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Backstabbing (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This weapon is slightly deadlier than normal, for those with the knack to handle it. In the hands of a character who can deal sneak attack damage (such as a rogue) or someone whose race’s favoured class is rogue, a backstabbing weapon deals +1d6 bonus damage on a successful sneak attack. Ranged weapons so enchanted bestow the ability on their ammunition.

Faint evocation; CL 5th; Craft Magic Arms and Armor, true strike; Price: +1 bonus.

Author’s note: I’ve seen two +1d6 sneak attack enhancements in other publications since I first created this one – one priced at +½, the other at +2. Since sneak attack works only on living creatures with a discernable anatomy, and only when the opponent is flanked or caught flat-footed, and even then it can be rendered impossible by many situations or properties, I have priced it at +1, the same as a flaming weapon (+1d6 fire damage).

Bone Mask of Life (Relic)

posted Thursday, February 28th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

This relic, fierce as it appears, is actually a holy artifact made from the skull of the first aasimar to become a king on the material plane. The mask, with horns coming out of the front, covers the top half of the wearer’s face except for the eyes and nose. It attaches securely to the wearer’s face, resizing to fit anyone with a head of general humanoid form, up to a maximum of Large size.

While wearing the mask, its fearsome visage confers a +2 competence bonus to all Intimidate checks, but the wearer suffers a -2 penalty to Diplomacy checks. The fierce soul of the bone mask increases the wearer’s level by one for the purposes of turning (but not rebuking) undead, and grants the wearer a +1 divine bonus to saves versus any the special abilities or spells of any undead.

The bone mask of life takes up the same “magic item slot� on the body as goggles or eyeglasses.

Faint necromancy; CL 7th; Price 30,000 gp; Weight: 1lb.

Bone of Contention (Relic)

posted Thursday, March 6th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Long ago, two young elven scribes were taken captive by a ruthless lich. The boys were kept locked up and fed poorly for centuries – for most of their natural lives. Both attempted suicide on several occasions, only to find their wounds healing instantaneously through some unknown curse placed in their cell. Anger at their captor filled them and bubbled like a kettle of water on a stove. Eventually, the rage became too great, and one of the elves turned on the other without reason, murdering him with his bare hands. The anger took too great a toll on the survivor who died on the spot of a heart attack, and the lich harvested one of his bones for use as a powerful relic.

The Bone of Contention holds such hatred that the mere sight of it can drive a man to violence. To use it, the wielder must hold it forth, which is a standard action that does not provoke attacks of opportunity, similar to turning undead. Anyone viewing the bone is inexplicably inspired to anger and feels a compulsion to attack the nearest person or creature, believing them to be an enemy. They must succeed at a Will save (DC 15) or else succumb to this urge, which they follow for one minute or until their target is incapacitated or dead. The current holder of the bone and his allies are immune to its effect, but feel a faint and ineffectual hatred if they stare at it.

However, the bone has a drawback. Once per month at a seemingly random time, the owner of the bone must make a successful Will save or become suddenly filled with hatred and immediately believe that the next person he sees is an enemy. This mental illusion lasts for one hour, after which the owner of the bone regains his senses.

Faint enchantment; CL 4th; Price 25,000gp; Weight: 1lb.

Bravestone (Relic)

posted Thursday, March 13th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Several thousand people attended the funeral of Saint Wesseth, a fierce holy warrior and an equally valiant diplomat. This unparalleled respect for the hero did not carry forth into future generations, and soon his resting place became a mere novelty for travelers to gawk at as they passed. Worse still, these passers-by would often stop at the grave, not to pay their respects to the hero, but to chisel off a shard of his gravestone to be worn on an amulet as a cheap souvenir. Eventually, not even a piece of his gravestone remained, and his shrine was forgotten.

Although taken with ill-respected, these pieces of stone still have meaning when worn by the faithful. If blessed by a cleric and dipped in holy water, a single Bravestone lends any faithful wearer some of the courage of Saint Wesseth, conferring them with a +4 bonus on saves versus fear.

Faint transmutation; CL 4th; Price 4,000gp; Weight: 1lb.

Celestian Orb (Major Artifact)

posted Saturday, December 17th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird Edition

Milennia ago, the celestial champion Aera led an epic holy crusade against the Nine Hells, slaying the overlord of the Lower Realms and ensuring the safety of the Planes from fiendish invasion for millennia to come. To ensure that his strength and wisdom would continue to protect the world, Aera was requested by his patron deity to travel to the material plane and father a child with a mortal. Unfortunately, the celestial found himself unable to complete his task, when he realised that the world he returned to had become almost as evil and corrupt as the fiendish planes he had spent centuries fighting against. Aera was not able to find a brave and righteous enough mortal, nor was he willing to introduce a child of his into what had become such a realm of evil.

Continue reading this article »

Deathscythe (Relic)

posted Thursday, March 20th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

In a kingdom ravaged by terrible creatures of living dead, the Deathscythes were first discovered as the weapons of choice of a new and powerful undead abomination formed by an archlich whose name is not spoken even today, lest it wake him from his sleep. Originally a nonmagical farming scythe, the corrupted spirits of ghostly slain farmers leaked into these weapons and gave them supernatural efficacy. Only a few Deathscythes are thought to still exist.

A Deathscythe is usually a +1 ghost touch scythe, although some are more powerful than normal. In addition, the vicious, life-hating spirit of the weapon deals +1d6 negative energy damage on a successful hit against a living creature.

Once per day, the wielder may call upon the fragment of undead spirit in the weapon and declare one attack a “Reaping of the Scytheâ€? before he rolls it. If the attack successfully hits and deals damage, the wielder must make a Fortitude save (DC 5 + half wielder’s character level+ Cha modifier) or be struck dead instantly. This is a death effect.

Moderate necromancy; CL 16th; Price 40,000gp; Weight 10lbs.

Demon’s Horde Bracers

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Human spellcasters are not the only creatures able to craft magical items. While most powerful demons choose to specialize in combat, a few work from behind the scenes, honing their magical abilities instead and churning out powerful magic items for their demonic hordes. The Demon’s Horde Bracers are once such item.

Worn as a set, each bracer is crafted from black steel and inlaid with black onyx in strange, abyssal patterns. They afford their wearer a +3 armor bonus, similar to bracers of armor +3. Additionally, one of each pairs of bracers is inset with three large runes, which when activated affects the wearer as if the spell had been cast on them. Each rune may be activated once per day, and activating one is a standard action.

First rune: Dimension Door (720ft range, self and two medium creatures or one large creature)
Second rune: Greater Invisibility (Improved Invisibility) (self only, duration 8 rounds)
Third rune: Divine Favor (+2 luck bonus to attack and damage for one minute)

The bracers, however, have a limitation. While any wearer can use the first rune, the second and third runes may only be used by a demon of the type specified upon the item’s creation. Furthermore, the item does not resize to fit its wearer. Each rune glows an eerie red when if its wearer can use it and its charge has not been used for the day.

Faint evocation, faint evil; CL 8th; Craft Wondrous Item, dimension door, divine favor, greater invisibility, resistance; Price: 47,880gp; Weight: 1lb.

Drake’s Helmet (Relic)

posted Thursday, March 27th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Lord Barrack, a hero of legend in ancient feudal times, crafted this helmet from the first dragon he slew at the age of fifteen. Later that year, Barrack wrested control of his treacherous uncle’s armies and lands, and by the age of twenty-two he had conquered half of the country. He is said to have worn this helmet into a hundred battles, and never lost once.

Drake’s Helmet is made from the head of a red dragon, such that the wearer’s face appears to peer from the dragon’s open jaws. The head extends at the back to a long dragonhide cloak with the claws forming the epaulets.

Once per day while engaged in battle, the wearer may call upon the spirit of the slain dragon by making a roar or shout that causes all enemies within 30 feet to believe for a moment that he is a ferocious dragon. They become panicked and flee unless they succeed at a Will save (DC 15 + Cha modifier). This is a supernatural, mind-affecting effect.

The helmet is reputed to hold Lord Barrack’s indomitable spirit, and grants a +4 resistance bonus to all saves, increasing to +8 versus fear effects. If the wearer has the Leadership feat, then the prestige of owning the helmet increases his Leadership score by 1. However, for the purposes of how many magic items a person may wear, this powerful relic takes up both the “helmetâ€? and the “cloakâ€? slot.

