp; Weight 1 lb.
Description Description
This holy (or unholy) symbol is crafted of gold and This iron holy (or unholy) symbol is engraved with sigils
dedicated to a specific deity. Once per day as an of foretelling and is dedicated to a specific deity. Once per
immediate action, a wearer dedicated to the worship of day, a wearer dedicated to the worship of that deity may
that deity may call upon fortune to re-roll any d20-based whisper a prayer to gain the benefit of guidance. A creature
check, even after the results have been determined. The may not benefit from more than one holy symbol of guidance
new result must be used and the result is obviously due to per day.
divine favor (or disapproval). If the wearer fails to pray Construction
daily to the deity for at least 10 minutes per day (which Requirements Craft Wondrous Item, guidance; Cost 50
can be done while praying to regain spells) or breaks a gp
moral code or tenet, they gain a cumulative –1 penalty to
all d20-based checks for 24 hours. This duration resets for HOLY SYMBOL OF VIRTUE
each violation. Magically compelled violations do not Aura faint transmutation; CL 3rd
count and the penalty may be removed with an atonement Slot neck; Price 100 gp; Weight 1 lb.
cast by a worshipper of the deity. A lesser holy symbol of Description
fortune must be worn on the neck and for 24 hours before Functioning as a holy symbol of guidance, this item instead
providing any benefits, though it can provide penalties for bestows the benefit of virtue upon its user.
violations during this time. Construction
Construction Requirements Craft Wondrous Item, virtue; Cost 50 gp
Requirements Craft Wondrous Item, divine favor, crafter
must be a devoted follower of the chosen deity; Cost 375 INNOCUOUS COLLAR
gp Aura faint illusion; CL 4th
Slot neck; Price 2,500 gp; Weight 1 lb.
HOLY SYMBOL OF FORTUNE Description
Aura faint divination; CL 5th This mundane-looking collar makes its wearer appear
Slot neck; Price 5,000 gp (+1), 8,000 gp (+2), 13,000 gp equally mundane. When placed on an animal, animal
(+3), 20,000 gp (+4), 29,000 gp (+5); Weight 1 lb. companion, or animal familiar, they appear to be an
Description average example of their type, as though with disguise self.
Functioning as a lesser holy symbol of fortune, this symbol The effect won’t conceal a creature’s size but it acts as
allows its wearer to call upon its fortune power up to twice undetectable alignment and conceals all auras a normal
per day and grants a +1 to +5 resistance bonus to saving creature of that type wouldn't possess (such as magical
throws. auras)
Construction Construction
Requirements Craft Wondrous Item, divine favor, Requirements Craft Wondrous Item, disguise self,
resistance, crafter must be a devoted follower of the chosen undetectable alignment; Cost 1,250 gp
deity; Cost 2,500 gp (+1), 4,000 gp (+2), 6,500 gp (+3),
10,000 gp (+4), 14,500 gp (+5) LIFEKEEPING AMULET
Aura strong necromancy; CL 15th
HOLY SYMBOL OF FORTUNE, GREATER Slot neck; Price 30,000 gp; Weight 1 lb.
Aura faint divination; CL 5th Description
Slot neck; Price 10,000 gp (+1), 13,000 gp (+2), 18,000 This antique silver amulet is set with a large piece of onyx.
gp (+3), 25,000 gp (+4), 34,000 gp (+5); Weight 1 lb. When its wearer dies, the soul is trapped and held within,
Description as soul bind, until the following dawn. Until then, a caster
Functioning as a holy symbol of fortune, this allows its wearer holding the amulet can restore the creature to life at half
to call upon its fortune power up to three times per day. the normal material component cost. The target reduces
Construction any permanent negative levels normally received by one,
Requirements Craft Wondrous Item, divine favor, but has no choice on whether or not to return to life.
resistance, crafter must be a devoted follower of the chosen Construction
deity; Cost 5,000 gp (+1), 6,500 gp (+2), 9,000 gp (+3), Requirements Craft Wondrous Item, soul bind; Cost
12,500 gp (+4), 17,000 gp (+5) 15,000 gp

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PETRIFIED AMULET Otherwise, the field lasts for 1 round per die of energy
Aura moderate transmutation; CL 11th channeled.
Slot neck; Price 40,000 gp; Weight 1 lb. Construction
Description Requirements Craft Wondrous Item, magic circle against
This amulet holds a fragment of petrified wood and grants chaos/good/evil/law, sanctuary; Cost 6,000 gp
its wearer immunity to petrification. Once per day, the
wearer may make a touch attack to affect a creature with SYMBOL OF PEACE
flesh to stone (DC 19). Aura moderate enchantment; CL 6th
Construction Slot neck; Price 4,500 gp; Weight 2 lbs.
Requirements Craft Wondrous Item, flesh to stone, stone Description
to flesh; Cost 20,000 gp This silver holy symbol is dedicated to a good or neutral-
aligned deity. A good or neutral wearer dedicated to that
REJUVENATING COLLAR deity gains a +5 competence bonus to Diplomacy checks
Aura strong transmutation; CL 15th and, once per day, may gain the benefit of sanctuary (DC
Slot neck; Price 10,000 gp (+2), 26,000 gp (+4), 52,000 13) for 1 minute.
gp (+6); Weight 1 lb. Construction
Description Requirements Craft Wondrous Item, eagle’s splendor,
This spiked leather collar is dyed crimson and functions sanctuary; Cost 2,250 gp
as a belt of mighty constitution. Once per day, a creature other
than the wearer may speak a command word to grant the SYMBOL OF RAPTURE
wearer fast healing equal to the collar’s Constitution Aura moderate conjuration and enchantment; CL 7th
bonus for one minute. The collar must be worn for 24 Slot neck; Price 7,000 gp; Weight 1 lb.
hours before providing any benefit. Description
Construction When the wearer of this gold holy symbol channels
Requirements Craft Wondrous Item, bear’s endurance, positive energy, they treat all turning damage rolls of 1 as
regenerate; Cost 5,000 gp (+2), 13,000 gp (+4), 26,000 gp 2 instead. Once per day, the wearer may expend a use of
(+6) positive energy channeling to cast good hope on all allies
within 20 feet.
RESTFUL AMULET Construction
Aura moderate conjuration; CL 10th Requirements Craft Wondrous Item, good hope; Cost
Slot neck; Price 3,500 gp; Weight 1 lb. 3,500 gp
Description
This amulet is set with a bloodstone and doubles the
wearer’s natural healing rate (but not regeneration or fast
healing). As a swift action, the wearer may heal a touched
creature of up to 35 hit points as a positive energy effect.
After using this ability, the amulet permanently loses all
magical power.
Construction
Requirements Craft Wondrous Item, cure serious wounds;
Cost 1,750 gp

SHELTERING SYMBOL
Aura moderate abjuration; CL 7th
Slot neck; Price 12,000 gp; Weight 2 lbs.
Description
This holy (or unholy) symbol, made of adamantine and
dedicated to a specific deity with the Protection domain,
grants its wearer a +1 sacred bonus to AC and saving
throws. Once per day, a wearer dedicated to the worship
of that deity may channel energy through the symbol to
emanate a mobile field of protection in a 20-foot radius.
Creatures within this area when it is activated gain the
benefit of sanctuary, a +2 deflection bonus to AC, and a +2
resistance bonus to saving throws until they leave the field
or take an action that would break the sanctuary.

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TEAR OF DAWN minutes. In this form, the wearer gains wings and a fly
Aura strong evocation; CL 15th speed of 80 feet (good maneuverability), acid and cold
Slot neck; Price 50,000 gp; Weight 1 lbs. resistance 30, the angel’s protective aura, and their attacks
Description count as good-aligned. An evil creature undergoing this
This gold amulet houses a brilliantly shining gem that transformation must make a DC 25 Will save or gain two
sheds light as a torch and negates darkness effects of less permanent negative levels. An evil creature wearing an
than 8th level in a 20-foot radius. Once per day, the angelic mantle receives two temporary negative levels that
wearer may unleash a 30-foot burst of flame, dealing 15d6 cannot be removed or overcome until it’s removed.
damage to all enemies in the area (Reflex DC 18 + Construction
wearer’s Wisdom modifier, half). This damage is half fire Requirements Craft Wondrous Item, holy aura,
and half divine and deals double damage to creatures shapechange; Cost 50,000 gp
vulnerable to sunlight.
Construction
Requirements Craft Wondrous Item, flame strike, CLOAK OF THE DARK OBSERVER
sunburst; Cost 25,000 gp Aura moderate illusion; CL 5th
Slot shoulders; Price 18,000 gp; Weight 3 lbs.
TORC OF HOLY BLESSINGS Description
Aura faint enchantment; CL 5th This dark cloak blends into the shadows, granting its
Slot neck; Price 4,000 gp; Weight 2 lbs. wearer a +10 competence bonus on Stealth checks. In
Description dim or darker conditions, the wearer may use invisibility
This golden torc is engraved with holy prayers and grants but the effect is broken if they move more than five feet
its wearer the benefits of bless. Once per day, the wearer from their starting location or the light level increases
may cast bless weapon. above dim.
Construction Construction
Requirements Craft Wondrous Item, bless, bless weapon; Requirements Craft Wondrous Item, cat’s grace,
Cost 2,000 gp invisibility; Cost 9,000 gp

TORC OF THE PAINLESS


Aura moderate enchantment; CL 5th CLOAK OF THE DEEP SEAS
Slot neck; Price 10,000 gp; Weight 2 lbs. Aura moderate transmutation; CL 9th
Description Slot shoulders; Price 24,000 gp; Weight 4 lbs.
This adamantine torc is set with bloodstones and grants Description
its wearer the benefit of delay pain, delaying pain effects for This deep blue cloak turns transparent when exposed to
one hour. Once per day, the wearer may convert half of water. It grants its wearer a swim speed of 40 feet or
all damage received for the next 1 minute to nonlethal. increases an existing greater swim speed by 10 feet.
The torc must be worn for 24 hours before granting any Additionally, the wearer receives a +1 circumstance
benefit. bonus to melee attack, damage, and saving throw rolls
Construction while underwater.
Requirements Craft Wondrous Item, delay pain; Cost Construction
5,000 gp Requirements Craft Wondrous Item, divine favor, freedom
of movement; Cost 12,000 gp

SHOULDER SLOT CLOAK OF LIGHTNING


Aura moderate abjuration; CL 9th
ANGELIC MANTLE Slot shoulders; Price 25,000 gp; Weight 3 lbs.
Aura strong transmutation; CL 17th Description
Slot shoulders; Price 100,000 gp; Weight 8 lbs. This gray cloak is woven with metallic fibers and grants its
Description wearer electricity resistance 10. When the cloak prevents
This elegant white mantle is woven of gold-trimmed 10 electricity damage from a single attack, its wearer gains
feathers and grants its wearer acid and cold resistance 10 a +1 bonus to the caster level of spells they cast with the
and a +4 racial bonus to saving throws against electricity descriptor, and any successful melee attacks
petrification. Three times per day as a standard action, against the wearer deal 1d4+5 electricity damage to the
the mantle can generate a protective aura (as angel attacker until the beginning of the wearer’s next turn.
subtype) for one minute. Once per day as a full-round Construction
action, the wearer may take the form of an angel for 10 Requirements Craft Wondrous Item, fire shield, resist
energy, lightning bolt; Cost 12,500 gp

