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Magic Items

New Magic Item Rules

Save DCs of Item Powers

The save DCs of powers (spells, etc.) of an item are calculated as if the spell or power were used by a spell caster of a level equal to the item’s caster level. (See Spell Save DCs for details on the formula used to determine a spell’s save DC.) The effective ability score modifier used to set this DC is the modifier for an ability score equal to 10 + one-half the item’s caster level. Thus the complete formula for the save DC of an item power is:

Save DC =
10 + floor (spell level ÷ 3) + floor (item caster level ÷ 3) + floor (item caster level ÷ 4)

Armor

Baatezu legionnaire’s armor

This +2 spiked full plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon’s head, and wicked bone spikes and protrusions cover its entire surface. Crafted by master armorsmiths of the Baatezu, suits of armor such as this were designed to be worn by mortals who volunteered or were pressed into service as shock troops in Acheron’s infernal legions.

The wearer of this armor gains two claw attacks that deal 1d10 points of damage. The claws, which are built into the armor’s vambraces and gauntlets, strike as +1, evil-aligned weapons, as do the armor spikes.

The Baatezu legionnaire’s armor also increases the wearer’s Strength score to 18; if his Strength is already 18 or higher, the wearer gains no additional bonus. The armor also grants a +5 competence bonus to the wearer’s Intimidate checks, and allows him to see in normal and magical darkness as well as in full daylight.

Strong transmutation [evil]; CL 13th.

Iron Mask Shield

Any time the bearer of the Iron Mask Shield is the subject of any targeted or ray spell, the shield draws the spell into itself. The shield then nullifies the spell’s effect and stores its potential until the wielder can release this energy (see below). The shield can store up to 10 spell levels in this way.

Whenever the bearer of the shield makes a shield bash with it, he can opt to release its stored energy to disrupt his target’s spellcasting ability. If the shield bash hits, the target must succeed at a Fortitude save (DC 10 + number of spell levels stored in the shield) or be unable to cast spells or use spell-like abilities for one round.

When the shield absorbs spell energy, a silvery light plays across its surface, and when that energy is released, the same light explodes from the shield.

Weapons

Keen weapon property

This ability doubles the threat range of a weapon. For instance, if it is placed on a longsword (which has a normal threat range of 19–20), the keen longsword scores a threat on a 17–20. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with the keen edge spell, but it does stack with the Improved Critical feat. (Remember that two doublings is a tripling, etc.)

Market Price: +1 bonus.

Magebane weapon property

Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures with the ability to use arcane spell-like abilities, a magebane weapon deals an extra 2d6 points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.

Market Price: +2 bonus.

Wounding weapon property

A weapon of wounding deals damage to a creature such that a wound it inflicts bleeds for 2 points of damage per round thereafter in addition to the normal damage the weapon deals. Multiple wounds from the weapon result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can only be stopped by a successful Heal check (DC 15) or the application of any amount of magic healing.

Market Price: +1 bonus.

Axe of the dark champion

(Life-drinker, charnel reaver, soul taker, +2 greataxe of smiting)

This weapon is a black axe decorated with vampiric skulls, from which the smell of scorched blood can be felt when it is wielded.

A soul absorbed by the axe grants the wielder a +1 unholy bonus to saving throws and Armor Class (cumulative for multiple souls; the axe can hold up to nine); as an immediate action a soul may be consumed, to grant a temporary unholy bonus to AC and saves, equal to the hit dice of the soul, lasting for one round.

Strong necromancy; CL 16th.

Blades of the Summit

The blades of these twin scimitars are said to have been sculpted out of pure frost and flame by Tlepsh?, the Cherkess god of the forge, and gifted to Hasan the Great for his devoted service to his people. After finishing his work, the story goes, Tlepsh summoned Hasan to the peak of Mount Elbrus, where he presented the mighty sorcerer-king with his creations; hence the name given to the swords. The veracity of this legend is unknown, but it is true that Hasan enchanted the swords with unique and potent battle-magic.

Both swords are powerful individually. The Scimitar of Spring is a +2 keen ghost touch flaming burst brilliant energy scimitar; its blade appears as a red-hot flame, and blossoms of orange fire continually burst forth from its heart. The Scimitar of Autumn is a +2 keen ghost touch icy burst brilliant energy scimitar, and its blade seems to be nothing more than a curved pillar of bluish-white, freezing air; tiny snowflakes form along its edges, dispersing as soon as they appear.

When both swords are wielded together, they both gain an additional, special property. Any time the wielder scores a critical strike and successfully deals elemental damage with one of the blades, the other blade is energized, increasing the bonus critical elemental damage of its next successful critical strike by 1d10. This effect stacks up to 9 times, but is discharged when the energized sword crits.

Strong conjuration, evocation, and transmutation; CL 20th.

Blade of supplication

Well known in the Seljuk Sultanate, as well as in Palestine and the lands beyond, each of these massive, curved swords is a powerful symbol of righteousness and religious devotion. Each blade of supplication is crafted for a specific mujahid—a holy warrior who devotes his life to pious struggle against the forces of heresy and evil—and is inscribed with the name of its chosen bearer.

A blade of supplication is made of Damascus steel, and bears rudimentary, commonplace enchantments, making it a +1 keen weapon. However, after the initial forging process, and after the sword is blessed and enchanted by a mullah, it—along with its chosen bearer—is subjected to a ritual which binds sword and warrior, imbuing the blade with additional powers. The ritual is an expression of supplication (hence the name given to these weapons); the mujahid who is to wield the blade affirms that he surrenders his life to the will of Allah, and swears to use the blade to strike down those who refuse to accept the word of his God. At the completion of the ritual, the blade is imbued with powerful divine magic which enhances its powers in combat against heretics and unbelievers.

Once fully bound to its chosen bearer, the enhancement bonus of a blade of supplication increases to +3, and it gains the defending property. If the chosen bearer has (or when he attains) at least 15 hit dice, the weapon also gains the wounding property, and if he has (or when he attains) at least 18 hit dice, it also gains the speed property. The blade additionally gains a special bane of infidels property, which functions against any creature of type dragon, fey, giant, humanoid, outsider, or undead with an Intelligence of 3 or higher who does not worship the same deity or divine power as the sword’s chosen bearer. Against such creatures, it deals an extra 2d6 points of damage (but its enhancement bonus does not increase). Additionally, any critical threat confirmation rolls made against such creatures receive a +4 bonus. The bane of infidels property also functions against former followers of the chosen bearer’s deity who have fallen from grace, by committing some transgression or for any other reason.

If the chosen bearer of a blade of supplication knowingly and willingly uses it to attack an intelligent creature who follows the same deity as he, the sword’s special powers immediately cease functioning, and it once again becomes merely a +1 keen weapon. The same thing happens if the mujahid’s link to his divine patron is severed, such as if he deliberately acts in violation of his faith. An atonement spell is required for the blade’s powers to be reinstated, with the deity’s acquiescence. The special powers of a blade of supplication do not function for anyone but its chosen bearer; even a mujahid who has undergone the ritual himself cannot make use of a weapon of this sort that was not meant for him.

Though the blades, and the ritual of binding, were originally created in the service of Allah, a sufficiently skilled divine spellcaster can recreate the ritual and use it to bind a blade of supplication to the follower of another deity or divine power. Doing so requires one day, one casting of the righteous might spell, and 15 ranks in Knowledge (religion). Binding a blade of supplication to someone other than its chosen bearer cannot be done unless the sword’s last chosen bearer has died, and his soul has departed the mortal realm.

Moderate varied; CL 18th.