Moderate enchantment; CL 14th; Price 42,000gp; Weight 3 lbs.

Dwarven Beard Rings (novelty)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

It’s widely known that dwarven men value their beards highly, and take any damage to their beards very seriously. It is for this reason that certain enemies of the dwarves have occasionally use traps or magic to cut, burn or otherwise damage a dwarf’s prized facial hair. Though magic item creators are rare in dwarven society, a small group of clerics was formed to deal with this problem. Dwarven beard rings were their solution.

A simple piece of magically enhanced jewellery, a Dwarven beard ring provides magical protection against beard-related injury. Any attack made specifically against the wearer’s beard has a -2 penalty to hit and damage. Any spell cast on the beard allows the dwarf a +2 bonus to the saving throw. If the beard is set on fire, the flames are automatically extinguished within one round. The beard ring provides absolutely no protection against attacks or magic which do not specifically target the wearer’s beard.

Up to three Dwarven beard rings can be worn at any one time, and the bonuses stack.

Faint transmutation; CL 3rd; Craft Wondrous Item, resistance; Price: 50gp; Weight: —.

Eldritch Guitar

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Highly prized by wealthy musicians, the Eldritch Guitar was first created by a generous wizard as a gift to an adventuring party. This six-stringed instrument is extremely beautiful and well crafted, and its potential to create beautiful music is unsurpassed by any nonmagical instrument. It can be played by someone proficient in any stringed instrument.

Perform checks made with the Eldritch Guitar are granted a +8 circumstance bonus, provided that the player has at least five ranks in Perform (any stringed instrument). If the owner has at least 10 ranks in the Perform skill with a stringed instrument, this circumstance bonus rises to +10. In addition, a bard who has specialised in the instrument in this manner can play it to inspire his thoughts once per day, granting him a +4 circumstance bonus to any Knowledge skill check or Bardic Knowledge check.

Faint transmutation; CL 5th; Craft Wondrous Item, enthrall or major image; Price: 10,000gp; Weight: 3 lb.

Eye of Lauviah (Relic)

posted Thursday, April 3rd 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

The lightning demon Lauviah once held this icy crystal ball – a sphere that magnified his power enough to wield his deadly lightning bolt attack with greater power and range than any other fiend of his kind. For hundreds of years he held his grip on the sphere, his claw still firmly embedded in it when he was eventually slain by a demon jealous of his power. Unable to remove the ball from Lauviah’s grip, he simply removed and kept the arm it was attached to – the form in which it exists today, though hardened and blackened with time.

Five times per day on command, the wielder of the eye of Lauviah can invoke the remnants of the ruined fiend’s power and fire a bolt of electricity at any target within 30 feet. The bolt requires a ranged touch attack, and deals 5d6 electricity damage (no save). The Eye glows a pale blue when one or more charges remain in it, emitting a very faint crackling noise at all times. It recharges at midnight.

Moderate evocation; CL 10th; Price 16,000gp; Weight: 1lb.

Eye of Lauviah (Rod)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

The lightning demon Lauviah once held this icy crystal ball – a sphere that magnified his power enough to wield his his deadly lightning bolt attack with greater power and range than ever before. For hundreds of years he held his grip on the sphere, his claw still firmly embedded in it when he was eventually slain by a demon jealous of his power. Unable to remove the ball from the Lauviah’s grip, he simply removed and kept the arm it was attached to – the form in which it exists today, albeit hardened and blackened with time.

Five times per day, the wielder of the Eye of Lauviah can fire a bolt of electricity at any target within 30 feet. The bolt requires a ranged touch attack, and deals 4d6 electricity damage (no save). The Eye glows a pale blue when one or more charges remain in it, emitting a very faint crackling noise. It recharges at midnight.

Moderate evocation, moderate evil; CL 10th; Craft Rod, shocking grasp or call lightning; Price: 12,500gp; Weight: 1 lb.

I think I updated this for 17 Relics.

Featherlight (melee weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

First created by elven clerics to allow their warriors to wield a longsword in each hand, a featherlight weapon wields like a much lighter weapon, thus counting as one size class smaller for the purpose of determining how easily it can be wielded. For example, a human’s featherlight greatsword could be wielded as a one-handed weapon, and an elf’s featherlight longsword could be wielded as a light weapon.

The weapon’s damage is unchanged by this enhancement. Due to the inherently “light” nature of the enhancement, it cannot be applied to weapons sized for creatures larger than Medium, and for the purposes of disarm attempts it counts as if one size smaller (a featherlight longsword is as easily disarmed as a shortsword).

Faint transmutation; CL 5th; Craft Magic Arms and Armor, cat’s grace; Price: +1 bonus.

Author’s Note: In v3.5 rules a Greatsword sized for a Large creature would deal an average 3.5 points more damage than one sized for humans, which is too powerful for a +1 equivalent enhancement. At best, this enhancement allows a person to wield a greatsword one handed for an average +1.5 points damage over a longsword, which is about right for a +1 enhancement.

Foe defence (armor or shield enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

This armor or shield enhancement protects its wearer better from attacks made by a specified type of creature, similar to how a bane weapon excels in attacking one type of creature. The foe defence property is named for the creature it is keyed to protect against – for example, dragon defence or evil outsider defence. The full list of possible types is given in the description of the bane weapon property.

From attacks by the designated creature type, foe defence armor and shields protect the wearer as if its enhancement bonus was two higher. For example, +3 undead defence armor defends its wearer from a skeleton’s claw attack as if it was +5 armor. This enhancement is especially popular among rangers and dragonslayers.

Foe defence can be appplied to the same armor or shield more than once. Each time, it must apply to a different creature type. If a creature is two types at once, (for example, a lawful evil outsider), the foe defence bonuses stack.

Faint abjuration; CL 6th; Craft Magic Arms and Armor, summon monster I, part of a creature of the appropriate type; Market Price: +1 bonus.; Price +1 bonus.

Frozen Hellwater (Relic)

posted Thursday, April 10th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Trapped for centuries inside a glacier, the powerful water genie Zannaber plotted his revenge on the world until vile powers colluded to free him in the form of a chilling creature of dark ice. Rampaging across the world, he was eventually stopped by knights of a god of burning vengeance, whereupon his body was cut into a hundred pieces, melted down, stored in jars and scattered across the world to prevent him from returning.

One jar of this Frozen Hellwater can be used as a powerful grenade-like weapon, similar to alchemist’s fire or holy water. When a full jar of water touches a creature, it takes 5d6 cold damage and must make a successful Fortitude save (DC 20) or be permanently frozen over with rime. A frozen creature is unconscious and thus cannot take any actions (not even mental ones). A break enchantment, heal, miracle or wish is required to restore the creature to normal.

Any amount of water removed from the jar immediately freezes within one round, and the remaining water in the jar loses its ability to freeze victims solid. Frozen Hellwater gives off an evil aura when detect evil is used.

Moderate transmutation; CL 11th; Price 3,300gp; Weight 1 lbs.

Glamered (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

A glamered weapon has the ability to appear as an entirely different weapon, which must be chosen when the weapon is given this enhancement and cannot be changed thereafter.

Only its visual appearance changes – the weapon still feels and acts like its original form, and anyone interacting with the weapon receives a Will save (DC15) to realise the illusion. The glamer ability can be supressed or resumed as a standard action. Popular uses of glamered weapons are to conceal one’s identity by having one’s world-famous legendary weapon appear as a mundane one, to carry a type of weapon considered illegal in certain lands, or to disguise a deadly assassin’s weapon as a harmless quarterstaff.

Faint illusion; CL 5th; Craft Magic Arms and Armor, silent image; Price: +500gp.

Halo of Umberlee’s Emissary

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

A powerful magic item created by an even more powerful cleric of Umberlee, the Halo of Umberlee’s Emissary appears as a crown made of coral and the skeletons of small underwater creatures. It hovers slightly above the wearer’s head, granting them a +5 competence bonus to all Bluff, Diplomacy and Intimidate checks.

Moderate enchantment; CL 10th; Craft Wondrous Item, enthrall or wieldskill, creator must be a cleric of Umberlee; Price: 10,000gp; Weight: 1 lb.