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DEATH-EATER PAULDRONS MELDING CLOAK
Aura moderate abjuration; CL 8th Aura moderate transmutation; CL 5th
Slot shoulders; Price 20,000 gp; Weight 4 lbs. Slot shoulders; Price 12,750 gp; Weight 3 lbs.
Description Description
These silver pauldrons are inscribed with holy etchings, This worn, nondescript cloak grants its wearer a +5
granting their wearer a +4 bonus to resist negative energy competence bonus to Stealth checks in natural
and death effects. Once per day, the wearer may benefit environments and, on command while touching a solid,
from cure light wounds. If the wearer would be slain by a non-magical surface, may meld into it. The wearer
death effect, they are instead healed for 5d8 hit points and chooses a duration of 1 minute, 10 minutes, or 1 hour
the effect is redirected back to its source. The pauldrons when this ability is used and, during that duration, are
then crumble to dust, losing all power. unaware of their surroundings or the passing of time. This
Construction otherwise functions as meld into stone, save that the effect
Requirements Craft Wondrous Item, contingency, cure does not radiate magic.
light wounds, death ward; Cost 10,000 gp Construction
Requirements Craft Wondrous Item, magic aura, meld
GATECRASHER’S PAULDRONS into stone; Cost 6,375 gp
Aura moderate transmutation; CL 5th
Slot shoulders; Price 5,000 gp; Weight 4 lbs.
Description STARLIGHT CLOAK
These heavily-reinforced pauldrons grant their wearer a Aura moderate illusion; CL 10th
+2 competence bonus to weapon damage on a charge. If Slot shoulders; Price 60,000 gp; Weight 3 lbs.
the wearer moves at least 20 feet, they receive a +5 Description
competence bonus on Strength check to burst barriers on This black cloak sparkles with motes of light across its
a charge. The pauldrons must be worn for 24 hours before surface and grants its wearer the benefits of constant
granting any benefits. nondetection. Three time per day, the wearer may use mirror
Construction image.
Requirements Craft Wondrous Item, bull’s strength; Construction
Cost 2,500 gp Requirements Craft Wondrous Item, mirror image,
nondetection; Cost 30,000 gp
GOLDEN WINGS
Aura moderate transmutation; CL 9th
Slot shoulders; Price 50,000 gp; Weight 8 lbs.
Description
These feathered wings are edged in softly-glowing gold
and affix to their wearer’s back when a command word is
spoken, granting a fly speed of 40 feet (good
maneuverability). A second command word detaches the
wings. Golden wings are unaffected by dispel magic effects.
Construction
Requirements Craft Wondrous Item, alter self, overland
flight; Cost 25,000 gp

MANTLE OF THREE LIVES


Aura strong abjuration; CL 15th
Slot shoulders; Price 6,000 gp; Weight 5 lbs.
Description
This heavy black mantle is woven through with silver
threads and grants its wearer a +1 luck bonus to saving
throws. When the wearer fails a saving throw against a
death effect or would be reduced below 0 hit points by a
critical hit, the mantle negates the effect and damage.
After three such interventions, the mantle crumbles to
dust and permanently loses all magic.
Construction
Requirements Craft Wondrous Item, death ward, iron
body; Cost 3,000 gp

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STORMBRINGER CLOAK WRIST SLOT
Price 8,000 gp; Slot shoulders; CL 7th; Weight 3 lbs.
Aura moderate abjuration; Scaling wonder ALLY’S BRACELETS
Description Aura faint abjuration; CL 4th
This billowy gray cloak seems to shift like fog in an unseen Slot wrists; Price 2,000 gp (pair); Weight 1 lb.
wind and grants its wearer electricity resistance 5. Higher
Description
level wearers gain additional benefits: This pair of silver or gold bracelets are meant to be worn
9th Level: Electricity resistance 10.
by two separate creatures, granting their wearers a +1
11th Level: Fly (2/day).
circumstance bonus to saving throws when within 15 feet
13th Level: Electricity Resistance 20.
of each other, and increasing the benefits from aid
15th Level: Fly or overland flight (4/day) another attempts from a matching wearer by +1. The
17th Level: Electricity resistance 30. If wearing bracelets have no benefit when both are worn by a single
thunderbringer’s gloves, may use the cloak’s fly power creature.
continuously. Construction
Construction Requirements Craft Wondrous Item, resistance; Cost
Requirements Craft Wondrous Item, fly, resist energy; 1,000 gp
Cost 64,500 gp

BRACELET OF THE ELEMENTAL COMPANION


THIEF’S CLOAK
Aura moderate conjuration; CL 7th
Aura faint transmutation; CL 3rd
Slot wrists; Price 50,000 gp; Weight 1 lbs.
Slot shoulders; Price 300 gp; Weight 2 lbs.
Description
Description
This bracelet is set with a large gemstone that swirls with
This warm, wool cloak has several pockets lining its
elemental energy. Upon command, the wearer may call
interior and can easily hold a set of thieves’ tools, weapons
forth a medium elemental of air, earth, fire, or water,
the size of a dagger, or 10 lbs. of other non-bulky items.
chosen when the bracelet is created. A second command
Equipment hidden in the cloak gains a non-magical +2
word returns the elemental to the bracelet. The elemental
circumstance bonus to Sleight of Hand checks made to
serves as a called creature, except when slain it returns to
conceal it from searches. The cloak’s magic provides its
the bracelet and cannot be called for 24 hours. An
wearer with a +1 competence bonus to Sleight of Hand
elemental that is called multiple times retains any damage
and Stealth checks.
it had when it was sent away, though it can be healed
Construction
normally and returns to full health every 24 hours. If the
Requirements Craft Wondrous Item, cat’s grace, owl’s
bracelet of the elemental companion is destroyed, the elemental
wisdom; Cost 150 gp
is slain and remains so even if the bracelet is later restored,
though methods that can resurrect an elemental can be
cast on the bracelet to bring it back.
WIND-BORNE MANTLE Construction
Aura faint transmutation; CL 5th Requirements Craft Wondrous Item, lesser planar ally or
Slot shoulders; Price 17,500 gp; Weight 2 lbs. lesser planar binding; Cost 25,000 gp
Description
This cloak of sky-blue silk flutters even when there is no
wind. Its wearer gains feather fall when they fall 10 feet or
BRACELET OF THE MAGISTER
more and may glide half their falling distance in one
Aura strong universal; CL 13th
direction. Twice per day as a standard action, they may
Slot wrists; Price 20,000 gp; Weight 0.5 lbs.
use the fly spell. Additionally, as a swift action twice per
Description
day, they may gain the benefits of haste for one round.
This gold bracelet is ringed with five small, glimmering
Construction
diamonds and grants its wearer a +2 enhancement bonus
Requirements Craft Wondrous Item, feather fall, fly,
on checks to overcome spell resistance. Five times per day,
haste; Cost 8,750 gp
as part of casting a spell, the wearer may increase the
spell’s effective caster level by 1. Each time this ability is
used, one of the diamonds dims and remains so until the
following day.
Construction
Requirements Craft Wondrous Item, creator must
have Spell Penetration, limited wish; Cost 10,000 gp

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BRACELETS OF TRANSPOSITION CORROSION SERPENT BRACERS
Aura moderate conjuration and illusion; CL 7th Aura moderate conjuration; CL 7th
Slot wrists; Price 30,000 gp (for pair); Weight 1 lb. Slot wrists; Price 9,000 gp; Weight 1 lb.
(each) Description
Description These acid-etched copper bracers bear the images of
These gold bracelets are created in pairs and intended to entwining snakes and grant their wearer acid resistance 5.
be worn by different creatures. Twice per day, their Once per day, the wearer may have the etchings writhe to
wearer may benefit from mirror image and, once per day, life as menacing acid-like serpents for 5 minutes. Once per
may teleport to and swap places with the other wearer if round as a swift action, the wearer may command them
within 100 feet. Both wearers receive disguise self for 1 to make a melee touch attack against a creature within 10
round, appearing as each other unless their forms would feet (independently of their wearer), with a +7 to attack
be beyond that spell’s ability to mimic, such as a and dealing 1d6+7 acid damage (20/x2). This attack is in
significant difference in size. A bracelet must be worn for addition to any other actions of the wearer.
24 hours before providing any benefit, though an attuned Construction
wearer can swap places with an unattuned wearer. A Requirements Craft Wondrous Item, acid arrow; Cost
single creature wearing both bracelets can only benefit 4,500 gp
from the mirror image power of one. If a single bracelet is
destroyed, a new one can be created for half the cost of a
new pair.
Construction
DEFLECTING VAMBRACES
Requirements Craft Wondrous Item, dimension door,
Aura faint abjuration; CL 3rd
disguise self, mirror image; Cost 15,000 gp
Slot wrists; Price 400 gp; Weight 2 lbs.
Description
These steel vambraces are inscribed with sigils of warding.
When the wearer fights defensively, uses the Combat
BRACERS OF AGILE REFLEXES Expertise feat, or uses the total defense action, these
Aura faint transmutation; CL 5th bracers grant a +1 deflection bonus to AC.
Slot wrists; Price 4,000 gp; Weight 2 lbs. Construction
Description Requirements Craft Wondrous Item, shield of faith;
These lightweight bracers grant their wearer a +2 Cost 200 gp
competence bonus on attacks of opportunity and allow
one additional attack of opportunity each round.
Construction
Requirements Craft Wondrous Item, cat’s grace; Cost
DERVISH BRACERS
2,000 gp
Aura moderate divination; CL 7th
Slot wrists; Price 3,000 gp; Weight 2 lbs.
Description
These engraved bracers grant their wearer a +1 shield
BRACERS OF ANGELIC PROTECTION bonus to AC while fighting with two weapons or a double
Aura moderate abjuration; CL 5th weapon. This bonus stacks with Two-Weapon Defense. If
Slot wrists; Price 5,000 gp; Weight 3 lbs. the wearer possesses the Deflect Arrows feat, they may use
Description the feat while wielding two weapons or a double weapon.
These silver bracers are etched with a feather pattern and Construction
grant a +1 deflection bonus to AC. Once per day, the Requirements Craft Wondrous Item, divination; Cost
wearer may surround themselves with an aura that grants 1,500 gp
acid, cold, and electricity resistance 5 and the benefits of
protection from evil for 5 minutes.
Construction
Requirements Craft Wondrous Item, resist energy, shield
of faith; Cost 2,500 gp

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ENERGY BRACELETS INEVITABLE BRACERS
Aura moderate abjuration; CL 8th Aura moderate transmutation; CL 6th
Slot wrists; Price 15,000 gp; Weight 1 lb. Slot wrists; Price 12,000 gp; Weight 2 lbs.
Description Description
These sturdy bracelets are made in pairs, one copper and These elaborate brass bracers have clockwork parts and
one silver. They grant their wearer energy resistance 10 gears affixed to them and increase their wearer’s
to acid, cold, electricity, or fire, chosen when they are momentum, granting a +2 competence bonus to CMB
created. When the bracelets prevent 5 or more damage of and CMD checks while charging. Additionally, when the
the chosen type, they gain 1 charge. As a swift action, the wearer uses the total defense action, they gain DR
wearer may expend one charge to imbue any melee 5/chaotic in addition to the normal benefits and may still
weapons they are holding with an additional +1d8 energy make attacks of opportunity.
damage of the chosen type for one round. Energy bracelets Construction
can hold a maximum of 10 charges. Requirements Craft Wondrous Item, bull’s strength,
Construction order’s wrath; Cost 6,000 gp
Requirements Craft Wondrous Item, energy aura, resist
energy; Cost 7,500 gp

LUCKY BRACELET
Aura faint abjuration; CL 5th
GUARDIAN BRACELETS Slot wrists; Price 2,250 gp; Weight 0.5 lbs.
Aura moderate conjuration and divination; CL 7th Description
Slot wrists; Price 25,000 gp (for a pair); Weight 1 lb. This simple copper bracelet is created with three charms.
Description Whenever the wearer fails a skill check or saving throw by
This matched pair of adamantine bracelets are meant to one, the charms glow brilliantly. As an immediate action
be worn by two separate creatures. Each wearer treats the when this occurs, the wearer may add a +1 luck bonus to
other as though under a status effect and, three times per their result, causing one of the charms to crumble to dust.
day, may use cure light wounds on the other wearer if within When all three charms are gone, the bracelet loses all
30 feet. Once per day, the wearer may teleport, swapping magical abilities.
places and healing the other wearer as cure light wounds if Construction
within 200 feet. The daily uses of the guardian bracelets are Requirements Craft Wondrous Item, resistance; Cost
shared between the two wearers. If one bracelet is 1,125 gp
destroyed, a new one may be created for half the normal
cost.
Construction
Requirements Craft Wondrous Item, cure light wounds, PROTECTIVE BRACERS
dimension door, shield other, status; Cost 12,500 gp Aura faint necromancy; CL 3rd
Slot wrists; Price 7,500 gp; Weight 2 lbs.
Description
These sturdy iron bracers always look polished and
HEALER’S BRACELETS unmarred by stains or damage. They grant their wearer a
Aura faint conjuration; CL 5th +1 shield bonus to AC or count as +1 enhancement bonus
Slot wrists; Price 10,000 gp; Weight 1 lb. to existing shield AC. Up to three times per day while
Description taking a total defense action, the wearer may gain 15
This pair of gold bracelets is set with glittering chips of temporary hit points for one minute.
crystal and allow their wearer to increase the range of cure Construction
spells to 30 feet. Such targets require a ranged touch Requirements Craft Wondrous Item, false life, magic
attack to hit. Twice per day, the wearer may use cure vestment; Cost 3,750 gp
moderate wounds.
Construction
Requirements Craft Wondrous Item, crafter must have
Reach Spell, cure moderate wounds; Cost 5,000 gp