Cherkess spelldagger

This intricately carved dagger has runes in it that obscure and muddle magical energies. Spellcraft checks made to identify spells cast by the wielder of a Cherkess spelldagger have a DC 10 higher than normal. Additionally, the wielder may cast a spell of 1st-6th level into the dagger. Should that spell ever be cast upon the wearer, the spell is immediately counterspelled, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the dagger is gone. A new spell (or the same one as before) may be placed in it again.

Moderate evocation and illusion; CL 12th.

Golden Dawn

This sword’s blade appears at first glance to be a pillar of white fire, bright as the sun. Upon closer examination, the blade reveals itself to be a single shard of glass or crystal, perfect and clear; a powerful, barely contained flame burns at its heart. Crafted from the last spark of a sun elemental that was destroyed during the defense of Smolensk? from the Mongol Horde, Golden Dawn is blessed by Svarog?, the Sun God, and is a powerful weapon against the forces of darkness.

Golden Dawn is a +2 keen flaming longsword; however, it is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a longsword, and deals longsword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a longsword or a short sword with proficiency is proficient in the use of Golden Dawn. Likewise, Weapon Focus and Weapon Specialization in short sword and longsword apply equally, but the benefits of those feats do not stack.

Golden Dawn’s flaming ability cannot be suppressed, and the blade continually sheds bright light, as a daylight spell. On a successful critical hit, the sword flares with light, inflicting 2d10 additional damage and blinding the target, who may attempt a DC 20 Reflex save to avoid the blindness. The additional damage is not fire damage, but pure sunlight, as a searing light spell. Golden Dawn deals double damage against undead and Void creatures.

The wielder of Golden Dawn can hold forth the sword, and as a standard action, command it to project a beam of pure sunlight. The beam has a range of 60 feet, and the wielder must succeed at a ranged touch attack to hit with it; any creature struck is blinded for 1 round and dazzled for 1 minute. The beam also deals 10d6 points of damage. A creature sensitive to bright light (such as a duergar) struck by the beam takes penalties as if exposed to sunlight for 1 round; any undead creature specifically harmed by daylight (such as a vampire) that is struck by the beam is instantly destroyed.

Using the sunbeam power of the sword causes its flame to dim slightly, and prevents the sword from creating another sunbeam, doing additional damage on critical hits, or causing blindness, until its power can be recharged. Doing so requires that Golden Dawn be struck by the last ray of sunset and and the first ray of sunrise, both within a 24 hour period of each other.

This sword is good-aligned, and any evil character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.

Strong evocation; CL 15th.

Greek short sword

This unique artifact weapon is described on its own page.

Iron Mask Blade

The blade of this +2 longsword is elaborately patterned bulat steel, with veins of darker metal. (This metal is in fact urdrukar—dwarven mindsteel, by dwarves to craft armor that makes the wearer resistant to divination attempts.)

The base of the blade is engraved with the crest of House Holz? and the initials “G.H.” on one side, and a stylized mask icon (consisting of a sword, blade pointing down, superimposed on a shield with two slits cut into it) on the other.

The blade emanates a 10-foot-radius aura of silence at all times (this is suppressed when the Iron Mask Blade is sheathed). The blade also impedes spellcasting in a 10-foot radius around it. A spell that normally takes a standard or full round action to cast now takes one full round; a spell that normally takes one full round or more to cast now takes double the number of rounds. Any spell that normally takes a free, swift, or immediate action to cast now takes a standard action.

The Iron Mask Blade was one of two items crafted by a brilliant, long-deceased blacksmith for the Order of the Iron Mask?, a group of knights dedicated to battling evil spellcasters; it is the Order’s symbol which the blade bears. It was crafted for one of the two knights who founded the order, Gunther Holz?, who used the sword in his battle against the evil sorcerer Johann Grimm. Herr Holz defeated the mage, and when, years later, he retired from adventuring, he gave it to his nephew Aldrik, son of Ernst Holz, now a wealthy Hungarian magnate. Aldrik took the sword with him on an expedition against the ogres of the Carpathian Mountains, and was never seen again.

Light of Alexandria

The Light of Alexandria is a +2 defending greatsword. With every melee hit, the Light of Alexandria bathes the target in golden light of increasing brightness, inflicting a −1 penalty to AC (stacks to a maximum of −5). The penalty and the light last for 1 minute from the last round in which the target was last struck by the sword. It can also radiate daylight at will and as a free action.

Moderate evocation; CL 10th.

Stormcaller

Stormcaller is a +1 returning cold iron dagger; when its wielder uses it to strike a target that is denied Dex, he can immediately, as a free action, use call lightning on that target (DC 16). This effect may only be used once per round. The dagger reappears in the owner’s hand immediately after the spell is cast.

Faint evocation; CL 8th.

Sunflare Staff

This quarterstaff is a single, flawless rod of crystalline glass, tempered in the fire of Svarog?’s divine forge, and almost indestructible. Gold bands, inscribed with solar motifs, are set into the staff’s surface. At all times, a shaft of light shines within the staff, causing it to radiate daylight.

The Sunflare Staff is a +2 flaming burst/+2 flaming burst quarterstaff. Any creature that is harmed by sunlight, or that takes penalties in sunlight, takes double damage from the staff (including the additional fire damage from its flaming burst property). Three times per day, as a standard action, it can fire a burst of searing light at an enemy within 300 feet. Any nonevil spell with the Fire or Light descriptors cast by the staff’s bearer is cast at +1 caster level while in natural sunlight.

Once per day, as a standard action, the bearer can activate the Sunflare Staff’s most awesome power. The end of the staff flares with brilliant light, and a floating orb of fire forms from it. The orb, about one foot across, is a miniature sun; and after being “lit” by the staff, it hangs in mid-air, immobile.

The sun-orb radiates brilliant light to a radius of 300 feet; this light is in all ways identical to natural sunlight. Within this area of effect, in addition to the normal effects of sunlight, all forms of invisibility are negated, and all illusions are automatically dispelled.

The sun-orb lasts for 10 minutes before burning out. While it persists, as long as the bearer of the Sunflare Staff is within 300 feet of the sun-orb, he may, as a free action once per round, command it to fire a single, concentrated ray of light at any creature within its radius of effect. The ray strikes unerringly; if directed to strike an enemy, the sun ray deals 2d12 points of damage, which is not subject to spell resistance or damage reduction of any kind. If directed to strike an ally, the ray instead heals the target for 4d8 points of damage, and removes one adverse condition afflicting the target; the sun ray can remove any condition that heal can, as well as fear, paralysis, or a curse. If the target is afflicted by multiple curable conditions, the condition to cure is chosen by the staff’s bearer.

The staff is good-aligned, and any evil character attempting to wield it gains two negative levels. These negative levels remain as long as the staff is in hand and disappear when the staff is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the staff is wielded.

Strong evocation & conjuraton; CL 20th.

Vodka

Crafted by the wizard-smith Vasily of Kiev, this weapon is made out of the strange material known as liquid mithril. Unfortunately, the secret of liquid mithril’s creation died with its inventor; Vodka is one of the few remnants of Vasily’s work.

As a standard action, Vodka’s wielder may transform it into any weapon or similar implement he can picture in his mind. Due to insufficient mass, Vodka may not be turned into a shield or any piece of armor. Any weapon created is treated as a +2 weapon and penetrates damage reduction as if it were silver.

Staves

Devouring staff

The core of this staff is a straight rod of ash; coiled around it are sickly, greenish-brown vines, entwined with each other in a disorienting pattern. Pulsing cysts of viscous liquid can be seen within the vines, lending the staff the appearance of a living thing, albeit a monstrous one. At one end of the staff, the vines coil into the form of a fleshy mouth lined with teeth, like that of a purple worm or other vermiform monster.

The staff allows the use of the following spells.

