TEXT:  
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  1 
   
   
  365 Magic Items 
   
   
   
   
   
   
   
   
   
  Credits 
   
  Author: Benjamin Medrano 
   
  Editor: Charles Kulick 
   
  Developer: Jeff Gomez 
   
  Publisher: Zenith Games 
   
  Cover Art: Aaron Lee 
   
  Additional Art: Davis Lewis Johnson, 
  Ian MacLean  
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  2 
  TABLE OF CONTENTS 
  Introduction 
  6 
  Weapons 
  7 
  Annihilation Blade 
  7 
  Axe of Destiny 
  7 
  Blade of Lightning 
  7 
  Blade of Stolen Momentum 
  7 
  Blade of the Earth 
  7 
  Blade of the Moon 
  7 
  Blade of the Stars 
  8 
  Blade of the Sun 
  8 
  Bonedrinker 
  8 
  Bow of Shadows, Lesser 
  8 
  Bow of Shadows 
  8 
  Bow of Shadows, Greater 
  8 
  Constricting Whip 
  8 
  Crushing Flail 
  9 
  Crushing Quarterstaff 
  9 
  Cursing Club 
  9 
  Earth-Sunderer 
  9 
  Edge of Light 
  9 
  Electrocution Bow 
  9 
  Elemental Wheel 
  9 
  Energy Lash 
  10 
  Fartouch Gauntlet 
  10 
  Flame Eater 
  10 
  Force Blade 
  10 
  Forgotten Blade 
  10 
  Freezing Piercer 
  10 
  Frozen Scythe 
  11 
  Gutpiercer 
  11 
  Hammer of Heavenly Flames 
  11 
  Hunter’s Bow 
  11 
  Justicar’s Blade 
  11 
  Kama of Perfect Defense 
  12 
  Kinetic Bow 
  12 
  Kinetic Hilt 
  12 
  Lightning Edge 
  12 
  Mageblade 
  12 
  Magma Spike Crossbow 
  12 
  Meteor Flail 
  13 
  Meteoric Warhammer 
  13 
  Moon Slicer 
  13 
  Obsidian Edge 
  13 
  Penetrating Lightning 
  13 
  Penitence Flail 
  13 
  Petrifying Dart 
  13 
  Reaper’s Axe 
  14 
  Repulsing Pike 
  14 
  Shard-Spray Dagger 
  14 
  Shifter’s Fang 
  14 
  Shrapnel Sling 
  14 
  Slaughtering Falchion 
  14 
  Spellsurge Blade 
  14 
  Solar Morningstar 
  15 
  Stone Golem’s Hammer 
  15 
  Stonebreaker Axe 
  15 
  Storm Spear 
  15 
  Subduing Blade 
  15 
  Sunbringer 
  15 
  Sword of Perfect Form 
  15 
  Sword of Words 
  16 
  Thirsting Blade 
  16 
  Tornado Glaive 
  16 
  Two-Bladed Sword of Light and Darkness 
  17 
  Vengeful Glaive 
  17 
  Wind Piercer, Lesser 
  17 
  Wind Piercer 
  17 
  Windsong Rapier 
  17 
  Woodsman’s Axe 
  17 
  Armor & Shields 
  18 
  Armor of Elysium 
  18 
  Bloodplate 
  18 
  Bronzed Leathers of Battle 
  18 
  Bulwark of the Earth 
  18 
  Ephemeral Breastplate 
  18 
  Force Reflector 
  18 
  Hide of the Wolf 
  18 
  Immortal Aegis 
  19 
  Inferno’s Skin 
  19 
  Juggernaut Plate 
  19 
  Leathers of Bloody Vengeance 
  19 
  Phase Leathers 
  19 
  Porcupine Hide 
  19 
  Resounding Shield 
  20 
  Rose Shield 
  20 
  Sandshield 
  20 
  Scales of the Dragon, Lesser 
  20 
  Scales of the Dragon 
  20 
  Shadow Mastiff Leathers 
  20 
  Sheltering Shield 
  20 
  Shield of Deadly Assault 
  21 
  Shield of Last Light 
  21 
  Shield of Perdition 
  21 
  Stasis Shield 
  21 
  Undying Armor 
  21 
  Winterland’s Breastplate 
