Handbook

Magic Items

Rules

srd

SRD

Magic Items I (Basics & Creation)

Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent).

Armor and Shields: Magic armor (including shields) offers improved, magical protection to the wearer. Some of these items confer abilities beyond a benefit to Armor Class.

Weapons: Magic weapons are created with a variety of combat powers and almost always improve the attack and damage rolls of the wielder as well.

Potions: A potion is an elixir concocted with a spell-like effect that affects only the drinker.

Rings: A ring is a circular metal band worn on the finger (no more than two rings per wearer) that has a spell-like power (often a constant effect that affects the wearer).

Rods: A rod is a scepter-like item with a special power unlike that of any known spell.

Scrolls: A scroll is a spell magically inscribed onto paper or parchment so that it can be used later.

Staffs: A staff has a number of different (but often related) spell effects. A newly created staff has 50 charges, and each use of the staff depletes one or more of those charges.

Wands: A wand is a short stick imbued with the power to cast a specific spell. A newly created wand has 50 charges, and each use of the wand depletes one of those charges.

Wondrous Items: These objects include magic jewelry, tools, books, clothing, and much more.

Magic Items and Detect Magic

When detect magic identifies a magic item’s school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school it belongs to.

If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.

Item NatureSchool
Armor and protection itemsAbjuration
Weapons or offensive itemsEvocation
Bonus to ability score, on skill check, etc.Transmutation

Using Items

To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.

Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

The four ways to activate magic items are described below.

Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.

Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.

The spells identify and analyze dweomer both reveal command words.

Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.

Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time use activation is not an action at all.

Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such from drinking a potion or swinging a sword.

Size and Magic Items

When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions, especially with racial specific items.

Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).

Magic Items on the Body

Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.

A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.

  • One headband, hat, helmet, or phylactery on the head
  • One pair of eye lenses or goggles on or over the eyes
  • One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
  • One vest, vestment, or shirt on the torso
  • One robe or suit of armor on the body (over a vest, vestment, or shirt)
  • One belt around the waist (over a robe or suit of armor)
  • One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
  • One pair of bracers or bracelets on the arms or wrists
  • One glove, pair of gloves, or pair of gauntlets on the hands
  • One ring on each hand (or two rings on one hand)
  • One pair of boots or shoes on the feet

Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.

Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.

Saving Throws Against Magic Item Powers

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).

Damaging Magic Items

A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.

Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

Repairing Magic Items

Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The make whole spell also repairs a damaged—but not completely broken—magic item.

Intelligent Items

Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.)

In general, less than 1% of magic items have intelligence.

Cursed Items

Some items are cursed—incorrectly made, or corrupted by outside forces. Cursed items might be particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an unpredictable nature. Randomly generated items are cursed 5% of the time.

Charges, Doses, and Multiple Uses

Many items, particularly wands and staffs, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.

Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that’s worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left.

Magic Item Descriptions

Each general type of magic item gets an overall description, followed by descriptions of specific items.

General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier in place of the –5 penalty.

Some individual items, notably those that simply store spells and nothing else, don’t get full-blown descriptions. Reference the spell’s description for details, modified by the form of the item (potion, scroll, wand, and so on). Assume that the spell is cast at the minimum level required to cast it

Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form at the end of the description.

  • Aura: Most of the time, a detect magic spell will reveal the school of magic associated with a magic item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item’s notational entry. See the detect magic spell description for details.

• Caster Level: The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.

For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the item itself. In this case, the creator’s caster level must be as high as the item’s caster level (and prerequisites may effectively put a higher minimum on the creator’s level).

  • Prerequisites: Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.

A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.

If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known. The character designated as the creator pays the XP required to make the item.

Typically, a list of prerequisites includes one feat and one or more spells (or some other requirement in addition to the feat).

When two spells at the end of a list are separated by “or,” one of those spells is required in addition to every other spell mentioned prior to the last two.

  • Market Price: This gold piece value, given following the word “Price,” represents the price someone should expect to pay to buy the item. The market price for an item that can be constructed with an item creation feat is usually equal to the base price plus the price for any components (material or XP).
  • Cost to Create: The next part of a notational entry is the cost in gp and XP to create the item, given following the word

“Cost.” This information appears only for items with components (material or XP), which make their market prices higher than their base prices. The cost to create includes the costs derived from the base cost plus the costs of the components.

Items without components do not have a “Cost” entry. For them, the market price and the base price are the same. The cost in gp is 1/2 the market price, and the cost in XP is 1/25 the market price.

  • Weight: The notational entry for many wondrous items ends with a value for the item’s weight. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).

Table: Random Magic Item Generation

MinorMediumMajorItem
01–0401–1001–10Armor and shields
05–0911–2011–20Weapons
10–4421–3021–25Potions
45–4631–4026–35Rings
—41–5036–45Rods
47–8151–6546–55Scrolls
—66–6856–75Staffs
82–9169–8376–80Wands
92–10084–10081–100Wondrous items

Creating Magic Items

To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.

Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.

The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.

A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.

The secrets of creating artifacts are long lost.

Table: Summary of Magic Item Creation Costs

Spell Component Costs

Magic ItemFeatItem CostMaterial<sup>2</sup>XP<sup>3</sup>Magic Supplies CostBase Price<sup>4</sup>
ArmorCraft Magic Arms and ArmorMasterwork armorCost x 50 (usually none)x 50 (usually none)<br>x 5 gp1/2 the value on Table: Armor and ShieldsValue on Table: Armor and Shields
ShieldCraft Magic Arms and ArmorMasterwork shieldx 50 (usually none)x 50 (usually none)<br>x 5 gp1/2 the value on Table: Armor and ShieldsValue on Table: Armor and Shields
WeaponCraft Magic Arms and ArmorMasterwork weaponx 50 (usually none)x 50 (usually none)<br>x 5 gp1/2 the value on Table: WeaponsValue on Table: Weapons
PotionBrew Potion—Cost (usually none)Cost (usually none)1/2 x 25 x level of spell x level of caster25 x level of spell x level of caster
RingForge Ring—x 50x 50<br>x 5 gpSpecial, see Table: Estimating Magic Item Gold Price Values, belowSpecial, see Table: Estimating Magic Item Gold Price Values, below
RodCraft Rod<sup>1</sup>x 50 (often none)x 50 (often none)Special, see Table: Estimating Magic Item Gold Price Values, belowSpecial, see Table: Estimating Magic Item Gold Price Values, below
ScrollScribe Scroll—Cost (usually none)Cost (usually none)1/2 x 12.5 x level of spell x level of caster12.5 x level of spell x level of caster
StaffCraft StaffMasterwork quarterstaff (300 gp)x 50 / (# of charges used to activate spell)x 50 x 5 gp / (# of charges used to activate spell)See Creating Staffs, belowSee Creating Staffs, below
WandCraft Wand—x 50x 50<br>x 5 gp1/2 x 375 x level of spell x level of caster375 x level of spell x level of caster
Wondrous<br>ItemCraft Wondrous Item<sup>5</sup>x 50 (usually none)x 50 (usually none)<br>x 5 gpSpecial, see Table: Estimating Magic Item Gold Price Values, belowSpecial, see Table: Estimating Magic Item Gold Price Values, below
1 Rods usable as weapons must include the masterwork weapon cost.
2 This cost is only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite does not automatically incur this cost if the item doesn’t actually cast the spell.
3 If purchasing a staff, the buyer pays 5 x the XP value in gold pieces.
4 A character creating an item pays 1/25 the base price in experience points.
5 Some items have additional value from a masterwork item component.
An item’s market price is the sum of the item cost, spell component costs, and the base price.

Table: Estimating Magic Item Gold Piece Values

EffectBase PriceExample
Ability bonus (enhancement)Bonus squared x 1,000 gpGloves of Dexterity +2
Armor bonus (enhancement)Bonus squared x 1,000 gp+1 chainmail
Bonus spellSpell level squared x 1,000 gpPearl of power
AC bonus (deflection)Bonus squared x 2,000 gpRing of protection +3
AC bonus (other)<sup>1</sup>Bonus squared x 2,500 gpIoun stone, dusty rose prism
Natural armor bonus (enhancement)Bonus squared x 2,000 gpAmulet of natural armor +1
Save bonus (resistance)Bonus squared x 1,000 gpCloak of resistance +5
Save bonus (other)<sup>1</sup>Bonus squared x 2,000 gpStone of good luck
Skill bonus (competence)Bonus squared x 100 gpCloak of elvenkind
Spell resistance10,000 gp per point over SR 12;<br>SR 13 minimumMantle of spell resistance
Weapon bonus (enhancement)Bonus squared x 2,000 gp+1 longsword
Spell EffectBase PriceExample
Single use, spell completionSpell level x caster level x 25 gpScroll of haste
Single use, use-activatedSpell level x caster level x 50 gpPotion of cure light wounds
50 charges, spell triggerSpell level x caster level x 750 gpWand of fireball
Command wordSpell level x caster level x 1,800 gpCape of the mountebank
Use-activated or continuousSpell level x caster level x 2,000 gp<sup>2</sup>Lantern of revealing
SpecialBase Price AdjustmentExample
Charges per dayDivide by (5 divided by charges per day)Boots of teleportation
Uncustomary space limitation<sup>3</sup>Multiply entire cost by 1.5Helm of teleportation
No space limitation<sup>4</sup>Multiply entire cost by 2Ioun stone
Multiple different abilitiesMultiply higher item cost by 2Helm of brilliance
Charged (50 charges)1/2 unlimited use base priceRing of the ram
ComponentExtra CostExample
Armor, shield, or weaponAdd cost of masterwork item+1 composite longbow
Spell has material component costAdd directly into price of item per charge<sup>5</sup>Wand of stoneskin
Spell has XP costAdd 5 gp per 1 XP per charge<sup>5</sup>Ring of three wishes
Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
1 Such as a luck, insight, sacred, or profane bonus.
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
3 See Body Slot Affinities, below.
4 An item that does not take up one of the spaces on a body costs double.
5 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

MAGIC ITEM GOLD PIECE VALUES

Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.

Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.

Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.

0-Level Spells: When multiplying spell levels to determine value, 0- level spells should be treated as 1/2 level.

Other Considerations: Once you have a final cost figure, reduce that number if either of the following conditions applies:

—Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

—Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.

Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.

Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.

Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.

Masterwork Items

Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)

Creating Magic Armor

To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.

Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.

If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting magic armor requires one day for each 1,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Creating Magic Weapons

To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.

Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.

A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table Ranged Weapon Special Abilities.

If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.

Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.

Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a magic weapon requires one day for each 1,000 gp value of the base price.

Item Creation Feat Required: Craft Magic Arms and Armor.

Creating Potions

The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp x the level of the spell x the level of the caster.

All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)

The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.

The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.

Item Creation Feat Required: Brew Potion.

Potion Base Prices (By Brewer’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
025 gp25 gp25 gp—
1st50 gp50 gp100 gp100 gp
2nd300 gp400 gp400 gp400 gp
3rd750 gp900 gp1,050 gp750 gp
\* Caster level is half class level.
Prices assume that the potion was made at the minimum caster level.

Base Cost to Brew a Potion (By Brewer’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
012 gp 5 sp<br>+1 XP12 gp 5 sp<br>+1 XP12 gp 5 sp<br>+1 XP—
1st25 gp<br>+2 XP25 gp<br>+2 XP50 gp<br>+4 XP50 gp<br>+4 XP
2nd150 gp<br>+12 XP200 gp<br>+16 XP200 gp<br>+16 XP200 gp<br>+16 XP
3rd375 gp<br>+30 XP450 gp<br>+36 XP525 gp<br>+42 XP375 gp<br>+30 XP
\* Caster level is half class level.
Costs assume that the creator makes the potion at the minimum caster level.

Creating Rings

To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.

Rings that duplicate spells with costly material or XP components add in the value of 50 x the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Forging a ring requires one day for each 1,000 gp of the base price.

Item Creation Feat Required: Forge Ring.

Creating Rods

To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.

If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a rod requires one day for each 1,000 gp of the base price.

Item Creation Feat Required: Craft Rod.

Creating Scrolls

To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll—12.5 gp x the level of the spell x the level of the caster.

All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.

The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself. Likewise, a material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)

Scribing a scroll requires one day per each 1,000 gp of the base price.

Item Creation Feat Required: Scribe Scroll.

Scroll Base Prices (By Scriber’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
012 gp 5 sp12 gp 5 sp12 gp 5 sp—
1st25 gp25 gp50 gp50 gp
2nd150 gp200 gp200 gp200 gp
3rd375 gp450 gp525 gp375 gp
4th700 gp800 gp1,000 gp700 gp
5th1,125 gp1,250 gp1,625 gp—
6th1,650 gp1,800 gp2,400 gp—
7th2,275 gp2,450 gp——
8th3,000 gp3,200 gp——
9th3,825 gp4,050 gp——
\* Caster level is half class level.
Prices assume that the scroll was made at the minimum caster level.

Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
06 gp 2 sp 5 cp<br>+1 XP6 gp 2 sp 5 cp<br>+1 XP6 gp 2 sp 5 cp<br>+1 XP—
1st12 gp 5 sp<br>+1 XP12 gp 5 sp<br>+1 XP25 gp<br>+1 XP25 gp<br>+2 XP
2nd75 gp<br>+6 XP100 gp<br>+8 XP100 gp<br>+8 XP100 gp<br>+8 XP
3rd187 gp 5 sp<br>+15 XP225 gp<br>+18 XP262 gp 5 sp<br>+21 XP187 gp 5 sp<br>+15 XP
4th350 gp<br>+28 XP400 gp<br>+32 XP500 gp<br>+40 XP350 gp<br>+28 XP
5th562 gp 5 sp<br>+45 XP625 gp<br>+50 XP812 gp 5 sp<br>+65 XP—
6th826 gp<br>+66 XP900 gp<br>+72 XP1,200 gp<br>+96 XP—
7th1,135 gp 5 sp<br>+91 XP1,225 gp<br>+98 XP——
8th1,500 gp<br>+120 XP1,600 gp<br>+128 XP——
9th1,912 gp 5 sp<br>+153 XP2, 025 gp<br>+162 XP——
\* Caster level is half class level.
Costs assume that the creator makes the scroll at the minimum caster level.

Creating Staffs

To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.

The cost for the materials is subsumed in the cost for creating the staff—375 gp x the level of the highest-level spell x the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp x the level of the spell x the level of the caster), plus one-half of the value of any other abilities (187.5 gp x the level of the spell x the level of the caster). Staffs are always fully charged (50 charges) when created.

If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.

The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff ’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.

Crafting a staff requires one day for each 1,000 gp of the base price.

Item Creation Feat Required: Craft Staff.

Creating Wands

To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand—375 gp x the level of the spell x the level of the caster. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required, one for each charge. If casting the spell would reduce the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the wand in addition to the XP cost for making the wand itself. Likewise, material components are consumed when she begins working, but focuses are not. (A focus used in creating a wand can be reused.) The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)

Crafting a wand requires one day per each 1,000 gp of the base price.

Item Creation Feat Required: Craft Wand.

Wand Base Prices (By Crafter’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
0375 gp375 gp375 gp—
1st750 gp750 gp1,500 gp1,500 gp
2nd4,500 gp6,000 gp6,000 gp6,000 gp
3rd11,250 gp13,500 gp15,750 gp11,250 gp
4th21,000 gp24,000 gp30,000 gp21,000 gp
\* Caster level is half class level.
Prices assume that the wand was made at the minimum caster level.

Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s Class)

Spell LevelClr, Drd, WizSorBrdPal, Rgr\*
0187 gp 5 sp<br>+15 XP187 gp 5 sp<br>+15 XP187 gp 5 sp<br>+15 XP—
1st375 gp<br>+30 XP375 gp<br>+30 XP750 gp<br>+60 XP750 gp<br>+60 XP
2nd2,250 gp<br>+180 XP3,000 gp<br>+240 XP3,000 gp<br>+240 XP3,000 gp<br>+240 XP
3rd5,625 gp<br>+450 XP6,750 gp<br>+540 XP7,875 gp<br>+630 XP5,625 gp<br>+450 XP
4th10,500 gp<br>+840 XP12,000 gp<br>+960 XP15,000 gp<br>+1200 XP10,500 gp<br>+840 XP
\* Caster level is half class level.
Costs assume that the creator makes the wand at the minimum caster level.

Creating Wondrous Items

To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Crafting a wondrous item requires one day for each 1,000 gp of the base price.

Item Creation Feat Required: Craft Wondrous Item.

Intelligent Item Creation

To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.

Adding New Abilities

A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

BODY SLOT AFFINITIES

Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.

You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.

Some body slots have different affinities for different specific items.

Body SlotAffinity
Headband, helmetMental improvement, ranged attacks
HatInteraction
PhylacteryMorale, alignment
Eye lenses, gogglesVision
Cloak, cape, mantleTransformation, protection
Amulet, brooch, medallion, necklace, periapt, scarabProtection, discernment
RobeMultiple effects
ShirtPhysical improvement
Vest, vestmentClass ability improvement
BracersCombat
BraceletsAllies
GlovesQuickness
GauntletsDestructive power
BeltPhysical improvement
BootsMovement

Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.

Magic Items Ii (Armor & Weapons)

Armor

In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.

A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Table: Armor and Shields

MinorMediumMajorItemBase Price
01–6001–05—+1 shield1,000 gp
61–8006–10-+1 armor1,000 gp
81–8511–20—+2 shield4,000 gp
86–8721–30—+2 armor4,000 gp
—31–4001–08+3 shield9,000 gp
—41–5009–16+3 armor9,000 gp
—51–5517–27+4 shield16,000 gp
—56–5728–38+4 armor16,000 gp
——39–49+5 shield25,000 gp
——50–57+5 armor25,000 gp
———+6 armor/shield<sup>1</sup>36,000 gp
———+7 armor/shield<sup>1</sup>49,000 gp
———+8 armor/shield<sup>1</sup>64,000 gp
———+9 armor/shield<sup>1</sup>81,000 gp
———+10 armor/shield<sup>1</sup>100,000 gp
88–8958–6058–60Specific armor<sup>2</sup>—
90–9161–6361–63Specific shield<sup>3</sup>—
92–10064–10064–100Special ability and roll again<sup>4</sup>—
1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

Table: Random Armor Type

d%ArmorArmor Cost<sup>1</sup>
01Padded+155 gp
02Leather+160 gp
03–17Studded leather+175 gp
18–32Chain shirt+250 gp
33–42Hide+165 gp
43Scale mail+200 gp
44Chainmail+300 gp
45–57Breastplate+350 gp
58Splint mail+350 gp
59Banded mail+400 gp
60Half-plate+750 gp
61–100Full plate+1,650 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Table: Random Shield Type

d%ShieldShield Cost<sup>1</sup>
01–10Buckler+165 gp
11–15Shield, light, wooden+153 gp
16–20Shield, light, steel+159 gp
21–30Shield, heavy, wooden+157 gp
31–95Shield, heavy, steel+170 gp
96–100Shield, tower+180 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.

As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.

Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.

Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields—by wearing them. If armor or a shield has a special ability that the user needs to activate then the user usually needs to utter the command word (a standard action).

Armor for Unusual Creatures: The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies*.* The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions

Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Table: Armor Special Abilities

MinorMediumMajorSpecial AbilityBase Price Modifier
01–2501–0501–03Glamered+2,700 gp
26–3206–0804Fortification, light+1 bonus<sup>1</sup>
33–5209–11—Slick+3,750 gp
53–7212–14—Shadow+3,750 gp
73–9215–17—Silent moves+3,750 gp
93–9618–19—Spell resistance (13)+2 bonus<sup>1</sup>
9720–2905–07Slick, improved+15,000 gp
9830–3908–10Shadow, improved+15,000 gp
9940–4911–13Silent moves, improved+15,000 gp
—50–5414–16Acid resistance+18,000 gp
—55–5917–19Cold resistance+18,000 gp
—60–6420–22Electricity resistance+18,000 gp
—65–6923–25Fire resistance+18,000 gp
—70–7426–28Sonic resistance+18,000 gp
—75–7929–33Ghost touch+3 bonus<sup>1</sup>
—80–8434–35Invulnerability+3 bonus<sup>1</sup>
—85–8936–40Fortification, moderate+3 bonus<sup>1</sup>
—90–9441–42Spell resistance (15)+3 bonus<sup>1</sup>
—95–9943Wild+3 bonus<sup>1</sup>
——44–48Slick, greater+33,750 gp
——49–53Shadow, greater+33,750 gp
——54–58Silent moves, greater+33,750 gp
——59–63Acid resistance, improved+42,000 gp
——64–68Cold resistance, improved+42,000 gp
——69–73Electricity resistance, improved+42,000 gp
——74–78Fire resistance, improved+42,000 gp
——79–83Sonic resistance, improved+42,000 gp
——84–88Spell resistance (17)+4 bonus<sup>1</sup>
——89Etherealness+49,000 gp
——90Undead controlling+49,000 gp
——91–92Fortification, heavy+5 bonus<sup>1</sup>
——93–94Spell resistance (19)+5 bonus<sup>1</sup>
——95Acid resistance, greater+66,000 gp
——96Cold resistance, greater+66,000 gp
——97Electricity resistance, greater+66,000 gp
——98Fire resistance, greater+66,000 gp
——99Sonic resistance, greater+66,000 gp
100100100Roll twice again<sup>2</sup>—
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Shield Special Abilities

MinorMediumMajorSpecial AbilityBase Price Modifier
01–2001–1001–05Arrow catching+1 bonus<sup>1</sup>
21–4011–2006–08Bashing+1 bonus<sup>1</sup>
41–5021–2509–10Blinding+1 bonus<sup>1</sup>
51–7526–4011–15Fortification, light+1 bonus<sup>1</sup>
76–9241–5016–20Arrow deflection+2 bonus<sup>1</sup>
93–9751–5721–25Animated+2 bonus<sup>1</sup>
98–9958–59—Spell resistance (13)+2 bonus<sup>1</sup>
—60–6326–28Acid resistance+18,000 gp
—64–6729–31Cold resistance+18,000 gp
—68–7132–34Electricity resistance+18,000 gp
—72–7535–37Fire resistance+18,000 gp
—76–7938–40Sonic resistance+18,000 gp
—80–8541–46Ghost touch+3 bonus<sup>1</sup>
—86–9547–56Fortification, moderate+3 bonus<sup>1</sup>
—96–9857–58Spell resistance (15)+3 bonus<sup>1</sup>
—9959Wild+3 bonus<sup>1</sup>
——60–64Acid resistance, improved+42,000 gp
——65–69Cold resistance, improved+42,000 gp
——70–74Electricity resistance, improved+42,000 gp
——75–79Fire resistance, improved+42,000 gp
——80–84Sonic resistance, improved+42,000 gp
——85–86Spell resistance (17)+4 bonus<sup>1</sup>
——87Undead controlling+49,000 gp
——88–91Fortification, heavy+5 bonus<sup>1</sup>
——92–93Reflecting+5 bonus<sup>1</sup>
——94Spell resistance (19)+5 bonus<sup>1</sup>
——95Acid resistance, greater+66,000 gp
——96Cold resistance, greater+66,000 gp
——97Electricity resistance, greater+66,000 gp
——98Fire resistance, greater+66,000 gp
——99Sonic resistance, greater+66,000 gp
100100100Roll twice again2—
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Specific Armors

The following specific suits of armor usually are preconstructed with exactly the qualities described here.

Specific Shields

The following specific shields usually are preconstructed with exactly the qualities described here.

Weapons

Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.

In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.

Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.

Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points: An attacker cannot damage a magic weapon that has an enhancement bonus unless his own weapon has at least as high an enhancement bonus as the weapon or shield struck. Each +1 of enhancement bonus also adds 1 to the weapon’s or shield’s hardness and hit points.

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).

Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Table: Weapons

MinorMediumMajorWeapon BonusBase Price<sup>1</sup>
01–7001–10—+12,000 gp
71–8511–29—+28,000 gp
—30–5801–20+318,000 gp
—59–6221–38+432,000 gp
——39–49+550,000 gp
———+6<sup>2</sup>72,000 gp
———+7<sup>2</sup>98,000 gp
———+8<sup>2</sup>128,000 gp
———+9<sup>2</sup>162,000 gp
———+10<sup>2</sup>200,000 gp
86–9063–6850–63Specific weapon<sup>3</sup>—
91–10069–10064–100Special ability and roll again<sup>4</sup>—
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

Table: Weapon Type Determination

d%Weapon Type
01–70Common melee weapon
71–80Uncommon weapon
81–100Common ranged weapon

Table: Common Melee Weapons

d%WeaponWeapon Cost<sup>1</sup>
01–04Dagger+302 gp
05–14Greataxe+320 gp
15–24Greatsword+350 gp
25–28Kama+302 gp
29–41Longsword+315 gp
42–45Mace, light+305 gp
46–50Mace, heavy+312 gp
51–54Nunchaku+302 gp
55–57Quarterstaff<sup>2</sup>+600 gp
58–61Rapier+320 gp
62–66Scimitar+315 gp
67–70Shortspear+302 gp
71–74Siangham+303 gp
75–84Sword, bastard+335 gp
85–89Sword, short+310 gp
90–100Waraxe, dwarven+330 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

Table: Uncommon Weapons

d%WeaponWeapon Cost<sup>1</sup>
01–03Axe, orc double<sup>2</sup>+660 gp
04–07Battleaxe+310 gp
08–10Chain, spiked+325 gp
11–12Club+300 gp
13–16Crossbow, hand+400 gp
17–19Crossbow, repeating+550 gp
20–21Dagger, punching+302 gp
22–23Falchion+375 gp
24–26Flail, dire<sup>2</sup>+690 gp
27–31Flail, heavy+315 gp
32–35Flail, light+308 gp
36–37Gauntlet+302 gp
38–39Gauntlet, spiked+305 gp
40–41Glaive+308 gp
42–43Greatclub+305 gp
44–45Guisarme+309 gp
46–48Halberd+310 gp
49–51Spear+301 gp
52–54Hammer, gnome hooked<sup>2</sup>+620 gp
55–56Hammer, light+301 gp
57–58Handaxe+306 gp
59–61Kukri+308 gp
62–64Lance+310 gp
65–67Longspear+305 gp
68–70Morningstar+308 gp
71–72Net+320 gp
73–74Pick, heavy+308 gp
75–76Pick, light+304 gp
77–78Ranseur+310 gp
79–80Sap+301 gp
81–82Scythe+318 gp
83–84Shuriken+301 gp
85–86Sickle+306 gp
87–89Sword, two-bladed<sup>2</sup>+700 gp
90–91Trident+315 gp
92–94Urgrosh, dwarven<sup>2</sup>+650 gp
95–97Warhammer+312 gp
98–100Whip+301 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.

Table: Common Ranged Weapons

d%WeaponWeapon Cost<sup>1</sup>
01–10Ammunition (roll again):
01–50Arrows (50)+350 gp
51–80Bolts, crossbow (50)+350 gp
81–100Bullets, sling (50)+350 gp
11–15Axe, throwing+308 gp
16–25Crossbow, heavy+350 gp
26–35Crossbow, light+335 gp
36–39Dart+300 gp 5 sp
40–41Javelin+301 gp
42–46Shortbow+330 gp
47–51Shortbow, composite (+0 Str bonus)+375 gp
52–56Shortbow, composite (+1 Str bonus)+450 gp
57–61Shortbow, composite (+2 Str bonus)+525 gp
62–65Sling+300 gp
66–75Longbow+375 gp
76–80Longbow, composite+400 gp
81–85Longbow, composite (+1 Str bonus)+500 gp
86–90Longbow, composite (+2 Str bonus)+600 gp
91–95Longbow, composite (+3 Str bonus)+700 gp
96–100Longbow, composite (+4 Str bonus)+800 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

Table: Melee Weapon Special Abilities

MinorMediumMajorSpecial AbilityBase Price Modifier<sup>1</sup>
01–1001–0601–03Bane+1 bonus
11–1707–12—Defending+1 bonus
18–2713–1904–06Flaming+1 bonus
28–3720–2607–09Frost+1 bonus
38–4727–3310–12Shock+1 bonus
48–5634–3813–15Ghost touch+1 bonus
57–6739–44—Keen<sup>2</sup>+1 bonus
68–7145–4816–19Ki Focus+1 bonus
72–7549–50—Merciful+1 bonus
76–8251–5420–21Mighty cleaving+1 bonus
83–8755–5922–24Spell storing+1 bonus
88–9160–6325–28Throwing+1 bonus
92–9564–6529–32Thundering+1 bonus
96–9966–6933–36Vicious+1 bonus
—70–7237–41Anarchic+2 bonus
—73–7542–46Axiomatic+2 bonus
—76–7847–49Disruption<sup>3</sup>+2 bonus
—79–8150–54Flaming burst+2 bonus
—82–8455–59Icy burst+2 bonus
—85–8760–64Holy+2 bonus
—88–9065–69Shocking burst+2 bonus
—91–9370–74Unholy+2 bonus
—94–9575–78Wounding+2 bonus
——79–83Speed+3 bonus
——84–86Brilliant energy+4 bonus
——87–88Dancing+4 bonus
——89–90Vorpal<sup>2</sup>+5 bonus
10096–10091–100Roll again twice<sup>4</sup>—
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Table: Ranged Weapon Special Abilities

MinorMediumMajorSpecial AbilityBase Price Modifier<sup>1</sup>
01–1201–0801–04Bane+1 bonus
13–2509–1605–08Distance+1 bonus
26–4017–2809–12Flaming+1 bonus
41–5529–4013–16Frost+1 bonus
56–6041–42—Merciful+1 bonus
61–6843–4717–21Returning+1 bonus
69–8348–5922–25Shock+1 bonus
84–9360–6426–27Seeking+1 bonus
94–9965–6828–29Thundering+1 bonus
—69–7130–34Anarchic+2 bonus
—72–7435–39Axiomatic+2 bonus
—75–7940–49Flaming burst+2 bonus
—80–8250–54Holy+2 bonus
—83–8755–64Icy burst+2 bonus
—88–9265–74Shocking burst+2 bonus
—93–9575–79Unholy+2 bonus
——80–84Speed+3 bonus
——85–90Brilliant energy+4 bonus
10096–10091–100Roll again twice<sup>2</sup>—
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies*.* The cost of the masterwork quality and any magical enhancement remains the same.

Special Qualities: Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.

If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.

Magic Weapon Special Ability Descriptions

In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.

Specific Weapons

The following specific weapons usually are preconstructed with exactly the qualities described here.

Magic Items Iii (Potions, Rings, & Rods)

Potions and Oils

A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.

Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).

The person applying an oil is the effective caster, but the object is the target.

Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.

Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory

—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.

A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.

Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.

A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion Descriptions

The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).

Table: Potions and Oils

MinorMediumMajorPotion or OilMarket Price
01–10——Cure light wounds (potion)50 gp
11–13——Endure elements (potion)50 gp
14–15——Hide from animals (potion)50 gp
16–17——Hide from undead (potion)50 gp
18–19——Jump (potion)50 gp
20–22——Mage armor (potion)50 gp
23–25——Magic fang (potion)50 gp
26——Magic stone (oil)50 gp
27–29——Magic weapon (oil)50 gp
30——Pass without trace (potion)50 gp
31–32——Protection from (alignment) (potion)50 gp
33–34——Remove fear (potion)50 gp
35——Sanctuary (potion)50 gp
36–38——Shield of faith +2 (potion)50 gp
39——Shillelagh (oil)50 gp
40–4101–02—Bless weapon (oil)100 gp
42–4403–04—Enlarge person (potion)250 gp
4505—Reduce person (potion)250 gp
46–4706—Aid (potion)300 gp
48–5007—Barkskin +2 (potion)300 gp
51–5308–10—Bear’s endurance (potion)300 gp
54–5611–1301–02Blur (potion)300 gp
57–5914–16—Bull’s strength (potion)300 gp
60–6217–19—Cat’s grace (potion)300 gp
63–6720–2703–07Cure moderate wounds (potion)300 gp
6828—Darkness (oil)300 gp
69–7129–3008–09Darkvision (potion)300 gp
72–7431—Delay poison (potion)300 gp
75–7632–33—Eagle’s splendor (potion)300 gp
77–7834–35—Fox’s cunning (potion)300 gp
79–8136–3710–11Invisibility (potion or oil)300 gp
82–843812Lesser restoration (potion)300 gp
85–8639—Levitate (potion or oil)300 gp
8740—Misdirection (potion)300 gp
88–8941–42—Owl’s wisdom (potion)300 gp
90–9143—Protection from arrows 10/magic (potion)300 gp
92–934413Remove paralysis (potion)300 gp
94–9645–46—Resist energy (type) 10 (potion)300 gp
9747–4814Shield of faith +3 (potion)300 gp
98–9949—Spider climb (potion)300 gp
1005015Undetectable alignment (potion)300 gp
—5116Barkskin +3 (potion)600 gp
—5217–18Shield of faith +4 (potion)600 gp
—53–5519–20Resist energy (type) 20 (potion)700 gp
—56–6021–28Cure serious wounds (potion)750 gp
—6129Daylight (oil)750 gp
—62–6430–32Displacement (potion)750 gp
—6533Flame arrow (oil)750 gp
—66–6834–38Fly (potion)750 gp
—6939Gaseous form (potion)750 gp
—70–71—Greater magic fang +1 (potion)750 gp
—72–73—Greater magic weapon +1 (oil)750 gp
—74–7540–41Haste (potion)750 gp
—76–7842–44Heroism (potion)750 gp
—79–8045–46Keen edge (oil)750 gp
—8147Magic circle against (alignment) (potion)750 gp
—82–83—Magic vestment +1 (oil)750 gp
—84–8648–50Neutralize poison (potion)750 gp
—87–8851–52Nondetection (potion)750 gp
—89–9153–54Protection from energy (type) (potion)750 gp
—92–9355Rage (potion)750 gp
—9456Remove blindness/deafness (potion)750 gp
—9557Remove curse (potion)750 gp
—9658Remove disease (potion)750 gp
—9759Tongues (potion)750 gp
—98–9960Water breathing (potion)750 gp
—10061Water walk (potion)750 gp
——62–63Barkskin +4 (potion)900 gp
——64Shield of faith +5 (potion)900 gp
——65Good hope (potion)1,050 gp
——66–68Resist energy (type) 30 (potion)1,100 gp
——69Barkskin +5 (potion)1,200 gp
——70–73Greater magic fang +2 (potion)1,200 gp
——74–77Greater magic weapon +2 (oil)1,200 gp
——78–81Magic vestment +2 (oil)1,200 gp
——82Protection from arrows 15/magic (potion)1,500 gp
——83–85Greater magic fang +3 (potion)1,800 gp
——86–88Greater magic weapon +3 (oil)1,800 gp
——89–91Magic vestment +3 (oil)1,800 gp
——92–93Greater magic fang +4 (potion)2,400 gp
——94–95Greater magic weapon +4 (oil)2,400 gp
——96–97Magic vestment +4 (oil)2,400 gp
——98Greater magic fang +5 (potion)3,000 gp
——99Greater magic weapon +5 (oil)3,000 gp
——100Magic vestment +5 (oil)3,000 gp

Rings

Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.

A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.

Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.

Activation: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.

Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table: Rings

MinorMediumMajorRingMarket Price
01–18——Protection +12,000 gp
19–28——Feather falling2,200 gp
29–36——Sustenance2,500 gp
37–44——Climbing2,500 gp
45–52——Jumping2,500 gp
53–60——Swimming2,500 gp
61–7001–05—Counterspells4,000 gp
71–7506–08—Mind shielding8,000 gp
76–8009–18—Protection +28,000 gp
81–8519–23—Force shield8,500 gp
86–9024–28—Ram8,600 gp
—29–34—Climbing, improved10,000 gp
—35–40—Jumping, improved10,000 gp
—41–46—Swimming, improved10,000 gp
91–9347–51—Animal friendship10,800 gp
94–9650–5601–02Energy resistance, minor12,000 gp
97–9857–61—Chameleon power12,700 gp
99–10062–66—Water walking15,000 gp
—67–7103–07Protection +318,000 gp
—72–7608–10Spell storing, minor18,000 gp
—77–8111–15Invisibility20,000 gp
—82–8516–19Wizardry (I)20,000 gp
—86–9020–25Evasion25,000 gp
—91–9326–28X-ray vision25,000 gp
—94–9729–32Blinking27,000 gp
—98–10033–39Energy resistance, major28,000 gp
——40–49Protection +432,000 gp
——50–55Wizardry (II)40,000 gp
——56–60Freedom of movement40,000 gp
——61–63Energy resistance, greater44,000 gp
——64–65Friend shield (pair)50,000 gp
——66–70Protection +550,000 gp
——71–74Shooting stars50,000 gp
——75–79Spell storing50,000 gp
——80–83Wizardry (III)70,000 gp
——84–86Telekinesis75,000 gp
——87–88Regeneration90,000 gp
——89Three wishes97,950 gp
——90–92Spell turning98,280 gp
——93–94Wizardry (IV)100,000 gp
——95Djinni calling125,000 gp
——96Elemental command (air)200,000 gp
——97Elemental command (earth)200,000 gp
——98Elemental command (fire)200,000 gp
——99Elemental command (water)200,000 gp
——100Spell storing, major200,000 gp

Ring Descriptions

Standard rings are described below.

Rods

Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.

Physical Description: Rods weigh approximately 5 pounds.

They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)

These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.

Activation: Details relating to rod use vary from item to item. See the individual descriptions for specifics.

Special Qualities: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.

Rods with charges can never be intelligent.