This item was created by my former DM, Conor Murphy.

Hammer of Great Smithing

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Used by the the dwarven prince Aramil to create many weapons for his adventuring party, the Hammer of Great Smithing has been magically enhanced to assist its owner’s weapon and armor smithing. It grants a +5 competence bonus to Craft checks when used to create and repair items made of metal or stone. (Aramil notes that it’s best used in the hands of a skilled dwarven smith.)

Faint transmutation; CL 6th; Craft Wondrous Item, make whole; Price: 6,000gp; Weight: 2 lb.

Healer’s Gauntlets (Unusual wand/staff)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

Staves and wands have been created in innumerable different designs and forms, but few as unusual as that of a pair of gauntlets. Paladins and combat clerics favour these, since it allows them to heal themselves and their allies in the midst of a battle without going to the bother of sheathing or dropping one’s weapon in order to draw a healing staff.

Often adorned with the holy symbol of deity of healing or war, the Healer’s Gauntlets act as wands or staves of various healing spells. Both gauntlets must be worn in order for them to function. The spells contained in the gauntlets can vary from pair to pair, but two versions of these gauntlets are the most common.

Healer’s Gauntlets, minor

Each gauntlet stores fifty charges of a spell, and once exhausted each gauntlet can be recharged seperately.

  • Left gauntlet: Cure Light Wounds, 50 charges (750gp and 60 XP to recharge)
  • Right gauntlet: Cure Serious Wounds, 50 charges (5,625gp and 450 XP to recharge)

Healer’s Gauntlets, major

Unlike the minor gauntlet, this version has a total of 50 charges shared between the two gauntlets, as per a staff.

  • Left gauntlet: Lesser Restoration (uses 1 charge)
  • Right gauntlet: Heal (uses 2 charges)

Faint conjuration (minor), moderate conjuration (major); CL 5th (minor), 11th (major); Prerequisites: Craft Wand or Craft Staff, cure light wounds, cure serious wounds (minor), Craft Staff, lesser restoration, heal (major). Price: 12,750gp (minor), 28,125gp (major); Weight: 4 lb.

Heart of Fire (Relic)

posted Thursday, April 17th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

The mysterious elven fire sorcerer Gil-Lachel was said to be so perfectly in tune with the Elemental Plane of Fire that it was as if he was a creature of pure flame – a fire conjurer like no other. On the night of his death he tore open a rift to a distant outer plane and stepped through, and personally slew over three hundred powerful outsiders before he was consumed by his own fire – nobody knows why, or what the creatures were. The only part of Gil-Lachel that survived was a fragment of his fiery spirit that hid itself inside one of his many Ioun Stones.

The heart of fire is a unique Ioun Stone that appears as a yellow, flaming prism that burns only non-spellcasters who touch it. (It is said that Gil-Lachel’s amazing power and knowledge still burns within the stone.) It increases the effective caster level of all spells with the Fire descriptor by 2, and grants a +6 bonus to Knowledge (the planes) and Knowledge (arcana). The stone can absorb fire just as easily as it can raise it, and once per day the owner can either cast quench as a 10th level druid, or automatically Empower, as per the metamagic feat, any one spell with the Fire descriptor without increasing the spell’s level or casting time.

Strong evocation; CL 19th; Price 79,000gp.

Helm of King Aramil

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This dwarven helmet is crafted from mithral and is surrounded by a simple gold circlet. When worn, it grants the wearer the ability to detect evil at will, as per the paladin’s ability. Additionally, it grants the wearer a +2 enhancement bonus to both Dexterity and Constitution, and gives a +1 competence bonus to all attack rolls, damage and saves.

Faint transmutation; CL 6th; Craft Wondrous Item, detect evil, cat’s grace, endurance; Price: 36,000gp; Weight: 3 lb.

Ioun Stone Complete Guide

posted Friday, September 19th 2008 by Jonathan Drain
Fourth EditionGame MaterialMagic Items & GearOther SystemsThird EditionWondrous Items

In researching an article for Kobold Quarterly #6 I discovered that there are a lot more ioun stones in D&D history than the sixteen appearing in the third edition Dungeon Master’s Guide or the single lonely example in D&D 4th edition’s list. Of particular interest is an article in Dragon magazine #174 which describes the ioun stones’ origin on the positive energy plane, and Larloch’s entry in Lords of Darkness defining several new stones.

I’ve compiled a list of every ioun stone I can find, dating from AD&D right up to the 4th edition Adventurer’s Vault. There are a whopping 154 stones on this list, including sixteen of my own invention and the rest from canon D&D sources. With a little work you should be able to make reasonable conversions for whichever edition of the game you choose to play.