The devouring staff has one additional power. Any time a corporeal creature takes acid damage from the staff’s powers, the acid clings to its body; thenceforth it takes 1 additional point of damage from all attacks which do physical damage. The extra damage is applied before calculating any form of damage reduction or damage transference. If a creature takes acid damage from the devouring staff multiple times, this effect stacks. A DC 20 Heal check, or at least as many points of magical healing as the creature currently has applications of the lingering acid, removes the effect.

Moderate evocation; CL 14th.

Ivory siege-staff of the Citadel

This straight, white staff tapers down very slightly towards its lower end; its wide upper end is carved into a likeness of the Ivory Citadel’s pointed central dome. These staves were created by King Amir, and despite the name, were not designed to conduct sieges, but rather to repel them, by destroying siege weapons and breaking through mobile and temporary fortifications. The staves are, of course, equally effective at destroying fortress walls, city gates, and any other permanent structures, and their powerful sonic blasts are ruinous to creatures as well.

An ivory siege-staff of the Citadel allows its wielder use of the following powers:

Despite its ivory construction, an ivory siege-staff of the Citadel is as hard and resilient as magically fortified steel. Such a staff has hardness 20 and 50 hit points, and is immune to shatter and similar effects.

Strong evocation; CL 17th.

Sacred lorekeeper’s staff

This staff allows the use of the following abilities, at will:

It can also conjure, at will and as a full-round action, a semi-translucent reading stand suitable for even a large tome, and a comfortable chair to go with it; both of these are made of quasi-real material from the Shadow Realm.

The last power of the staff is as follows: the wielder can, at will and as a full-round action, touch any book or writing which he is capable of reading (and comprehending), and cause any page or section of the written material to manifest, greatly enlarged (as much as 20 times the size of the actual text), in mid-air before him (as with a silent image spell). He may then “page through” the writing, focusing the projected enlargement on any section of the written material, as a free action, or dismiss the effect.

Faint varied; CL 5th.

Staff of command

This long, straight staff is made of heavy darkwood; thin bands of cold iron, embedded within the wood, spiral down the length of the shaft. The iron bands are etched with ancient Cherkess glyphs describing the deeds of past sorcerer-kings throughout the nation’s history. A massive, perfect ruby is mounted at the head of the staff of command, and the other end bears a heavy iron spike.

The staff of command has several lesser powers:

The wielder of the staff may also choose to activate its greater power: on command, the staff sheathes the wielder in a fire shield (flame shield) and generates a sanctuary (DC 18) effect on the wielder. These effects begin immediately, last 10 rounds, and the wielder activates them both with a single standard action. This power uses up 3 charges of the staff.

The staff of command may be recharged. Restoring one spent charge requires a caster to spend two hours and expend 10 levels of spells. After recharging the staff, the caster performing the process is fatigued for two hours.

Strong evocation; CL 12th.

Staff of the dark traveler

Made of ancient petrified ironwood from the Shadow Realm?, blackened with darkfire, this staff allows the use of the following spells:

Unlike a normal shadow walk spell, the path created by the staff of the dark traveler always ends precisely where the wielder wishes it to.

Moderate illusion; CL 12th.

Staff of death

This staff allows the use of the following spells:

Anyone touching the staff for the first time is subject to its finger of death power; if the effect kills him, necromantic power surges outward from his body, as a circle of death. (These effects uses no charges of the staff.) Should a character survive this, however, touching the staff on subsequent occasions does not trigger the effect.

Strong necromancy; CL 14th.

Staff of dust

This heavy staff is a straight, thin shaft of ancient ironwood; designs and patterns could once be seen in its surface, but they have long since worn away. Motes of dust constantly hover around the staff, and it looks ready to crumble into fragments at the slightest touch. Nonetheless, the staff is quite sturdy, and grants the wielder use of the following powers:

Additionally, a staff of dust has the power to draw forth the life-force of those it destroys, and use it to empower its wielder. Any time a spell cast from the staff kills a living creature, the wielder gains 1d8 temporary hit points, and his effective caster level goes up by +1. These effects last for 10 minutes per hit die of the creature killed. Furthermore, each time the wielder of the staff uses its powers to kill a living creature and absorb its life-force, he becomes younger by one week. The age decrease is purely physiological in nature; the wielder does not lose any of the memories acquired within the last week, nor does he lose XP or any similar benefits.

The staff is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the staff is in hand and disappear when the staff is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the staff is wielded.

Wielding a staff of dust causes the hand holding it to shrivel and become painfully arthritic; the fingers become permanently bent and the parched skin is stretched tight over the bones. These effects slowly fade when the staff is not wielded.

Strong necromancy; CL 15th.

Staff of the eternal sky

This staff, carried by elder Mongol clerics, is a thick, gnarled branch from an ash tree that was struck by lightning. The wood surface is bleached white, and carved with simple designs symbolizing Tengri?, the Mongol sky god. The end of the staff is surrounded by a tiny white cloud, and sparks of lightning crackle around the shaft whenever one of the staff’s powers is used. The staff of the eternal sky allows the use of the following spells:

Additionally, the bearer of the staff can air walk at will. This power persists even when all of the staff’s charges have been used up.

Strong transmutation and evocation; CL 13th.

Staff of the faith healer, lesser

This fairly short staff is crafted from a thick, straight piece of polished oak. Its surface is carved with lettering in Old Slavonic, describing the healing miracles performed by Jesus Christ. It allows the use of the following spells:

Faint conjuration and abjuration; CL 12th.

Staff of the faith healer

More ornate than a lesser staff of the faith healer, this staff is a longer piece of thick, polished oak; its surface is carved with elaborate designs, depicting the healing miracles perfomed by Jesus Christ. Created by senior bishops of the Orthodox Church, for use by the battle-clerics and holy warriors who lead the armies of the Church into righteous combat, a staff of the faith healer allows the use of the following spells:

The staff of the faith healer has a number of secondary powers, none of which consume charges. First, the wielder of the staff can use remove fear and remove paralysis three times per day each. Second, the wielder may choose up to five creatures and, by touching them with the staff, establish a link to them that keeps him informed of their condition as by a status spell. This effect lasts indefinitely, and the wielder may choose new targets at any time. Three times per day, the wielder of the staff may heal any creature within 60 feet as with a cure serious wounds spell. Finally, once per day, the staff’s wielder may heal all allies within 30 feet, as with a mass cure serious wounds spell. When all the charges of the staff have been used, it becomes inert, and the secondary powers cease to function.

Moderate conjuration; CL 15th.

Staff of the faith healer, greater

This staff is a long, thick piece of polished oak; its surface is perfectly smooth and white, and the shaft is topped with a golden Orthodox cross. The entire staff glows with a gentle golden light. Only several such staves exist; it is rumored that each of the Patriarchs has one in his possession. To see a greater staff of the faith healer used in battle is an indication that the full force of the Orthodox Church has been brought to bear upon the enemy. A greater staff of the faith healer allows the use of the following spells:

All intelligent creatures within 60 feet of the staff continuously receive mental visions of the healing miracles performed by Jesus Christ; this does not interfere with their actions in any way. All allies of the staff’s bearer within 60 feet are blessed with divine favor, and receive a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks; additionally, all allies within this radius are immune to fear and paralysis effects, and benefit from fast healing 10 at all times. These secondary powers of the staff continue to function even after all the charges have been used.

The staff’s wielder may choose up to five creatures and, by touching them with the staff, establish a link to them that keeps him informed of their condition as by a status spell. He may choose new targets for this effect at any time. Thereafter, the wielder may use any curative power of the staff on any of the creatures he is maintaining a status link to, ignoring the normal range limitations of that curative power. Furthermore, whenever the wielder uses any curative power of the staff on any creature, he may choose to have that power also affect any one of the five creatures to whom he is maintain the status link, without using any additional charges of the staff; the range of the curative effect in question is extended to the range of the status effect for that target only. (This effect cannot be used to affect a creature with the same curative power twice in one action.) These powers cease to function after all of the staff’s charges have been used.