Table: Rods

MediumMajorRodMarket Price
01–07—Metamagic, Enlarge, lesser3,000 gp
08–14—Metamagic, Extend, lesser3,000 gp
15–21—Metamagic, Silent, lesser3,000 gp
22–28—Immovable5,000 gp
29–35—Metamagic, Empower, lesser9,000 gp
36–42—Metal and mineral detection10,500 gp
43–5301–04Cancellation11,000 gp
54–5705–06Metamagic, Enlarge11,000 gp
58–6107–08Metamagic, Extend11,000 gp
62–6509–10Metamagic, Silent11,000 gp
66–7111–14Wonder12,000 gp
72–7915–18Python13,000 gp
80–83—Metamagic, Maximize, lesser14,000 gp
84–8919–21Flame extinguishing15,000 gp
90–9722–25Viper19,000 gp
—26–30Enemy detection23,500 gp
—31–36Metamagic, Enlarge, greater24,500 gp
—37–42Metamagic, Extend, greater24,500 gp
—43–48Metamagic, Silent, greater24,500 gp
—49–53Splendor25,000 gp
—54–58Withering25,000 gp
98–9959–64Metamagic, Empower32,500 gp
—65–69Thunder and lightning33,000 gp
10070–73Metamagic, Quicken, lesser35,000 gp
—74–77Negation37,000 gp
—78–80Absorption50,000 gp
—81–84Flailing50,000 gp
—85–86Metamagic, Maximize54,000 gp
—87–88Rulership60,000 gp
—89–90Security61,000 gp
—91–92Lordly might70,000 gp
—93–94Metamagic, Empower, greater73,000 gp
—95–96Metamagic, Quicken75,500 gp
—97–98Alertness85,000 gp
—99Metamagic, Maximize, greater121,500 gp
—100Metamagic, Quicken, greater170,000 gp

Rod Descriptions

Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.

Magic Items Iv (Scrolls, Staffs, & Wands)

Scrolls

A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.

Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.

To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.

Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.

Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).

Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.

Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

  • The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
  • The user must have the spell on his or her class list.
  • The user must have the requisite ability score.

If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.

Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.

The writing for an activated spell disappears from the scroll.

Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.

  • A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
  • Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
  • Spell takes effect at some random location within spell range.
  • Spell’s effect on the target is contrary to the spell’s normal effect.
  • The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
  • Some innocuous item or items appear in the spell’s area.
  • Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.

Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves

in scribing scrolls).

Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).

If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).

Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.

Table: Scroll Types

d% rollType
01–70Arcane
71–100Divine

Table: Number of Spells on a Scroll

Scroll TypeNumber of Spells
Minor scroll1d3 spells
Medium scroll1d4 spells
Major scroll1d6 spells

Table: Scroll Spell Levels

MinorMediumMajorSpell LevelSpell’s Caster Level<sup>1</sup>
01–05——01st
06–50——1st1st
51–9501–05—2nd3rd
96–10006–65—3rd5th
—66–9501–054th7th
—96–10006–505th9th
——51–706th11th
——71–857th13th
——86–958th15th
——95–1009th17th
1 These numbers assume that the creator is a cleric, druid, or wizard.

Table: Arcane Spell Scrolls

0-Level Arcane Spells

d%SpellMarket Price
01–04acid splash12 gp 5 sp
05–08arcane mark12 gp 5 sp
09–13dancing lights12 gp 5 sp
14–17daze12 gp 5 sp
18–24detect magic12 gp 5 sp
25–28detect poison12 gp 5 sp
29–32disrupt undead12 gp 5 sp
33–37flare12 gp 5 sp
38–42ghost sound12 gp 5 sp
43–44know direction12 gp 5 sp
45–50light12 gp 5 sp
51–52lullaby12 gp 5 sp
53–57mage hand12 gp 5 sp
58–62mending12 gp 5 sp
63–67message12 gp 5 sp
68–72open/close12 gp 5 sp
73–77prestidigitation12 gp 5 sp
78–81ray of frost12 gp 5 sp
82–87read magic12 gp 5 sp
88–94resistance12 gp 5 sp
95–96summon instrument12 gp 5 sp
97–100touch of fatigue12 gp 5 sp
*1st-Level Arcane Spells*
d%SpellMarket Price
01–03alarm25 gp
04–05animate rope25 gp
06–07burning hands25 gp
08–09cause fear25 gp
10–12charm person25 gp
13–14chill touch25 gp
15–16color spray25 gp
17–19comprehend languages25 gp
20confusion, lesser50 gp
21cure light wounds50 gp
22–24detect secret doors25 gp
25–26detect undead25 gp
27–29disguise self25 gp
30–32endure elements25 gp
33–35enlarge person25 gp
36–37erase25 gp
38–40expeditious retreat25 gp
41feather fall25 gp
42–43grease25 gp
44–45hold portal25 gp
46–47hypnotism25 gp
48–49identify125 gp
50–51jump25 gp
52–54mage armor25 gp
55–56magic missile25 gp
57–59magic weapon25 gp
60–62mount25 gp
63–64magic aura25 gp
65–66obscuring mist25 gp
67–74protection from chaos/evil/good/law25 gp
75–76ray of enfeeblement25 gp
77–78reduce person25 gp
79–80remove fear50 gp
81–82shield25 gp
83–84shocking grasp25 gp
85–86silent image25 gp
87–88sleep25 gp
89–90summon monster I25 gp
91–93floating disk25 gp
94–95true strike25 gp
96undetectable alignment50 gp
97–98unseen servant25 gp
99–100ventriloquism25 gp
*2nd-Level Arcane Spells*
d%SpellMarket Price
01animal messenger200 gp
02animal trance200 gp
03arcane lock175 gp
04–06bear’s endurance150 gp
07–08blindness/deafness150 gp
09–10blur150 gp
11–13bull’s strength150 gp
14calm emotions200 gp
15–17cat’s grace150 gp
18–19command undead150 gp
20continual flame200 gp
21cure moderate wounds200 gp
22darkness150 gp
23–25darkvision150 gp
26daze monster150 gp
27delay poison200 gp
28–29detect thoughts150 gp
30–31disguise self150 gp
32–34eagle’s splendor150 gp
35enthrall200 gp
36–37false life150 gp
38–39flaming sphere150 gp
40fog cloud150 gp
41–43fox’s cunning150 gp
44ghoul touch150 gp
45–46glitterdust150 gp
47gust of wind150 gp
48–49hypnotic pattern150 gp
50–52invisibility150 gp
53–55knock150 gp
56phantom trap200 gp
57–58levitate150 gp
59locate object150 gp
60magic mouth160 gp
61–62acid arrow150 gp
63minor image150 gp
64–65mirror image150 gp
66misdirection150 gp
67obscure object150 gp
68–70owl’s wisdom150 gp
71–73protection from arrows150 gp
74–75pyrotechnics150 gp
76–78resist energy150 gp
79rope trick150 gp
80scare150 gp
81–82scorching ray150 gp
83–85see invisibility150 gp
86shatter150 gp
87silence200 gp
88sound burst200 gp
89spectral hand150 gp
90–91spider climb150 gp
92–93summon monster II150 gp
94–95summon swarm150 gp
96hideous laughter150 gp
97touch of idiocy150 gp
98–99web150 gp
100whispering wind150 gp
*3rd-Level Arcane Spells*
d%SpellMarket Price
01–02arcane sight375 gp
03–04blink375 gp
05–06clairaudience/clairvoyance375 gp
07cure serious wounds525 gp
08–10daylight525 gp
11–12deep slumber375 gp
13–15dispel magic375 gp
16–17displacement375 gp
18explosive runes375 gp
19–20fireball375 gp
21–22flame arrow375 gp
23–25fly375 gp
26–27gaseous form375 gp
28–29gentle repose375 gp
30glibness525 gp
31good hope525 gp
32–33halt undead375 gp
34–36haste375 gp
37–38heroism375 gp
39–40hold person375 gp
41illusory script425 gp
42–44invisibility sphere375 gp
45–47keen edge375 gp
48–49tiny hut375 gp
50–51lightning bolt375 gp
52–59magic circle against chaos/evil/good/law375 gp
60–62magic weapon, greater375 gp
63–64major image375 gp
65–66nondetection425 gp
67–68phantom steed375 gp
69–71protection from energy375 gp
72–73rage375 gp
74–75ray of exhaustion375 gp
76sculpt sound525 gp
77secret page375 gp
78sepia snake sigil875 gp
79shrink item375 gp
80–81sleet storm375 gp
82–83slow375 gp
84speak with animals525 gp
85–86stinking cloud375 gp
87–88suggestion375 gp
89–90summon monster III375 gp
91–93tongues375 gp
94–95vampiric touch375 gp
96–98water breathing375 gp
99–100wind wall375 gp
*4th-Level Arcane Spells*
d%SpellMarket Price
01–02animate dead1,050 gp
03–05arcane eye700 gp
06–07bestow curse700 gp
08–10charm monster700 gp
11–13confusion700 gp
14–15contagion700 gp
16–17crushing despair700 gp
18cure critical wounds1,000 gp
19detect scrying700 gp
20–23dimension door700 gp
24–26dimensional anchor700 gp
27–28enervation700 gp
29–30enlarge person, mass700 gp
31–32black tentacles700 gp
33–34fear700 gp
35–37fire shield700 gp
38–39fire trap725 gp
40–42freedom of movement1,000 gp
43geas, lesser700 gp
44–46globe of invulnerability, lesser700 gp
47–48hallucinatory terrain700 gp
49–50ice storm700 gp
51–52illusory wall700 gp
53–55invisibility, greater700 gp
56–57secure shelter700 gp
58locate creature700 gp
59–60minor creation700 gp
61modify memory1,000 gp
62neutralize poison1,000 gp
63–64resilient sphere700 gp
65–66phantasmal killer700 gp
67–68polymorph700 gp
69–70rainbow pattern700 gp
71mnemonic enhancer700 gp
72–73reduce person, mass700 gp
74–76remove curse700 gp
77repel vermin1,000 gp
78–79scrying700 gp
80–81shadow conjuration700 gp
82–83shout700 gp
84–85solid fog700 gp
86speak with plants1,000 gp
87–88stone shape700 gp
89–91stoneskin950 gp
92–93summon monster IV700 gp
94–96wall of fire700 gp
97–99wall of ice700 gp
100zone of silence1,000 gp
*5th-Level Arcane Spells*
d%SpellMarket Price
01–02animal growth1,125 gp
03–05baleful polymorph1,125 gp
06–07interposing hand1,125 gp
08–09blight1,125 gp
10–12break enchantment1,125 gp
13–14cloudkill1,125 gp
15–17cone of cold1,125 gp
18–19contact other plane1,125 gp
20cure light wounds, mass1,625 gp
21–23dismissal1,125 gp
24–26dispel magic, greater1,625 gp
27–28dominate person1,125 gp
29dream1,125 gp
30–31fabricate1,125 gp
32–33false vision1,375 gp
34–35feeblemind1,125 gp
36–39hold monster1,125 gp
40secret chest1,125 gp
41magic jar1,125 gp
42–43major creation1,125 gp
44–45mind fog1,125 gp
46–47mirage arcana1,125 gp
48–49mage’s faithful hound1,125 gp
50–51mage’s private sanctum1,125 gp
52–53nightmare1,125 gp
54–57overland flight1,125 gp
58–60passwall1,125 gp
61permanency10,125 gp<sup>1</sup>
62–63persistent image1,125 gp
64–65planar binding, lesser1,125 gp
66–67prying eyes1,125 gp
68–69telepathic bond1,125 gp
70–71seeming1,125 gp
72–74sending1,125 gp
75–76shadow evocation1,125 gp
77song of discord1,625 gp
78–79summon monster V1,125 gp
80symbol of pain2,125 gp
81symbol of sleep2,125 gp
82–83telekinesis1,125 gp
84–88teleport1,125 gp
89–90transmute mud to rock1,125 gp
91–92transmute rock to mud1,125 gp
93–95wall of force1,125 gp
96–98wall of stone1,125 gp
99–100waves of fatigue1,125 gp
1 Includes experience point cost up to 2,000 XP.
*6th-Level Arcane Spells*
d%SpellMarket Price
01–02acid fog1,650 gp
03–05analyze dweomer1,650 gp
06animate objects2,400 gp
07–09antimagic field1,650 gp
10–12bear’s endurance, mass1,650 gp
13–14forceful hand1,650 gp
15–17bull’s strength, mass1,650 gp
18–20cat’s grace, mass1,650 gp
21–23chain lightning1,650 gp
24–25circle of death2,150 gp
26contingency1,650 gp
27–28control water1,650 gp
29create undead2,350 gp
30cure moderate wounds, mass2,400 gp
31–33disintegrate1,650 gp
34–37dispel magic, greater1,650 gp
38–40eagle’s splendor, mass1,650 gp
41–42eyebite1,650 gp
43find the path2,400 gp
44–45flesh to stone1,650 gp
46–48fox’s cunning, mass1,650 gp
49geas/quest1,650 gp
50–52globe of invulnerability1,650 gp
53guards and wards1,650 gp
54heroes’ feast2,400 gp
55–56heroism, greater1,650 gp
57legend lore1,900 gp
58–59mislead1,650 gp
60mage’s lucubration1,650 gp
61–62move earth1,650 gp
63–64freezing sphere1,650 gp
65–67owl’s wisdom, mass1,650 gp
68–69permanent image1,650 gp
70–71planar binding1,650 gp
72–73programmed image1,675 gp
74–75repulsion1,650 gp
76–78shadow walk1,650 gp
79–81stone to flesh1,650 gp
82–83suggestion, mass1,650 gp
84–85summon monster VI1,650 gp
86symbol of fear2,650 gp
87symbol of persuasion6,650 gp
88sympathetic vibration2,400 gp
89–90transformation1,950 gp
91–93true seeing1,900 gp
94–95undeath to death2,150 gp
96–97veil1,650 gp
98–100wall of iron1,700 gp
*7th-Level Arcane Spells*
d%SpellMarket Price
01–03arcane sight, greater2,275 gp
04–07banishment2,275 gp
08–10grasping hand2,275 gp
11–13control undead2,275 gp
14–16control weather2,275 gp
17–19delayed blast fireball2,275 gp
20–21instant summons3,275 gp
22–25ethereal jaunt2,275 gp
26–28finger of death2,275 gp
29–31forcecage23775 gp
32–35hold person, mass2,275 gp
36–38insanity2,275 gp
39–42invisibility, mass2,275 gp
43limited wish3,775 gp<sup>1</sup>
44–45mage’s magnificent mansion2,275 gp
46–48mage’s sword2,275 gp
49–51phase door2,275 gp
52–54plane shift2,275 gp
55–57power word blind2,275 gp
58–61prismatic spray2,275 gp
62–64project image2,280 gp
65–67reverse gravity2,275 gp
68–70scrying, greater2,275 gp
71–73sequester2,275 gp
74–76shadow conjuration, greater2,275 gp
77simulacrum7,275 gp<sup>2</sup>
78–80spell turning2,275 gp
81–82statue2,275 gp
83–85summon monster VII2,275 gp
86symbol of stunning7,275 gp
87symbol of weakness7,275 gp
88–90teleport object2,275 gp
91–95teleport, greater2,275 gp
96–97vision2,775 gp
98–100waves of exhaustion2,275 gp
1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.
*8th-Level Arcane Spells*
d%SpellMarket Price
01–02antipathy3,000 gp
03–05clenched fist3,000 gp
06–08binding8,500 gp<sup>1</sup>
09–12charm monster, mass3,000 gp
13clone4,000 gp
14–16create greater undead3,000 gp
17–19demand3,600 gp
20–22dimensional lock3,000 gp
23–26discern location3,000 gp
27–29horrid wilting3,000 gp
30–32incendiary cloud3,000 gp
33–35iron body3,000 gp
36–38maze3,000 gp
39–41mind blank3,000 gp
42–44moment of prescience3,000 gp
45–48telekinetic sphere3,000 gp
49–51irresistible dance3,000 gp
52–54planar binding, greater3,000 gp
55–57polar ray3,000 gp
58–60polymorph any object3,000 gp
61–63power word stun3,000 gp
64–66prismatic wall3,000 gp
67–70protection from spells3,500 gp
71–73prying eyes, greater3,000 gp
74–76scintillating pattern3,000 gp
77–78screen3,000 gp
79–81shadow evocation, greater3,000 gp
82–84shout, greater3,000 gp
85–87summon monster VIII3,000 gp
88–90sunburst3,000 gp
91symbol of death8,000 gp
92symbol of insanity8,000 gp
93–94sympathy4,500 gp
95–98temporal stasis3,500 gp
99–100trap the soul13,000 gp<sup>1</sup>
1 Assumes a creature of 10 HD or less.
*9th-Level Arcane Spells*
d%SpellMarket Price
01–03astral projection4,870 gp
04–07crushing hand3,825 gp
08–12dominate monster3,825 gp
13–16energy drain3,825 gp
17–21etherealness3,825 gp
22–25foresight3,825 gp
26–31freedom3,825 gp
32–36gate8,825 gp
37–40hold monster, mass3,825 gp
41–44imprisonment3,825 gp
45–49meteor swarm3,825 gp
50–53mage’s disjunction3,825 gp
54–58power word kill3,825 gp
59–62prismatic sphere3,825 gp
63–66refuge3,825 gp
67–70shades3,825 gp
71–76shapechange3,825 gp
77–79soul bind3,825 gp
80–83summon monster IX3,825 gp
84–86teleportation circle4,825 gp
87–91time stop3,825 gp
92–95wail of the banshee3,825 gp
96–99weird3,825 gp
100wish28,825 gp<sup>1</sup>
1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