  • Amber sphere: “of Divine Knowledge”; Acts as holy symbol, grants insight into an opponent, grants bonus to Insight, Religion and Intelligence checks (4E, Adventurer’s Vault 2)
  • Amber spindle: +1 resistance bonus on all saving throws, stacks up to +5 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Anhedral: +1 to AC, as bless spell (AD&D, Netheril: Encyclopedia Arcana)
  • Any: “Singing Ioun Stone”, disguised as any other ioun stone, cursed to fill user’s mind with music and disrupt concentration (4E, Dragon Magazine #311)
  • Balian’s yellow: +1 to a random ability score each day (AD&D, Encyclopedia Magica Vol. II)
  • Black and white ellipsoid: Provides mind blank effect against scrying (3E, Dragon magazine #319)
  • Black pyritohedron: Energy drain from creature or magic item; unique ioun stone (AD&D, Dragon magazine #174)
  • Black spindle: Darkvision and see through mist (3E, Kobold Quarterly #6)
  • Black star: Absorbs 62HP of fire damage (AD&D, Dragon Annual #2)
  • Blood red orthorhomboid: Transmutes 10ft of minerals into energy; unique ioun stone (AD&D, Dragon magazine #174)
  • Blue green spindle: Bestows airy water in a 10′ radius sphere at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brass lozenge: Gain 2d4+2 HP once per day on command, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Bright silver cylinder: User and 200lbs. of possessions can go ethereal for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness, double duration (3E, Lords of Darkness)
  • Bright white rectangle: +1 to saves vs acid (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brilliant green bipyramidal: Infuses target with energy, dealing damage and heating metal; unique ioun stone (AD&D, Dragon magazine #174)
  • Brown rhomboid: User and 200lbs. of possessions can assume gaseous form for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Brown sphere: Discerns the direction of north (3E, Kobold Quarterly #6)
  • Cephaloid: Obscure alignment within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Cerulean blue rhomboid: Bestows free action on user, as per the magical ring (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II), as cloak of etherealness (3E, Lords of Darkness)
  • Clear crystal: “of Adaption”; Sustains creature without food or water, resist environmental temperatures, stop ongoing damage (4E, Manual of the Planes)
  • Clear interconnected spheres: User becomes insubstantial; unique ioun stone (AD&D, Dragon magazine #174)
  • Clear pink sphere: “Spirit storage”; if user is killed in combat, his spirit is transferred to the ioun stone and can be restored with a restoration spell (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Clear prism: Store 2d6 spell levels (AD&D, Encyclopedia Magica Vol. II)
  • Clear sphere: Grants 5% magic resistance (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Clear spindle: Sustains creature without food or water (3E, DMG)
  • Clear teardrop: Use detect undead at will (Ghostwalk Campaign Setting)
  • Copper rectangle: Allows user to read magic at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Crimson sphere: +2 enhancement bonus to Intelligence, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Cube: +1 to Dexterity (AD&D, Netheril: Encyclopedia Arcana)
  • Cylinder: +1 to saving throws vs acid (AD&D, Netheril: Encyclopedia Arcana)
  • Dark blue rhomboid: “of True Sight”; darkvision, +6 to Perception and Insight, 1/day see invisible (4E PHB)
  • Dark blue rhomboid: Alertness (as the feat) (3E, DMG)
  • Dark green ellipsoid: +5 luck bonus to AC (3E, Lords of Darkness)
  • Dark orange dodecahedron: Spell resistance 21 (3E, Lords of Darkness)
  • Dark purple pyramid: as ring of wizardry IV (3E, Lords of Darkness)
  • Dark purple triangle: as ring of wizardry III (3E, Lords of Darkness)
  • Dark red cube: as medallion of thoughts (3E, Lords of Darkness)
  • Decahedron: Sustain user without water (AD&D, Netheril: Encyclopedia Arcana)
  • Decipton: Shed continual light on command (AD&D, Netheril: Encyclopedia Arcana)
  • Deep black sphere: See in magical darkness, 30′ range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Deep purple prism: Grants 60′ infravision or doubles existing infravision range (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Deep red sphere: +2 enhancement bonus to Dexterity (3E, DMG)
  • Deep red sphere: Add +1 to Strength (AD&D, Encyclopedia Magica Vol. II)
  • Dendroid: Adds one level of ability, not cumulative (AD&D, Netheril: Encyclopedia Arcana)
  • Dodecahedron: +1 to Constitution (AD&D, Netheril: Encyclopedia Arcana)
  • Dull gray: Provides 1 power point. then disintegrates (3E, Expanded Psionics Handbook)
  • Dull orange rhomboid: as brooch of shielding (3E, Lords of Darkness)
  • Dusty rose prism, Larloch’s: +5 deflection bonus to AC (3E, Lords of Darkness)
  • Dusty rose prism: +1 insight bonus to AC (3E, DMG)
  • Echinid: User can detect magic (AD&D, Netheril: Encyclopedia Arcana)
  • Ellipsoid: +1 to saving throws vs poison gas (AD&D, Netheril: Encyclopedia Arcana)
  • Emerald ellipsoid: 5 bonus hit points, multiple stones stack (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Enneid: +1 to Charisma (AD&D, Netheril: Encyclopedia Arcana)
  • Euhedral: Has the power of two ioun stones (AD&D, Netheril: Encyclopedia Arcana)
  • Flaming yellow prism: “Heart of fire”, +2 caster level for fire spells, +6 bonus to Knowledge (the planes) and Knowledge (arcana), 1/day cast Quench or empower a fire spell (3E, 17 Relics)
  • Flawed clear spindle: Cursed clear spindle (3E, Kobold Quarterly #6)
  • Flickering white snowflake: +1 to saves vs cold (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Frosty white octahedron: Contains 1-4 wishes; unique ioun stone (AD&D, Dragon magazine #174)
  • Glowing rose prism: +5 insight bonus to AC (3E, Kobold Quarterly #6)
  • Gold ellipsoid: User and 200lbs. of possessions can go astral for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Golden ellpisoid: Intelligent stone, provides extra attacks (3E, Kobold Quarterly #6)
  • Golden sphere: Distracts viewers from your disguise (3E, Kobold Quarterly #6)
  • Green sphere: +1 to saving throws vs gas attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Hectoid: +1 to Strength (AD&D, Netheril: Encyclopedia Arcana)
  • Helicid: User can turn gaseous for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Heptahedron: +1 to saving throws vs electricity (AD&D, Netheril: Encyclopedia Arcana)
  • Heptid: Brings dying creature back to one hit point; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Hexagonoid: Hums softly when poison is within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Incandescent blue sphere, Larloch’s: +6 bonus to Wisdom (3E, Lords of Darkness)
  • Incandescent blue sphere: +1 level to spell ability (AD&D, Encyclopedia Magica Vol. II)
  • Incandescent blue sphere: +2 enhancement bonus to Wisdom (3E, DMG)
  • Indigo blue trapezohedron: Emits fossilization pulse affecting living beings within 30 feet; unique ioun stone (AD&D, Dragon magazine #174)
  • Ioun Eye: Grants 360 degree vision (AD&D, Dragon magazine #267)
  • Ioun’s Flame: Bonus to Will and knowledge checks, shed light (4E, Adventurer’s Vault 2)
  • Iridescent spindle: Sustains creature without air (3E, DMG)
  • Jet black unspecified: Low-light vision, light sources reduced by half, improve critical range on one target, use stone as spying device, can’t knock opponents unconscious (4E, Open Grave)
  • Lavender and green ellipsoid: Absorbs spells of 8th level or lower (3E, DMG)
  • Light blue prism: User can understand all spoken languages (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Lime green prism: Ignore the effects of heat and ice (3E, Kobold Quarterly #6)
  • Lozenge: +1 to saving throws vs charm spells (AD&D, Netheril: Encyclopedia Arcana)
  • Marble sphere: Protects other ioun stones from damage (3E, Kobold Quarterly #6)
  • Maroon star: User can only be harmed by magical weapons and spells (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Monoclinoid: Disables infravision within 20 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Mottled gray sphere: as ring of counterspells (3E, Lords of Darkness)
  • Nephroid: Grants 5% magic resistance (AD&D, Netheril: Encyclopedia Arcana)
  • Ochre spindle: Grants 360 degree vision (3E, Kobold Quarterly #6)
  • Octahedron: Protects owner with continual mind blank spell (AD&D, Netheril: Encyclopedia Arcana)
  • Onyx rhomboid: +2 enhancement bonus to Constitution, stacks up to +6 (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast)
  • Orange cube: Grants resistance to mind-affecting spells as if user had a Wisdom of 20 (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Orange prism: +1 caster level (3E, DMG)
  • Orthorhomboid: +1 to Intelligence (AD&D, Netheril: Encyclopedia Arcana)
  • Ovoid: Allows water walking for one hour per day (AD&D, Netheril: Encyclopedia Arcana)
  • Pale aquamarine prism: “of Steadfastness”; fear immunity (4E, Adventurer’s Vault)
  • Pale blue rhomboid: +2 enhancement bonus to Strength (3E, DMG)
  • Pale green lozenge: Bestows nondetection (AD&D, Dragon Annual #2)
  • Pale green prism, Larloch’s: +5 competence bonus on attack rolls, saves and checks (3E, Lords of Darkness)
  • Pale green prism: +1 competence bonus on attack rolls, saves, skill checks and ability checks (3E, DMG)
  • Pale lavender ellipsoid: Absorbs spells of 4th level of lower (3E, DMG)
  • Pale turquoise: Double carrying capacity (3E, Kobold Quarterly #6)
  • Pale white sphere: Recall three 9th-level spells, as pearl of power (3E, Lords of Darkness)
  • Pale yellow prism: Glows like a sunrod (3E, Kobold Quarterly #6)
  • Pearlized brown ellipsoid: as boots of speed, free action to activate (3E, Lords of Darkness)
  • Pearly black spindle: Undead regenerate 1hp/hour (3E, Lords of Darkness)
  • Pearly white prism: Repairs 1 point of damage per turn (AD&D, Encyclopedia Magica Vol. II)
  • Pearly white spindle: Regenerate 1 point of damage per hour (3E, DMG)
  • Pebble: Use invisibility to undead once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Peg: Provides a bonus ot 10 arcs, wings or songs to spellcaster (AD&D, Netheril: Encyclopedia Arcana)
  • Pentahedron: Free action once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Pink and green ellipsoid: Absorb spells of up to 4th level (AD&D, Encyclopedia Magica Vol. II)
  • Pink and green sphere: +2 enhancement bonus to Charisma (3E, DMG)
  • Pink ellipsoid: Adds +1 to Constitution (AD&D, Encyclopedia Magica Vol. II)
  • Pink rhomboid: +2 enhancement bonus to Constitution (3E, DMG)
  • Prism: User can see in magical darkness (AD&D, Netheril: Encyclopedia Arcana)
  • Puce cube: Bestows ESP at will; user can scan surface thoughts of one person per round within range of 30′ (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pulsing red star: +1 to saves vs fire (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pure white octahedron: +1 bonus to Charisma vs beings of the same race (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Pyramid: Regenerate one hit point every four hours (AD&D, Netheril: Encyclopedia Arcana)
  • Rainbow crystal: Provide 5 power points (3E, Expanded Psionics Handbook)
  • Rainbow ellipsoid: User can levitate at will (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Rainbow spindle: User and 200lbs. of possessions can polymorph self for one hour, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Rectangle: +1 to saving throws vs poison (AD&D, Netheril: Encyclopedia Arcana)
  • Red ellipsoid: “of Regeneration”; regeneration 10 while bloodied 1/day (4E, Adventurer’s Vault)
  • Red sphere: Bestows protection from fire (AD&D, Dragon Annual #2)
  • Rhomboid: Absorb 10 points of damage; turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Rich green star: as +5 stone of good luck (3E, Lords of Darkness)
  • Rod: User can comprehend language as the spell (AD&D, Netheril: Encyclopedia Arcana)
  • Round: Continual Read Magic (AD&D, Netheril: Encyclopedia Arcana)
  • Scarlet and blue sphere, Larloch’s: +6 bonus to Intelligence (3E, Lords of Darkness)
  • Scarlet and blue sphere: +2 enhancement bonus to Intelligence (3E, DMG/AD&D, Encyclopedia Magica Vol. II)
  • Septahedron: Strength spell once per day for one hour (AD&D, Netheril: Encyclopedia Arcana)
  • Sexahedron: User can teleport; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Shining black spiral: as helm of teleportation (3E, Lords of Darkness)
  • Silver ellipsoid: +5 to saves vs Necromancy (3E, Kobold Quarterly #6)
  • Silver rod: +1 to saves vs electricity (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Silver sphere: Negates rear-attack bonuses (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Silvery mirror cube: +1 bonus to saves vs petrification gaze attacks (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Sky blue sphere: Delay elemental damage (3E, Kobold Quarterly #6)
  • Slate blue prism: Bonus smite attempt, turn attempt or 2nd level divine spell (3E, Kobold Quarterly #6)
  • Soft black rectangle: Protection against level-draining attacks, 2d10 charges (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Sphere: +1 to saving throws vs petrification (AD&D, Netheril: Encyclopedia Arcana)
  • Spindle: Use invisibility to animals once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Star: Use light once per day (AD&D, Netheril: Encyclopedia Arcana)
  • Stelloid: Sustain user without food (AD&D, Netheril: Encyclopedia Arcana)
  • Tan ellipsoid: Identify spells and magic (3E, Kobold Quarterly #6)
  • Tetrapton: +1 to saving throws vs cold (AD&D, Netheril: Encyclopedia Arcana)
  • Tile: Projcets antimagic shell around user; stone turns to dust when used (AD&D, Netheril: Encyclopedia Arcana)
  • Tredyhedron: +1 to Wisdom (AD&D, Netheril: Encyclopedia Arcana)
  • Triclinid: +1 to saving throws vs fire (AD&D, Netheril: Encyclopedia Arcana)
  • Tubule: Grants infravision with a range of 60 feet (AD&D, Netheril: Encyclopedia Arcana)
  • Unspecified rhomboid: “of Sustenance”; require no food, water or air, and require half normal rest (4E, Adventurer’s Vault)
  • Vibrant purple prism: Stores three levels of spells, as a ring of spell storing, minor (3E, DMG)
  • White and pink rhomboid: “of Perfect Language”; understand all spoken languages, +5 to Charisma-based skills (4E, Adventurer’s Vault)
  • Yellow sphere: Sheds continual light on command (AD&D, Dragon magazine #174/Encyclopedia Magica Vol. II)
  • Yellow spindle: +1 on saves vs petrification (AD&D, Dragon Annual #2)

