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).
Posted in Magic Item and tagged saddle, wondrous item by Stephen Hilderbrand with no comments yet.
Shan’n’nur buckler / Witchwarden buckler
When the Shan’n’nur assemble to confront a rogue spellcaster, they do so en mass. They are a unnerving sight, dressed provocatively beneath their long robes, wearing ceremonial masks, bucklers on their arms, and wand or sword in their hands. Seeing them, none can doubt that their prey are doomed.
The bucklers confer a +1 shield bonus to AC, just as a normal finely crafted buckler would. They are also generally enchanted to provide a +1 enhancement bonus to AC. In addition, they grant the wielder Spell Resistance 13.
Made of the finest metals and engraved with the arcane symbols of Shan’n’nur warding, these shields do not confer an armor check penalty. Even as light as they are, they sometimes interfere with arcane gestures, and cause a 5% chance of arcane spell failure.
Finally, as with all bucklers, the armor bonus is not applied for these bucklers on the turn that their wearer used their shield arm to attack or cast a spell. The SR is still applied, however.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price 9,165 gold; Weight 3 lbs.
Posted in Magic Item and tagged armor, Shan'n'nur by Adam A. Thompson with no comments yet.
Barael’s Blade: the first Witch-blade
Forged by the Crow Mage from shards of darkness, infused with the finest dwarven steel, and honed by his half-breed apprentice to near-vorpal sharpness, this blade was wielded by Barael, the famous bastard child of King Elespor Galdius.
It is said that it takes a warrior’s hand and a wizard’s mind to wield this blade and those crafted in it’s image. The original Witch-blade has many special properties, and is a demon-bane +2 hand-and-a-half sword. It has the same dispelling and counterspelling properties that all witch-blades share. In addition, it is an sentient weapon with a deadly thirst for the blood of those who lead the worship of abominations, such as the Spider Priests of the Shona’qua dark elves whom Barael led a vicious crusade against.
As its fame grew, the cultists of Shan’n’nur attempted to wrest this blade from Barael’s possession in order to learn the secrets of it’s construction. For many years the cult hounded him and would send agents after him whenever his travels brought him to the middle kingdoms.
The cult was never successful in subduing Barael or eliciting his cooperation, though they nearly succeeded once, when he was seduced by one of their agents. Eventually the leaders of the Shan’n’nur decided to abandon their efforts, as it was too great a drain on the organization’s mediocre resources.
Years of research later, the Shan’n’nur duplicated the witch-blade effect with the help of Barael’s old foe Faduardo Gantonín and began enchanting their long knives and swords with the property.
The Witch-blade: all witch blades share this property. They are ensorceled such that they may be used once a day to either remove or counter magical effects, but only in the hands of an arcane spellcaster. This property adds an additional 4,200 gold to the magic weapon’s cost and is the equivalent to an additional +1 enhancement for purposes of determining maximum weapon enchantment.
Eldritch Parry: As a standard action, they may be used to counterspell. When used in this way they function exactly as though the wielder had cast dispel magic to counterspell. All caster level checks use the wielder’s arcane caster character level.
Sever Spell: As a standard action they may be used to perform a targeted dispel magic. The blade must touch the target of the dispel, be it a creature, object, or continuing area spell. As with the counterspell ability, the blade uses the wielder’s arcane caster level when making the caster level check.
Moderate abjuration; CL 5th; must be a bladed weapon, Craft Magic Arms and Armor, dispel magic; Price 4,200 gold.
Author’s note: The Priest of Doom would like to thank The Sword for inspiration.
Posted in Magic Item and tagged Shan'n'nur, weapon by Adam A. Thompson with no comments yet.
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.
Posted in Magic Item and tagged bag, purse, wondrous item by Stephen Hilderbrand with no comments yet.
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.
Posted in Magic Item and tagged face, Shan'n'nur, wondrous item by Adam A. Thompson with no comments yet.
Wand of Wandering
This wand (actually a rod) provides many of the functions necessary for surviving on long journeys. It is generally crafted from a length of willow driftwood and topped with a depiction of a monarch butterfly in gold or amber.
locate object (2nd) 1 / day
know direction (0th) 3 / day
create food and water (3rd) 1 / day
use of the endurance feat while in the user’s possession
verbal component: Danaus plexippus
Moderate divination, faint conjuration and transmutation; Caster level 5th; create food and water, know direction, endurance, locate object; Cost 11,450 gold; weight 2 lbs.
Posted in Magic Item and tagged rod by Stephen Hilderbrand with no comments yet.
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.
Posted in Magic Item and tagged bag, container, purse, wondrous item by Adam A. Thompson with no comments yet.
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.
Posted in Magic Item and tagged bag, container, purse, wondrous item by Adam A. Thompson with no comments yet.
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.
Posted in Magic Item and tagged face, minor artifact, wondrous item by Adam A. Thompson with no comments yet.
Cut-less Cutlass
This cursed blade makes it harder (-2 to attack rolls) to hit enemies. Otherwise, it is normal.
The adornments on the hilt of the sword hint at lands where volcanoes loom overhead and coconuts and pomegranates contitute a portion of the local diet. The sword is unique, the result of a craft wondrous item gone wrong. It has been in the hands of a unknowing pirate for many years now, a pirate whose battles have left him increasingly scarred and broken.
Posted in Magic Item and tagged cursed, weapon by Stephen Hilderbrand with no comments yet.