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SHIFTER’S BOON TITAN’S BRACERS
Aura major abjuration; CL 15th Aura faint transmutation; CL 5th
Slot wrists; Price 20,000 gp; Weight 1 lbs. Slot wrists; Price 5,000 gp; Weight 2 lbs.
Description Description
This simple copper band conceals the magic aura of any These antique gold bracers are inscribed with runes of
polymorph effects its wearer may be under. Any ability strength in ancient Giant and allow their wearer to ignore
that would show or reveal the creature’s true form, such the attack penalty for using a larger than normal weapon
as true seeing, fails to reveal it. Effects that would change the if they wield it with two hands. Once per day, the wearer
wearer’s form or force it back to its true form still work. may gain a +2 size bonus to Strength-based checks and
Construction attack and damage rolls based on Strength for 5 minutes.
Requirements Craft Wondrous Item, magic aura, mind The wearer becomes fatigued at the end of this duration
blank; Cost 10,000 gp and a creature cannot benefit from more than one set of
titan’s bracers per day.
SHIFTER’S VAMBRACES Construction
Aura moderate transmutation; CL 10th Requirements Craft Wondrous Item, bull’s strength,
Slot wrists; Price 15,000 gp; Weight 4 lbs. enlarge person; Cost 2,500 gp
Description
These darkwood vambraces are inset with silver runes.
When their wearer uses a polymorph-based effect on VAMBRACES OF GOLDEN FIRE
themselves, any natural attacks gained by that effect deal Aura moderate abjuration and evocation; CL 7th
damage as though one size category larger. Slot wrists; Price 10,000 gp; Weight 4 lbs.
Construction Description
Requirements Craft Wondrous Item, lead blades; Cost These elaborately-engraved vambraces are brushed with
7,500 gp gold and add 1 fire damage to melee attacks with the
wearer’s hands or handheld weapons. Each dawn, the
STRONGMAN’S BRACERS bracers receive three charges which may be used to
Aura faint transmutation; CL 3rd generate additional effects.
Slot wrists; Price 900 gp; Weight 2 lbs. • Grant wearer fire resistance 20 for 10 minutes or
Description until the vambraces are removed. 1 charge.
These ornate, eye-catching bracers are plated in gold and • As a swift action, add an additional 1d6+5 fire
grant a +1 enhancement bonus to the CMB of bull rush damage to the wearer’s next successful attack this
and overrun maneuvers. Once per day, their wearer may round. 1 charge.
gain a +2 enhancement bonus to Strength for 3 minutes. • Cure moderate wounds. 2 charges.
The bracers must be worn for 24 hours before granting Construction
any benefit. Requirements Craft Wondrous Item, cure moderate
Construction wounds, resist energy, scorching ray; Cost 5,000 gp
Requirements Craft Wondrous Item, bull’s strength;
Cost 450 gp

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CHIME OF SPELL-TWISTING
Slotless Wondrous Items Aura strong abjuration; CL 15th
Slot none; Price 20,000 gp; Weight 1 lb.
BRAZIER OF CONTEMPLATION Description
Aura moderate enchantment; CL 10th This chime is engraved with symbols of magic. Once per
Slot none; Price 12,000 gp; Weight 15 lbs. day the chime may be struck as a standard action,
Description affecting all creatures within 60 feet. When struck, all
This well-crafted silver brazier is inlaid with opals along creatures benefiting from bardic performance lose the
its rim. On command, the brazier ignites and, after one benefit for 1 round, and bardic performances inside the
minute, begins emitting a soothing incense. Creatures radius immediately end. Additionally, for 1 round all
within 30 feet that fail a DC 15 Will save move towards creatures must make concentration checks (DC = 15 +
the brazier and sit down to contemplate it, as though double spell level) when casting spells or using spell-like
enthralled. A creature succeeding on its Will save is immune abilities or lose them. A creature that is concentrating on
to the incense until they leave its area, requiring another a spell must make this concentration check as well or lose
save if they return. Creatures may attempt a new save their concentration.
every 10 minutes. A creature resting for a full 8 hours Construction
within the incense heals twice the amount normally Requirements Craft Wondrous Item, greater dispel magic;
recovered. A second command word extinguishes the Cost 10,000 gp
brazier.
Construction
Requirements Craft Wondrous Item, enthrall; Cost COIN OF GOOD FORTUNE
6,000 gp Aura faint divination; CL 3rd
Slot none; Price 500 gp; Weight —
Description
BROOCH OF LIFESAVING This worn copper coin has symbols of luck on either side.
Aura moderate abjuration; CL 7th Three times per day, the user may rub the coin as a
Slot none; Price 6,000 gp; Weight 1 lb. standard action to receive a +1 luck bonus to the next skill
Description check they begin within the next round. A creature may
This silver brooch is inset with a sapphire in its center and, only benefit from a single coin of good fortune per day.
upon command, attunes itself to its current wearer, Construction
granting 1 temporary negative level for 24 hours, which Requirements Craft Wondrous Item, augury; Cost 250
cannot be overcome or prevented. Thereafter, if the gp
wearer would fail a saving throw against a death effect,
the effect is negated and the brooch crumbles to dust
instead.
Construction
Requirements Craft Wondrous Item, death ward; Cost
3,000 gp

CHIME OF MAGIC DISPERSAL


Aura strong abjuration; CL 17th
Slot none; Price 9,000 gp; Weight 1 lb.
Description
When this platinum chime is rung, it crumbles to dust and
all ongoing spell and spell-like effects within a 30-foot
radius are ended, as though by mage’s disjunction. Magic
items are not affected. Creatures attempting to cast within
the area for the next 1d4 rounds require a DC 20
concentration check. The chime has no effect when used
in an area of silence and treats such effects as antimagic field
for purposes of dispelling them or effects within them.
Construction
Requirements Craft Wondrous Item, mage’s disjunction;
Cost 4,500 gp

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DEATHBANE POWDER DRAUGHT OF REGENERATION
Aura moderate transmutation; CL 10th Aura strong conjuration; CL 13th
Slot none; Price 1,000 gp; Weight 5 lbs. Slot none; Price 16,000 gp; Weight 1 lbs.
Description Description
This bag of powdered bone and silver glitters darkly in This strawberry-scented liquid is thick and syrupy,
light. When thrown as a splash weapon, it bursts into requiring a full-round action to consume or two full-round
obscuring mist on impact, dealing 1d8 damage per round to actions to administer to an unconscious creature. The
undead in its area. A corporeal undead struck directly imbiber is immediately stabilized and cured of bleeding.
takes 3d8 damage instead when the cloud forms, but One round after completion, the imbiber is healed of 40
normal damage afterwards. Incorporeal undead take full hit points, all ability damage, and 4 points of ability drain
damage from the cloud and are treated as though under to each ability score. Any limbs severed within the past
the effects of ghostbane dirge (no save) while within the cloud hour may be reattached if placed against the stump at this
and for 1 round afterwards. The cloud lasts for one minute time. If administered to an unconscious or dying creature,
but can be dispelled or dispersed by high winds earlier. the stabilization occurs at the end of the first full-round
Construction action used, but the second full-round action must be
Requirements Craft Wondrous Item, disrupt undead, completed to receive any further benefits. The draught
ghostbane dirge; Cost 500 gp has no effect on undead or creatures without Constitution
scores.
Construction
DRAGONBLOOD SALVE Requirements Craft Wondrous Item, heal, regenerate;
Aura strong transmutation; CL 15th Cost 8,000 gp
Slot none; Price 5,000 gp; Weight 1 lb.
Description
This jar of musky-smelling salve contains five applications DUST BOMB
that, when rubbed on skin, grant resistance 30 to acid, Aura moderate transmutation; CL 9th
cold, electricity, or fire (chosen when the item is created) Slot none; Price 2,000 gp; Weight 4 lbs.
for two hours. As a standard action, the recipient may Description
wreathe their hands in the chosen energy for one minute, This glyph-etched stone sphere bears runes of death and
adding +2d6 energy damage to unarmed and natural decay. As a standard action, it may be thrown up to 60
attacks with those limbs. This effect may be used for a total feet away to explode, destroying itself and converting all
of 10 minutes while the salve is effective and does not stack corpses of flesh or bone in a 30-foot area to dust, as
with effects that add additional energy damage of the disintegrate. Any corporeal undead of flesh or bone in the
same type to attacks. area take 9d6 damage (Fort DC 17, half).
Construction Construction
Requirements Craft Wondrous Item, elemental aura, Requirements Craft Wondrous Item, flesh to stone; Cost
resist energy, shapechange; Cost 2,500 gp 1,000 gp

DUST OF CLOYING SPICE


DRAGONBREATH SCABBARD Aura moderate evocation and transmutation; CL 7th
Aura moderate evocation; CL 8th Slot none; Price 1,750 gp; Weight 1 lb.
Slot none; Price 35,000 gp; Weight 1 lb. Description
Description This bag contains powder which smells strongly of pepper
This crimson scabbard is made to resemble a dragon and spices. When scattered or thrown, it creates a 20-foot
swallowing the sheathed blade. It reshapes and resizes to radius burst of magical dust. Creatures with the scent
accommodate any sword-like weapon. Twice per day on ability caught within the burst lose that ability for 10
command, when drawing the weapon from the scabbard minutes, are staggered for one round, and take 1d6
as a standard action, the wearer may send a 60-foot line damage per round for 7 rounds. A successful Fortitude
of flame sweeping away from them, dealing 8d6 fire save (DC 16) negates the stagger and reduces the damage
damage to all creatures in its path (Reflex DC 16, half). each round by half. A creature with scent struck directly
Construction with the dust must make two saves at a –2 penalty, taking
Requirements Craft Wondrous Item, fireball; Cost the worse result.
17,500 gp Construction
Requirements Craft Wondrous Item, boiling blood, shout;
Cost 875 gp

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ENERGY GEM FEATHER TOKEN (WALL)
Aura moderate transmutation; CL 7th Aura strong conjuration; CL 6th
Slot none; Price 4,000 gp; Weight 0.5 lbs. Slot none; Price 500 gp (standard), 1,000 gp (reinforced),
Description 100 gp (paper), +1,500 gp (magically-treated); Weight —
When created, this glittering jewel is attuned to acid, cold, Description
electricity, or fire. The user may hold the gem in their Standard—This feather token transforms into a 1-foot
hand and concentrate to activate one of the following thick, 10-foot by 10-foot masonry wall that melds with
powers as a standard action unless noted otherwise: surrounding walls, ceilings, and floors. The wall has
• As part of casting a summoning spell, the hardness 8 and 90 hit points and lasts for 10 minutes or
summoned creature(s) are attuned to the associated until destroyed.
energy type (and the spell gains that descriptor), Reinforced—The wall created by this token is reinforced
granting them immunity to that energy type and masonry (180 hit points).
an additional 1d6 energy damage to their natural Paper—This token creates a masonry wall for one round,
and manufactured weapon attacks. after which it becomes a paper wall for the remaining
• Gain energy resistance 20 for 10 minutes. duration (hardness 0, hit points 1). It is indistinguishable
• Add +2d6 energy damage to natural and from a stone wall unless touched or carefully examined
manufactured weapon attacks for 10 minutes, as (Perception DC 20, stonecunning applies).
the weapon enhancements corrosive, flaming, frost, Magically-treated—This augment doubles the hardness and
or shock. hit points (or adds 50 hit points, whichever is greater) of
• Make a touch attack against a target with the the created wall.
associated subtype to deal 5d6 untyped damage Construction
and stagger them for 1d4 rounds. A successful Requirements Craft Wondrous Item, fabricate; Cost
Fortitude save (DC 15) negates the stagger effect. 250 gp (standard), 500 gp (reinforced), 50 gp (paper),
For purposes of this effect, the earth subtype is +750 gp (magically-treated)
associated with acid and the air subtype is
associated with electricity. FIERY QUIVER
An energy gem may be used a total of five times before losing Aura faint evocation; CL 5th
all power and crumbling to dust. Slot none; Price 1,000 gp; Weight 2 lbs.
Construction Description
Requirements Craft Wondrous Item, energy resistance, This quiver is gilded with gold in a pattern of flames and
summon monster III; Cost 2,000 gp can hold up to 20 arrows or bolts (often called a fiery bolt
case) and imbues such ammunition with magic if placed
ETERNITY SEAL inside for at least one minute. Ammunition drawn from
Aura strong abjuration; CL 20th the quiver and fired before the end of the next round deals
Slot none; Price 10,000 gp; Weight 2 lbs. 1 additional fire damage and counts as magical. Variant
Description versions of this quiver are known to exist, imbuing their
This thick wax seal bears sigils of sealing and eternity. ammunition with other energy types.
Placed upon a door or object completely blocking a Construction
passage or room, the user may speak a command word to Requirements Craft Wondrous Item, flame arrow, magic
seal the barricade with the surrounding walls, melding it weapon; Cost 500 gp
tightly and closing seams. The obstacle is considered
magically-treated (doubling hardness and hit points) and FIGURINE OF WONDROUS POWER, ALABASTER
counts as lead for blocking magical effects. Its hardness is PEGASUS
not bybassed by adamantine and other special materials Aura moderate transmutation; CL 11th
that mitigate hardness. If the area behind the sealed Slot none; Price 12,000 gp; Weight 1 lb.
barricade is smaller than a 20-foot cube, the surrounding Description
walls of the chamber gain the same properties as the This alabaster figurine depicts a winged horse curled up
barricade and the interior is subject to dimensional lock and to sleep. When activated, it becomes a living pegasus that
screen. These effects are impervious to antimagic field serves its owner for up to six hours or until commanded
(though they can’t be erected within one) and persist until to leave, at which time it reverts to statue form. An
the barricade or one of the protected chamber’s walls (if alabaster pegasus may be called up to three times per week.
they’re included) are breached or the effect is dispelled by Construction
a wish or miracle. An eternity seal can only be used once. Requirements Craft Wondrous Item, animate objects;
Construction Cost 6,000 gp
Requirements Craft Wondrous Item, arcane lock,
dimensional lock, permanency, screen; Cost 5,000 gp