Table: Divine Spell Scrolls

0-Level Divine Spells

d%SpellMarket Price
01–07create water12 gp 5 sp
08–14cure minor wounds12 gp 5 sp
15–22detect magic12 gp 5 sp
23–29detect poison12 gp 5 sp
30–36flare12 gp 5 sp
37–43guidance12 gp 5 sp
44–50inflict minor wounds12 gp 5 sp
51–57know direction12 gp 5 sp
58–65light12 gp 5 sp
66–72mending12 gp 5 sp
73–79purify food and drink12 gp 5 sp
80–86read magic12 gp 5 sp
87–93resistance12 gp 5 sp
94–100virtue12 gp 5 sp
*1st-Level Divine Spells*
d%SpellMarket Price
01alarm100 gp
02–03bane25 gp
04–06bless25 gp
07–09bless water50 gp
10bless weapon100 gp
11–12calm animals25 gp
13–14cause fear25 gp
15–16charm animal25 gp
17–19command25 gp
20–21comprehend languages25 gp
22–26cure light wounds25 gp
27–28curse water50 gp
29–30deathwatch25 gp
31–32detect animals or plants25 gp
33–35detect chaos/evil/good/law25 gp
36–37detect snares and pits25 gp
38–39detect undead25 gp
40–41divine favor25 gp
42–43doom25 gp
44–48endure elements25 gp
49–50entangle25 gp
51–52entropic shield25 gp
53–54faerie fire25 gp
55–56goodberry25 gp
57–58hide from animals25 gp
59–60hide from undead25 gp
61–62inflict light wounds25 gp
63–64jump25 gp
65–66longstrider25 gp
67–68magic fang25 gp
69–72magic stone25 gp
73–74magic weapon25 gp
75–78obscuring mist25 gp
79–80pass without trace25 gp
81–82produce flame25 gp
83–86protection from chaos/evil/good/law25 gp
87–88remove fear25 gp
89–90sanctuary25 gp
91–92shield of faith25 gp
93–94shillelagh25 gp
95–96speak with animals25 gp
97–98summon monster I25 gp
99–100summon nature’s ally I25 gp
*2nd-Level Divine Spells*
d%SpellMarket Price
01animal messenger150 gp
02animal trance150 gp
03–04augury175 gp
05–06barkskin150 gp
07–09bear’s endurance150 gp
10–12bull’s strength150 gp
13–14calm emotions150 gp
15–17cat’s grace150 gp
18chill metal150 gp
19–20consecrate200 gp
21–24cure moderate wounds150 gp
25–26darkness150 gp
27death knell150 gp
28–30delay poison150 gp
31–32desecrate200 gp
33–35eagle’s splendor150 gp
36–37enthrall150 gp
38–39find traps150 gp
40fire trap175 gp
41–42flame blade150 gp
43–44flaming sphere150 gp
45–46fog cloud150 gp
47gentle repose150 gp
48gust of wind150 gp
49heat metal150 gp
50–51hold animal150 gp
52–54hold person150 gp
55–56inflict moderate wounds150 gp
57–58make whole150 gp
59–61owl’s wisdom150 gp
62reduce animal150 gp
63–64remove paralysis150 gp
65–67resist energy150 gp
68–70restoration, lesser150 gp
71–72shatter150 gp
73–74shield other150 gp
75–76silence150 gp
77snare150 gp
78soften earth and stone150 gp
79–80sound burst150 gp
81speak with plants150 gp
82–83spider climb150 gp
84–85spiritual weapon150 gp
86status150 gp
87–88summon monster II150 gp
89–90summon nature’s ally II150 gp
91–92summon swarm150 gp
93tree shape150 gp
94–95undetectable alignment150 gp
96–97warp wood150 gp
98wood shape150 gp
99–100zone of truth150 gp
*3rd-Level Divine Spells*
d%SpellMarket Price
01–02animate dead625 gp
03–04bestow curse375 gp
05–06blindness/deafness375 gp
07–08call lightning375 gp
09–10contagion375 gp
11–12continual flame425 gp
13–14create food and water375 gp
15–18cure serious wounds375 gp
19darkvision375 gp
20–21daylight375 gp
22–23deeper darkness375 gp
24–25diminish plants375 gp
26–27dispel magic375 gp
28–29dominate animal375 gp
30–31glyph of warding575 gp
32heal mount375 gp
33–34helping hand375 gp
35–36inflict serious wounds375 gp
37–38invisibility purge375 gp
39-40locate object375 gp
41–46magic circle against chaos/evil/good/law375 gp
47–48magic fang, greater375 gp
49–50magic vestment375 gp
51–52meld into stone375 gp
53–55neutralize poison375 gp
56–57obscure object375 gp
58–59plant growth375 gp
60–62prayer375 gp
63–64protection from energy375 gp
65–66quench375 gp
67–69remove blindness/deafness375 gp
70–71remove curse375 gp
72–73remove disease375 gp
74–76searing light375 gp
77–78sleet storm375 gp
79–80snare375 gp
81–83speak with dead375 gp
84–85speak with plants375 gp
86–87spike growth375 gp
88–89stone shape375 gp
90–91summon monster III375 gp
92–93summon nature’s ally III375 gp
94–96water breathing375 gp
97–98water walk375 gp
99–100wind wall375 gp
*4th-Level Divine Spells*
d%SpellMarket Price
01–05air walk700 gp
06–07antiplant shell700 gp
08–09blight700 gp
10–11break enchantment700 gp
12–13command plants700 gp
14–15control water700 gp
16–21cure critical wounds700 gp
22–26death ward700 gp
27–31dimensional anchor700 gp
32–34discern lies700 gp
35–37dismissal700 gp
38–39divination725 gp
40–42divine power700 gp
43–47freedom of movement700 gp
48–49giant vermin700 gp
50–51holy sword700 gp
52–54imbue with spell ability700 gp
55–57inflict critical wounds700 gp
58–60magic weapon, greater700 gp
61–62nondetection750 gp
63–64planar ally, lesser1,200 gp
65–67poison700 gp
68–69reincarnate700 gp
70–71repel vermin700 gp
72–76restoration800 gp
77–78rusting grasp700 gp
79–81sending700 gp
82–85spell immunity700 gp
86–87spike stones700 gp
88–90summon monster IV700 gp
91–93summon nature’s ally IV700 gp
94–98tongues700 gp
99–100tree stride700 gp
*5th-Level Divine Spells*
d%SpellMarket Price
01–03animal growth1,125 gp
04–05atonement3,625 gp
06awaken2,375 gp
07–09baleful polymorph1,125 gp
10–13break enchantment1,125 gp
14–16call lightning storm1,125 gp
17–20command, greater1,125 gp
21commune1,625 gp
22commune with nature1,125 gp
23–24control winds1,125 gp
25–30cure light wounds, mass1,125 gp
31–34dispel chaos/evil/good/law1,125 gp
35–38disrupting weapon1,125 gp
39–41flame strike1,125 gp
42–43hallow6,125 gp1
44–46ice storm1,125 gp
47–49inflict light wounds, mass1,125 gp
50–52insect plague1,125 gp
53mark of justice1,125 gp
54–56plane shift1,125 gp
57–58raise dead6,125 gp
59–61righteous might1,125 gp
62–63scrying1,125 gp
64–66slay living1,125 gp
67–69spell resistance1,125 gp
70–71stoneskin1,375 gp
72–74summon monster V1,125 gp
75–77summon nature’s ally V1,125 gp
78symbol of pain2,125 gp
79symbol of sleep2,125 gp
80–82transmute mud to rock1,125 gp
83–85transmute rock to mud1,125 gp
86–89true seeing1,375 gp
90–91unhallow6,125 gp<sup>1</sup>
92–94wall of fire1,125 gp
95–97wall of stone1,125 gp
98–100wall of thorns1,125 gp
1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area.
*6th-Level Divine Spells*
d%SpellMarket Price
01–03animate objects1,650 gp
04–06antilife shell1,650 gp
07–09banishment1,650 gp
10–13bear’s endurance, mass1,650 gp
14–16blade barrier1,650 gp
17–20bull’s strength, mass1,650 gp
21–24cat’s grace, mass1,650 gp
25create undead1,650 gp
26–29cure moderate wounds, mass1,650 gp
30–33dispel magic, greater1,650 gp
34–37eagle’s splendor, mass1,650 gp
38–40find the path1,650 gp
41–43fire seeds1,650 gp
44forbiddance4,650 gp<sup>1</sup>
45geas/quest1,650 gp
46glyph of warding, greater1,650 gp
47–49harm1,650 gp
50–52heal1,650 gp
53–55heroes’ feast1,650 gp
56–58inflict moderate wounds, mass1,650 gp
59–61ironwood1,650 gp
62liveoak1,650 gp
63–65move earth1,650 gp
66–69owl’s wisdom, mass1,650 gp
70–71planar ally2,400 gp
72–74repel wood1,650 gp
75–77spellstaff1,650 gp
78–80stone tell1,650 gp
81–83summon monster VI1,650 gp
84–86summon nature’s ally VI1,650 gp
87symbol of fear2,650 gp
88symbol of persuasion6,650 gp
89–91transport via plants1,650 gp
92–94undeath to death2,150 gp
95–97wind walk1,650 gp
98–100word of recall1,650 gp
1 Assumes an area equivalent to one 60-foot cube.
*7th-Level Divine Spells*
d%SpellMarket Price
01–05animate plants2,275 gp
06–09blasphemy2,275 gp
10–14changestaff2,275 gp
15–16control weather2,275 gp
17–21creeping doom2,275 gp
22–27cure serious wounds, mass2,275 gp
28–32destruction2,275 gp
33–36dictum2,275 gp
37–41ethereal jaunt2,275 gp
42–45holy word2,275 gp
46–50inflict serious wounds, mass2,275 gp
51–55refuge3,775 gp
56–60regenerate2,275 gp
61–65repulsion2,275 gp
66–69restoration, greater4,775 gp
70–71resurrection12,275 gp
72–76scrying, greater2,275 gp
77–81summon monster VII2,275 gp
82–85summon nature’s ally VII2,275 gp
86–90sunbeam2,275 gp
91symbol of stunning7,275 gp
92symbol of weakness7,275 gp
93–97transmute metal to wood2,275 gp
98–100word of chaos2,275 gp
*8th-Level Divine Spells*
d%SpellMarket Price
01–04animal shapes3,000 gp
05–10antimagic field3,000 gp
11–13cloak of chaos3,000 gp
14–17control plants3,000 gp
18–20create greater undead3,600 gp
21–27cure critical wounds, mass3,000 gp
28–32dimensional lock3,000 gp
33–36discern location3,000 gp
37–41earthquake3,000 gp
42–45finger of death3,000 gp
46–49fire storm3,000 gp
50–52holy aura3,000 gp
53–56inflict critical wounds, mass3,000 gp
57–60planar ally, greater5,500 gp
61–65repel metal or stone3,000 gp
66–69reverse gravity3,000 gp
70–72shield of law3,000 gp
73–76spell immunity, greater3,000 gp
77–80summon monster VIII3,000 gp
81–84summon nature’s ally VIII3,000 gp
85–89sunburst3,000 gp
90–91symbol of death8,000 gp
92–93symbol of insanity8,000 gp
94–96unholy aura3,000 gp
97–100whirlwind3,000 gp
*9th-Level Divine Spells*
d%SpellMarket Price
01–04antipathy3,825 gp
05–07astral projection4,870 gp
08–13elemental swarm3,825 gp
14–19energy drain3,825 gp
20–25etherealness3,825 gp
26–31foresight3,825 gp
32–37gate8,825 gp
38–46heal, mass3,825 gp
47–53implosion3,825 gp
54–55miracle28,825 gp1
56–61regenerate3,825 gp
62–66shambler3,825 gp
67–72shapechange3,825 gp
73–77soul bind3,825 gp
78–83storm of vengeance3,825 gp
84–89summon monster IX3,825 gp
90–95summon nature’s ally IX3,825 gp
96–99sympathy5,325 gp
100true resurrection28,825 gp
1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.