A greater staff of the faith healer may be broken for a retributive strike. Doing so instantly kills the wielder, and generates the following positive effects on as many allies as the staff has charges remainining, as well as the following negative effects on equally many enemies. The range on all of these effects is 120 feet.

Positive Effects: Heal (or harm on undead allies) (DC 23), divine favor (20 minute duration), shield of faith (20 minute duration).

Negative Effects: Harm (or heal on undead enemies, or destruction on demons) (DC 23), hesitate, bestow curse (-4 to attacks, saves, and checks) (all DC 23).

Strong conjuration; CL 20th.

Staff of fire, greater

This mighty implement is carved from bronzewood, its brass bindings engraved with runes of elemental power, and it is topped with an elaborate carving of a black flame, done in obsidian. It allows use of the following spells:

Strong evocation; CL 18th.

Staff of thunder and lightning

This staff allows the use of the following spells.

Moderate conjuration/evocation; CL 12th.

Zer-Ikh-Dar, the Unmaker

This staff is a perfect cylinder of polished mithril, with small circular dots of a darker, violet-tinged gray metal running down its length in a double-spiral formation. The dots are actually spikes of rare blended quartz, embedded in the shaft so that only their ends are visible. When the staff’s powers are activated, the spikes pulse with arcane energy, creating a mesmerizing, complex pattern of light on the staff’s surface. Engraved in the mithril shaft, running down both sides of the spiral of circular dots, are inscriptions: on one side, ancient Cherkess lettering; on the other, the oldest of Infernal dialects.

Zer-Ikh-Dar allows its wielder use of the following powers:

Any creature that has a spell effect removed from it by one of Zer-Ikh-Dar’s powers takes 2 points of damage per level of the dispelled effect. If a creature loses the effects of multiple spells, it takes damage for each one. If Zer-Ikh-Dar is used to dispel a spell effect centered on an object or area, it creates an explosion of energy that deals 2 points of force damage per level of the dispelled effect to all creatures and objects in a 20-foot radius of the dispelled effect’s center; if multiple effects are dispelled simultaneously, each deals damage individually.

Zer-Ikh-Dar can be recharged. If an arcane spellcaster willingly uses the staff’s dispelling touch power on himself with the intent of recharging it, the touch consumes no charges, dispels no spell effects, but instead consumes any unused spell slots the caster has. The staff regains 1 charge for every 20 spell levels so consumed, and deals the caster 2 points of damage for every spell consumed. This damage cannot be avoided in any way.

Many legends persist about the origins of this staff. Some say that it was forged by a mad Cherkess archmage who consorted with demons and plotted to overthrow the ruling class, to establish himself as overlord of Cherkessia. Others maintain that the staff is the result of an alliance between an ancient sorcerer-king and a noble half-fiend crusader, who wanted to create a weapon to be used against powerful mages who strayed from the path of righteousness. The truth has surely been lost in the mists of time. What is known is that Zer-Ikh-Dar is neither inherently good nor evil, and that it is rightly feared by all wielders of magic in Cherkessia and beyond.

Strong abjuration; CL 20th.

Wands

Crystal healing wands

Such wands are rods of crystalline glass, transparent, and glowing with a soft, golden light. Each contains one of the four single-target cure spells (light, moderate, serious, or critical). The wands function as normal cure wounds spell wands, with one additional power. The wand may be snapped in half by the wielder (destroying it), to release all remaining magic within. Doing so generates a mass cure effect (of the same level as the wand’s normal cure effect) on as many targets as the wand has charges remaining; all targets must be within 30 feet of the wand’s wielder.

Faint or moderate conjuration; CL varies; Price 1.5× normal wand price.

Demonbound wands

These wands, first created by Lorekeeper Stavros? of the Orthodox Church, are made of high-quality cedar, intricately carved. It seems that Stavros found a way to bind individual demons into the wands, which imbued them with irrevocable evil, and twisted and warped the wood into grotesque shapes. The power of the demons within empowers the spells cast from the wands, but at a price.

The spell in the wand has a metamagic effect applied to it; however, when a charge is used, a random person within range is affected by the spell in parentheses (a roll of 1 on the die roll to determine the victim indicates that the caster himself is affected, and automatically fails any saving throw). When all charges are used, or when the wand is broken (whether deliberately or not), the indicated demon is released and indiscriminately attacks the nearest visible nondemon, including possibly the wand’s former owner.

Example wands:

Rings

Jade acolyte’s ring

This green band of patterned jade is carved with intricate designs depicting serpents and dragons locked in battle. Three times per day, when the wearer of the jade acolyte’s ring casts a spell with the Evil descriptor, he may use the ring’s power to cast the spell at +2 caster level. Additionally, any spell thus enhanced has its saving throw DC increased by +1. No special action is required to activate the ring’s power; the wearer simply chooses to do so as part of the spellcasting action.

Moderate conjuration; CL 12th.

Malachite zealot’s ring

This green band of patterned malachite is carved with designs suggesting serpents and other reptilian shapes. Three times per day, when the wearer of the malachite zealot’s ring casts a spell with the Evil descriptor, he may use the ring’s power to cast the spell at +1 caster level. No special action is required to activate the ring’s power; the wearer simply chooses to do so as part of the spellcasting action.

Faint conjuration; CL 5th.

Rings of accuracy

This ring enhances the wearer’s aim, bestowing a competence bonus on all ranged attack rolls, from +1 to +5.

Faint divination; CL 5th; Forge Ring, true strike, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).

Rings of energy resistance

This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Subtract the ring’s resistance value from the damage of that type taken by the wearer in each round.

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

Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 18,000 gp (minor), 42,000 gp (major), 66,000 gp (greater).

Ring of great counterspelling

This ring might seem to be a ring of spell storing upon first examination. However, while it allows up to three spells, each up to 9th level, to be cast into it, those spells cannot be cast out of the ring again. Instead, should any of those spells ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone (although the other spells within the ring, if any, remain). A new spell (or the same one as before) may be placed in it again. The spells within the ring may be three “copies” of the same spell (allowing a single spell to be countered multiple times), or different spells. The ring can only counterspell one spell per round.

Strong evocation; CL 20th.

Ring of Rahtihi

This cursed item is described on its own page.

Shadow assassin’s ring

This ring is a plain band made out of a strange, dull-black metal that seems to absorb all light. Created in the Shadow Realm? out of iron mined on that very plane, a shadow assassin’s ring greatly enhances the stealth ability of one who is trained in the arts of avoiding detection. The ring touches the mind of its wearer, imparting the knowledge of how to slip between the cracks of existence, to hide within the fabric of reality itself; but to someone without the skills to make use of this knowledge, it is worthless.

For a wearer with no ranks in Hide, a shadow assassin’s ring does not function, merely causing a vague feeling of unsettlement. If the wearer has between 1 and 11 ranks in Hide, he recognizes that the ring has the power to enhance his stealth abilities, but doesn't have the skill to make use of them. A wearer with 12 or more ranks in Hide can activate the ring’s powers. Calling on the power of the ring is a standard action, and can be done at will. The effect depends on how many ranks in Hide the wearer has.

If the wearer has at least 12 ranks in Hide, calling on the ring’s power causes him to become silent and invisible (the invisibility is as the spell, and the silence is as the spell but only affecting the wearer and his possessions, not anything around him). These effects last for one round per character level of the wearer.

If the wearer has at least 15 ranks in Hide, calling on the ring’s power also allows him, at his option, to become incorporeal in addition to being invisible and silent. This effect also lasts for one round per character level of the wearer.