  21 
  Rings 
  22 
  Band of Purity 
  22 
  Blood Ring 
  22 
  Icicle Ring 
  22 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  3 
  Imperial Ring 
  22 
  Ring of Elemental Frost 
  22 
  Ring of Force Sword 
  22 
  Ring of Kinetic Defense 
  23 
  Ring of Lucid Dreams 
  23 
  Ring of Spell Power 
  23 
  Ring of the Stone Body 
  23 
  Summoner’s Ring 
  23 
  Rods 
  24 
  Corruption Rod 
  24 
  Forbidding Scepter 
  24 
  Guardian Rod 
  24 
  Icicle Rod 
  24 
  Necromancer’s Cane 
  24 
  Rod of Energy Channeling 
  24 
  Rod of Fire and Ice 
  25 
  Rod of Flensing 
  25 
  Rod of Pure Frost 
  25 
  Rod of Resonance 
  25 
  Rod of Spell-Flame 
  25 
  Rod of Unity 
  25 
  Staves 
  26 
  Icicle Stave 
  26 
  Staff of Channeled Lightning 
  26 
  Staff of Holy Light 
  26 
  Staff of Pure Flame 
  26 
  Wondrous Items 
  27 
  Belt Slot 
  27 
  Belt of the Long March 
  27 
  Berserker Belt 
  27 
  Enchanting Cord 
  27 
  Immutable Belt 
  27 
  Body Slot 
  27 
  Apprentice’s Robe 
  27 
  Clothes of Iron Law 
  27 
  Evoker’s Robe 
  28 
  Fiendblood Garments 
  28 
  Matriarch’s Robe 
  28 
  Robe of the Dark Traveler 
  28 
  Robes of Frost 
  28 
  Shadow Garments 
  28 
  Sunshield Clothing 
  28 
  Chest Slot 
  29 
  Contagion Ward Shirt 
  29 
  Diplomat’s Vest 
  29 
  Hero’s Tabard 
  29 
  Hunter’s Vest 
  29 
  Immortal’s Corset 
  29 
  Innocuous Vest 
  30 
  Magister’s Vest 
  30 
  Sash of the Cavalry Scout 
  30 
  Staunching Vest 
  30 
  Vest of Inner Health 
  30 
  Vest of the Drake 
  30 
  Vest of Uncanny Escape 
  30 
  Windwalker’s Vest 
  31 
  Eye Slot 
  31 
  Lenses of Crisis 
  31 
  Seer’s Spectacles 
  31 
  Spectacles of the Archivist 
  31 
  Spellwright’s Spectacles 
  31 
  Vanguard’s Goggles 
  31 
  Feet Slot 
  32 
  Backstab Boots 
  32 
  Boots of Shadow’s Step 
  32 
  Boots of the Swift Soldier 
  32 
  Dervish Greaves 
  32 
  Desertwalker’s Sandals 
  32 
  Gravitic Boots 
  32 
  Lightning Riders, Lesser 
  33 
  Lightning Riders 
  33 
  Lucky Horseshoes 
  33 
  Pikeman’s Boots 
  33 
  Woodsman’s Sandals 
  33 
  Hands Slot 
  34 
  Alchemist’s Gloves 
  34 
  Amplification Gloves 
  34 
  Anarchist’s Gloves 
  34 
  Distracting Gloves 
  34 
  Foecrusher Gauntlets 
  34 
  Gauntlets of Heroic Mercy 
  34 
  Gloves of Alchemical Mastery 
  35 
  Gloves of Fine Manipulation 
  35 
  Gloves of Opportunity 
  35 
  Gloves of Passion’s Flame 
  35 
  Grappler’s Gloves 
  35 
  Holy Gauntlets 
  35 
  Precision Gloves 
  35 
  Savage Gauntlets 
  36 
  Scrivener’s Gloves 
  36 
  Shocking Gauntlets 
  36 
  Spellcharge Gloves 
  36 
  Spellcipher Gloves 
  36 
  Squire’s Gauntlets 
  36 
  Thunderbringer Gloves 
  37 
  Tiger Gauntlets 
  37 
  Head Slot 
  37 
  Circlet of Courageous Panic 
  37 
  Crown of Command 
  37 
  Crown of Elemental Power 
  37 
  Crown of Flames 