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FLUTE OF THE DESERT WIND GHOST-TRAP WEB
Aura moderate evocation; CL 5th Aura strong necromancy; CL 15th
Slot none; Price 5,000 gp; Weight 2 lbs. Slot none; Price 7,000 gp; Weight 1 lb.
Description Description
This weathered ivory flute requires two hands to play This crystalline stone appears to contain an intricate
properly. When played by a creature trained in wind network of weblike designs inlaid within it. If thrown at an
instruments, the user may spend a swift action to create incorporeal target as a ranged touch attack, the stone acts
(or maintain) a sonic blade, similar to a spiritual weapon with as a ghost touch weapon and the struck target must succeed
a range of 60 feet. This swift action may even be taken at a DC 35 Will save or be drawn into the crystal and
while using bardic performance. The user’s ranks in trapped. The creature gains a bonus equal to its Hit Dice
Perform (wind) take the place of caster level and Charisma on this save. This effect traps the creature for up to 20
in place of Wisdom. This does not function within a silence days divided by the creature’s Hit Dice or until the crystal
effect. is destroyed, at which point the crystal crumbles to dust.
Construction Construction
Requirements Craft Wondrous Item, spiritual weapon; Requirements Craft Wondrous Item, trap the soul; Cost
Cost 2,500 gp 3,000 gp and a gem worth at least 1,000 gp.

FORCEBLADE SHEATH GRAVEKEEPER’S LANTERN


Aura moderate evocation; CL 6th Aura moderate evocation; CL 6th
Slot none; Price 7,500 gp; Weight 2 lbs. Slot none; Price 12,000 gp; Weight 3 lbs.
Description Description
This elaborate wooden sheath looks like it could hold a This lantern is lovingly crafted of silver and crystal and,
blade of almost any type. A forceblade sheath resizes to fit any instead of a wick, has a large mineral prism at its center.
bladed weapon with only a single end. Up to three times Clerics of good-aligned deities may use a gravekeeper’s lantern
per day as a swift action, when the wearer draws a weapon as a holy symbol. The lantern may be lit or doused on
from the forceblade sheath, they may project a blade of force command, shedding light as a hooded lantern. While lit,
at a creature within 100 feet. This is a ranged attack which all creatures within 10 feet gain the benefit of hide from
deals 1d8+2 force damage. Additionally, for 6 rounds undead (DC 12). When the reservoir is filled with a flask of
after using this ability, the weapon drawn is considered holy water the lantern can create illumination as a daylight
magical and can damage creatures as though it possessed spell for 1 minute as a standard action. During this time,
the ghost touch property. all undead or oozes within 30 feet take 1d6 damage each
Construction round at the beginning of their turn. Using this ability
Requirements Craft Wondrous Item, spiritual weapon; consumes the holy water.
Cost 3,750 gp Construction
Requirements Craft Wondrous Item, daylight, hide from
undead; Cost 6,000 gp
GETAWAY CHARM
Aura faint conjuration; CL 5th
Slot none; Price 1,200 gp; Weight 0.5 lbs. HEAVENLY EGG
Description Aura moderate transmutation; CL 9th
This is a simple bone talisman with a green gem at its Slot none; Price 5,000 gp; Weight 1 lbs.
center. When crushed as a standard action, the individual Description
who crushed it may teleport to a location within 100 feet This egg is covered in golden patterns. If consumed by a
as if using dimension door and gains the benefit of an good-aligned creature as a full-round action, it grants the
invisibility spell for 5 minutes. If the charm is destroyed in creature the advanced and celestial templates for 30
any other way, the magic is wasted. minutes. An evil creature or creature with an evil aura
Construction who consumes the egg is instead subject to a holy word spell
Requirements Craft Wondrous Item, dimension door, with a caster level of 15 and save DC of 20. This egg can
invisibility; Cost 600 gp be cooked without losing its magic, but splitting it into
multiple dishes renders its magic inert.
Construction
Requirements Craft Wondrous Item, angelic visage;
Cost 2,500 gp

365 Magic Items Benjamin Medrano, Zenith Games


54
HOLY DIAMOND IGNITION OIL
Aura strong evocation [good]; CL 13th Aura faint evocation; CL 5th
Slot none; Price 3,000 gp; Weight — Slot none; Price 500 gp; Weight 0.1 lbs.
Description Description
This diamond glows from within with a golden light. This crystal vial contains an ounce of a brilliant red liquid
When used as an additional material component while that glows from within. As a standard action the vial may
casting a spell, it imbues the spell with potent holy energy. be shattered on a melee weapon, causing the weapon to
The spell modified is considered to be a good-aligned deal an additional 1d6 fire damage for 5 minutes.
spell, and evil creatures targeted by or within the area of Alternatively, the vial may be inserted into a flask of
the spell take +50% damage from the spell. This alchemist’s fire as a full-round action. If the flask is thrown
additional damage is only added to area spells if they within 5 minutes, it deals 5d6 fire damage to a creature
would deal damage to a creature and have a duration of struck and all creatures within 10 feet of the point of
instantaneous. A creature takes this additional damage impact take 3d6 fire damage (Reflex DC 15, half).
even if it would normally be immune to the other effects Creatures struck directly and those that fail their saving
or damage of the spell unless it is countered or redirected, throws catch on fire for one minute or until extinguished.
such as by spell resistance or spell turning. A holy diamond has Construction
no effect (but is not consumed) when used with evil spells. Requirements Craft Wondrous Item, pyrotechnics; Cost
Construction 250 gp
Requirements Craft Wondrous Item, holy word; Cost
1,500 gp
INFERNO BEAD
Aura faint evocation; CL 3rd
HOLY FONT Slot none; Price 10 gp; Weight 0.1 lb.
Aura faint transmutation; CL 5th Description
Slot none; Price 5,000 gp; Weight 50 lbs. This crimson glass bead is warm to the touch. When the
Description user speaks the command word and sets the bead on a
This font is small and carved of marble, and can hold a flammable substance such as wood, two rounds later the
pint of liquid. Up to twice per day as a full-round action, bead shatters and the substance catches on fire. This
a creature may fill the font with water and imbue it with functions even if the substance is soaked or otherwise
magic. The water functions as if it were a potion of cure light rendered nearly inflammable, though it does not function
wounds or as holy water if used within 1 minute of being within an environment where fire cannot exist.
removed from the font. After one minute of removal, the Construction
water becomes normal once more. Requirements Craft Wondrous Item, burning hands;
Construction Cost 5 gp
Requirements Craft Wondrous Item, bless water, cure
light wounds; Cost 2,500 gp
INSPIRING TOOLS
Aura faint enchantment; CL 5th
HOLY SYMBOL OF THE FALSE GOD Slot none; Price 8,000 gp; Weight 2 lbs.
Aura moderate illusion; CL 10th Description
Slot none; Price 800 gp; Weight 2 lbs. These thieves’ tools are of fine quality and are inlaid with
Description golden runes. The tools function as a set of masterwork
This silver holy or unholy symbol is designed for thieves’ tools and, when the user successfully disarms a
worshipers of a single deity, chosen when created. As a trap with a CR equal to half his HD or greater (rounded
standard action the wearer may cause the symbol to up), they gain a +1 morale bonus on attack rolls, ability
appear as any other type of holy or unholy symbol. A checks, saving throws, and skill checks for 15 minutes. A
creature interacting with the holy symbol receives a DC user can benefit no more than three times per day from
20 Will save to see through the illusion. While the illusion this power and it only works the first time any particular
is active, the symbol is protected by nondetection and a magic trap is disabled with these tools (for traps that later become
aura effect hides any magical auras of the symbol. reset).
Construction Construction
Requirements Craft Wondrous Item, magic aura, major Requirements Craft Wondrous Item, heroism; Cost
image, nondetection; Cost 400 gp 4,000 gp

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55
INSTANT LODGE IOUN STONE, SILVER SPINDLE
Aura moderate conjuration; CL 7th Aura strong necromancy; CL 12th
Slot none; Price 30,000 gp; Weight 4 lbs. Slot none; Price 12,000 gp; Weight —
Description Description
This miniature model of a hunting lodge rests on a one This silver ioun stone is unusually bright for its kind. Each
foot square base. When placed on the ground and the day at dawn, the stone grants the owner 20 temporary hit
command word is spoken, the model transforms into a points which last until the next dawn. These temporary
building twenty feet on each side. This transformation hit points do not stack with those from other ioun stones.
takes one round. The resulting building has a level Construction
wooden floor and shingled roof with a sturdy wooden Requirements Craft Wondrous Item, false life; Cost
door, two shuttered windows, and a small fireplace that is 6,000 gp
constantly lit, but may be extinguished on command. The
doors and shutters are secured by arcane lock and the IOUN STONE, VERMILION SPHERE
chimney is narrow and blocked by an iron grate. The Aura moderate conjuration; CL 6th
building is furnished with a trestle table, writing desk, Slot none; Price 6,000 gp; Weight 1 lb.
eight bunks, and stools. These furnishings vanish if Description
removed from the lodge but reappear the next time it is This fiery-looking stone is constantly warm. Up to three
activated. times per day as a move action, but no more than once
The walls of an instant lodge have 120 hit points and per round, its user may direct it to fire a crimson ray as a
hardness 10. The lodge can be repaired by any creature ranged touch attack at a creature within 30 feet, dealing
with the Craft Wondrous Item feat at a cost of 1,000 gp 1d6+2 fire damage. A vermilion sphere requires 24 hours to
worth of materials and a day of work to repair 60 hp of attune with a new owner before use, though it need not be
damage. circling their head the entire time, and an owner may be
The lodge fails to activate if used in a space too small to attuned to no more than one such stone at a time.
contain it. Otherwise it is oriented with its door facing the Construction
user. The door opens and closes instantly at his command. Requirements Craft Wondrous Item, burning gaze; Cost
People and creatures within the space (except the user) 3,000 gp
must be careful not to be caught by the lodge’s sudden
growth. Anyone so caught takes 5d10 points of damage KALEIDOSCOPE GEM
(Reflex DC 19 half ). Aura moderate illusion; CL 7th
The lodge is returned to model size by speaking a second Slot none; Price 750 gp; Weight 1 lb.
command word but will not shrink unless the building is Description
empty. Objects other than its furnishings left inside appear This large piece of quartz emits a rainbow of colors when
on the ground. held in the light. When thrown, it explodes into a 20-foot
Construction radius glitterdust effect (Fort DC 15). Targets in the area
Requirements Craft Wondrous Item, secure shelter; Cost must make a second Fortitude save to avoid being stunned
15,000 gp for one round.
Construction
IOUN STONE, LUMINESCENT PRISM Requirements Craft Wondrous Item, glitterdust, sound
Aura faint conjuration; CL 5th burst; Cost 375 gp
Slot none; Price 30,000 gp; Weight 5 lbs.
Description LABORATORY OF QUADRATIC ALCHEMY
This small glimmering crystal emits a faint silver glow as Aura moderate transmutation; CL 9th
it orbits its user’s head. By concentrating as a standard Slot none; Price 5,200 gp; Weight 40 lbs.
action, the user can increase the radius of the crystal’s Description
light, raising the light level within 20 feet by one step, to a This alchemist’s lab provides the same +2 circumstance
maximum of normal illumination for one round. Attacks bonus to skill checks as normal, but also helps focus its
originating within the light count as good-aligned and user’s attention and skill with its tools, granting a +5
undead take 1d6 positive energy damage at the start of competence bonus to Craft (alchemy) checks and
their turn while within it. This counts as a 3rd-level light multiplying the progress results by 4. The user may craft
effect for interacting with darkness effects. A luminescent up to 4 copies of an alchemical item simultaneously, using
prism has AC 24, 10 hit points, and hardness 8. Against the same progress result for all of them, assuming their
attacks by undead, however, its hardness is doubled. products would all fit upon the lab.
Construction Construction
Requirements Craft Wondrous Item, align weapon, Requirements Craft Wondrous Item, Craft (alchemy) 5
consecrate; Cost 15,000 gp ranks, fabricate; Cost 2,700 gp