If the wearer has at least 18 ranks in Hide, calling on the ring’s power also allows him, at his option, to shift to the Shadow Realm. Once there, he may use the ring’s power to shadow walk for one round per character level (which grants him a move speed of 220 with respect to the Material Plane), or simply move about in the Shadow Realm normally. In either case, the wearer automatically returns to the Material Plane after one round per character level.

The great power of the shadow assassin’s ring has a price. Each time the wearer calls upon its powers, he has a 50% chance to advance one step on both the Wisdom and Charisma damage tracks. Repeated use of the ring’s powers destabilize the wearer’s link to Midgard, causing hallucinations, paranoia, and intense, horrifying nightmares. The ability damage caused by the use of the ring cannot be healed magically; it can only be regained through natural healing. Any living creature reduced to a comatose or catatonic state by the ability damage caused by the ring’s use instantly dies rises as a wraith. Undead, constructs, and other nonliving creatures cannot benefit from the ring’s powers.

Strong illusion; CL 15th.

Shadow sniper’s ring

This ring grants the wearer a +5 deflection bonus to Armor Class and a +5 competence bonus on all ranged attack rolls. The wearer is continually warded against effects that impede her movement, as the freedom of movement spell. Finally, the wearer of a shadow sniper’s ring ignores all miss chances on ranged attacks, whether from concealment or otherwise.

Strong divination; CL 20th.

Wondrous Items (slotted)

Antimagic wrestler’s bands

(wrists)

Anyone grappled by wearer is affected as if by antimagic field, as is the wearer. The wearer may suppress and re-activate this power on command.

Moderate abjuration; CL 15th.

Archer’s gloves

(hands)

These gloves are soft and flexible, with rough pads on the inside of the fingers and scales of boiled leather sewn to the outer parts. They grant the wearer a +2 enhancement bonus to Dexterity, and bestow the seeking ability on any hand-held projectile weapon fired while wearing them.

Faint transmutation; CL 5th.

Boots of swiftness

(feet)

These soft-soled leather shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed doubles (this does not stack with any magical or supernatural enhancement to speed), she gains the evasion ability (as the rogue class feature), and the wearer’s jumping distance is not limited by her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots’ haste power (as the haste spell, lasts 20 rounds).

Strong transmutation; CL 20th.

Bracers of invincibility

(wrists)

These bracers generate fields of magical force, allowing the wearer to use them to block attacks and granting her a +4 shield bonus to Armor Class. (This protection is similar to the shield spell, and thus applies against incorporeal touch attacks as well.) The wearer can block even magic missiles in this way, being fully protected from such attacks if she is aware of the attack and can react. Normal ranged attacks, as well as extraordinary attacks (projectiles launched by siege weapons, boulders hurled by giants, rays, energy blasts, acid spit, and any other form of ranged attack) can be blocked as well: this requires the wearer make a successful Reflex save against a DC of 20 + the spell level, or weapon enhancement bonus, of the attack.

Strong evocation; CL 20th.

Circlet of hypercognition

(headband)

This circlet grants the wearer a +6 enhancement bonus to his Intelligence score. The wearer’s hyper-enhanced cognition also alerts him to danger a moment before it happens, preventing him from ever being flat-footed or surprised in combat.

Strong divination; CL 20th.

Circlet of telepathy, greater

(headband)

This circlet is a thin silver hoop, with gold leaf impressed into the surface, forming letters that spell out ancient Cherkess homilies and aphorisms. A malachite in the rough shape of an eye is set into the silver hoop; the stone lies upon the forehead when the circlet is worn.

The greater circlet of telepathy allows the wearer the use of detect thoughts (DC 19) at will. The wearer can communicate telepathically with any intelligent creatures that have a language within 100 feet, and may hear their thoughts in response, if they fail a DC 19 Will save (or willingly respond to the telepathic contact). Thrice per day, the wearer can implant a suggestion (DC 20) into the mind of any creature with whom he has made mental contact, via either of the two methods described above. Finally, once per day, the wearer can project a mind blast, a mental assault which affects a 60-foot cone; creatures within who fail a DC 22 Will save are stunned for 2d4 rounds.

Moderate enchantment; CL 15th.

Choker of beguiling song

(neck)

This thin strap of leather, worn around the neck, enhances the wearer’s talents for performance; despite its name, it grants a +5 competence bonus to all Perform checks, not just singing.

Faint transmutation; CL 5th; Price 2,500 gp.

Cloak of the demonslayer

(back)

This cloak of pure white feathers was bestowed by the Celestial Flight upon the holy warrior who slew their ancient enemies, the Zeh’tyl Lords. It is composed of one feather from each of the noble birds, donated for its creation.

Death’s caress

(hand)

This grotesque leather glove is made from cured human skin. Thin strips of bone are sewn into the outside, at the back of the hand, into which are carved necromantic sigils. Death’s caress permits the wearer to steal the life-force of living creatures in several ways.

First, the wearer of death’s caress may touch any living creature as a standard action; this requires a melee touch attack if the creature is not willing. At any time within the next day, by clenching his fist (a free action), the wearer may steal a portion of the touched creature’s life-force; this inflicts 1d10+10 points of damage on the victim, and grants the wearer of the glove an equal number of temporary hit points. This power of the glove may be used once per day.

The victim may resist this effect with a successful Fortitude save (DC 15), which negates the damage and prevents the wearer of death’s caress from receiving the temporary hit points. If this power of the glove is used on a creature currently under the effect of a slow consumption spell cast by the wearer, the victim is not entitled to a saving throw. This power cannot grant more temporary hit points than the victim’s current hit point total + 10.

Second, three times per day, the wearer may conjure a ghostly, glowing duplicate of the glove itself; the spectral glove manifests within melee range of any living creature within 200 feet of the wearer. It then makes a melee touch attack against the target creature, using the wearer’s melee attack bonus, with a special +2 bonus; if the attack hits, it deals 5d6 points of damage, and the wearer of death’s caress gains temporary hit points equal to the damage dealt. The spectral glove behaves as a spectral hand spell in all other ways. Using this power of death’s caress is a standard action.

Faint necromancy; CL 10th.

Dragon claw amulet

(neck)

This amulet, done in sterling silver and shaped like a dragon’s claw, grants its wearer a +5 enhancement bonus to natural armor. Additionally, a ring worn by the amulet grants its benefits to the wearer, even if he is already wearing two rings, thus making the amulet function as a third ring slot.

Strong transmutation; CL 20th.

Force projection battlegear

(wrist, head)

A creation of the brilliant Rudolf Sikorsky?, force projection battlegear makes ingenious use of harnessed force magic to greatly enhance its wearer’s combat capabilities. Designed for those who wield spells as their weapons of choice, force projection battlegear consists of two components; each is powerful individually, but they are intended to be used in concert. Force projection battlegear does not function for characters with no spellcasting capacity, and all its powers function only as long as the wearer maintains at least one unexpended spell slot (either a prepared spell or an unused daily spell slot) of any level.

Bracers

These two long, thin strips of glossy black leather must be wrapped several times around each wrist, directly contacting the bare skin; when this is done, the bracers seem to sink into the wearer’s arm and disappear (they can be removed with a command word). The wearer then instantly becomes aware of the bracers' powers.

Firstly, the bracers sheathe the wearer in a skin-tight field of magical force, granting him a +2 armor bonus to Armor Class. This protection otherwise functions like the mage armor spell. The wearer can deactivate or reactivate this field as a free action. He may also, as a swift action, expend an unused spell slot to increase the strength of the force armor, increasing its armor bonus by an amount equal to twice the level of the expended spell slot. This increase lasts for a number of rounds equal to the wearer’s caster level for spellcasting progression from which he expended the spell slot.

Second, the bracers allow the wearer to telekinetically manipulate small objects, as if with the mage hand spell, at will. The wearer need not take an action to activate this power, but using it requires concentration.