  38 
  Crown of Heroism 
  38 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  4 
  Crown of the Necromantic Lord 
  38 
  Crown of the Titan 
  38 
  Crown of Tyranny 
  38 
  Crown of Victory 
  38 
  Erinyes Halo 
  39 
  Halo of Life 
  39 
  Helm of Confidence 
  39 
  Helm of Mental Protection 
  39 
  Helm of Terror 
  39 
  Helm of the Bull 
  39 
  Helm of True Courage 
  39 
  Inquisitor’s Mask 
  40 
  Inviolable Crown 
  40 
  Marksman’s Hat 
  40 
  Mask of Aura Shielding 
  40 
  Mercenary’s Helm 
  40 
  Phoenix’s Rebirth 
  40 
  Unyielding Helm 
  40 
  Neck Slot 
  41 
  Amulet of Confident Grace 
  41 
  Amulet of Invulnerability 
  41 
  Amulet of the Enchanter 
  41 
  Ankh of the Undying 
  41 
  Clone Amulet 
  41 
  Connecting Collar 
  41 
  Cremation Charm 
  42 
  Faithless Torc 
  42 
  Ghostspeaker Amulet 
  42 
  Golem Torc 
  42 
  Heart of Midnight 
  42 
  Hellfire Crystal 
  42 
  Holy Symbol of Fortune, Lesser 
  43 
  Holy Symbol of Fortune 
  43 
  Holy Symbol of Fortune, Greater 
  43 
  Holy Symbol of Guidance 
  43 
  Holy Symbol of Virtue 
  43 
  Innocuous Collar 
  43 
  Lifekeeping Amulet 
  43 
  Petrified Amulet 
  44 
  Rejuvenating Collar 
  44 
  Restful Amulet 
  44 
  Sheltering Symbol 
  44 
  Symbol of Peace 
  44 
  Symbol of Rapture 
  44 
  Tear of Dawn 
  45 
  Torc of Holy Blessings 
  45 
  Torc of the Painless 
  45 
  Shoulder Slot 
  45 
  Angelic Mantle 
  45 
  Cloak of the Dark Observer 
  45 
  Cloak of the Deep Seas 
  45 
  Cloak of Lightning 
  45 
  Death-Eater Pauldrons 
  46 
  Gatecrasher’s Pauldrons 
  46 
  Golden Wings 
  46 
  Mantle of Three Lives 
  46 
  Melding Cloak 
  46 
  Starlight Cloak 
  46 
  Stormbringer Cloak 
  47 
  Thief’s Cloak 
  47 
  Wind-borne Mantle 
  47 
  Wrist Slot 
  47 
  Ally’s Bracelets 
  47 
  Bracelet of the Elemental Companion 
  47 
  Bracelet of the Magister 
  47 
  Bracelets of Transposition 
  48 
  Bracers of Agile Reflexes 
  48 
  Bracers of Angelic Protection 
  48 
  Corrosion Serpent Bracers 
  48 
  Deflecting Vambraces 
  48 
  Dervish Bracers 
  48 
  Energy Bracelets 
  49 
  Guardian Bracelets 
  49 
  Healer’s Bracelets 
  49 
  Inevitable Bracers 
  49 
  Lucky Bracelet 
  49 
  Protective Bracers 
  49 
  Shifter’s Boon 
  50 
  Shifter’s Vambraces 
  50 
  Strongman’s Bracers 
  50 
  Titan’s Bracers 
  50 
  Vambraces of Golden Fire 
  50 
  Slotless Wondrous Items 
  51 
  Brazier of Contemplation 
  51 
  Brooch of Lifesaving 
  51 
  Chime of Magic Dispersal 
  51 
  Chime of Spell-Twisting 
  51 
  Coin of Good Fortune 
  51 
  Deathbane Powder 
  52 
  Dragonblood Salve 
  52 
  Dragonbreath Scabbard 
  52 
  Draught of Regeneration 
  52 
  Dust Bomb 
  52 
  Dust of Cloying Spice 
  52 
  Energy Gem 
  53 
  Eternity Seal 
  53 
  Feather Token (Wall) 
  53 
  Fiery Quiver 
  53 
  Figurine of Wondrous Power, Alabaster Pegasus 53 