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MAGISTRATE’S GAVEL PEARL OF PURIFICATION
Aura faint evocation; CL 3rd Aura faint transmutation; CL 3rd
Slot none; Price 50 gp; Weight 2 lbs. Slot none; Price 400 gp; Weight 0.1 lbs.
Description Description
This gavel and matching base create a sound when used This white pearl is suspended from a thin silver chain,
together which can be heard clearly within 100 feet unless allowing it to be worn as a charm on the wrist or neck,
hindered by magic or intervening barriers at least one foot though it does not take up a slot. This placement allows
thick. the pearl to be surreptitiously dangled into a beverage or
Construction liquid before its user drinks. If placed within a liquid, the
Requirements Craft Wondrous Item, sound burst; Cost pearl purifies it, as purify food and drink, at a rate of one
25 gp gallon per round. If withdrawn before the entire contents
of the container are purified, it has no effect.
MERCHANT’S DISCERNING SCALES Construction
Aura faint divination; CL 3rd Requirements Craft Wondrous Item, purify food and
Slot none; Price 500 gp; Weight 5 lbs. drink; Cost 200 gp
Description
These brass merchant’s scales can hold 10 pounds apiece POTION POUCH
and can discern metal purity in any coins upon them Aura moderate conjuration; CL 9th
(Appraise DC 10). Magical items placed on the scale glow Slot none; Price 1,200 gp; Weight 5 lbs.
visibly with a soft golden aura while items under an Description
illusion effect glow purple. An effect that can fool or This broad, fine silk belt pouch can be affixed to a belt or
prevent detect magic also affects the scales. bandolier and holds up to five potions (or flasks, vials, etc.)
Construction but also contains an extradimensional space that can hold
Requirements Craft Wondrous Item, detect magic; Cost up to 20 more. A user aware of this space may retrieve
250 gp any stored potions as a swift action and the contents of the
pouch do not count towards encumbrance. If more than
MYSTIC BERRY RATIONS one potion pouch is worn at one time, both cease
Aura faint conjuration; CL 5th functioning, though the wearer can store and retrieve
Slot none; Price 100 gp; Weight 1 lb. whatever potions are held in the five pockets normally.
Description Construction
This metal tin contains ten candied berries, each of which Requirements Craft Wondrous Item, secret chest; Cost
can fulfill a single creature’s food and water requirements 600 gp
for 24 hours. A berry’s magic fades if not consumed within
one hour of being removed from the container. PUMPKIN COTTAGE
Construction Aura strong conjuration and transmutation; CL 13th
Requirements Craft Wondrous Item, create food and Slot none; Price 12,000 gp; Weight 2 lbs.
water or goodberry; Cost 50 gp Description
This small, dried pumpkin gourd has a tiny door set into
PEARL OF LIFE it. When placed on the ground and the command word
Aura strong transmutation; CL 15th spoken, it expands into a 12-foot high, 20-foot diameter
Slot none; Price 100,000 gp; Weight — giant pumpkin cottage, functioning as secure shelter. The
Description interior contains food and space for up to 8 medium-sized
This ordinary-looking pearl dissolves when placed in the creatures and resting within provides twice the normal
mouth, extending both the length of the user’s current age natural healing. A pumpkin cottage functions once per day
category and their maximum expected age by 100 years. and lasts 24 hours unless a second command word is
A creature may only gain the benefit of a single pearl of life spoken earlier, returning it to normal size. Creatures
once during each age category. within the cottage when it shrinks are placed safely
Construction outside.
Requirements Craft Wondrous Item, Heal 20 ranks*, Construction
temporal stasis; Cost 50,000 gp Requirements Craft Wondrous Item, mage’s magnificent
*This requirement may be partially bypassed; each mansion, secure shelter; Cost 6,000 gp
unsupplied rank adds an additional +1 to the final DC
as well as the normal cost for bypassing a requirement.
Count only the highest skill rank among the creator or
assistants.

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PURIFYING BUCKET SCRAMBLESTONE
Aura faint conjuration; CL 3rd Aura moderate conjuration; CL 12th
Slot none; Price 1,500 gp; Weight 3 lbs. Slot none; Price 1,200 gp; Weight 2 lbs.
Description Description
This finely-crafted wooden bucket can hold up to two This faceted quartz gem is filled with myriad lights and
gallons of liquid and, on command, purifies any liquid may be thrown as a standard action with a range
within as purify food and drink. If a dying creature receives a increment of 20 feet. On impact, all creatures within 20
drink from the bucket within one minute of purification, feet are subject to a field of chaotic, teleportation energy
they are stabilized. Additionally, it provides a +4 and must succeed at a DC 16 Will save or be teleported
circumstance bonus to Heal checks for providing long- to a random adjacent square and take 1d10 damage. A
term care if administered to the patients. successful save negates the teleportation effect and halves
Construction the damage.
Requirements Craft Wondrous Item, purify food and Construction
drink, stabilize; Cost 750 gp Requirements Craft Wondrous Item, teleport; Cost 600
gp
READJUSTMENT TAPE
Aura faint transmutation; CL 3rd SEED OF FIERY IMMOLATION
Slot none; Price 100 gp; Weight 0.1 lbs. Aura moderate evocation and necromancy; CL 10th
Description Slot none; Price 3,000 gp; Weight —
This measuring tape is made of fine leather and capped Description
with silver ends set with runes. Up to three times per day This wooden pellet resembles a tiny black acorn and
as a full-round action, the user may measure the seethes with internal heat. Upon speaking the command
dimensions of an ill-fitting outfit or armor on themselves word, it may be thrown as a standard action at a target
or another creature and it perfectly adjusts to fit for one within 60 feet, requiring a ranged touch attack. A creature
day or until removed. This cannot make an outfit change struck takes 10d6 damage (Fort DC 20, half). Regardless
size categories for creatures of differing sizes nor does it of the results of the save, if this would kill the target, it
add or remove existing features, such as sleeves, pockets, explodes into a fireball dealing 10d6 fire damage or 1d6
or slits for wings, though it can adjust their position per target’s HD, whichever is lower (Reflex DC 20). This
slightly. Armor that has been donned hastily due to hurry destroys the body. The seed is destroyed regardless of the
or lack of assistance becomes properly worn. outcome of the attack.
Construction Construction
Requirements Craft Wondrous Item, mending; Cost 50 Requirements Craft Wondrous Item, fire seeds, slay
gp living; Cost 1,500 gp

RECALL CRYSTAL SEED OF LEAFY SHELTER


Aura moderate conjuration; CL 11th Aura moderate transmutation; CL 9th
Slot none; Price 1,500 gp; Weight 2 lbs. Slot none; Price 20,000 gp; Weight —
Description Description
This fist-sized blue crystal sparkles with internal light and, This silver-gilded seed can be planted into sand, soil, or
when held and the command word spoken, transports its loose stone. When the command word is spoken, it begins
user and up to three medium-sized creatures or one large- to sprout and grow into a pine tree. Within half an hour,
sized creature to the location of the crystal’s creation, as the tree is forty feet tall, with its lower branches stretching
word of recall. The creatures must all be in contact and 20 feet in diameter and forming an area at the base of the
cannot be carrying more than a heavy load or the trunk similar to a tiny hut spell, though only in regards to
teleportation fails. The crystal crumbles to dust after being environmental effects. A second command word, spoken
used. If the target destination is not at a ley line node, the while touching the tree, causes it to revert to seed form
crystal is created at double the cost. over the next 30 minutes. The tree is treated as hardness
Construction 10 and has 80 hit points. If cut down or destroyed, the
Requirements Craft Wondrous Item, word of recall; seed is irretrievable and destroyed as well. The seed may
Cost 750 gp be used once per day and its hit points are restored each
morning.
Construction
Requirements Craft Wondrous Item, plant growth, tiny
hut; Cost 10,000 gp

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58
SEED OF NATURE’S EMBRACE A sphere of dark ice may be used up to three times per day.
Aura moderate conjuration and transmutation; CL 11th A good-aligned creature carrying the sphere receives one
Slot none; Price 5,000 gp; Weight 0.5 lbs. temporary negative level that cannot be overcome or
Description removed as long as the sphere is in their possession.
This small, carved acorn is gilded in the purest of gold. Construction
When swallowed by a willing creature, it transmutes them Requirements Craft Wondrous Item, cone of cold,
and their gear into a tree native to the area for one week. desecrate, mage armor, wall of ice; Cost 20,000 gp
In this state, the imbiber is unaware of their surroundings
and their body is healed and made whole. At the end of STARDUST ORB
this time, they are returned to their true form with all hit Aura moderate evocation; CL 7th
point damage, ability damage and drain, negative levels, Slot none; Price 15,000 gp; Weight —
missing limbs, and conditions that could be cured by heal Description
removed. This seed may be used on a creature that has This inch-wide glittering orb glows with a rainbow hue.
been dead less than one minute to restore them to life. When released around its user’s head, it orbits as an ioun
Effects that dispel magic or restore a creature to its true stone, shedding light as a torch. Each sunset, the orb
form can end the seed’s effect prematurely, but the generates seven glittering motes of light that circle its
imbiber gains no benefit if this occurs. user’s head as well. The owner may launch one of these
Construction motes as a standard action, making a ranged touch attack
Requirements Craft Wondrous Item, breath of life, plant that deals 4d6+7 damage, half of which is fire and the rest
shape I, regenerate, restoration; Cost 3,000 gp resulting from divine power. If the orb is caught, removed
from orbit, or taken away from its owner the motes vanish.
SHIFTING PILL A single user cannot have more than seven such motes,
Aura strong transmutation; CL 20th nor can they use more than one stardust orb at a time.
Slot none; Price 5,000 gp; Weight 0.1 lbs. Construction
Description Requirements Craft Wondrous Item, flame strike, produce
This clear, crystalline pill allows its imbiber to take the flame; Cost 7,500 gp
form of another creature. If mixed with the blood of a
single, living creature, the pill dissolves into a concoction STEAM CAPSULE
that remains potent for up to one hour. If consumed Aura moderate conjuration; CL 7th
within that time, it allows shapechange, as the spell, but the Slot none; Price 1,400 gp; Weight 0.5 lbs.
imbiber may only shift between the form of the creature Description
which provided the blood and its original form. This palm-sized brass sphere can be thrown as a splash
Construction weapon, releasing a blast of superheated steam which
Requirements Craft Wondrous Item, shapechange; Cost deals 5d6 fire damage in a 20-foot radius (Reflex DC 15,
2,500 gp half) and persists for 1d4 rounds as a solid fog that deals 1d6
fire damage per round.
SPHERE OF DARK ICE Construction
Aura moderate conjuration; CL 10th Requirements Craft Wondrous Item, fireball, solid fog;
Slot none; Price 40,000 gp; Weight 4 lbs. Cost 700 gp
Description
This two-inch orb resembles a sphere of perfectly-formed STONE OF BETRAYAL
black ice. Its holder may concentrate as a standard action Aura strong enchantment; CL 20th
to activate one of the following abilities: Slot none; Price 12,000 gp; Weight 1 lb.
• Create a cone of black ice shards, dealing 10d6 Description
damage (Reflex DC 17, half) to creatures caught This gem glimmers with a kaleidoscope of colors. As a
within it. The damage is half cold and half unholy standard action, it may be thrown to explode with chaotic
damage and creatures with the good subtype take energy, causing all creatures other than its user to make a
50% additional damage. DC 25 Will save or regard each other as mortal enemies,
• Launch an icicle of black ice as a ranged touch which must be defeated or killed. Affected creatures
attack, dealing 8d6 damage and stunning good- ignore the user until all other targets are downed or fled.
aligned targets (Fort DC 17, negates stun). The A creature receives a new saving throw if forced to attack
damage dealt is half cold and half unholy. a close friend or loved one (not merely an ally). This is a
• Generate a breastplate of non-hindering black ice mind-affecting compulsion effect and lasts for 10 minutes.
armor around the holder. The armor grants a +4 Construction
armor bonus and a +1 profane bonus to AC and Requirements Craft Wondrous Item, confusion, dominate
lasts for 30 minutes. monster, rage; Cost 6,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