Staffs

A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.

Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.

Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).

Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates no special qualities.

Table: Staffs

MediumMajorStaffMarket Price
01–1501–03Charming16,500 gp
16–3004–09Fire17,750 gp
31–4010–11Swarming insects24,750 gp
41–6012–17Healing27,750 gp
61–7518–19Size alteration29,000 gp
76–9020–24Illumination48,250 gp
91–9525–31Frost56,250 gp
96–10032–38Defense58,250 gp
—39–43Abjuration65,000 gp
—44–48Conjuration65,000 gp
—49–53Enchantment65,000 gp
—54–58Evocation65,000 gp
—59–63Illusion65,000 gp
—64–68Necromancy65,000 gp
—69–73Transmutation65,000 gp
—74–77Divination73,500 gp
—78–82Earth and stone80,500 gp
—83–87Woodlands101,250 gp
—88–92Life155,750 gp
—93–97Passage170,500 gp
—98–100Power211,000 gp

Staff Descriptions

Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.

This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.

Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.

Wands

A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.

Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.

Table: Wands

MinorMediumMajorWandMarket Price
01–02——Detect magic375 gp
03–04——Light375 gp
05–07——Burning hands750 gp
08–10——Charm animal750 gp
11–13——Charm person750 gp
14–16——Color spray750 gp
17–19——Cure light wounds750 gp
20-22——Detect secret doors750 gp
23–25——Enlarge person750 gp
26–28——Magic missile (1st)750 gp
29–31——Shocking grasp750 gp
32–34——Summon monster I750 gp
35–36——Magic missile (3rd)2,250 gp
3701–03—Magic missile (5th)3,750 gp
38–4004–07—Bear’s endurance4,500 gp
41–4308–11—Bull’s strength4,500 gp
44–4612–15—Cat’s grace4,500 gp
47–4916–20—Cure moderate wounds4,500 gp
50–5121–22—Darkness4,500 gp
52–5423–24—Daylight4,500 gp
55–5725–27—Delay poison4,500 gp
58–6028–31—Eagle’s splendor4,500 gp
61–6332–33—False life4,500 gp
64–6634–37—Fox’s cunning4,500 gp
67–6838—Ghoul touch4,500 gp
69–7139—Hold person4,500 gp
72–7440–42—Invisibility4,500 gp
75–7743–44—Knock4,500 gp
78–8045—Levitate4,500 gp
81–8346–47—Acid arrow4,500 gp
84–8648–49—Mirror image4,500 gp
87–8950–53—Owl’s wisdom4,500 gp
90–9154—Shatter4,500 gp
92–9455–56—Silence4,500 gp
95–9757—Summon monster II4,500 gp
98–10058–59—Web4,500 gp
—60–6201–02Magic missile (7th)5,250 gp
—63–6403–05Magic missile (9th)6,750 gp
—65–6706–07Call lightning (5th)11,250 gp
—6808Charm person, heightened (3rd-level spell)11,250 gp
—69–7009–10Contagion11,250 gp
—71–7411–13Cure serious wounds11,250 gp
—75–7714–15Dispel magic11,250 gp
—78–8116–17Fireball (5th)11,250 gp
—82–8318–19Keen edge11,250 gp
—84–8720–21Lightning bolt (5th)11,250 gp
—88–8922–23Major image11,250 gp
—90–9124–25Slow11,250 gp
—92–9426–27Suggestion11,250 gp
—95–9728–29Summon monster III11,250 gp
—9830–31Fireball (6th)13,500 gp
—9932–33Lightning bolt (6th)13,500 gp
—10034–35Searing light (6th)13,500 gp
——36–37Call lightning (8th)18,000 gp
——38–39Fireball (8th)18,000 gp
——40–41Lightning bolt (8th)18,000 gp
——42–45Charm monster21,000 gp
——46–50Cure critical wounds21,000 gp
——51–52Dimensional anchor21,000 gp
——53–55Fear21,000 gp
——56–59Greater invisibility21,000 gp
——60Hold person, heightened (4th level)21,000 gp
——61–65Ice storm21,000 gp
——66–68Inflict critical wounds21,000 gp
——69–72Neutralize poison21,000 gp
——73–74Poison21,000 gp
——75–77Polymorph21,000 gp
——78Ray of enfeeblement, heightened (4th level)21,000 gp
——79Suggestion, heightened (4th level)21,000 gp
——80–82Summon monster IV21,000 gp
——83–86Wall of fire21,000 gp
——87–90Wall of ice21,000 gp
——91Dispel magic (10th)22,500 gp
——92Fireball (10th)22,500 gp
——93Lightning bolt (10th)22,500 gp
——94Chaos hammer (8th)24,000 gp
——95Holy smite (8th)24,000 gp
——96Order’s wrath (8th)24,000 gp
——97Unholy blight (8th)24,000 gp
——98–99Restoration<sup>1</sup>26,000 gp
——100Stoneskin<sup>2</sup>33,500 gp
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components.
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components.

Wand Descriptions

All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.

Magic Items V (Wondrous Items)

Wondrous Items

This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description).

Physical Description: Varies.

Activation: Usually use activated or command word, but details vary from item to item.

Special Qualities: Roll d%. An 01 result indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.

Wondrous items with charges can never be intelligent.

Table: Minor Wondrous Items

d%ItemMarket Price
01Feather token, anchor50 gp
02Universal solvent50 gp
03Elixir of love150 gp
04Unguent of timelessness150 gp
05Feather token, fan200 gp
06Dust of tracelessness250 gp
07Elixir of hiding250 gp
08Elixir of sneaking250 gp
09Elixir of swimming250 gp
10Elixir of vision250 gp
11Silversheen250 gp
12Feather token, bird300 gp
13Feather token, tree400 gp
14Feather token, swan boat450 gp
15Elixir of truth500 gp
16Feather token, whip500 gp
17Dust of dryness850 gp
18Bag of tricks, gray900 gp
19Hand of the mage900 gp
20Bracers of armor +11,000 gp
21Cloak of resistance +11,000 gp
22Pearl of power, 1st-level spell1,000 gp
23Phylactery of faithfulness1,000 gp
24Salve of slipperiness1,000 gp
25Elixir of fire breath1,100 gp
26Pipes of the sewers1,150 gp
27Dust of illusion1,200 gp
28Goggles of minute seeing1,250 gp
29Brooch of shielding1,500 gp
30Necklace of fireballs type I1,650 gp
31Dust of appearance1,800 gp
32Hat of disguise1,800 gp
33Pipes of sounding1,800 gp
34Efficient quiver1,800 gp
35Amulet of natural armor +12,000 gp
36Handy haversack2,000 gp
37Horn of fog2,000 gp
38Elemental gem2,250 gp
39Robe of bones2,400 gp
40Sovereign glue2,400 gp
41Bag of holding type I2,500 gp
42Boots of elvenkind2,500 gp
43Boots of the winterlands2,500 gp
44Candle of truth2,500 gp
45Cloak of elvenkind2,500 gp
46Eyes of the eagle2,500 gp
47Scarab, golembane2,500 gp
48Necklace of fireballs type II2,700 gp
49Stone of alarm2,700 gp
50Bag of tricks, rust3,000 gp
51Bead of force3,000 gp
52Chime of opening3,000 gp
53Horseshoes of speed3,000 gp
54Rope of climbing3,000 gp
55Dust of disappearance3,500 gp
56Lens of detection3,500 gp
57Vestment, druid’s3,750 gp
58Figurine of wondrous power, silver raven3,800 gp
59Amulet of health +24,000 gp
60Bracers of armor +24,000 gp
61Cloak of Charisma +24,000 gp
62Cloak of resistance +24,000 gp
63Gauntlets of ogre power4,000 gp
64Gloves of arrow snaring4,000 gp
65Gloves of Dexterity +24,000 gp
66Headband of intellect +24,000 gp
67Ioun stone, clear spindle4,000 gp
68Restorative ointment4,000 gp
69Marvelous pigments4,000 gp
70Pearl of power, 2nd-level spell4,000 gp
71Periapt of Wisdom +24,000 gp
72Stone salve4,000 gp
73Necklace of fireballs type III4,350 gp
74Circlet of persuasion4,500 gp
75Slippers of spider climbing4,800 gp
76Incense of meditation4,900 gp
77Bag of holding type II5,000 gp
78Bracers of archery, lesser5,000 gp
79Ioun stone, dusty rose prism5,000 gp
80Helm of comprehend languages and read magic5,200 gp
81Vest of escape5,200 gp
82Eversmoking bottle5,400 gp
83Sustaining spoon5,400 gp
84Necklace of fireballs type IV5,400 gp
85Boots of striding and springing5,500 gp
86Wind fan5,500 gp
87Amulet of mighty fists +16,000 gp
88Horseshoes of a zephyr6,000 gp
89Pipes of haunting6,000 gp
90Necklace of fireballs type V6,150 gp
91Gloves of swimming and climbing6,250 gp
92Bag of tricks, tan6,300 gp
93Circlet of blasting, minor6,480 gp
94Horn of goodness/evil6,500 gp
95Robe of useful items7,000 gp
96Boat, folding7,200 gp
97Cloak of the manta ray7,200 gp
98Bottle of air7,250 gp
99Bag of holding type III7,400 gp
100Periapt of health7,400 gp