  Flute of the Desert Wind 
  54 
  Forceblade Sheath 
  54 
  Getaway Charm 
  54 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  5 
  Ghost-Trap Web 
  54 
  Gravekeeper’s Lantern 
  54 
  Heavenly Egg 
  54 
  Holy Diamond 
  55 
  Holy Font 
  55 
  Holy Symbol of the False God 
  55 
  Ignition Oil 
  55 
  Inferno Bead 
  55 
  Inspiring Tools 
  55 
  Instant Lodge 
  56 
  Ioun Stone, Luminescent Prism 
  56 
  Ioun Stone, Silver Spindle 
  56 
  Ioun Stone, Vermilion Sphere 
  56 
  Kaleidoscope Gem 
  56 
  Laboratory of Quadratic Alchemy 
  56 
  Magistrate’s Gavel 
  57 
  Merchant’s Discerning Scales 
  57 
  Mystic Berry Rations 
  57 
  Pearl of Life 
  57 
  Pearl of Purification 
  57 
  Potion Pouch 
  57 
  Pumpkin Cottage 
  57 
  Purifying Bucket 
  58 
  Readjustment Tape 
  58 
  Recall Crystal 
  58 
  Scramblestone 
  58 
  Seed of Fiery Immolation 
  58 
  Seed of Leafy Shelter 
  58 
  Seed of Nature’s Embrace 
  59 
  Shifting Pill 
  59 
  Sphere of Dark Ice 
  59 
  Stardust Orb 
  59 
  Steam Capsule 
  59 
  Stone of Betrayal 
  59 
  Stone of False Vitality 
  60 
  Thorn Prison 
  60 
  Thundercharge Powder 
  60 
  Time Dilation Pill 
  60 
  Tome of the Summoned Servant 
  60 
  Wand Sleeve 
  61 
  Warding Key 
  61 
  Warpaint of Power 
  61 
  Water Stone 
  61 
  Wheel of Thunder 
  61 
  Sets 
  62 
  Acrobat’s Set 
  62 
  Acrobat’s Armor 
  62 
  Acrobat’s Bandana 
  62 
  Acrobat’s Boots 
  62 
  Acrobat’s Cloak 
  62 
  Acrobat’s Gloves 
  62 
  Celestial Crescents 
  63 
  Crescent of the Moon 
  63 
  Crescent of the Sun 
  63 
  Set of the Fool 
  63 
  Fool’s Boots 
  63 
  Fool’s Cap 
  63 
  Fool’s Gloves 
  63 
  Fool’s Raiment 
  63 
  Setting Sun 
  64 
  Blade of the Setting Sun 
  64 
  Breastplate of the Setting Sun 
  64 
  Sandals of the Setting Sun 
  64 
  Rings of Sin 
  64 
  Ring of Sin, Envy 
  64 
  Ring of Sin, Gluttony 
  64 
  Ring of Sin, Greed 
  64 
  Ring of Sin, Lust 
  64 
  Ring of Sin, Pride 
  65 
  Ring of Sin, Sloth 
  65 
  Ring of Sin, Wrath 
  65 
  Sets of Sin 
  65 
  Envy 
  65 
  Armor of Envy 
  65 
  Blade of Envy 
  65 
  Crown of Spell-Stealing, Envy 
  66 
  Gluttony 
  66 
  Helm of Gluttony 
  66 
  Troll Leathers, Armor of Gluttony 
  66 
  Vampire Fang, Sword of Gluttony 
  66 
  Greed 
  67 
  Armor of Greed 
  67 
  Eyes of Greed 
  67 
  Warhammer of Greed 
  67 
  Lust 
  67 
  Armor of Lust 
  67 
  Dagger of Lust 
  68 
  Girdle of Lust 
  68 
  Pride 
  68 
  Crown of Pride 
  68 
  Glorious Robe, Pride 
  68 
  Pretentious Blade, Sword of Pride 
  68 
  Sloth 
  68 
  Armor of Sloth 
  68 
  Quarterstaff of Sloth 
  69 
  Mantle of Sloth 
  69 
  Wrath 
  69 
  Edge of Rage, Axe of Wrath 
  69 
  Enveloping Rage, Armor of Wrath 
  69 
  Helm of Wrath 
  69 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  6 
  FROM THE AUTHOR 
   