Third, the bracers grant the wearer the ability to deliver touch spells at range. The wearer may convert a single touch range spell that he casts into a ranged touch spell with a range of 30 feet, by expending an unused spell slot no more than two levels lower than the affected touch spell; using this power requires no action, but is simply done while casting the spell.

Fourth, the bracers add kinetic force to the wearer’s weapon-like spells; he may add his Intelligence bonus to damage rolls with all damage-dealing touch, ray, and other weapon-like spells. This bonus only applies once per attack action.

Circlet

This thin circlet of hardened, glossy black leather must be placed directly on the bare head; when this is done, the circle seems to sink into the wearer’s head and disappear (it can be removed with a command word). The wearer then instantly becomes aware of the circlet’s powers. The circlet sharpens the wearer’s perception, magically enhancing his senses with a subtly designed set of magical detection powers. This has several effects.

Firstly, the circlet grants the wearer the ability to discern magical auras within 120 feet of him, as the arcane sight spell. As a swift action, the wearer may expend an unused spell slot to flood his surroundings with faint arcane energy, invisible to the naked eye; as this generated energy interacts with his physical environment, it allows him to “see” even in otherwise dark conditions. By expending a 0-level spell slot, the wearer can use this power to see in normal darkness; expending a higher-level spell slot allows the wearer’s vision to function within a darkness spell of the corresponding level. The range of the vision granted by this power is 120 feet, and its duration is a number of rounds equal to the wearer’s caster level for spellcasting progression from which he expended the spell slot. Note that while this power is active, any creature within 120 feet of the wearer who is under the effect of an arcane sight or greater arcane sight spell is granted the same enhanced perception as the wearer.

Second, the circlet improves the wearer’s visual acuity and ability to spot minute details and discern irregularities within his visual field, granting him a +4 enhancement bonus to Spot and Search checks.

Third, the enhanced perception granted by the circlet improves the wearer’s ability to track movement and quickly process and react to his enemies' actions in combat; he gains a competence bonus to all attack rolls equal to his Intelligence bonus.

Full Battlegear

When the bracers and the circlet are worn together, the wearer gains two additional powers.

Firstly, as a swift action, he may expend an unused spell slot to gain the benefits of the telekinesis spell for a number of rounds equal to the level of the expended spell slot. The caster level of this power is equal to the wearer’s caster level for spellcasting progression from which he expended the spell slot. Using the telekinesis power requires concentration. The violent thrust aspect of telekinesis cannot be used with this ability.

Second and finally, force projection battlegear allows the wearer to convert spell energy into an invisible, razor-sharp blade of pure force. As a standard action, the wearer expends an unused spell slot, and makes a ranged attack against a single target within 30 feet. The force blade ignores physical armor, natural armor, shields, and all other physical protections, but force effects (such as mage armor, shield, or bracers of armor) are effective against it. The force blade deals damage equal to 1d6 points of damage per level of the expended spell slot, plus 1d6 points of damage per every two caster levels for the wearer’s spellcasting progression from which he expended the spell slot. As it is a weapon-like spell, the wearer’s Intelligence bonus applies as an additional damage bonus to the force blade. Any other bonuses to damage rolls (such as from divine favor) also apply.

Strong evocation; CL 11th.

Mischief’s Guise

(back)

This cloak of fine black silk sways gently in the breeze, filling its wearer with guile. The wearer’s Charisma score benefits from a +4 +2 enhancement bonus, and he receives a +5 competence bonus on Disguise checks.

As a free action at the beginning of his turn, the wearer may become invisible as the spell greater invisibility. The effect lasts for up to 10 rounds per day. The rounds need not be consecutive, but each use counts towards the daily limit.

Furthermore, the wearer may at will — in a bright flash of light — cause himself and all willing creatures within 30 feet to change in appearance as the spell veil. This effect persists for any given ally only so long as the ally remains within 30 feet of the wearer. Any ally moving further loses his disguise, though other creatures veiled by the cloak are unaffected. The wearer specifies the details of his own appearance and the appearance of his companions. Should the alterations be used to disguise the group, the wearer makes one Disguise check (with the +10 bonus granted by veil and the +5 bonus granted by the cloak) for all veiled allies to determine the disguise’s quality.

Moderate illusion; CL 11th.

Robe of force

(body)

This “robe” is actually a figure-hugging, full-length black dress, elegant and beautiful, with a high neckline and long sleeves. It is enhanced with enchantments that imbue magical force into the weave, granting the wearer a +10 armor bonus to AC (similar to a mage armor spell). It also grants the wearer spell resistance 35.

Strong abjuration; CL 20th.

Robe of the invincible

(body)

First crafted by a powerful illusionist mage who ruled over the Black Forest and surrounding lands, these robes, stitched of black silk with fine mithril embroidery, are favored by German? sorcerers as symbols of arcane mastery. A robe of this kind has several complementary powers.

First, while he wears the robe, the wearer’s primary spellcasting attribute is treated as being 4 points higher for the purpose of calculating bonus spells per day. Second, he gains a +4 bonus to his caster level for the purpose of dispelling or counterspelling opponents' spells, and also for the purpose of determining how difficult his own spells are to dispel or counterspell.

Strong abjuration; CL 12th.

Robe of the shadow mage

(body)

This black robe feels like soft wool to the touch, and is warm and comfortable; but it wavers and shifts, and absorbs light. At all times it disguises the wearer (as disguise self) to appear as a nondescript, shadowy figure. In conditions of anything less than normal light, the robe’s wearer can become invisible as a move action.

Faint illusion; CL 4th.

Robe of sincerity

(body)

This loose-fitting, elaborately embroidered hooded robe is extremely well-made; the garment’s refined appearance belies its unusual comfort and durability. It is favored by spellcasters of a secretive bent.

The robe’s fabric, as well as the unique pattern of sigils woven into the cloth, dampens, distorts and dissipates magical energy. The wearer’s caster level is reduced by 1 for all spells except those that affect himself. Spells cast on the wearer likewise have their effective caster level reduced by 1.

The robe shields the magical auras radiated by the wearer and his equipment; any divination spell that reveals auras (such as detect magic, detect evil, etc.) detects the robe’s wearer, as well as his equipment, as a nonmagical object (similar to the effects of a misdirection spell). If the caster of the detection spell succeeds at a DC 21 caster level check, he is able to perceive the presence of the hidden auras, and their number; but aura strength is not revealed, nor is any other information (school of magic for detect magic, alignment for detect evil, lies taking place for discern lies, and so forth; no information of this kind is revealed).

Equipment that is not physically concealed by the robe is not subject to its aura-concealing effect; this includes staves or other weapons, items carried in hand, etc.

Faint illusion; CL 10th.

Silver cross amulet

(neck)

This large pendant on a heavy silver chain is made in the shape of the Orthodox cross—two main arms, with a small horizontal crossbar near the top, and a similar diagonal crossbar near the bottom. The amulet is fairly ornate, though unadorned with any gems or precious stones. At the center, where the two arms meet, there is a small hemisphere of glass fused into the silver surface, forming a bubble. Inside is what appears to be a single wooden splinter.

Three times per day, by invoking the name of Christ and speaking the command word, the wearer of the amulet can trigger a protective aura around himself. The aura grants the benefits of the shield of faith and sanctuary spells, for a duration of 5 rounds. The Will save DC to overcome the sanctuary effect is 12.

If the wearer of the silver cross is a cleric in the service of the Christian God, the effects of the amulet have a caster level equal to the wearer’s own cleric level, and his Wisdom bonus is used to set the sanctuary save DC.

Faint abjuration; CL 5th.

Stylish hat of the politician

(head)

This simple yet elegant, broad-brimmed hat grants its wearer insight and skill, both at the negotiating table and on the battlefield. It grants its wearer a +5 competence bonus to Bluff, Diplomacy and Sense Motive, and a +4 enhancement bonus to Wisdom.