Table: Medium Wondrous Items

d%ItemMarket Price
01Boots of levitation7,500 gp
02Harp of charming7,500 gp
03Amulet of natural armor +28,000 gp
04Golem manual, flesh8,000 gp
05Hand of glory8,000 gp
06Ioun stone, deep red sphere8,000 gp
07Ioun stone, incandescent blue sphere8,000 gp
08Ioun stone, pale blue rhomboid8,000 gp
09Ioun stone, pink and green sphere8,000 gp
10Ioun stone, pink rhomboid8,000 gp
11Ioun stone, scarlet and blue sphere8,000 gp
12Deck of illusions8,100 gp
13Necklace of fireballs type VI8,100 gp
14Candle of invocation8,400 gp
15Bracers of armor +39,000 gp
16Cloak of resistance +39,000 gp
17Decanter of endless water9,000 gp
18Necklace of adaptation9,000 gp
19Pearl of power, 3rd-level spell9,000 gp
20Talisman of the sphere9,000 gp
21Figurine of wondrous power, serpentine owl9,100 gp
22Necklace of fireballs type VII9,150 gp
23Strand of prayer beads, lesser9,600 gp
24Bag of holding type IV10,000 gp
25Figurine of wondrous power, bronze griffon10,000 gp
26Figurine of wondrous power, ebony fly10,000 gp
27Glove of storing10,000 gp
28Ioun stone, dark blue rhomboid10,000 gp
29Stone horse, courser10,000 gp
30Cape of the mountebank10,080 gp
31Phylactery of undead turning11,000 gp
32Gauntlet of rust11,500 gp
33Boots of speed12,000 gp
34Goggles of night12,000 gp
35Golem manual, clay12,000 gp
36Medallion of thoughts12,000 gp
37Pipes of pain12,000 gp
38Blessed book12,500 gp
39Belt, monk’s13,000 gp
40Gem of brightness13,000 gp
41Lyre of building13,000 gp
42Cloak of arachnida14,000 gp
43Stone horse, destrier14,800 gp
44Belt of dwarvenkind14,900 gp
45Periapt of wound closure15,000 gp
46Horn of the tritons15,100 gp
47Pearl of the sirines15,300 gp
48Figurine of wondrous power, onyx dog15,500 gp
49Amulet of health +416,000 gp
50Belt of giant Strength +416,000 gp
51Boots, winged16,000 gp
52Bracers of armor +416,000 gp
53Cloak of Charisma +416,000 gp
54Cloak of resistance +416,000 gp
55Gloves of Dexterity +416,000 gp
56Headband of intellect +416,000 gp
57Pearl of power, 4th-level spell16,000 gp
58Periapt of Wisdom +416,000 gp
59Scabbard of keen edges16,000 gp
60Figurine of wondrous power, golden lions16,500 gp
61Chime of interruption16,800 gp
62Broom of flying17,000 gp
63Figurine of wondrous power, marble elephant17,000 gp
64Amulet of natural armor +318,000 gp
65Ioun stone, iridescent spindle18,000 gp
66Bracelet of friends19,000 gp
67Carpet of flying, 5 ft. by 5 ft.20,000 gp
68Horn of blasting20,000 gp
69Ioun stone, pale lavender ellipsoid20,000 gp
70Ioun stone, pearly white spindle20,000 gp
71Portable hole20,000 gp
72Stone of good luck (luckstone)20,000 gp
73Figurine of wondrous power, ivory goats21,000 gp
74Rope of entanglement21,000 gp
75Golem manual, stone22,000 gp
76Mask of the skull22,000 gp
77Mattock of the titans23,348 gp
78Circlet of blasting, major23,760 gp
79Amulet of mighty fists +224,000 gp
80Cloak of displacement, minor24,000 gp
81Helm of underwater action24,000 gp
82Bracers of archery, greater25,000 gp
83Bracers of armor +525,000 gp
84Cloak of resistance +525,000 gp
85Eyes of doom25,000 gp
86Pearl of power, 5th-level spell25,000 gp
87Maul of the titans25,305 gp
88Strand of prayer beads25,800 gp
89Cloak of the bat26,000 gp
90Iron bands of binding26,000 gp
91Cube of frost resistance27,000 gp
92Helm of telepathy27,000 gp
93Periapt of proof against poison27,000 gp
94Robe of scintillating colors27,000 gp
95Manual of bodily health +127,500 gp
96Manual of gainful exercise +127,500 gp
97Manual of quickness in action +127,500 gp
98Tome of clear thought +127,500 gp
99Tome of leadership and influence +127,500 gp
100Tome of understanding +127,500 gp

Table: Major Wondrous Items

d%ItemMarket Price
01Dimensional shackles28,000 gp
02Figurine of wondrous power, obsidian steed28,500 gp
03Drums of panic30,000 gp
04Ioun stone, orange30,000 gp
05Ioun stone, pale green prism30,000 gp
06Lantern of revealing30,000 gp
07Robe of blending30,000 gp
08Amulet of natural armor +432,000 gp
09Amulet of proof against detection and location35,000 gp
10Carpet of flying, 5 ft. by 10 ft.35,000 gp
11Golem manual, iron35,000 gp
12Amulet of health +636,000 gp
13Belt of giant Strength +636,000 gp
14Bracers of armor +636,000 gp
15Cloak of Charisma +636,000 gp
16Gloves of Dexterity +636,000 gp
17Headband of intellect +636,000 gp
18Ioun stone, vibrant purple prism36,000 gp
19Pearl of power, 6th-level spell36,000 gp
20Periapt of Wisdom +636,000 gp
21Scarab of protection38,000 gp
22Ioun stone, lavender and green ellipsoid40,000 gp
23Ring gates40,000 gp
24Crystal ball42,000 gp
25Golem manual, greater stone44,000 gp
26Orb of storms48,000 gp
27Boots of teleportation49,000 gp
28Bracers of armor +749,000 gp
29Pearl of power, 7th-level spell49,000 gp
30Amulet of natural armor +550,000 gp
31Cloak of displacement, major50,000 gp
32Crystal ball with see invisibility50,000 gp
33Horn of Valhalla50,000 gp
34Crystal ball with detect thoughts51,000 gp
35Carpet of flying, 6 ft. by 9 ft.53,000 gp
36Amulet of mighty fists +354,000 gp
37Wings of flying54,000 gp
38Cloak of etherealness55,000 gp
39Instant fortress55,000 gp
40Manual of bodily health +255,000 gp
41Manual of gainful exercise +255,000 gp
42Manual of quickness in action +255,000 gp
43Tome of clear thought +255,000 gp
44Tome of leadership and influence +255,000 gp
45Tome of understanding +255,000 gp
46Eyes of charming56,000 gp
47Robe of stars58,000 gp
48Carpet of flying, 10 ft. by 10 ft.60,000 gp
49Darkskull60,000 gp
50Cube of force62,000 gp
51Bracers of armor +864,000 gp
52Pearl of power, 8th-level spell64,000 gp
53Crystal ball with telepathy70,000 gp
54Horn of blasting, greater70,000 gp
55Pearl of power, two spells70,000 gp
56Helm of teleportation73,500 gp
57Gem of seeing75,000 gp
58Robe of the archmagi75,000 gp
59Mantle of faith76,000 gp
60Crystal ball with true seeing80,000 gp
61Pearl of power, 9th-level spell81,000 gp
62Well of many worlds82,000 gp
63Manual of bodily health +382,500 gp
64Manual of gainful exercise +382,500 gp
65Manual of quickness in action +382,500 gp
66Tome of clear thought +382,500 gp
67Tome of leadership and influence +382,500 gp
68Tome of understanding +382,500 gp
69Apparatus of the crab90,000 gp
70Mantle of spell resistance90,000 gp
71Mirror of opposition92,000 gp
72Strand of prayer beads, greater95,800 gp
73Amulet of mighty fists +496,000 gp
74Eyes of petrification98,000 gp
75Bowl of commanding water elementals100,000 gp
76Brazier of commanding fire elementals100,000 gp
77Censer of controlling air elementals100,000 gp
78Stone of controlling earth elementals100,000 gp
79Manual of bodily health +4110,000 gp
80Manual of gainful exercise +4110,000 gp
81Manual of quickness in action +4110,000 gp
82Tome of clear thought +4110,000 gp
83Tome of leadership and influence +4110,000 gp
84Tome of understanding +4110,000 gp
85Amulet of the planes120,000 gp
86Robe of eyes120,000 gp
87Helm of brilliance125,000 gp
88Manual of bodily health +5137,500 gp
89Manual of gainful exercise +5137,500 gp
90Manual of quickness in action +5137,500 gp
91Tome of clear thought +5137,500 gp
92Tome of leadership and influence +5137,500 gp
93Tome of understanding +5137,500 gp
94Efreeti bottle145,000 gp
95Amulet of mighty fists +5150,000 gp
96Chaos diamond160,000 gp
97Cubic gate164,000 gp
98Iron flask170,000 gp
99Mirror of mental prowess175,000 gp
100Mirror of life trapping200,000 gp

Wondrous Item Descriptions

Standard wondrous items are described below.

Intelligent Items

Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.

Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.

Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.

Intelligent Item Alignment

Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has.

Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.

Intelligent Item Alignment

d%Alignment of Item
01–05Chaotic good
06–15Chaotic neutral\*
16–20Chaotic evil
21–25Neutral evil\*
26–30Lawful evil
31–55Lawful good
56–60Lawful neutral\*
61–80Neutral good\*
81–100Neutral
\* The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment.

Languages Spoken by Item

Like a character, an intelligent item speaks Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes.

Table: Item Intelligence, Wisdom, Charisma, and Capabilities

d%Mental Ability ScoresCommunicationCapabilitiesSensesBase Price Modifier
01–34Two at 12,<br>one at 10Empathy<sup>1</sup>One lesser power30 ft. vision and hearing+1,000 gp
35–59Two at 13,<br>one at 10Empathy<sup>1</sup>Two lesser powers60 ft. vision and hearing+2,000 gp
60–79Two at 14,<br>one at 10Speech<sup>2</sup>Two lesser powers120 ft. vision and hearing+4,000 gp
80–91Two at 15,<br>one at 10Speech<sup>2</sup>Three lesser powers60 ft. darkvision<br>and hearing+5,000 gp
92–97Two at 16,<br>one at 10Speech<sup>2 3</sup>Three lesser powers60 ft. darkvision<br>and hearing+6,000 gp
98Two at 17,<br>one at 10Speech, telepathy <sup>3 4</sup>Three lesser powers<br>and one greater power<sup>6</sup>120 ft. darkvision<br>and hearing+9,000 gp
99Two at 18,<br>one at 10Speech, telepathy <sup>4 5</sup>Three lesser powers<br>and two greater powers<sup>6</sup>120 ft. darkvision, blindsense, and hearing+12,000 gp
100Two at 19,<br>one at 10Speech, telepathy <sup>4 5</sup>Four lesser powers<br>and three greater powers<sup>6</sup>120 ft. darkvision, blindsense, and hearing+15,000 gp
1 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
2 Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder.
3 The item can also read any languages it can speak.
4 The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
5 The item can read all languages as well as use read magic.
6 The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate.

Intelligent Item Powers

The table above determines how many lesser and greater powers an intelligent item has. To find the item’s specific powers, choose or roll on the appropriate tables below.