Sources: Dungeon Master’s Guide v3.5, Dragon magazines #174, #267, #319 and #331, Player’s Handbook 4E, Encyclopedia Magica Vol. II, 17 Relics (The Le Press), Lords of Darkness, Kobold Quarterly #6, Expanded Psionics Handbook, Adventurer’s Vault, Ghostwalk Campaign Setting, Open Grave, Pathfinder: Spires of Xin-Shalast, Dragon Annual #2, and Netheril: Encyclopedia Arcana). Leave a comment and let me know if you find any other ioun stones.

Other publications

Ioun stones also appear in the following, which I haven’t seen yet:

  • Seekers of Secrets: A Guide to the Pathfinder Society (Paizo Publishing)
  • The True Arcane Story: Ioun Stones (Louis Porter, Jr. Design)
  • Spells & Spellcraft (Fantasy Flight Games)

Updates

  • 15 June 2009: Added clear teardrop (Ghostwalk), jet black ioun stone (Open Grave), unspecified rhombus (Adventurer’s Vault), crimson sphere, emerald ellipsoid, onyx rhomboid, amber spindle (Pathfinder, Rise of the Runelords #6: Spires of Xin-Shalast).
  • 05 October 2009: Added clear crystal (4E Manual of the Planes), Ioun’s Flame (4E Adventurer’s Vault 2). Removed duplicate entry for “Rhomboid” (see “unspecified rhomboid”.
  • 13th December 2009: Added amber sphere (Adventurer’s Vault 2), black and white ellipsoid (Dragon magazine #319). Added list of other publications.
  • 10th February 2010: Added red sphere, pale green lozenge, black star, and yellow spindle (Dragon Annual #2). (Thanks Matthew Hargenrader!)
  • 26 February 2010: Added ioun eye (Dragon magazine #267). Thanks again to Mathew Hargenrader.
  • 10th March 2010: Added singing ioun stone (Dragon magazine #331). Thanks again to Mathew Hargenrader.
  • 13th May 2010: Added anhedral, cephaloid, cube, cylinder, decahedron, decipton, dendroid, dodecahedron, echinid, ellipsoid, enneid, euhedral, hectoid, helicid, heptahedron, heptid, hexagonoid, lozenge, monoclinoid, nephroid, octahedron, orthorhomboid, ovoid, pebble, peg, pentahedron, prism, pyramid, rectangle, rhomboid, rod, round, septahedron, sexahedron, sphere, spindle, star, stelloid, tetrapton, tile, tredyhedron, triclinid, and tubule ioun stones (Netheril: Encyclopedia Arcana). Thanks to Dale.
  • 24th May 2010: Added indigo blue trapezohedron, frosty white octahedron, blood red orthorhomboid, black pyritohedron, brilliant green bipyramidal, and clear interconnected spheres ioun stones (Dragon magazine #174). Somehow I missed these the first time around.

Junstarien’s Leg (Relic)

posted Thursday, April 24th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Religious archives tell of an ardent warrior named Sir Junstarien, a knight of the Church of Life’s Fire who joined the priesthood after his family was killed by a necromancer with a repertoire of massive skeletons. He channeled his anger into zeal and sought to avenge his family, but his skill with the sword and shield let him down in the battle with the necromancer. Wounded and disarmed, he quickly prayed for divine help and miraculously managed to wrest the thighbone right out of the nearest skeleton. He destroyed the skeletons and their master wielding the thighbone with supernatural efficacy, and kept it as his weapon of choice thereafter.

Junstarien’s Leg is effectively a +2 ghost touch undead-bane greatclub, a weapon forged not by magic but by Junstarien’s sheer faith and determination. The weapon is still imbued with the echoes of his stoic relentlessness, granting the wielder a +2 morale bonus on all saves versus any supernatural, spell-like, extraordinary or natural abilities, or spells, used by an undead. The weapon resonates with positive energy, dealing 2d6 damage per round to any undead who attempt to wield it.

Once per day as a standard action, the wielder may call upon Junstarien’s faith to extend the relic’s power to all allies within thirty feet, granting them the bonus on saves versus undead and temporarily giving all weapons they carry the ghost touch property. This lasts for one round per point of the wielder’s Charisma modifier.

Moderate evocation; CL 14th; Price 50,000gp; Weight 8lbs.

Lucky Underwear (Relic)

posted Thursday, May 1st 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Junnobel the Flighty was a traveling dilettante who made an incredible fortune as an adventurer by risking his life against unbeatable odds. When asked what his secret was, he jokingly replied, “I’m always wearing my lucky underpants!â€? That night, thieves replaced his underwear with an identical pair, and the next afternoon he tripped and fell from the top of a tower, dying on impact.

The otherwise mundane pair of underwear, it seemed, was a lucky charm after all. The player of a character wearing a pair of lucky underwear may, once per day, immediately choose to re-roll any die roll she just made. She must re-roll it after seeing the die roll, but before seeing the results – for example, if she rolls a natural 1 to save versus an unknown spell, she must choose whether or not to re-roll it before seeing the spell’s effect.

Moderate enchantment; CL 10th; Price 25,000gp

Magicbane (Minor Artifact)

posted Saturday, December 17th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird EditionWeapons

This simple black-handled blade is similar to a longsword in appearance, but reduced in size to that of a dagger. For the purposes of being used in combat, it counts as a +5 keen dagger.