  In late 2016 I challenged myself to a project, one 
  which I was all but certain I’d fail. I decided to create 
  a different magic item every day for a year. 
   
   My goal was to produce something new with every 
  entry. I wanted each item to be memorable, unique 
  and useful. 
   
   Whether this was the feather token (wall) for a fleeing 
  villain, or the sore lack of many magical crowns and 
  helms in the game, I tried to support a variety of 
  playstyles and concepts. 
   
   To my own astonishment, one year later I looked 
  back at my work and saw that I was finished: over 
  400 magical items of all shapes and sizes. I pruned, 
  improved, and cultivated the list, and then submitted 
  it to Zenith Games when it was ready. 
   
   To my continuing astonishment, they accepted it. 
   
   I’m deeply thankful to Jeff, who chose to publish it, 
  and to Charles for his editing, because they helped 
  forge what I created into something far better. 
   
   I hope you enjoy using these items as much as I 
  enjoyed writing them up. 
   
  — Benjamin Medrano 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FROM THE DEVELOPER 
   
  Benjamin is a genius with magic items. He’s a 
  published novelist who knows his prose. And his work 
  is of the highest grade. 
   
   The items crafted within are among the best I’ve 
  ever seen. 
   
   Inside you’ll find weapons and armor, shields and 
  rings, rods, staves, crowns, and wondrous items of all 
  sorts. 
   
   You’ll find magical sets, such as the celestial 
  crescents and set of the fool. You’ll find sets of sin 
  ranging from envy to wrath. 
   
   Within are weapons of incredible power, such as 
  bonedrinker, blade of the moon, and the elemental wheel. 
  Alongside them are commoner tools, such as the coin 
  of good fortune and magistrate’s gavel. 
   
   Have a character concept? You’ll find something 
  for it within. Need a campaign-driving MacGuffin ? 
  Try the pearl of life or crown of the necromantic lord (or 
  dozens more). 
   
   Maybe you’d like an eternity seal to lock away a 
  cursed treasure? Or an ephemeral breastplate for a quick 
  escape? Or a clone amulet for the ultimate backup 
  plan? 
   
   You’ll find all that, and hundreds upon hundreds 
  more, within.  
   
   Benjamin has made something incredible here. 
   
   Enjoy. 
   
   
   
  — Jeff Gomez 
   
   
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  7 
  Weapons 
   
  ANNIHILATION BLADE 
  Aura strong transmutation; CL 12th 
  Slot none; Price 36,310 gp; Weight 2 lbs. 
  Description 
  This +1 keen short sword has a uniform, featureless blade. 
  Once per day, on command, the wielder may wreathe it 
  in an aura of gray energy. The next successful attack 
  against a creature subjects the target to a disintegrate effect 
  (CL 12; Fort DC 20). The aura persists until discharged 
  or for five rounds. 
  Construction 
  Requirements Craft Magic Arms and Armor, 
  disintegrate; Cost 18,310 gp 
   
   
  AXE OF DESTINY 
  Aura strong divination; CL 18th 
  Slot none; Price 98,020 gp; Weight 6 lbs. 
  Description 
  This +5 mithral keen greataxe has an axehead forged from 
  mithral with flowing, delicate curves and an edge that 
  gleams with a rainbow shine. Once per day, as an 
  immediate action, the wielder may automatically confirm 
  a critical threat or gain a +10 insight bonus to the next 
  attack with the weapon before the start of their next turn. 
  Construction 
  Requirements Craft Magic Arms and Armor, foresight, 
  keen edge; Cost 52,020 gp 
   
   
  BLADE OF LIGHTNING 
  Aura moderate conjuration; CL 10th 
  Slot none; Price 24,315 gp; Weight 2 lbs. 
  Description 
  While inactive, this weapon appears to be nothing more 
  than a hilt of electrum set with an amethyst in the 
  pommel. Once activated, a blade of lightning-like energy 
  is created, shedding light as a torch. The blade of lightning 
  functions as a +1 longsword with the shock property 
  (activated when the blade is), except all damage dealt is 
  electricity damage (unless from a different source, such as 
  an added flaming or frost enchantment). The wielder 
  receives a +3 to attack rolls against targets wearing metal 
  armor or composed primarily of metal. If the wielder loses 
  control of the blade (is disarmed, drops it, tries to throw it, 
  etc) it deactivates. 
  Construction 
  Requirements Craft Magic Arms and Armor, flame 
  blade, shocking grasp, spiritual weapon; Cost 12,315 gp 
   
