Ioun Stone Complete Guide

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.

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Weave Summons Gauntlet (Relic)

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

Taren’s Boots (Relic)

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.

Sharkeye’s Stove (Relic)

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.


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Revenge for the Drop (Relic)

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.

Pilgrim’s Hood (Relic)

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.

Lucky Underwear (Relic)

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


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Heart of Fire (Relic)

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.


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Frozen Hellwater (Relic)

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.


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Drake’s Helmet (Relic)

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.


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