However, only when in the possession of an arcane spellcaster is Magicbane’s true power unleashed. Its base damage increases from 1d4 to 2d4, and on an attack roll of a natural 20 the target must make a Fortitude save, DC24 or be slain instantly. This ability functions even if the the target is normally immune to critical hits, but not against enemies immune to death effects.

Magicbane grants its possessor spell resistance 25, and immunity to death effects, polymorphing, sleep, paralysis and hold effects. The possessor is immune to all curses (such as bestow curse) – except, however, on a roll of a natural 1 on a the save (the possessor is afforded a Will save versus curses which do not normally allow a save). Additionally, the possessor may freely discard any cursed items, and all items he carries are immune to rust and disintegration.

Magicbane does not have to be actually held or wielded for the possessor to gain these benefits, merely keeping it on the owner’s belt is sufficient. Just as well, since the weapon is intelligent and detests being used in actual combat. If the weapon is drawn in earnest combat, an ego conflict occurs, and the wielder must succeed at a Will save (DC31) or be unable to use the dagger as a weapon for one day; success means that it allows itself to be used as a weapon for one day. It has the following ability scores: Int 22, Wis 18, Cha 19; with an Ego score of 31. Its alignment is Neutral and it can communicate telepathically with its owner if within 100ft. It is also unaffected by antimagic or dead magic areas.

In the hands of any other than an arcane spellcaster, the weapon behaves only as a +5 keen dagger. Its preferred owners are wizards and adepts. At the DM’s discretion, it may opt to hide its powers for an owner it deems not a serious arcane spellcaster (a fighter with only one level in wizard, or an assassin).

Strong evocation; CL 19th; Weight 1 lb.

I converted this from Nethack.

Menlo’s Magic Hat

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

The stereotypical image of a wizard is an old man in a robe and pointed hat, and Menlo the Great (self-titled) is no exception. However, his is no ordinary wizard’s hat.

his cheesily named headwear grants its wearer a +6 enhancement bonus to its wearer’s intelligence score, and has the ability to store objects similar to Heward’s Handy Haversack. Menlo’s Magic Hat can hold up to 80lbs in weight, with a capacity of eight cubic feet. Additionally, the hat’s bearer can automatically draw any item stored in it as a move-equivalent action without having to search or fumble for it. This makes it invaluable both for conveniently storing gear and magic items, as well as hiding all sorts of objects.

For the wizard on a tight budget, Menlo’s Magic Shop also sells economy version of Menlo’s Magic Hat which provide a more modest +4 or +2 bonus to the wearer’s intelligence score.

Faint transmutation; CL 5th; Craft Wondrous Item, fox’s cunning, Leomund’s secret chest; Price: 40,000gp (+6 bonus), 20,000gp (+4 bonus), 8,000gp (+2 bonus).

Minor Trait (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

As spellcasters push ever more of their own personal energy into the creation of powerful magic items, a few occasionally pick up minor traits of their creators. When in the posession of such a weapon, the owner often behaves slightly differently. This side-effect is almost unnoticeable to the weapon’s current owner, and many a dumb-witted fighter has wielded such a weapon for years before realising its effect. The following is a list of known traits for a weapon, though others undoubtably exist.

  • Alignment – Owner behaves slightly more like the alignment of the weapon’s creator. This can be a boon (a character with a chaotic trait weapon finding themelf more creative) or a downside (a normally honest person with an evil trait weapon who feels an urge to cheat or steal).
  • Appearance – The weapon’s owner gradually begins to look slightly like the creator. He may grow or shrink slightly, his hair colour may gradually change, and/or his facial features may alter a little. The owner gains a +1 to disguise checks, increasing to +2 after several weeks.
  • Personality – The owner begins to share the creator’s outlook on life. While this isn’t powerful enough to turn a paladin into a power-hungry tyrant, he may find himself gaining a little of the creator’s bravery, curiosity, bad temper, patience, ingenuity or some similar attribute. This may bestow a circumstance bonus or penalty between -2 and +2 on certain circumstances, at the DM’s discretion.
  • Race – The owner gains a minor ability of the creator’s race, and may also gain a barely noticeable physical change (but not significant enough to warrant a Disguise bonus). Examples include:
    • Aasimar – +2 competence bonus to Sense Motive checks.
    • Dwarf – +2 competence bonus to Craft (Weaponsmithing) checks, beard begins to grow faster (even if the character was unable to grow a beard, such as an elf or a human female).
    • Elf – +2 to saves vs sleep spells, ears become slightly elongated and pointed.
    • Gnome – +2 competence bonus to Craft (Alchemy) checks, nose grows slightly larger.
    • Half-Elf – +2 competence bonus to Search checks, slightly pointed ears or greenish eyes.
    • Half-Orc – +2 competence bonus to Intimidate checks, jaw extends slightly and becomes squarer.
    • Halfling – +2 competence bonus to Jump checks, height shrinks by an inch or two.
    • Lich – +2 competence bonus on Knowledge (arcana) checks, gaunt build with deep-set eyes.
    • Tiefling – +2 competence bonus on Bluff checks, reddish eyes.

A weapon rarely has more than one minor trait, and it is usually the most dominant trait of the weapon’s creator. Traits are not usually included in the full name of a weapon – somehow, Kurgendar’s +5 keen chaotic dragon bane greatsword sounds less heroic with minor gnome trait added to it. The DM may also apply creator’s traits to other magic items.

Faint transmutation; CL 5th; Craft Magic/Psionic Arms and Armor; Price: +400gp.

Necromantic (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

Necromantic weapons are infused with negative energy, attacking the victim’s life energy with every hit. They deal +1d6 bonus negative energy damage on a successful hit. The bonus negative energy damage dealt by this weapon cannot be healed naturally or magically until 24 hours after the damage was dealt. If used against undead, this weapon ‘heals’ them by 1d6 points instead.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price: +2 bonus.

Peace (armor enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

Peace armor is the preferred choice of those who disdain fighting. If its wearer has not performed any hostile action for at least three rounds, peace armor provides an additional +2 circumstance bonus to the wearer’s AC. Hostile actions include attacking and casting spells on unwilling recipients, but not indirectly attacking foes (summoning creatures to fight, or tricking a foe into falling into a pit).

Faint abjuration; CL 5th; Craft Magic Arms and Armor, sanctuary, creator must be nonevil; Price +1 bonus.

Pilgrim’s Hood (Relic)

posted Thursday, May 8th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

This simple-looking peasants robe looks and feels mundane, appearing non-magical even to detect magic. To look at it, few people would know that it was several centuries old. The Pilgrim’s Hood was the sole possession of Saint Taren of Rynwold, a pious king who eschewed his material wealth and traveled his kingdom anonymously, helping those in need. Some faithful villages still believe that Saint Taren walks among them unnoticed in times of strife, and parents in parts of the land commonly name their sons after this honorable figure.

The wearer of the Pilgrim’s Hood is divinely sustained without the need to eat or drink as long as he prays for ten minutes each morning and night. In addition, he begins to take on some of the mantle of the robe’s original kind-hearted owner. Spot checks to recognize his identity take a -4 circumstance penalty, and he gains a +4 competence bonus to Diplomacy checks. Like Saint Taren, they no longer fear journeying in hostile weather, and ignore the effects of both extreme hot and cold weather.

Faint transmutation; CL 5th; Price 6,000gp; Weight 1lbs.

Portals, Rod of

posted Sunday, October 14th 2007 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

This heavy white rod is strange and alien in shape, and appears to be made from steel. Crafted by a mage’s guild who were paid a handsome sum to develop magical artifacts for a great king, the rod went missing under mysterious circumstances and was never seen again. Rumour has it, however, that the Rod of Portals is hidden in an orange box, protected by nineteen dangerous and increasingly complex puzzles.

The Rod of Portals conceals two buttons on its underside, one blue and one orange. Pushing each button opens a magical portal in any flat, stationary surface that the rod is pointed at–for example, walls, floors or ceilings. Only two such portals can exist at any one time, each one linked to one of the buttons. A person stepping into any one portal finds himself stepping out of the other – likewise, the portals can transport objects or even spells in the same manner.

Each portal is large enough for a human to step through with ease. A portal collapses immediately if a second is created with the same button, or after one hour has passed. Portals also collapse if the surface they are on is moved.