   
   
  BLADE OF STOLEN MOMENTUM 
  Aura moderate evocation; CL 10th 
  Slot none; Price 72,310 gp; Weight 2 lbs. 
  Description 
  This +3 keen short sword has a wickedly-serrated edge and 
  deals 1d4 Dexterity damage on a critical hit or sneak 
  attack. If a target receives any Dexterity damage, the 
  wielder gains a +1 bonus to attack rolls and +10 feet to 
  their base land speed until the end of their next turn. A 
  creature cannot have more than 8 points of Dexterity 
  damage from the weapon at any one time. 
  Construction 
  Requirements Craft Magic Arms and Armor, bestow 
  curse, keen edge; Cost 36,310 gp 
   
  BLADE OF THE EARTH 
  Aura strong evocation; CL 15th 
  Slot none; Price 101,050 gp; Weight 8 lbs. 
  Description 
  This +3 corrosive burst adamantine greatsword has a faint 
  greenish hue. The damage from its corrosive property is 2d6 
  acid instead of the usual 1d6. If the blade of earth’s 
  enhancement bonus is increased to +5 or more, the 
  corrosive damage increases to 3d6 acid. Once per round on 
  the confirmation of a critical hit, the wielder may force a 
  struck target in contact with the ground to make a DC 15 
  Reflex save or fall prone and be unable to stand or move 
  until the start of the wielder’s next turn, as though affected 
  by a localized earthquake. Affected spellcasters must make 
  a concentration check (DC 20 + spell level) or lose any 
  spell they try to cast during this time. 
  Construction 
  Requirements Craft Magic Arms and Armor, acid 
  arrow; Cost 52,050 gp 
   
  BLADE OF THE MOON 
  Aura strong evocation; CL 15th 
  Slot none; Price 100,015 gp; Weight 2 lbs. 
  Description 
  The blade of the moon is an elegant-looking +3 icy burst mithral 
  scimitar with a gracefully-curved blade that glows 
  brilliantly in moonlight, shedding light as a torch. When 
  active, the damage from its frost property is 2d6 cold 
  damage instead of the normal 1d6. If the blade of the moon 
  ever has its enhancement bonus increased to +5 or more, 
  the damage from the icy burst property increases to 3d6. 
  Twice per day, as a full-round action while beneath a 
  moon of at least crescent illumination, the wielder may 
  make a single attack roll against up to five different 
  creatures within 30 feet, dealing damage to each target 
  struck as normal for a successful attack. 
  Construction 
  Requirements Craft Magic Arms and Armor, chill metal 
  or ice storm, elemental form I; Cost 51,015 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  8 
  BLADE OF THE STARS 
  Aura strong evocation; CL 15th 
  Slot none; Price 98,315 gp; Weight 4 lbs. 
  Description 
  This midnight-blue +3 shocking burst longsword has dozens 
  of shimmering points of light, like stars in the night sky, 
  along its length. It sheds light as a candle. The damage 
  from its shock property is 2d6 electricity damage instead of 
  the normal 1d6. If the blade of the stars ever has its 
  enhancement bonus increased to +5 or more, this damage 
  becomes 3d6 instead. Once per day, as an immediate 
  action, when the wielder would receive 10 or more 
  electricity damage (before applying any resistances), he 
  may instead absorb the energy and gain the benefits of 
  haste for one minute. During this time, electricity damage 
  dealt by the blade of the stars is doubled. 
  Construction 
  Requirements Craft Magic Arms and Armor, call 
  lightning or lightning bolt, haste, ride the lightning; Cost 49,315 
  gp 
   
  BLADE OF THE SUN 
  Aura strong evocation; CL 15th 
  Slot none; Price 98,335 gp; Weight 6 lbs. 
  Description 
  This +3 flaming burst bastard sword has a blade that glows 
  brilliantly with a golden radiance, shedding normal light 
  in a 30-foot radius and raising the light level within an 
  additional 30 feet by one level, to a maximum of normal. 
  The weapon’s flaming property deals 2d6 fire damage 
  instead of the normal 1d6. If the blade of the sun ever has its 
  enhancement bonus increased to +5 or more, this damage 
  increases to 3d6 instead. Against undead creatures all fire 
  damage dealt by a blade of the sun bypasses resistance (but 
  not immunity). Against creatures vulnerable to sunlight, 
  the fire damage increases by 50%. 
  Construction 
  Requirements Craft Magic Arms and Armor, daylight, 
  fireball or flame strike; Cost 49,335 gp 
   