Intelligent Item Lesser Powers

d%Lesser PowerBase Price<br>Modifier
01–05Item can bless its allies 3/day+1,000 gp
06–10Item can use faerie fire 3/day+1,100 gp
11–13Item can cast minor image 1/day+2,200 gp
14–20Item has deathwatch continually active+2,700 gp
21–25Item can use detect magic at will+3,600 gp
26–31Item has 10 ranks in Intimidate+5,000 gp
32–33Item has 10 ranks in Decipher Script+5,000 gp
34–36Item has 10 ranks in Knowledge (choose category)+5,000 gp
37–40Item has 10 ranks in Search+5,000 gp
41–45Item has 10 ranks in Spot+5,000 gp
46–50Item has 10 ranks in Listen+5,000 gp
51–54Item has 10 ranks in Spellcraft+5,000 gp
55–60Item has 10 ranks in Sense Motive+5,000 gp
61–66Item has 10 ranks in Bluff+5,000 gp
67–72Item has 10 ranks in Diplomacy+5,000 gp
73–77Item can cast major image 1/day+5,400 gp
78–80Item can cast darkness 3/day+6,500 gp
81–83Item can use hold person on an enemy 3/day+6,500 gp
84–86Item can activate zone of truth 3/day+6,500 gp
87–89Item can use daze monster 3/day+6,500 gp
90–95Item can use locate object 3/day+6,500 gp
96–100Item can use cure moderate wounds (2d8+3) on wielder 3/day*+*6,500 gp

All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.

Intelligent Item Greater Powers

d%Greater PowerBase Price<br>Modifier
01–06Item can detect opposing alignment at will+7,200 gp
07–10Item can detect undead at will+7,200 gp
11–13Item can cause fear in an enemy at will+7,200 gp
14–18Item can use dimensional anchor on a foe 1/day+10,000 gp
19–23Item can use dismissal on a foe 1/day+10,000 gp
24–28Item can use lesser globe of invulnerability 1/day*+*10,000 gp
29–33Item can use arcane eye 1/day+10,000 gp
34–37Item has continuous detect scrying effect+10,000 gp
38–41Item creates wall of fire in a ring with the wielder at the center 1/day+10,000 gp
42–45Item can use quench on fires 3/day+16,000 gp
46–50Item has status effect, usable at will+11,000 gp
51–54Item can use gust of wind 3/day+11,000 gp
55–59Item can use clairvoyance 3/day+16,000 gp
60–64Item can create magic circle against opposing alignment at will+16,000 gp
65–68Item can use haste on its owner 3/day+16,000 gp
69–73Item can create daylight 3/day+16,000 gp
74–76Item can create deeper darkness 3/day+16,000 gp
77–80Item can use invisibility purge (30 ft. range) 3/day+16,000 gp
81–85Item can use slow on its enemies 3/day+16,000 gp
86–91Item can locate creature 3/day+30,000 gp
91–97Item can use fear against foes 3/day+30,000 gp
98–100Item can use detect thoughts at will+44,000 gp
If the same power is rolled twice, roll again.

Special Purpose Items

Intelligent Item Purpose

d%Purpose
01–20Defeat/slay diametrically opposed alignment\*
21–30Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31–40Defeat/slay divine spellcasters (including divine entities and servitors)
41–50Defeat/slay nonspellcasters
51–55Defeat/slay a particular creature type (see the bane special ability for choices)
56–60Defeat/slay a particular race or kind of creature
61–70Defend a particular race or kind of creature
71–80Defeat/slay the servants of a specific deity
81–90Defend the servants and interests of a specific deity
91–95Defeat/slay all (other than the item and the wielder)
96–100Choose one
\* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Purpose

An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.

Dedicated Power

A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, below).

Special Purpose Item Dedicated Powers

d%Dedicated PowerBase Price Modifier
01–06Item can use ice storm+50,000 gp
07–12Item can use confusion+50,000 gp
13–17Item can use phantasmal killer+50,000 gp
18–24Item can use crushing despair*+*50,000 gp
25–31Item can use dimension door on itself and wielder+50,000 gp
32–36Item can use contagion (heightened to 4th level) as touch attack+56,000 gp
37–43Item can use poison (heightened to 4th level) as touch attack+56,000 gp
44–50Item can use rusting grasp as touch attack+56,000 gp
51–56Item can cast 10d6 lightning bolt*+*60,000 gp
57–62Item can cast 10d6 fireball*+*60,000 gp
63–68Wielder gets +2 luck bonus on attacks, saves, and checks+80,000 gp
69–74Item can use mass inflict light wounds*+*81,000 gp
75–81Item can use song of discord*+*81,000 gp
82–87Item can use prying eyes*+*81,000 gp
88–92Item can cast 15d6 greater shout 3/day+130,000 gp
93–98Item can use waves of exhaustion*+*164,000 gp
99–100Item can use true resurrection on wielder, once per month+200,000 gp

Item Ego

Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Item Ego

Attribute of ItemEgo Points
Each +1 of item’s enhancement bonus1
Each +1 of bonus for special abilities1
Each lesser power1
Each greater power2
Special purpose (and dedicated power)4
Telepathic ability1
Read languages ability1
Read magic ability1
Each +1 of Intelligence bonus1
Each +1 of Wisdom bonus1
Each +1 of Charisma bonus1

Items Against Characters

When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.

When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following.

  • Removal of associates or items whose alignment or personality is distasteful to the item.
  • The character divesting herself of all other magic items or items of a certain type.
  • Obedience from the character so the item can direct where they go for its own purposes.
  • Immediate seeking out and slaying of creatures hateful to the item.
  • Magical protections and devices to protect the item from molestation when it is not in use.
  • That the character carry the item with her on all occasions.
  • That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures, such as the following acts:

  • Force its possessor into combat.
  • Refuse to strike opponents.
  • Strike at its wielder or her associates.
  • Force its possessor to surrender to an opponent.
  • Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.

All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.

Cursed Items

Cursed items are magic items with some sort of potentially negative impact. Sometimes they’re directly bad for the user; sometimes they’re just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.

Cursed Item Common Curses

d%Curse
01–15Delusion
16–35Opposite effect or target
36–45Intermittent functioning
46–60Requirement
61–75Drawback
76–90Completely different effect
91–100Substitute specific cursed item

Delusion: The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse spell.

Opposite Effect or Target: These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind here is that these items aren’t always bad to have. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn’t necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn’t immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless some sort of compulsion is placed upon it that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.

Intermittent Functioning: The three varieties of intermittent functioning items all function perfectly as described—at least some of the time. The three varieties are unreliable, dependent, and uncontrolled items.

Unreliable: Each time the item is activated, there is a 5% chance (01–05 on d%) that it does not function.

Dependent: The item only functions in certain situations. To determine what the situation is, either select a situation or roll on the following table.

d%Situation
01–03Temperature below freezing
04–05Temperature above freezing
06–10During the day
11–15During the night
16–20In direct sunlight
21–25Out of direct sunlight
26–34Underwater
35–37Out of water
38–45Underground
46–55Aboveground
56–60Within 10 feet of a random creature type
61–64Within 10 feet of a random race or kind of creature
65–72Within 10 feet of an arcane spellcaster
73–80Within 10 feet of a divine spellcaster
81–85In the hands of a nonspellcaster
86–90In the hands of a spellcaster
91–95In the hands of a creature of a particular alignment
96In the hands of a creature of particular gender
97–99On nonholy days or during particular astrological events
100More than 100 miles from a particular site

Uncontrolled: An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01–05 the item activates at some random point during that day.

Requirement: In a sense, a command word is a requirement. Nevertheless, some items have much more stringent requirements that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.

  • Character must eat twice as much as normal.
  • Character must sleep twice as much as normal.
  • Character must undergo a specific quest (one time only, and then item functions normally thereafter).
  • Character must sacrifice (destroy) 100 gp worth of valuables per day.
  • Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
  • Character must swear fealty to a particular noble or his family.
  • Character must discard all other magic items.
  • Character must worship a particular deity.
  • Character must change her name to a specific name. (The item only works for characters of that name.)
  • Character must add a specific class at the next opportunity if not of that class already.
  • Character must have a minimum number of ranks in a particular skill.
  • Character must sacrifice some part of her life energy (2 points of Constitution) one time. If the character gets the Constitution points back (such as from a restoration spell), the item ceases functioning. (The item does not cease functioning if the character receives a Constitution increase caused by level gain, a wish, or the use of a magic item.)
  • Item must be cleansed with holy water each day.
  • Item must be used to kill a living creature each day.
  • Item must be bathed in volcanic lava once per month.
  • Item must be used at least once a day, or it won’t function again for its current possessor.
  • Item must draw blood when wielded (weapons only). It can’t be put away or exchanged for another weapon until it has scored a hit.
  • Item must have a particular spell cast upon it each day (such as bless, atonement, or animate objects).

Requirements are so dependent upon suitability to the item that they should never be determined randomly. An item with a requirement that is also intelligent often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one time only, others monthly, and still others continuous).

Drawback: Items with drawbacks are usually still beneficial to the possessor but they also carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some items such as weapons), usually the drawback remains with the character for as long as she has the item.

Roll on the table below to generate a drawback that (unless otherwise indicated) remains in effect as long as the item is in the character’s possession.

d%Drawback
01–04Character’s hair grows 1 inch longer. Only happens once.
05–09Character either shrinks 1/2 inch (01–50 on d%) or grows that much taller (51–100). Only happens once.
10–13Temperature around item is 10°F cooler than normal.
14–17Temperature around item is 10°F warmer than normal.
18–21Character’s hair color changes.
22–25Character’s skin color changes.
26–29Character now bears some identifying mark (tattoo, weird glow, or the like).
30–32Character’s gender changes.
33–34Character’s race or kind changes.
35Character is afflicted with a random disease that cannot be cured.
36–39Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .).
41–45Character becomes selfishly possessive about the item.
46–49Character becomes paranoid about losing the item and afraid of damage occurring to it.
50–51Character’s alignment changes.
52–54Character must attack nearest creature (5% chance [01–05 on d%] each day).
55–57Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58–60Character’s vision is blurry (–2 penalty on attack rolls, saves, and skill checks requiring vision).
61–64Character gains one negative level.
65Character gains two negative levels.
66–70Character must make a Will save each day or take 1 point of Intelligence damage.
71–75Character must make a Will save each day or take 1 point of Wisdom damage.
76–80Character must make a Will save each day or take 1 point of Charisma damage.
81–85Character must make a Fortitude save each day or take 1 point of Constitution damage.
86–90Character must make a Fortitude save each day or take 1 point of Strength damage.
91–95Character must make a Fortitude save each day or take 1 point of Dexterity damage.
96Character is polymorphed into a specific creature (5% chance [01–05 on d%] each day).
97Character cannot cast arcane spells.
98Character cannot cast divine spells.
99Character cannot cast any spells.
100Either pick one of the above that’s appropriate or create a drawback specifically for that item.

Specific Cursed Items

Specific Cursed Items are provided as examples of cursed items. They are given creation prerequisites, should someone want to intentionally create them (although that does not need to be the origin of the item). Note, however, two exceptions: The crystal hypnosis ball and the bag of devouring cannot be created by any known means.

A simple detect magic spell yields a misleading aura and strength, often indicating that the item is a noncursed item of similar sort. An identify spell only has a 1% chance per caster level to reveal a cursed item’s true properties, including the cursed aspect. Analyze dweomer reveals the true nature of a cursed item.

Table: Specific Cursed Items

d%ItemMarket Price
01–05Incense of obsession200 gp
06–15Ring of clumsiness500 gp
16–20Amulet of inescapable location1,000 gp
21–25Stone of weight1,000 gp
26–30Bracers of defenselessness1,200 gp
31–35Gauntlets of fumbling1,300 gp
36–40–2 sword, cursed1,500 gp
41–43Armor of rage1,600 gp
44–46Medallion of thought projection1,800 gp
47–52Flask of curses2,100 gp
53–54Dust of sneezing and choking2,400 gp
55Helm of opposite alignment4,000 gp
56–60Potion of poison5,000 gp
61Broom of animated attack5,200 gp
62–63Robe of powerlessness5,500 gp
64Vacuous grimoire6,000 gp
65–68Spear, cursed backbiter7,500 gp
69–70Armor of arrow attraction9,000 gp
71–72Net of snaring10,000 gp
73–75Bag of devouring—
76–80Mace of blood16,000 gp
81–85Robe of vermin16,500 gp
86–88Periapt of foul rotting17,000 gp
89–92Sword, berserking17,500 gp
93–96Boots of dancing30,000 gp
97Crystal hypnosis ball—
98Necklace of strangulation60,000 gp
99Cloak of poisonousness62,000 gp
100Scarab of death80,000 gp

Artifacts

Artifacts are extremely powerful. Rather than merely another form of magic equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures—a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on.

No table has been included to randomly generate specific artifacts, since these items should only enter a campaign through deliberate choice on your part.

Minor Artifacts

Minor artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means.

Minor Artifact Descriptions

Described below is a selection of the most well-known (not necessarily the most numerous) minor artifacts.

Major Artifacts

Major artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign.

Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.

In our game

Our implementation: Not implemented yet. Engine coverage is added here as rules slices land.

Open Game Content from the System Reference Document 3.5, used under the Open Game License 1.0a.