59
STONE OF FALSE VITALITY TIME DILATION PILL
Aura faint conjuration and necromancy; CL 5th Aura moderate transmutation; CL 5th
Slot none; Price 900 gp; Weight 1 lb. Slot none; Price 3,000 gp; Weight 0.1 lbs.
Description Description
This piece of quartz swirls with light and darkness. When This golden pill thrums with energy and, when eaten,
touched to a creature and the command word spoken, the grants its imbiber incredible speed. The user gains a +2
target receives 2d8+5 temporary hit points and a +2 bonus on attack rolls and a +2 dodge bonus to AC and
alchemical bonus to Strength. They are also cured of the Reflex saves, as well as a +20 enhancement bonus to all
fatigued, sickened, and nauseated conditions. After one movement speeds, up to twice their normal speed, for five
hour, the target loses 2d8+5 hit points and becomes rounds. Once per round, the user may move up to their
exhausted. The stone may be used up to five times before speed as a swift action. At the end of the pill’s effect, the
crumbling to dust. imbiber becomes exhausted for 15 minutes. An already
Construction fatigued or exhausted user becomes unconscious instead.
Requirements Craft Wondrous Item, bull’s strength, cure The pill’s effects do not stack with haste or similar effects.
moderate wounds, inflict moderate wounds; Cost 450 gp Construction
Requirements Craft Wondrous Item, haste; Cost 1,500
THORN PRISON gp
Aura moderate transmutation; CL 7th
Slot none; Price 2,500 gp; Weight —
Description
When this seed-filled pouch is thrown as a standard
action, it bursts into a five foot radius patch of animated,
thorny vines. The vines immediately attempt to grapple
creatures within or entering their area with a CMB of +12
and a CMD of 22. The vines gain a +5 bonus to CMB
against a target directly struck by the pouch for the first
grapple attempt. The vines deal 1d6+4 magical piercing
damage when they maintain a grapple. The vines persist
for 7 rounds before crumbling to dust. They may be
dispelled but cannot be destroyed, re-growing as fast as
they are damaged.
Construction
Requirements Craft Wondrous Item, black tentacles, TOME OF THE SUMMONED SERVANT
entangle, plant growth; Cost 1,250 gp Aura moderate conjuration; CL 17th
Slot none; Price 10,000 gp (lesser), 35,000 gp (normal),
THUNDERCHARGE POWDER 75,000 gp (greater); Weight 5 (lesser), 10 (normal), or 15
Aura moderate evocation; CL 9th (greater) lbs.
Slot none; Price 6,000 gp; Weight 2 lbs. Description
Description This weighty tome is filled with breathtaking depictions of
This coppery powder seems to spark with electricity and creatures, particularly those that can be summoned with
bears the faint scent of ozone. When sprinkled over a summon nature’s ally and summon monster spells. When opened
creature, its movement generates small amounts of static to a creature’s page, a reader may expend an equivalent
electricity from the air. The creature’s base speed is spell or spell slot to spontaneously cast the appropriate
considered 10 feet greater on its next charge attack and summon spell used to call forth a single creature as a full
each 10 feet moved during the charge adds one point of round action. The appropriate summon spell must be on
electricity damage to the first attack made. The user takes the caster’s spell list. Once per week, while using a
an equal amount of electricity damage at the end of the creature’s depiction as a summoning focus, they may
their turn. Each use of thundercharge powder is effective for change the spell’s normal duration to 1 hour. Tomes of the
up to one minute or until the user charges. A bag of summoned servant come in three variations: a normal tome
thundercharge powder is created with enough powder for 10 allows summon spells of up to 6th level, while a lesser or
uses. greater tome allow summons of 1st through 3rd level or up
Construction to 9th level, respectively.
Requirements Craft Wondrous Item, call lightning or Construction
lightning bolt, expeditious retreat or longstrider; Cost 3,000 gp Requirements Craft Wondrous Item, Extend Spell,
summon monster I-IX; Cost 5,000 gp (lesser), 17,500 gp
(normal), 37,500 gp (greater)

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60
WAND SLEEVE WARPAINT OF POWER
Aura faint transmutation; CL 3rd Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 1 lb. Slot none; Price 5,000 gp; Weight 2 lbs.
Description Description
This ornate silver end-cap is roughly thumb-sized and This jar contains body paint which comes in many colors.
engraved with numerous common activation runes and Warpaint of power may be applied to a creature by painting
symbols. When placed over the bottom end of a wand, it the majority of its body, an act requiring at least 30
helps its wielder focus on the activation triggers required minutes. Once applied, the warpaint grants a +2 sacred
to call forth its power, granting a +1 competence bonus to bonus to Strength and Constitution, a +10-foot sacred
Use Magic Device checks made to activate the item. increase to the creature’s base land speed, and all natural
Construction and manufactured weapon attacks count as the creature’s
Requirements Craft Wondrous Item, eagle’s splendor; alignment for overcoming damage reduction. These
Cost 125 gp bonuses last for 24 hours or until the paint is removed,
requiring 10 minutes or an erase spell. A jar of warpaint of
power contains a single use of body paint regardless of the
WARDING KEY painted creature’s size.
Aura moderate abjuration; CL 6th Construction
Slot none; Price 15,000 gp; Weight 1 lb. Requirements Craft Wondrous Item, bear’s endurance,
Description bull’s strength, divine power; Cost 2,500 gp
This ornate golden key has no teeth. When touched to a
door and the command word spoken, the user chooses a
password and wards a room of up 30 feet by 30 feet and WATER STONE
15 feet high. The room’s perimeter is encased in a shell- Aura faint conjuration; CL 3rd
like silence effect, which prevents the passage of sound into Slot none; Price 500 gp; Weight 1 lb.
or out of the room. Additionally, any creatures entering Description
the area without speaking the password trigger an audible This smooth river stone has been inscribed with runes in
alarm within the room. The key’s effect fails if the user aquan. When placed in a container and the command
attempts to ward a room larger than permitted. The ward word is spoken, the stone slowly produces water at a rate
persists until dispelled, the keyholder dismisses it, or the of one cup per minute until the container is full or its daily
key leaves the warded area. limit is reached (3 gallons, which takes 48 minutes of
Construction production).
Requirements Craft Wondrous Item, alarm, silence; Construction
Cost 7,500 gp Requirements Craft Wondrous Item, create water; Cost
250 gp

WHEEL OF THUNDER
Aura faint evocation; CL 5th
Slot none; Price 2,000 gp; Weight 3 lbs.
Description
This small, spoked iron wheel is six inches across and
attached to a small rod, like a pinwheel. When spun as a
standard action, the wheel generates a mobile ring of
lightning surrounding the user for five rounds. Any
creature starting its turn adjacent to the user takes 5d6
electricity damage (Reflex DC 15, half). The user may also
spend a standard action once during this duration to
release a peal of thunder that stuns all other creatures
within 10 feet (Fortitude DC 15, negates). This is a sonic
effect. A wheel of thunder may be used up to five times before
losing all power and crumbling to dust.
Construction
Requirements Craft Wondrous Item, energy aura,
lightning bolt, sound burst; Cost 1,000 gp

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61
Sets ACROBAT’S BOOTS
A magic item set is designed such that when a creature
Aura moderate transmutation; CL 7th
wears more than one piece of the set, it adds additional
Slot feet; Price 15,000 gp; Weight 3 lbs.
bonuses along a specific theme. If an item does not take
Description
an item slot, the item must instead be on the wearer’s
These supple boots are comfortable and provide excellent
person and not in a dimensional space to count for the
grip, granting a +10 enhancement bonus to speed and a
purpose of the set. Unless otherwise noted, any bonuses a
+5 competence bonus to Acrobatics checks. Three times
magic item set provides are untyped, stacking with all
per day as an immediate action, the wearer may make a
other bonuses except those from other magic item sets. Set
DC 10 Acrobatics check to gain a +1 competence bonus
bonuses operate at the CL of the highest CL worn item.
to their next Reflex save made before the start of their
next turn, adding an additional +1 for each 10 points by
ACROBAT’S SET which they exceed the DC.
This five-piece set benefits an acrobatic warrior, boosting Construction
various abilities that enable a creature to move agilely. Requirements Craft Wondrous Item, cat’s grace, jump;
The set is composed of the acrobat’s armor, acrobat’s bandana, Cost 7,500 gp
acrobat’s boots, acrobat’s cloak, and acrobat’s gloves. It provides
the following set bonuses to its wearer.
2 pieces: When climbing, the wearer does not lose his ACROBAT’S CLOAK
Dexterity bonus to AC. When making a high jump, the Aura moderate abjuration and illusion; CL 7th
DC is halved. Slot shoulders; Price 9,000 gp (+2), 14,000 gp (+3),
3 pieces: The wearer gains sneak attack +1d6 or an 21,000 gp (+4), 30,000 (+5); Weight 4 lbs.
additional +1d6 to existing sneak attack.
Description
4 pieces: Any penalties for accelerated movement while
This stylish cloak is made of sturdy but fine fabric,
using Acrobatics or Climb are halved.
protecting the wearer as endure elements. Additionally, the
5 pieces: The wearer gains a +5 insight bonus to
wearer constantly benefits from feather fall when they fall
Acrobatics checks.
more than 10 feet and, if able to grasp the cloak’s edges
with both hands, may direct their fall, moving horizontally
ACROBAT’S ARMOR up to half the distance they fall each round. While wearing
Aura moderate transmutation; CL 6th this cloak, they always lands on their feet regardless of the
Slot armor; Price 10,175 gp; Weight 20 lbs. distance fallen.
Description Construction
This +2 studded leather armor grants its wearer a +2 dodge Requirements Craft Wondrous Item, endure elements,
bonus to AC until the start of their next turn when they feather fall; Cost 4,500 gp (+2), 7,000 gp (+3), 10,500 gp
make a successful Acrobatics check to move through an (+4), 15,000 gp (+5)
enemy’s threatened space.
Construction
Requirements Craft Magic Arms and Armor, cat’s grace;
Cost 5,175 gp ACROBAT’S GLOVES
Aura faint transmutation; CL 5th
Slot hands; Price 10,000 gp; Weight 2 lbs.
ACROBAT’S BANDANA
Description
Aura faint transmutation; CL 3rd
These fine gloves are supple and allow superior tactile
Slot head; Price 5,000 gp; Weight 1 lb.
sensation, granting a +5 competence bonus to Climb
Description checks. When the wearer successfully uses Acrobatics to
This silken bandana keeps sweat and hair from its move through an opponent’s threatened space, they gain
wearer’s eyes and its trailing ends seem to flutter in a faint a +2 competence bonus to the next attack they make
breeze. The bandana senses changes in wind and other against that creature before the end of their turn.
factors a split-second before they occur, alerting their Construction
wearer by the movements of its trailing ends. It provides Requirements Craft Wondrous Item, cat’s grace, spider
a +2 insight bonus to Acrobatics checks made to balance. climb; Cost 5,000 gp
The bandana may be pulled over the eyes like a blindfold
as a move action. Once per hour, while in this position,
the wearer may reroll a failed Acrobatics or Climb check.
Construction
Requirements Craft Wondrous Item, cat’s grace; Cost
2,500 gp

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62
CELESTIAL CRESCENTS FOOL’S BOOTS
There are several versions of this set, but each is designed Aura moderate conjuration; CL 7th
to be wielded as a pair of weapons. The sun and moon Slot feet; Price 6,000 gp; Weight 2 lbs.
enchantments can be applied to any weapon (daggers are Description
given as the example below). The set bonus depends on These brightly-colored boots have bells on the ends of
which pair of weapons are being wielded, with three their pointed toes. They grant their wearer a +5
possible combinations. competence bonus on Perform (dance) attempts and, up
Moon & Moon: Gain darkvision 60 feet and the ability to to three times per day, allow them to substitute Perform
see in magical darkness to a distance of 30 feet. (dance) for Acrobatics when attempting to move through
Sun & Moon: The first time a creature is struck by both a threatened area. Additionally, the wearer may vanish
blades in the same round it takes an additional +2d6 twice per day.
untyped damage. Construction
Sun & Sun: Increase both weapons’ ranged fire damage Requirements Craft Wondrous Item, cat’s grace,
to 2d6. dimension door, vanish; Cost 3,000 gp