  BONEDRINKER 
  Aura strong necromancy; CL 15th 
  Slot none; Price 50,320 gp; Weight 2 lbs. 
  Description 
  This +1 corrosive rapier is constructed from bone and 
  appears to be ragged and corroded. On a critical hit, 
  bonedrinker deals an additional 1d6 Strength damage to its 
  target as it weakens and deteriorates their bones. 
  Bonedrinker repairs 2 hit points of damage to itself per 
  Strength damage dealt. A target receiving Strength 
  damage from bonedrinker equal to its Strength score dies as 
  its skeleton is destroyed. Creatures lacking a significant 
  skeletal structure are not dealt Strength damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, acid 
  arrow, horrid wilting; Cost 25,320 gp 
  BOW OF SHADOWS, LESSER 
  Aura moderate necromancy; CL 10th 
  Slot none; Price 21,400 gp; Weight 3 lbs. 
  Description 
  The lesser bow of shadows is a +1 adaptive composite longbow 
  composed of pure black wood and cool to the touch. 
  Ammunition fired from it deals an additional 1d8 negative 
  energy damage to the target. 
  Construction 
  Requirements Craft Magic Arms and Armor, inflict light 
  wounds; Cost 100,900 gp 
   
  BOW OF SHADOWS 
  Aura strong necromancy; CL 15th 
  Slot none; Price 83,400 gp; Weight 3 lbs. 
  Description 
  Similar to a lesser bow of shadows, this weapon is a +3 adaptive 
  composite longbow and deals an additional 2d8 negative 
  energy damage on a confirmed critical hit. Additionally, 
  once per day, the wielder may use enervation. 
  Construction 
  Requirements Craft Magic Arms and Armor, enervation, 
  inflict moderate wounds; Cost 41,900 gp 
   
  BOW OF SHADOWS, GREATER 
  Aura strong necromancy; CL 20th 
  Slot none; Price 231,400 gp; Weight 3 lbs. 
  Description 
  Similar to a bow of shadows, this +5 adaptive composite longbow 
  also places a temporary negative level on its target after a 
  confirmed critical hit. These negative levels last for 24 
  hours. Additionally, the wielder my use enervation three 
  times per day. 
  Construction 
  Requirements Craft Magic Arms and Armor, enervation, 
  inflict serious wounds; Cost 115,900 gp 
   
  CONSTRICTING WHIP 
  Aura moderate transmutation; CL 11th 
  Slot none; Price 32,301 gp; Weight 2 lbs. 
  Description 
  This +1 deadly whip is made from the skin of an immensely 
  long snake. Its wielder may attempt to grapple a target 
  within his reach as a standard action with the whip, 
  adding its enhancement bonus to his CMB. If successful, 
  the wielder does not gain the grappled condition. The 
  wielder can only attempt to maintain the grapple with the 
  whip, though on a success it deals 1d6 bludgeoning 
  damage plus its enhancement bonus as well as any other 
  damaging properties it may have active (such as flaming or 
  shock). If the wielder loses control of the constricting whip, it 
  immediately ceases grappling. 
  Construction 
  Requirements Craft Magic Arms and Armor, animate 
  objects; Cost 16,301 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  9 
  CRUSHING FLAIL 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 35,015 gp; Weight 15 lbs. 
  Description 
  This +1 impact adamantine heavy flail has an oversized head 
  for heavier blows. If a creature is struck by the flail twice 
  or more in the same round, the wielder may attempt a free 
  trip maneuver without provoking attacks of opportunity 
  or risk of being tripped in return. The trip attempt has a 
  circumstance bonus equal to the number of times the 
  wielder struck the creature that round. This free 
  maneuver can only be attempted once per round on any 
  individual creature. 
  Construction 
  Requirements Craft Magic Arms and Armor, bull’s 
  strength, enlarge person; Cost 19,015 gp 
   
