Harness of Taming

This harness fits over the back of a large creature, providing the rider a +10 bonus to animal handling and ride checks. Appearing as a simple harness, the true form is revealed upon successful latching of the leather strap into the mithril buckle.

The full form contains a saddle, saddlebags, and a flask full of water.

The Greater Harness of Taming provides a +20 bonus and costs four times as much.

Moderate alteration and enchantment; CL 5th (or 9th for Greater Harness of Taming); create water, control animal, craft wondrous item; Price: 10,000 gold (or 40,000 gold for Greater Harness of Taming).


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Bag of Haggling

Originally developed by Nazur Tscheryn, mage of Chaurille, as a way to acquire reagents at reduced rates (as well as to communicate with the denizens of the night that peddle eyes of newt, nightshade, and other fine things)

A favorite among merchants, this bag (also available as a purse) has been enchanted such that it helps negotiate deals on behalf of the owner. The quality of the negotiation varies from purse to purse, depending on the quality of the caster. The purse allows the owner to speak the language of his or her collocutor to facilitate the negotiation. An average example of this purse also adds a +10 circumstance bonus to all skill checks that involve negotiating prices (Diplomacy, Bluff, etc.).

Faint abjuration; caster level 3rd; tongues, eagle’s splendor, Craft Wondrous Item; 7,500 gold.


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Masks of the Shan’n’nur

The officials of the Shan’n’nur wear these masks during rituals and when in public performing their mysterious duties and enforcing the will of their cult in the cities.

As befits the wearers, the masks give the practitioners several abilities they find useful as they police the use of magic in the areas they control.

Lesser Mask of the Shan’n’nur

  • charm person or cause fear: only works on on those who are not members of the Shan’n’nur – 3/day
  • detect magic – at will
  • detect evil/good/law/chaos: according to wearer’s alignment: the wearer can detect alignments opposite to hers – at will

Faint divination and enchantment; Caster Level 1st; charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 4,200 gold, Weight 1 lb.

The master’s masks grant the following additional powers:

Greater Mask of the Shan’n’nur

  • arcane sight for up to 5 minutes per day
  • true seeing for up to 10 minutes per day
  • analyze dweomer for 11 rounds, 1 / 3 days

Faint divination and enchantment; Caster Level 11th; analyze dweomer, true seeing, arcane sight, charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 53,400 gold, Weight 1 lb.


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Serpentward Purse

Generally decorated with thread-of-gold depicting a dragon or wyrm, this purse is similar to the magically warded wailing purse, with the difference that any touching or opening of it by anyone except the wearer results in a ghostly viper rearing up from the purse and striking the would-be purloiner.

When the snake strikes, the thief must succeed at a DC 14 reflex save. If they fail, they are engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. The effect is identical to those of the spell sepia snake sigil.

Faint abjuration; Caster level 5th; sepia snake sigil, Craft Wondrous Item; Price 7,500 gold; Weight 1/2 lb.


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Wailing Purse

This purse has been enchanted such that attempts to pick it from it’s owner result in a loud alarm. The alarm varies from purse to purse, but is generally a shouted “thief! thief!” in the language of the enchanter.

Weak abjuration; caster level 1st, alarm, Craft Wonderous Item; 1,000 gold

Alternate versions are powered by magic mouths, allowing a higher range of sounds and responses, such as singing, biting, or saying things like “You don’t really need that, do you? Can we afford that?”. These are considerably more expensive, in the 6,000 gold range.


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The Visage of Scahrossar

According to legend, this black leather Mask was a gift from Scahrossar, goddess of pain, to a legendary priest of Oldimara, her brother, the god of trickery. The turmoil surrounding the events that transpired are chronicled in the bard’s song “Blood Tears of Hernisia”.

The Visage’s surface matches the contours of a face, and is adorned with delicate inlays of silver and steel, but there are no holes for the eyes, nose or mouth. On the interior side, there are two one inch iron spikes where the eye holes would be. Black silk ribbons hang from the sides and can be tied together to secure it to the head. Because of the lack of mouth opening, the wearer’s voice is somewhat muffled and breathy. In spite of this those dealing with the wearer find them shudderingly fascinating and compelling.

In order to use this item one must put it on, piercing one’s own eyes with the iron spikes. This process inflicts 1d4 points of damage and results in permanent blindness. This blindness can be magically cured if the Mask is removed, but donning it will once again result in blindness. Unless exceptionally strong-willed the wearer has no desire to remove the Mask at any rate (DC 28 Will save).

This Mask radiates moderate evil.

As long as the wearer has the mask on they gain the following benefits:
– Blindsense to a range of 45′
– True Seeing: the ability to pierce illusions and disguises within the blindsense. This does not confer actual sight.
– +5 enhancement bonus to Charisma
– Suggestion 3/day (DC 20 Will save to resist)
– +5 profane bonus to search and spot

Strong divination, transmutation and enchantment [evil]; CL 18.


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Helm of Entrapment

This helm employs an illusion to trick the wearer into putting it on backward, so the eye holes face backward. This effectively blinds the character, and since the item is cursed, the wearer cannot willingly remove it. A remove curse spell will allow the wearer to doff the entrapping helm.

Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse; Price 1,300 gp.


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Helm of Hiding

This helm (really a leather cap) improves the wearer’s chance of hiding. It provides a +5 competence adjustment on all Hide checks while worn.

Faint transmutation; CL 5th; Craft Wondrous Item, darkness; Price 2,500 gp;Weight 1 lb.


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Winged Helm

This helmet, fittingly adorned by giant wings, allow the wearer to fly at various speeds, depending on the size of the adorning wings. Activating the item takes a standard action, as the wearer must rub the feathers with saliva not unlike the way a cat preens itself.

The helm in the picture is the minor version of the helm, which allows the wearer to float a foot off the ground with very limited mobility, essentially hovering and moving at half speed.

The normal version (with 18″ wings) provides fly at the wearer’s normal move and the greater version (with 6′ wings) provides flight up to 100′ per round.

Originally researched and developed by Djander, mage counsel to the King of Vandor in the waning days of his kingdom. When the king passed, the land split into the Ten Princedoms, and the Winged Helms allow the Princes to travel quickly across the sea to convene meetings to continue to rule the land. As such, there are ten Winged Helms, one each in possession of the princes.

Price: 25,000gp
Price, minor: 12,500gp
Price, major: 50,000gp


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Magic Item: Paddle of Punishment

(note: the image is but an artist’s rendition, or rending an artist’s butt…)

This paddle has been used to render punishment for past shall we say improprieties. Often kept behind the counter by more benevolent shopkeepers to deal with meddling kids, this paddle does 1d2 damage to those who receive the business end in the behind. In addition, upon a succesful hit, if the creature hit has less HD than the attacker, it deals a round of stun followed by a round of confusion, then 1d10 rounds of guilt. This is usually enough to teach ’em a lesson! For those with equal HD, only 1 round of confusion is dealt. For those targets with more HD, the result is usually anger.

Optional addition: 1-3 spikes can be added for real puinshment (1 spike adds +1 damage, so all three makes the paddle 1d2+3)

The price of the paddle is never spoken of outside merchant’s circles, so it’s up to the DM to scale the price based on appropriate “market forces.”


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