CRESCENT OF THE MOON FOOL’S CAP


Aura moderate evocation; CL 10th Aura faint enchantment; CL 5th
Slot none; Price 36,302 gp; Weight 1 lb. Slot head; Price 5,000 gp; Weight 1 lb.
Description Description
This crescent-bladed dagger emits a soft blue light and This colorful jester’s cap has four long points ending with
functions as a +1 icy burst keen dagger. Its wielder can move bells. A fool’s cap grants the wearer a +3 competence bonus
across icy surfaces without penalty and is unaffected by on Charisma-based skill checks.
cold effects which would slow their movement. Construction
Construction Requirements Craft Wondrous Item, eagle’s splendor;
Requirements Craft Magic Arms and Armor, ice storm; Cost 2,500 gp
Cost 18,302 gp
FOOL’S GLOVES
CRESCENT OF THE SUN Aura faint transmutation; CL 3rd
Aura moderate evocation; CL 10th Slot hands; Price 4,000 gp; Weight 1 lb.
Slot none; Price 36,302 gp; Weight 1 lb. Description
Description These brightly-colored, close-fitting gloves have shiny
This crescent-bladed dagger emits a soft yellow light and bells along their wrists and grant their wearer a +1
functions as a +1 flaming burst keen dagger. In place of a competence bonus on attack rolls with thrown weapons
normal attack with the weapon, the wielder may fire a and a +5 competence bonus on Sleight of Hand and
flaming bolt as a ranged touch attack at a target within 20 Dexterity-based check to catch items. They allow their
feet, dealing 1d6 fire damage. wearer to use prestidigitation on command.
Construction Construction
Requirements Craft Magic Arms and Armor, fireball; Requirements Craft Wondrous Item, cat’s grace,
Cost 18,302 gp prestidigitation; Cost 2,000 gp

FOOL’S RAIMENT
SET OF THE FOOL Aura faint abjuration; CL 5th
This four-piece set is designed for a court jester and is
Slot body; Price 10,000 gp; Weight 5 lbs.
meant to give the wearer increased skill at entertaining
Description
others.
This colorful jester’s outfit is festooned with bright
2 pieces: +1 round of bardic performance per set piece
decorations and bells. The fool’s raiment grants energy
worn.
resistance 5 against acid, cold, electricity, and fire
3 pieces: Pyrotechnics 1/day
damage. Once per day, one round after the wearer falls
4 pieces: +10-foot enhancement bonus to base land
unconscious, the outfit heals the wearer for 1d8+1
speed.
damage. Additionally, up to three times per day the
Special: The bells on each piece give the wearer a
wearer may cast feather fall on themselves as an immediate
cumulative –2 penalty to Stealth checks involving
action.
remaining unheard. The wearer can be silenced but if the
Construction
bells are purposefully deadened or removed, that piece
Requirements Craft Wondrous Item, cure light wounds,
does not provide any benefits until repaired.
feather fall, energy resistance; Cost 5,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


63
SETTING SUN ring of sin are only granted after wearing the ring for 24
This three-piece set was crafted by sun worshipers who hours. If a non-evil creature wears a ring of sin, it gains 1
specialized in hunting undead. The set has the following permanent negative level until it removes the ring. If a
benefits: good creature wears a ring of sin, it instead takes 2
2 pieces: The user’s weapon attacks count as ghost touch permanent negative levels. These negative levels cannot
against incorporeal undead. be overcome by any means while wearing the rings.
3 pieces: The user may use restoration 1/day on
themselves, including removing a permanent negative RING OF SIN, ENVY
level if they provide the diamond dust material Aura moderate abjuration; CL 10th
component. Slot ring; Price 10,000 gp; Weight —
Description
BLADE OF THE SETTING SUN This simple, rune-inscribed ring grants a +2 profane
Aura moderate evocation; CL 10th bonus to Wisdom and allows the use of dispel magic once
Slot none; Price 11,315 gp; Weight 2 lbs. per day at the ring’s caster level or the wearer’s Hit Dice,
Description whichever is greater.
This +1 undead bane scimitar shines with a golden Construction
illumination when undead are within 30 feet, shedding Requirements Forge Ring, dispel magic, owl’s wisdom;
light as a torch. Cost 5,000 gp
Construction
Requirements Craft Magic Arms and Armor, detect RING OF SIN, GLUTTONY
undead, summon monster III; Cost 5,815 gp Aura moderate necromancy; CL 10th
Slot ring; Price 10,000 gp; Weight —
BREASTPLATE OF THE SETTING SUN Description
Aura moderate abjuration; CL 10th This simple, rune-inscribed ring grants a +2 profane
Slot armor; Price 13,200 gp; Weight 15 lbs. bonus to Constitution and allow the use of vampiric touch
Description once per day at the ring’s caster level or the wearer’s Hit
This +1 deathless mithral breastplate is emblazoned with a Dice, whichever is greater.
sigil of the sun and sheds light like a candle. The wearer Construction
takes no penalties from accumulated negative levels, but Requirements Forge Ring, bear’s endurance, vampiric
still die if they exceed their Hit Dice. touch; Cost 5,000 gp
Construction
Requirements Craft Magic Arms and Armor, death RING OF SIN, GREED
ward; Cost 8,700 gp Aura moderate transmutation; CL 10th
Slot ring; Price 10,000 gp; Weight —
SANDALS OF THE SETTING SUN Description
Aura moderate transmutation; CL 10th This simple, rune-inscribed ring grants a +2 profane
Slot feet; Price 5,000 gp; Weight 1 lbs. bonus to Dexterity and allows the use of haste once per day
Description at the ring’s caster level or the wearer’s Hit Dice,
These finely-made sandals are embroidered with gold and whichever is greater.
grant their wearer a +10 enhancement bonus to base Construction
speed. The wearer may also concentrate as a standard Requirements Forge Ring, cat’s grace, haste; Cost 5,000
action to gain the benefits of hide from undead (DC 15) for gp
up to one hour per day. The duration may be broken up
into 10 minute increments. RING OF SIN, LUST
Construction Aura moderate enchantment; CL 10th
Requirements Craft Wondrous Item, hide from undead, Slot ring; Price 10,000 gp; Weight —
longstrider; Cost 2,500 gp Description
This simple, rune-inscribed ring grants a +2 profane
bonus to Charisma and allows the use of suggestion once
RINGS OF SIN per day at the ring’s caster level or the wearer’s Hit Dice,
These rings are forged to bestow a sense of camaraderie
whichever is greater.
and loyalty among groups of less-honorable individuals.
Construction
All rings of sin possess the following qualities. When using
Requirements Forge Ring, eagle’s splendor, suggestion;
the aid another action or flanking with another wearer of
Cost 5,000 gp
a ring of sin, the wearer increases the bonuses from aid
another or flanking by 1. All other powers bestowed by a

365 Magic Items Benjamin Medrano, Zenith Games


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RING OF SIN, PRIDE ENVY
Aura moderate enchantment; CL 10th This set is aligned with the sin of envy. The wearer of this
Slot ring; Price 10,000 gp; Weight — set usually tends to be extremely prone to envy and
Description jealousy. It provides the following set bonuses to its
This simple, rune-inscribed ring grants a +2 profane wearer.
bonus to Intelligence and allows the use of heroism once per 2 pieces: 3/day may dimension swap (DC 19) with a range
day at the ring’s caster level or the wearer’s Hit Dice, of 40 feet as a move action. Against an unwilling target,
whichever is greater. Additionally, the ring grants its this costs two daily uses and if the target saves, they
wearer knowledge of the Infernal language and 1 skill remain in their position and the user ends up in an open
point per HD in Knowledge (religion), as a headband of vast space adjacent to them. This functions as dimension door,
intelligence. and ends the user’s turn after use.
Construction 3 pieces: 2/day envious urge (CL 10, DC 19)
Requirements Forge Ring, cat’s grace, haste; Cost 5,000 4 pieces: When an attacker rolls a natural 1 on attack rolls
gp against the wearer, for the next minute the attacker
receives a –1 penalty to attack rolls and the wearer
RING OF SIN, SLOTH receives a +1 bonus to attack rolls. The penalty and
Aura moderate transmutation; CL 10th bonus stacks with itself. This is a curse effect.
Slot ring; Price 10,000 gp; Weight —
Description ARMOR OF ENVY
This simple, rune-inscribed ring grants its wearer a +2 Aura moderate abjuration; CL 10th
profane bonus to Constitution and the use of slow once per Slot armor; Price 20,175 gp; Weight 20 lbs.
day at the ring’s caster level or the wearer’s Hit Dice, Description
whichever is greater. This rune-covered +2 studded leather armor grants its wearer
Construction a +2 resistance bonus to saving throws. If worn with the
Requirements Forge Ring, bear’s endurance, slow; Cost crown of spell-stealing the items stack to a total bonus of +4
5,000 gp instead. Twice per day, the wearer may make a melee
touch attack against a magical suit of armor to suppress its
RING OF SIN, WRATH magic, as dispel magic. If successful, the touched armor is
Aura moderate enchantment; CL 10th suppressed for one minute and the armor of envy gains the
Slot ring; Price 10,000 gp; Weight — enhancement bonus and magical properties of the target
Description armor (unless they would be invalid, such as not permitted
This simple, rune-inscribed ring grants a +2 profane on studded leather armor). These properties overlap but
bonus to Strength and allows the use of rage once per day do not stack with the armor of envy’s normal magic.
at the ring’s caster level or the wearer’s Hit Dice, Construction
whichever is greater Requirements Craft Magic Arms and Armor, dispel
Construction magic, magic vestment; Cost 10,175 gp
Requirements Forge Ring, bull’s strength, rage; Cost
5,000 gp BLADE OF ENVY
Aura moderate necromancy; CL 10th
SETS OF SIN Slot none; Price 32,310 gp; Weight 2 lbs.
These magic item sets are designed to be used with the Description
rings of sin, and each is themed for a specific sin. If a set is This slender +2 keen shortsword is etched with runes of
worn by a non-evil creature in its entirety, the creature strength. When its wielder damages a creature with a
must make a DC 20 Will save upon putting on all of the sneak attack or critical hit, the target receives 2 points of
items, and once per day for each day thereafter. Failure Strength damage and the wielder gains a +2 bonus to
indicates the creature is overwhelmed by the sin aligned Strength for 10 minutes. This effect can stack on the
with the set, and moves one alignment step toward evil. A wielder to a maximum bonus of +4, but additional hits
creature need not make this saving throw more than once can extend the duration.
per day. Each set also includes the appropriate ring of sin. Construction
Requirements Craft Magic Arms and Armor, bestow
curse, death knell; Cost 16,310 gp

365 Magic Items Benjamin Medrano, Zenith Games


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CROWN OF SPELL-STEALING, ENVY TROLL LEATHERS, ARMOR OF GLUTTONY
Aura moderate abjuration; CL 11th Aura moderate abjuration and transmutation; CL 10th
Slot head; Price 54,000 gp; Weight 4 lbs. Slot armor; Price 16,175 gp; Weight 20 lbs.
Description Description
This ornate crown of gold is set with small sapphires and This deep crimson +2 studded leather armor allows its wearer
grants its wearer a +3 resistance bonus to saving throws. to attempt a counterspell against a caster within 60 feet as
The crown may store up to five levels of spells within it, dispel magic, once per day as an immediate action. If
similar to a ring of spell storing. These spells cannot be cast successful, the wearer gains fast healing 2 for 1 minute per
from the crown. Instead, when another creature casts a spell level of the countered spell. A wearer under the
spell or uses a spell-like ability within 30 feet that matches effects of beast shape may still use this power.
a stored spell, the wearer is alerted and may expend the Construction
stored spell to gain control of the one being cast. This Requirements Craft Magic Arms and Armor, dispel
increases the caster level of the spell by 2 and the wearer magic, giant form I; Cost 8,175 gp
chooses new targets and counts as the caster. Cantrips
count as half a spell level when stored in the crown. VAMPIRE FANG, SWORD OF GLUTTONY
Construction Aura moderate necromancy; CL 10th
Requirements Craft Wondrous Item, greater dispel magic, Slot none; Price 50,310 gp; Weight 2 lbs.
limited wish; Cost 27,000 gp Description
This serrated +1 keen shortsword has a soft red sheen. Once
GLUTTONY per day, its wielder may grant it the bane property against
This set is aligned with the sin of gluttony. Over time, a chosen creature type. When the wielder successfully
wearers of this set tend to appear emaciated or overfed. It deals sneak attack or critical hit damage to a living
provides the following set bonuses to its wearer: creature of the chosen type, the wielder heals a number of
2 pieces: If the wearer consumes 1 day’s worth of non- hit points equal to the bonus damage granted by the bane
magical food and drink, taking 5 minutes, the creature quality. A wielder under the effects of beast shape adds the
heals 1 hit point per Hit Die. This ability may be used sword’s enhancement bonus to any claw attacks of their
no more than once per point of Constitution modifier new form.
per day (minimum 1/day). Construction
3 pieces: 1/day delectable flesh (CL 10, DC 19) Requirements Craft Magic Arms and Armor, summon
4 pieces: While under the effects of beast shape, all natural monster IV, vampiric touch; Cost 25,310 gp
attacks deal damage as though one size category larger
than normal.