Moderate transmutation; CL 12th.

The Stolen Eye

This simple jade circlet has five small emeralds set into its periphery. The circlet improves the wearer’s mind and senses, providing a +6 enhancement bonus to the wearer’s Intelligence. The wearer’s improved senses include the effects of the spells detect scrying, detect magic, read magic, devil’s eye and see invisibility.

As a swift action, the wearer may attempt to steal an enemy’s sight. One foe within 60 feet must make a Will save or be blinded for one round. The DC of this effect is 16 + the wearer’s Intelligence modifier. In addition to blinding the foe for one round, a successful use of this ability causes one of the emeralds set into the circlet to glow with an almost imperceptible light. If all five gems are lit, the blinding effect may not be activated until at least one gem is extinguished.

The energy stored in any gem may be consumed to activate any spell from the following list (with the spell’s normal casting time, and a DC and Caster level as if the circlet were a staff):

The spell’s effect persists as long as the wearer maintains concentration, up to one minute for each lit gem. One gem of the wearer’s choice extinguishes itself at the beginning of each minute of the spell’s effect. Once all five gems have extinguished themselves, the spell ends and this ability can not be used until a gem is once again lit.

Moderate divination; CL 12th.

Vampire torc

(wrists)

This polished band of flat iron links is usually worn about the upper arm, and occupies the wrist item slot. Upon making a successful melee attack, the wearer may choose to be healed for one-half of the damage done by the attack. The lesser vampire torc functions twice per day; the greater vampire torc functions five times per day. Neither may be used more than once per round.

Faint necromancy; CL 7th; Price 5,000 gp (lesser), 15,000 gp (greater).

Wristwraps of arcane might

(wrists)

These ordinary-looking leather straps were first created by a Cherkess sorcerer of great reknown. When wrapped around the wrists, they they confer upon the wearer two unusual powers.

First, the wristwraps allow the wearer to turn a spell or spell-like ability into a temporary wall of magical energy. When this function of the bracers is activated, the next spell or spell-like ability used by the wearer before the end of his turn instead appears as a 10-foot-long, 10-foot-high opaque wall that lasts for 1 round per level of the spell. The wearer may place the wall anywhere within 60 feet. The wall must be continuous and unbroken when created. If its surface is broken by any object or creature, the wall fails to form and the spell and activation are lost.

Any creature passing through the wall takes damage equal to that normally dealt by the spell or spell-like ability (with a minimum of 1 point per level of the spell or spell-like ability), and suffers any other effects of the spell (different spells may be affected by this alteration differently). A successful Reflex save (using the normal save DC for a spell of that level cast by the wearer) halves this damage.

Second, the wristwraps of arcane might allow the wearer to reduce the damage dealt by his magic to ensnare those affected by it. When this function of the bracers is activated, the next spell or spell-like ability used by the wearer only half its normal damage; however, any creature damaged by the spell becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each round on the wearer’s turn. This damage is of the same type as normally dealt by the spell (or wearer’s choice choice if the spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability that doesn’t deal damage.

Both of these functions of the wristwraps may be used thrice per day each (and they may be combined, which consumes one use of each function).

Moderate conjuration; CL 14th.

Wondrous Items (unslotted)

Amir’s instant refuge

This is a small (3 cm) darkwood carving of a typical Cherkess farmhouse. When the command word is spoken, the carving unfolds into a sturdy door, attached by hinges to the fabric of reality. After the owner of the instant refuge passes through the door and closes it behind him, the door disappears, leaving only an invisible rectangular interface.

The instant refuge is an extradimensional space; its interior is similar to that of a secure shelter, albeit without the arcane lock spells (as they are superfluous), and with far more comfortable furnishings. The four-post beds are soft and spacious, the chairs are high and padded, and the heavy mahogany writing desk is equipped with numerous drawers. There is also a smokeless, self-lighting fireplace, with automagically-replenishing logs. Finally, the dining table in the common room casts create food and water up to three times daily on command, and heroes' feast once per week. Waste-disposal facilities are also included, taking clever advantage of dimensional magic.

The instant refuge may be activated up to twice per day. When activated, it remains so indefinitely, until deactivated or dispelled; at such time, all occupants are ejected through the doorway, while all nonliving contents, including those brought into the refuge from the outside, remain within.

Moderate conjuration; CL 12th; Craft Wondrous Item, rope trick, secure shelter, alarm, unseen servant, create food and water, pyrotechnics, dimension door, heroes' feast; Price 40,000 gp; Weight —.

Boneshatter vise

This necklace consists of a chain of interlocked, highly intricate, complex shapes, all sharp edges and wicked points, each socketed into the next in a mind-boggling pattern. The links of the necklace are carved out of humanoid bones, and imbued with a malign, brutish awareness, united like a swarm of some demonic vermin. Though usually worn around the neck, the boneshatter vise does not occupy a necklace slot on the body.

Twice per day, as a swift action, the wearer of the boneshatter vise can loose it from her neck and hurl it at a living creature up to 60 feet away. When loosed, the necklace separates into a swarm of individual carved bone shards, and attempts to reform around the neck of the target. A successful Reflex saving throw (DC 15) means that the target has avoided the shard swarm, which then flies back toward its wearer and reforms into a necklace once more. A failure indicates that the shards successfully entangle the target’s neck, and begin squeezing, digging painfully into his flesh.

On each round, starting with the first, that the boneshatter vise maintains its grip around its victim’s neck, he takes a cumulative –2 penalty to all attack rolls and skill checks, to a maximum of –10 after five rounds. At the start of each round that the boneshatter vise is attached, the victim must succeed at a Fortitude save (DC 13, with a penalty on the save equal to the attack roll and skill check penalty for that round) or be unable to speak or make any coherent sounds until the vise is removed; he cannot produce intelligible speech, nor spellcast, able only to gasp and choke. Creatures that do not have necks, or neither breathe nor vocalize through their necks, are immune to the effects of the boneshatter vise.

The vise remains attached for a total of ten rounds, after which time it lets go of its victim, disperses into a swarm of bone shards, and flies back to its owner, reform as a necklace around her neck. If the owner is more than 300 feet away at the time, the necklace simply drops to the ground after 10 rounds have elapsed. Alternatively, the owner may command the necklace to release its victim and return, at any time before ten rounds have elapsed, assuming she is within 300 feet of it.

A creature within the grip of the boneshatter vise may attempt to forcibly remove it from his neck; alternatively, an ally may attempt to remove the necklace from the victim’s neck. In either case, doing so requires a full-round action and a successful Strength check against DC 20. If the removal is successful, the vise acts as if recalled, assuming shard swarm form and returning to its owner, or dropping to the ground if its owner is too far away.

Moderate necromancy; CL 10th.

Cherkess force bow

This device, made of strong oak, looks like like the stock of a heavy crossbow, but without a bow or bow-string. Embedded directly above the butt of the weapon is a small, spherical, highly polished emerald. Upon closer examination, the heart of the gem glows with a faint green light. The barrel of the device is inscribed with faintly glowing greenish runes.

The force bow functions as a ranged weapon, making use of the magic missile spell. It has 50 charges, each charge generating five missiles for 1d4+1 points of damage apiece. The missiles have a range of 400 feet.

What sets the Cherkess force bow apart from similar weaponry is the exceptionally convenient targeting system. Depressing the emerald causes it to glow brightly, and produces a half-foot diameter, semi-transparent greenish sphere above the gem. In this sphere’s center is displayed a greatly magnified image of whatever person or object the wielder points the forcebow at. Thus a wielder could view an enemy soldier standing as far as 400 feet away as if the latter was next to him; pulling the trigger would fire five force missiles at the viewed target.