The rod, however, carries a minor curse. Whoever wields it is periodically hears the echoing voice of a woman, who claims at all times to be watching the wielder.

Moderate transmutation, CL9th, Craft Rod, dimension door; 76,000 gp; Weight 10lbs.

Yes, I’ve been playing Portals. Go buy the Orange Box from Valve now.

Revenge for the Drop (Relic)

posted Thursday, May 15th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

An unusually tall halfling by the name of Perrick was hanged by the long drop for the murder of a nobleman. When by luck a wandering priest offered to raise the nobleman from the dead, it was discovered that the nobleman was not murdered but had committed suicide – Perrick was innocent! The Priest attempted to resurrect Perrick, but was unable. The superstitious priest, fearing a curse of revenge, ordered the hangman’s rope and platform burned to ashes, but the noose itself mysteriously refused to burn. It was buried underneath the ground and forgotten, and only the vengeful ghost of Perrick knows where it was hidden.

Revenge for the drop is a slightly charred hangman’s noose, with the end of the rope burned off. When worn around a person’s neck similarly to an amulet, the wearer feels an unusual sense of power from the noose, an emotion of quiet anger.

Three times per day as a standard action, the wearer may unleash Perrick’s revenge on an opponent. A noose appears around the opponent’s neck and springs to life, making a grapple check with a bonus equal to the wearer’s base attack bonus plus his Charisma modifier. If successful, it manages to lift its victim three feet off the ground, strangling it for one minute (ten rounds), or until the strangled creature escapes from the grapple or the noose is cut. A strangled creature takes 1d6 damage each round, including the round that the rope initiates the grapple, in addition to suffering the usual consequences of both being grappled and of choking. A creature can only be grappled by one rope at a time.

Faint necromancy; CL 4th; Price 7,000gp; Weight: 1lb.

Rubiel’s Chance (unique weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

Once an angel of peace, Rubiel was known for his friendly nature and compassion for all living creatures, and his capacity for alleviating illness and solving disputes without bloodshed far outweighed the combat ability of many of his peers. Once, however, he found himself forced into combat with a dangerous rebel angel to protect a group of mortals, and had no choice but to kill him. Horrified at the realisation that he had slain a fellow angel, Rubiel was overcome by guilt and sealed himself in the weapon of the angel he had slain in the hope of one day finding repentance at the hands of a chosen mortal.

Rubiel’s Chance is a weapon with a modestly celestial appearance – perhaps a few Celestial runes engraved somewhere upon it, or a holy symbol on the hilt. However, the weapon’s type is unknown – it may be a longsword, bastard sword, longbow or some other weapon entirely, since the type of angel Rubiel killed was never recorded. It is fated to find to find its way into the hands of a mortal who has suffered a great deal of hardship in their life, although the bearer need not be particularly heroic or altruistic – one previous owner obtained the weapon by theft.

In addition to being a +2 weapon, Rubiel’s Chance counts as a good-aligned weapon for the purposes of overcoming damage reduction. The wielder is granted a +2 competence bonus on all Diplomacy and Sense Motive checks.

Rubiel’s Chance is also said to have further power in the hands of the Swift Scion, the weapon’s fated wielder.

Moderate evocation; CL 14th; Price: 10,800gp plus the masterwork weapon cost.

Rusted Faith (Relic)

posted Thursday, May 22nd 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Garamond, a fallen holy warrior who had lost his paladinhood, searched for five years for the legendary Holy Avenger in the hopes that finding it would restore his faith. When on a stormy night he reached an impassable river that marked the eastern border of the kingdom, he threw his sword into the torrential river in despair, and when he realized what he had just done he attempted to drown himself in the river. When he awoke a week later, he found himself washed up on his shore with his rusted sword next to him. Taking this as a sign, he fought unwaveringly with the sword for the rest of his life.

Rusted faith is a +2 holy longsword – although some reports claim that it may be a bastard sword. It appears as a slightly rusted, corroded sword, but in practice is miraculously just as strong as a normal sword of its type. Baptized in the river instead of by the hand of a mage, the weapon is not detected by detect magic, but has a moderate aura when detect good is used. As long as the weapon is carried, wielded or is set down sheathed within five feet of its owner, it sustains them without the need for food, water or air.

Furthermore, the wearer can activate the weapon’s Rusted Blade ability once per day as a free action, giving the weapon a rough orange glow until the ability is discharged. The next time the blade strikes a creature or object vulnerable to rusting, it infuses the “impureâ€? material with corrosion, affecting them as by a rusting grasp spell. The wielder of the weapon is immune to his own Rusted Blade ability.

Moderate transmutation; CL 11th; Price 37,315gp; Weight 4 lbs.

Self-maintaining (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

A minor weapon enhancement invented by a lazy wizard’s apprentice, self-maintainining weapons never require cleaning, sharpening, oiling or minor repairs. Additionally, it automatically repairs one point of damage on itself per hour provided that it has not been completely destroyed.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, mending; Price: +500gp.

Sharkeye’s Stove

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird Edition

Legend has it that a rich sea pirate by the name of Sharkeye gave up the seaman’s life to settle down and marry a woman he met on shore. When a particularly clumsy and dimwitted servant had burned his breakfast for the third time that month, he became enraged, ordering the man to sit upon the stove until he had gained some sense.

Amazingly, the man discovered himself feeling altogether cleverer and more eloquent through some unexplained magic of the stove. When word of this magic stove got out, the servant secretly auctionned off the stove at a high price. Unfortunately, he failed to realise the item’s only flaw, and found himself losing his intellect and charm the very next day…

Sharkeye’s Stove provides a permanent +2 inherent bonus to both Intelligence and Charisma to anyone who sits upon it. However, if someone else later sits upon the Stove, the previous person immediately loses these benefits.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 110,000 gp; Cost 5,000 gp + 20,400 XP; Weight 5 lb.

The astute reader will recognise this item as one I reprinted in my first PDF, 17 Relics.

Sharkeye’s Stove (Relic)

posted Thursday, June 5th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Legend has it that a rich sea pirate by the name of Sharkeye gave up the seaman’s life to settle down and marry a woman he met on shore. When a particularly clumsy and dimwitted servant had burned his breakfast for the third time that month, he became enraged, ordering the man to sit upon the stove until he had gained some sense.

Amazingly, the man discovered himself feeling altogether cleverer and more eloquent through some unexplained magic of the stove. When word of this magic stove got out, the servant secretly auctioned off the stove at a high price. Unfortunately, he failed to realize the item’s only flaw, and found himself losing his intellect and charm the very next day.

Sharkeye’s Stove amazingly enlightens all who sit upon it, providing a permanent +2 inherent bonus to both Intelligence and Charisma when it is sat on for at least 10 minutes. However, if someone else later sits upon the Stove, the previous person immediately loses these benefits.

Strong evocation; CL 17th; Price 110,000gp; Weight 5 lb.

Sneaking Suit

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Thieves and assassins alike know the benefits of wearing dark, well-fitted clothes and soft-soled shoes to make sneaking around easier. Even so, only the most legendary rogues can afford this magically enhanced outfit. The wearer of a Sneaking Suit finds himself almost completely invisible to normal sight and his movements inaudiable even to himself.

An ingenious camouflage system causes the wearer to appear seemingly transparent, granting him an amazing +20 competence bonus to Hide checks. The limitation that a character cannot hide while being observed still applies, since it is still possible for onlookers to notice movement. In addition, the suit muffles all sound made by the wearer, bestowing a +20 competence bonus on Move Silently checks.

The Sneaking Suit takes up the robe slot on the wearer’s body. As a standard action, one or both of the suit’s functions may be activated or deactivated.

Faint transmutation; CL 5th; Craft Wondrous Item, invisibility, silence; Price: 100,000gp; Weight: 1 lb.

Sorcerer’s Armor (specific armor type)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

Adventuring sorcerors are all too rarely well armored, and often have to rely on the tougher party members to keep them safe of dangerous traps, monsters and anything else that might be out there. It’s no surprise – few sorcerors, with their limited spell selection, will specialise in defensive spells, and fewer still are willing to wear armor and risk a chance of spell failure. Sorceror’s Armor is a solution to this problem.