HELM OF GLUTTONY
Aura moderate transmutation; CL 10th
Slot head; Price 22,000 gp; Weight 3 lbs.
Description
These helms typically resemble a beast’s head, like a bear,
leopard, or wolf. The helm provides a bite attack to the
wearer as a primary attack (1d6 medium, 1d4 small) if
used alone or as a secondary attack if used as part of a full
attack with manufactured weapons. This bite is at a +1
enhancement bonus to attack and damage and counts as
magical. Three times per day, the wearer may use beast
shape II to take the form of a bear, leopard, or wolf
(regardless of the helm’s design) for up to 10 minutes.
While under the effects of beast shape, the melded helm
grants its +1 enhancement bonus to bite attacks.
Construction
Requirements Craft Wondrous Item, beast shape II,
magic weapon; Cost 11,000 gp

365 Magic Items Benjamin Medrano, Zenith Games


66
GREED WARHAMMER OF GREED
This set is aligned with the sin of greed. The wearer of this Aura moderate transmutation; CL 10th
set tends to avoid spending money and is ravenous for Slot none; Price 39,012 gp; Weight 5 lbs.
more wealth. The set provides the following set bonuses Description
to its wearer. This heavily-ornamented +1 construct bane impact adamantine
2 pieces: Stoneskin 1/day, CL 10. warhammer is gilded with gold. The additional damage
3 pieces: 2/day demand offering (CL 10, DC 19) from bane applies to attacks and sunder attempts against
4 pieces: Stoneskin appears to be gold, provides DR 10/- inanimate objects and, when wielded two-handed, the
and functions at CL 20. warhammer deals damage as though one size category
larger. Additionally, if the warhammer would destroy a
held or worn item, the wielder may have that item appear
in their space with 1 hit point remaining instead. This is a
ARMOR OF GREED
teleportation effect.
Aura moderate conjuration; CL 10th
Construction
Slot armor; Price 32,200 gp; Weight 15 lbs. Requirements Craft Magic Arms and Armor, lead
Description blades; Cost 21,012 gp
This ornately-engraved +1 moderate fortification mithral
breastplate is gold-painted and set with gemstones. Once
per day, as an immediate action when taking damage, the
wearer may gain fast healing 5 for one minute. LUST
Additionally, whenever damage is negated by the armor’s This set is aligned with the sin of lust. Wearers of this set
fortification quality, the attacker loses 2d6 coins of highest tend to be charming and seductive, as well as prone to
value and they appear in the wearer’s possession. The manipulating others. It provides the following set bonuses
wearer is aware of the transfer and the amount, though to its wearer:
the attacker is not unless able to actually see or count their 2 pieces: Twice per day, as an immediate action before
money. This even works on coins stored in attempting a saving throw, the wearer may choose to
extradimensional spaces, but has no effect against add their Charisma bonus to the roll.
attackers without coins. 3 pieces: Wearer may use their Charisma bonus in the
Construction place of their Dexterity bonus for their AC. This bonus
Requirements Craft Magic Arms and Armor, cure is restricted by the maximum Dexterity bonus of their
serious wounds, magic vestment; Cost 18,200 gp armor.
4 pieces: 1/day symbol of debauchery (CL 10, DC 19). There
may only be one such symbol at a time and it fades if
EYES OF GREED the wearer drops below four set pieces for more than
Aura moderate divination; CL 10th one hour.
Slot eyes; Price 10,000 gp; Weight 4 lbs.
Description
These ornate golden spectacles have thin amber-colored ARMOR OF LUST
lenses that grant a +5 competence bonus to Appraise Aura moderate enchantment; CL 10th
checks and can identify handled and carefully inspected Slot armor; Price 16,160 gp; Weight 15 lbs.
magic items as though using detect magic. The wearer may Description
substitute Appraise in place of Spellcraft while using this This skintight +2 leather armor fits seamlessly and hugs its
ability. Additionally, the wearer may make a Use Magic wearer’s form with no arcane spell failure chance. When
Device check (DC 15 + item’s caster level) against a the wearer uses bardic performance, they are protected as
cursed magical item to force it to function normally. This though with sanctuary (with the same restrictions), but only
only works on items that have had their curses identified against the first creature to attempt an attack during that
by the wearer and which emulate a non-cursed magic use of performance (DC 11 + half the wearer’s ranks in
item. This effect persists for 24 hours and may be Perform). This lasts as long as the wearer continues to
attempted once per day per cursed item. perform (not just benefits from the performance, in the
Construction case of effects that persist after a performance ends).
Requirements Craft Wondrous Item, analyze dweomer, Construction
fox’s cunning; Cost 5,000 gp Requirements Craft Magic Arms and Armor, sanctuary,
suggestion; Cost 8,160 gp

365 Magic Items Benjamin Medrano, Zenith Games


67
DAGGER OF LUST Charisma modifier). The sanctuary effect renews after its
Aura moderate enchantment; CL 10th wearer has been out of combat for 10 minutes, allowing it
Slot none; Price 32,302 gp; Weight 1 lb. to affect previous targets again.
Description Construction
This +1 merciful dagger has a faint rosy hue and, when the Requirements Craft Wondrous Item, resistance,
wielder confirms a critical hit, they may affect the target sanctuary; Cost 10,000 gp
with unnatural lust (Will DC 14, negates).
Construction PRETENTIOUS BLADE, SWORD OF PRIDE
Requirements Craft Magic Arms and Armor, unnatural Aura moderate evocation; CL 10th
lust; Cost 16,302 gp Slot none; Price 55,320 gp; Weight 2 lbs.
Description
GIRDLE OF LUST This gleaming +3 flaming burst rapier seems forged from
Aura moderate enchantment and transmutation; CL rainbow-hued glass and sheds normal light in a 30-foot
10th radius, raising the light level by one step for 30 feet beyond
Slot waist; Price 19,000 gp; Weight 1 lb. that, up to normal. The wielder receives a +1 morale
Description bonus to attack any targets with the blade that they struck
This elaborate golden girdle is finely crafted and functions with the blade in the previous round. They also receive a
as a belt of physical might, adding a +2 enhancement bonus +1 morale bonus to retaliate with the blade against any
to Dexterity and Constitution and a +5 competence creature that struck them within the previous round.
bonus to Bluff and Diplomacy checks. Wearers with These bonuses do not stack with each other but do stack
bardic performance gain two additional rounds of use. specifically with the morale bonus from the inspire
Construction courage bardic ability. The pretentious blade counts as glass
Requirements Craft Wondrous Item, bear’s endurance, for effects but is as strong as steel.
cat’s grace, eagle’s splendor; Cost 9,500 gp Construction
Requirements Craft Magic Arms and Armor, daylight,
fireball; Cost 27,820 gp
PRIDE
This set is aligned with the sin of pride. Wearers of this set
tend to be arrogant and overconfident. It provides the SLOTH
following set bonuses to its wearer: This set is aligned with the sin of sloth. Wearers of this set
2 pieces: 3/day command, delusional pride, or ego whip I in tend to be slow moving and lazy. It provides the following
any combination (CL 10, DC 15). set bonuses to the wearer:
3 pieces: +2 profane bonus to Charisma 2 pieces: Dimension door 1/day (CL 10).
4 pieces: +2 profane bonus to all saving throws 3 pieces: 2/day Burst of Lethargy in a 15 foot burst.
Living creatures and intelligent undead other than the
CROWN OF PRIDE user are staggered for 1 round (Will save DC 19,
Aura moderate enchantment; CL 8th negates).
Slot head; Price 8,000 gp; Weight 4 lbs. 4 pieces: Fly as overland flight for 8 hours a day (1 hour
Description increments minimum, CL 10).
This delicate mithral crown is set with numerous beautiful
jewels and grants its wearer a +5 competence bonus to ARMOR OF SLOTH
Diplomacy and Intimidate checks. If the wearer would be Aura moderate abjuration; CL 10th
subject to a fear effect that allows a saving throw, they may Slot armor; Price 25,750 gp; Weight 50 lbs.
roll twice and take the better result. Description
Construction This unadorned +2 half plate could easily pass as non-
Requirements Craft Wondrous Item, eagle’s splendor, masterwork without close inspection (DC 15 Appraise),
remove fear; Cost 4,000 gp though it detects as magical. Its wearer is immune to
magical effects that would slow or hinder their
GLORIOUS ROBE, PRIDE movements, though not to paralysis or other effects that
Aura moderate abjuration; CL 10th prevent movement entirely.
Slot body; Price 20,000 gp; Weight 5 lbs. Construction
Description Requirements Craft Magic Arms and Armor, freedom of
This finely-made robe is always free of dirt and wear, movement; Cost 13,250 gp
granting its wearer a +3 resistance bonus to saving throws
and the benefits of sanctuary (DC 11 + the wearer’s

365 Magic Items Benjamin Medrano, Zenith Games


68
QUARTERSTAFF OF SLOTH
Aura moderate transmutation; CL 10th ENVELOPING RAGE, ARMOR OF WRATH
Slot none; Price 36,600 gp; Weight 4 lbs. Aura moderate evocation; CL 10th
Description Slot armor; Price 25,350 gp; Weight 30 lbs.
This metal-shod +1/+1 quarterstaff is well-made and easily Description
maneuverable. If an enemy is struck with both ends in a This +1 breastplate is patterned to look like a fiendishly-
single round, it is affected by slow (no save) for one round muscled torso and grants its wearer the benefits of fire shield
and the wielder gains the benefit of haste for one round. (warm version) anytime they are under the effects of a rage
Construction spell or rage ability.
Requirements Craft Magic Arms and Armor, haste, Construction
slow; Cost 18,600 gp Requirements Craft Magic Arms and Armor, fire shield;
Cost 12,850 gp

MANTLE OF SLOTH
Aura moderate transmutation; CL 10th HELM OF WRATH
Slot shoulders; Price 15,000 gp; Weight 5 lbs. Aura moderate transmutation; CL 10th
Description Slot head; Price 12,000 gp; Weight 4 lbs.
This broad-shouldered mantle has a fashionable elegance Description
to it while maintaining a rugged, durable look. Its wearer This helm is shaped like a roaring beast and grants its
treats their Strength score as 8 points higher for wearer a +5 competence bonus on Intimidate checks.
determining carrying capacity and encumbrance and may Twice per day as a standard action, the wearer may
use levitate at will. increase their size, as enlarge. If the wearer is under a rage
Construction effect, this may be done as an immediate action.
Requirements Craft Wondrous Item, ant haul, levitate; Construction
Cost 7,500 gp Requirements Craft Wondrous Item, eagle’s splendor,
enlarge person; Cost 6,000 gp

WRATH
This set is aligned with the sin of wrath. Wearers of this
set tend towards fits of rage and destruction. It provides
the following set bonuses to its wearer.
2 pieces: 1/day blistering invective (CL 10, DC 19).
3 pieces: +2 profane bonus to Constitution.
4 pieces: Increase the Strength bonus from a rage ability,
such as the barbarian or skald’s class features, or the
bonus of a rage-type spell by +2.

EDGE OF RAGE, AXE OF WRATH


Aura moderate evocation; CL 10th
Slot none; Price 32,320 gp; Weight 12 lbs.
Description
This wicked-looking +1 flaming burst greataxe is etched with
symbols of fire. On a confirmed critical hit following a
natural 20, the weapon deals its burst damage as normal
to the target, but also to every creature other than its
wielder within 10 feet (Reflex DC 16, half).
Construction
Requirements Craft Magic Arms and Armor, fireball;
Cost 16,320 gp

365 Magic Items Benjamin Medrano, Zenith Games


69
OGL
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or
are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Zenith Games game product are Open Game Content, as defined in the Open Game License
version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale,
Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock,
Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens,
James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie,
Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley,
James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle,
Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman,
Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock,
Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and
Russ Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim
Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves,
Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark
Seifter, Russ Taylor, and Steve Townshend.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason
Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.

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