Total cover foils the targeting function of the force bow, as does magical darkness or any sort of fog (assuming the fog provides total concealment to the target from the forcebow wielder). Neither mundane darkness nor partial cover or concealment prevent the device from viewing (and striking) a target. The targeting ability of the force bow negates all range penalties to Spot checks made to detect a hiding creature; it also ignores the benefits of spells such as blur, displacement, and blink.

Note that just like the magic missile spell, the force missiles do not damage inanimate objects. When all 50 charges are used, the light in the emerald’s center dies and the device becomes magically inert.

Faint divination and evocation; CL 10th.

Celestial bane rod

Forged by the most talented craftsmen of the Lower Planes, celestial bane rods are anathema to celestials. When wielded, all celestials within 60 feet take a −4 penalty to attacks, damage, saves, and skill checks. This effect offers no saving throw or spell resistance.

Chronocharm necklace

Though usually worn as a necklace for convenience, this delicate chain, with one or more pendants hanging from it, is not a slotted item. It can bear any number of special pendants, called chronocharms, each of which has a particular function. A single wearer may wear only one of each kind of chronocharm.

Faint transmutation; CL 3rd.

Diplomat’s rod

This polished mithral rod is adorned with a perfectly cut diamond. Originally devised by the angels for powerful servants of their gods, a diplomat’s rod is a boon to all peaceful explorers and emissaries.

At all times, the rod enables the wielder to speak with and understand any living creature that has a language. Additionally, it grants the wielder a +10 competence bonus to all Diplomacy checks so long as he holds the rod.

For those times when diplomacy fails, the rod can generate a protective aura once per day. On command, the rod projects the aura in a 10-ft radius around the wielder. Treat this effect as a combination of globe of invulnerability, sanctuary, and magic circle against evil.

Strong abjuration; CL 11th.

Embezzler’s friends

These quills, carved from arrowhawk wing bones, are a boon to fraudsters, cheats, and swindlers. One need only touch a quill to an authentic document; thenceforth, at any time, the quill may be commanded to generate a forged document in the same style and manner. The quill duplicates the handwriting, generates ink or pigment identical to that used in the original (although it can't duplicate inks with magic properties), emulates peculiarities of spelling and similar divergences, and even alters the parchment or other medium to better resemble the original (although the material provided must be similar to the original; the quill can't turn a stone tablet into a piece of bark, for example, nor can it impart magical properties to a piece of writing material). The quill can take dictation to create a plausible knock-off, or can simply copy the original document wholesale. In such a case, the quill works automatically, taking approximately five minutes to copy one page of text. The quill makes a Forgery check with a +12 bonus if imitating the style and properties of the original document, or +14 if simply copying a document.

The price is for one quill, which can write the equivalent of one thousand words before its magic is expended and the quill crumbles into dust.

Strong transmutation; CL 11th; Craft Wondrous Item, secret page, creator must have 12 ranks of Forgery; Price 5,000 gp; Weight —.

Foreman’s rod

This straight, two-foot-long steel rod has several buttons set into the shaft, and is capped with an ornate, spiked adamantine headpiece. When one of the rod’s powers is activated, the headpiece unlocks with an audible click and begins to spin freely around the rod’s shaft.

The foreman’s rod is a mining device, designed by dwarven wizards to assist mining teams working in geologically unstable regions of Muspelheim?. It has 50 charges, and allows its wielder to use the following powers, each of which drains one charge:

After a charge is activated to use any of the above powers, the power may be turned on and off at will without expending additional charges, for a total time equal to the specified duration.

Moderate transmutation; CL 10th.

Rusalka’s touch

If the possessor of this pearl touches it, he may use its power within 24 hours to bestow water breathing upon any creature as a free action by touch. This ability is usable once per day. Additionally, the pearl allows its bearer to cast summon nature’s ally IV once per day, and commune with nature once per day.

Wand bandolier/staff holster of swift retrieval

Designed by the wizard Nikolai of the Spell Keepers of Odin, this appears to be a normal bandolier/holster, but it is enchanted with subtle magic similar to a efficient quiver. When drawing a particular wand/staff, it will seem to spring into the wielder’s hands, taking but a free action. Similarly, sheathing a wand/staff takes only a free action.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 6,000 gp; Cost: 3,000gp + 240xp

Zmei Gromovoi’s chains

These chains are made of heavy black metal (adamantine). Each set of chains has shackles which fit the wrists and legs of any humanoid (and resize themselves to securely bind a creature of any size). They have no visible locks, and must be locked and unlocked with a command word, spoken in the voice of the Demon of Fire and Storm.

The chains are a magic item with three distinct functions. First, anyone bound by them cannot use their spells or spell-like abilities. Second, anyone bound by the chains is dimensionally anchored and also is prevented from using any sort of communication or long-range viewing, regardless of source, and is immune to being detected by scrying or similar. Finally, the chains also act as a conduit of magical energy. The specifics of this function are unclear; it is only known that somehow the chains act to conduct energy to or from the creature bound within.

Artifacts

Gullinbursti

At once both creature and artifact, the magic boar Gullinbursti once belonged to the Norse god Freyr?. A creation of the dwarves, Gullinbursti bears similarity to the figurines of wondrous power. In statuette form, Gullinbursti is a reddish pebble, nondescript in shape; on closer examination it is found to be carved, crudely, in the shape of a pig, or more likely a boar, with bumps on the surface giving the semblance of tusks.

A command word transforms the crude statuette into an enormous and fearsome boar (which has statistics as a razor boar), with a golden mane and massive, curved tusks sharp enough to sever a man’s head from his shoulders. Gullinbursti may be activated thrice per week, and may remain in boar form for up to 12 hours each time. The magic boar has several powers besides:

Gullinbursti is trained for war, and may bear a rider into battle; the boar can fight at the same time as his rider makes attacks. When not in combat, he may carry two Medium-sized creatures.

Iron Triad Medallions

Three triangular iron medallions, symbols of the Iron Triad.

(The party is in possession of two, taken from Siran and Yegor Dolgorukiy. These two are the ones corresponding to Arakel and Karayan, respectively. Johann Grimm’s research pointed to the third medallion, Zorayan’s, most likely being in the possession of someone part of or close to the Polish royal court.)

The medallions allow the wearers to detect those who are connected to the Iron Triad, provide powerful protections against magical detection and observation, and additionally provide bonuses specific to which triad member they are dedicated to:

Sphere of Minos

This is a small, pale sphere, the size of a small apple. It’s whitish, with a texture like bone or ivory; its smooth surface is broken only by a number of symbols, or perhaps pictographs, which resemble crude versions of ancient Greek characters. The symbols run down the sphere’s lines of longitude. The sphere is light, as if hollow. It radiates no magic.

The sphere’s unassuming appearance belies its tremendous power and import, for a sphere of Minos is an ancient artifact, whose purpose is to temporarily annul the powers of a god. A sphere of Minos is a single-use item; when crushed, smashed, or otherwise broken, the sphere creates a small region where divine powers do not function. Gods within the sphere’s area of effect cannot use their divine powers; they lose their divine immunities and other qualities; and in all other ways they are, for a few minutes, no more than mortals. A sphere’s powers can affect any divine entity, from a demigod to the mightiest greater deity (although arranging for the god to be physically present within the area of effect is left as an exercise for the user).

Long ago, when the once-mortal Minos stood in judgment over man and god from his seat at Hades' side, a number of such spheres were created, by a means which is now long-lost. It is possible that none now remain. Rumor has it that the last sphere of Minos was recently retrieved from the fabled Athenaeum Atlantean?. Even more uncertain rumors say that the sphere has already been used; but to what end, is not known. What is known is that the discovery of an extant sphere of Minos would send ripples throughout the planes.