Sorceror’s Armor usually resembles a heavy robe or a long, loose-fitting coat. It is designed specifically with freedom of movement in mind, and is always masterwork. While it provides no armor bonus, it can be enchanted just as regular armor can. It has an armor check penalty of 0, a maximum Dexterity bonus of +10 and no arcane spell failure chance.

Price: 800gp; Weight: 5 lb.

Sword of Catharsus (specific weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

The Church of Catharsus are responsible for upkeep of the army of Rynwold. This longsword is the standard issue weapon for members of the clergy above the rank of Initiate. (In game terms, this typically means any fighter, cleric or paladin of at least 2nd level.)

In addition to being a masterwork weapon, the sword is self-maintaining – it never requires cleaning or sharpening, and if damaged repairs one point of damage to itself per hour. It grants its owner a +1 bonus on saves versus fire effects when drawn. Bastard swords of this type are also not uncommon.

Faint evocation, faint good; CL 5th; Craft Magic Arms and Armor, mending, resistance; Price: 915gp. Weight: 4lbs. These statistics are for a longsword – for a bastard sword, increase cost by 20gp and weight by 2lbs.

Sword-Chucks (novelty weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This strange weapon is almost as dangerous to its wielder as it is to its enemies. Sword-chucks are a cross between the longsword and the nunchaku, with the unfortunate design flaw of being invented by one of the most bird-brained fighters in history. Essentially, the weapon is a set of two longswords, attached by a short length of chain.

Sword-Chucks, two-handed exotic double melee weapon. Cost 60gp, Damage (small) 1d6/1d6, Damage (medium) 1d8/1d8, Critical 19-20/x2, Weight 6lbs, Type slashing. On a roll of a natural 1, the wielder strikes himself with the sword-chucks, automatically hitting and dealing damage.

The Exotic Weapon Proficiency feat for this weapon has an additional prerequisite of Dex 15. Any wielder not proficient in its use must make a reflex save (DC 18) once during each round in which they attempt to use it as a double weapon, or else automatically strike themself with the weapon.

Taren’s Boots (Relic)

posted Thursday, June 12th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

Taren’s Boots
“Taren the Never-Dyingâ€?, a human adventurer, earned his nickname by managing to die no less than seven times during his adventuring career. When he eventually decided that life was too dangerous and that eternity in Valhalla was much preferable, his comrades were baffled to cast true resurrection only to retrieve nothing but his empty boots. The next man who stepped into Taren’s boots suddenly found himself skilled in the only thing Taren did well – fleeing!

Whoever wears Taren’s Boots finds that his footwear extends his stride as if he is in a hurry to get out of danger, increasing his base speed by 20ft. However, if the wearer knowingly attempts to move into a creature’s threatened area, the boots take huff and lose all power in the next round. The original owner of the boots met death so often that it’s said that Death himself feels nostalgia at seeing them, so they grant the wearer a +5 resistance bonus to saves versus death effects. Taren’s Boots are also nicknamed Coward’s Boots.

Faint transmutation; CL 5th; Price 24,000gp; Weight 1 lb.

Teaching (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

The wielder of a teaching weapon automatically finds himself proficient in its use. This ability does not grant proficiency in other weapons of this type – for example, a wizard with a +1 teaching greatsword does not gain proficiency with other greatswords.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, identify or wieldskill; Price: +1 bonus.

The Sacred Ash (Relic)

posted Thursday, May 29th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

When the head priest of an old cathedral was discovered to be acting suspiciously, one of his subordinates began to spy on him, only to find out a dark secret – the head priest was a vampire! Unfortunately, the poor priest was attacked by the vampire immediately after he discovered this secret. Fumbling for a weapon in the ensuing fight, the young cleric picked up the end of a chair leg broken in the melee, quickly blessed it and killed the vampire with the weapon.

The Sacred Ash is a simple, pale wooden stake made from ash wood, which glows faintly with sunlight when any vampire comes within thirty feet. When used as a weapon, the stake is treated as a +1 dagger, except that its threat range is 20/x2 instead of the usual 19-20/x2. By its unusual blessing, it ignores a vampire’s natural damage reduction, and furthermore its warming glow inflicts 3d4 extra damage against any creature for whom sunlight is deadly.

Faint transmutation; CL 5th; Price 13,000gp; Weight: 1lb.

Thundaril (Minor Artifact weapon)

posted Sunday, December 18th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird EditionWeapons

Known through the centuries under several names, this legendary greataxe has been wielded by countless generations of dwarven heroes. Constant exposure to powerful magic and untold feats of bravery has infused the weapon with a soul of its own, and some believe it has been blessed by Moradin himself.

Continue reading this article »

Tomes of the Sage

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

These heavy leatherbound encyclopaedias of magic know more ancient and obscure lore than their thousands of pages actually hold. To use one, the reader must first ask a question aloud and open the book, which takes a full-round action. The book grants a +5 competence bonus to the reader’s Knowledge (arcana) check to answer this question, as on a successful check the book magically opens at the correct “page”.

If the check is successful, the page can be bookmarked for later perusal. If unsucessful, however, the book simply does not know the answer to this question and opens at a random page on some other topic. The book cannot answer a failed question even if asked by another person, or if the reader tries to ask a different question to learn the same piece of knowledge.

As the name suggests, each Tome is actually one in a series of four books. If the reader consults two differently-numbered books the bonus granted increases to +7. If three different books are consulted, the bonus increases to +8, and if all four are consulted it increases to +10. The process takes one round per book checked. As with a normal Knowledge skill check, however, retries are not possible – if the reader consults each Tome seperately it can only increase the bonus to the original roll as described above, not allow multiple attempts at the roll.

Variations on this book are known to exist which contain different sorts of knowledge, such as the Tomes of Planar Lore and Encyclopaedias of Engineering. These books should not be confused with the powerful ability score increasing items such as Tome of Clear Thought or Tome of Understanding.

Faint divination; CL 5th; Craft Wondrous Item, identify, creator must have at least 8 ranks in Knowledge (arcana); Price: 2,500gp; Weight: 10 lb.

Weave Summons Gauntlet (Relic)

posted Thursday, June 19th 2008 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This magic item originally appeared 17 Relics by The Le Press. A relic is a powerful magic item which once formed part of the body or belongings of some great figure. See Seventeen Relics for special rules on relics.

This unusual glove is woven together from the fur of a yeth hound, the quills of a howler, the hair of an angel, quartz from an elder earth elemental, the silk of a fiendish spider, the feathers of a celestial raven and the hide of an ethereal marauder. The Weave Summons Gauntlet was all that remained of Neko-Ali the Summoner when she was disintegrated in a mage-duel.

The wearer of the glove can metaphysically grasp the spirit of an extraplanar creature, reducing the casting time of any summon monster or summon nature’s ally spell to a standard action. Furthermore, when bargaining with a called creature such as in a planar binding or planar ally, the wearer’s control over all extraplanar creatures grants him a +2 morale bonus on the Charisma and Diplomacy checks.

Moderate conjuration; CL 13th; Price 29,000gp

Yrinthakis’ Staff

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

This potent staff is approximately five feet long, made from black steel and shod with black onyx gems at either end. It is inscribed in great detail with the twisted faces of its creator’s previous victims, as well as the arcane marks of several ill-fated wizards and liches who once opposed him. The staff contains the following spells:

  • Coldball (As fireball but dealing cold damage rather than fire, 10d6, DC14) (1 charge)
  • Summon Undead VI† (1 charge)
  • Summon Monster VI (typically summoning chain devils) (1 charge)

In addition (at the DM’s option), the staff carries a curse. Although performing normally in tests and appearing uncursed to all divinations, the staff backfires when used in earnest by anyone other than its original creator, Yrinthakis. The cold fireball detonates centered on the person activating the staff, or the summoned creatures attack the staff’s wielder.

Yrinthakis has intended to add enervation to the list of spells in the staff, but a lack of time and resources has hampered his efforts. It has an AC of 7, 25 hit points, a hardness of 10, and a break DC of 24.

Moderate evocation; CL 12th; Craft Staff, Energy Substitution, fireball, summon undead vi, summon monster vi; Price: 94,500gp; Weight: 9 lb

I can’t remember where I got summon undead iv. I think I made it up a couple years ago based on the low-level versions. Oh well. If you can’t find one, replace it with maximized coldball.