  CRUSHING QUARTERSTAFF 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 48,000 gp; Weight 6 lbs. 
  Description 
  This +1 impact/+1 impact quarterstaff is shod in adamantine 
  and heavily-reinforced. In any round when a creature is 
  struck by both ends of the crushing quarterstaff, it deals 
  additional damage as though it were a rend attack (1d8 + 
  plus 1-1/2 times Str modifier). 
  Construction 
  Requirements Craft Magic Arms and Armor, lead 
  blades; Cost 27,000 gp 
   
  CURSING CLUB 
  Aura Moderate Necromancy; CL 5th 
  Slot none; Price 32,300 gp; Weight 3 lbs. 
  Description 
  This slightly misshapen +1 impact club is carved from black 
  wood. Any time a creature is damaged by the club, they 
  receive a stacking –1 penalty to attack rolls and skill checks 
  against the wielder until the start of the wielder’s next 
  turn. This is a curse effect. 
  Construction 
  Requirements Craft Magic Arms and Armor, bane; 
  Cost 16,300 gp 
   
  EARTH-SUNDERER 
  Aura strong evocation; CL 17th 
  Slot none; Price 203,015 gp; Weight 12 lbs. 
  Description 
  This +5 corrosive impact adamantine lucerne hammer has deadly-
  looking runes along the length of its haft. On a confirmed 
  critical following a natural 20, the weapon releases an 
  explosive burst that deals 10d6 magical bludgeoning 
  damage and knocks prone all creatures within 10 feet of 
  the target other than the wielder. Affected creatures may 
  attempt a Fortitude save (DC 15 + wielder’s Strength 
  modifier) for half damage and to remain standing. The 
  struck target receives no saving throw. 
  Construction 
  Requirements Craft Magic Arms and Armor, 
  earthquake, meteor swarm; Cost 103,015 gp 
   
  EDGE OF LIGHT 
  Aura moderate evocation; CL 10th 
  Slot none; Price 20,015 gp; Weight 2 lbs. 
  Description 
  This curved +1 undead bane mithral longsword glows with a 
  glittering outline along its edge, shedding light as a candle. 
  Against aberrations, oozes, outsiders, or undead with 
  sunlight vulnerability or weaknesses, it deals an additional 
  2d6 damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, searing 
  light; Cost 11,015 gp 
   
   
  ELECTROCUTION BOW 
  Aura moderate evocation; CL 10th 
  Slot none; Price 32,400 gp; Weight 3 lbs. 
  Description 
  This +1 shocking burst composite longbow is set with amethysts 
  and sparks with electricity when drawn. Additionally, 
  following a confirmed critical resulting from a natural 20, 
  it deals an extra 5d6 electricity damage to the target. 
  Construction 
  Requirements Craft Magic Arms and Armor, lightning 
  bolt, shocking grasp; Cost 16,400 gp 
   
   
  ELEMENTAL WHEEL 
  Aura moderate evocation; CL 10th 
  Slot none; Price 55,024 gp; Weight 3 lbs. 
  Description 
  This +1 returning starknife has blades composed of four 
  different materials: adamantine, mithral, steel, and 
  magically-hardened crystal. An elemental wheel bypasses 
  damage reduction as any of those materials (ie. mithral 
  counts as silver) and shimmers with a red, blue, green, and 
  white glow. As a move action, on command, the wielder 
  may wreathe the blade in an elemental aura that deals an 
  additional 1d6 acid, cold, electricity, or fire damage on a 
  successful hit (chosen when activated). While active, a 
  confirmed critical hit adds an extra 2d10 energy damage 
  of the chosen type as well. Despite its composite 
  construction, the elemental wheel counts as steel for purposes 
  of hardness, hit points, and determining spells and effects 
  that can affect it. This weapon may not be further 
  enhanced with additional properties that add extra acid, 
  cold, electricity, or fire damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, summon 
  monster IV; Cost 30,024 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  10 
  ENERGY LASH 
  Aura moderate evocation; CL 10th 
  Slot none; Price 32,301 gp; Weight 2 lbs. 
  Description 
  This rune-carved silver handle appears simple enough 
  while not in use. When activated by the wielder, which 
  can be done as a free action while drawing the weapon 
  (standard command word activation otherwise), the 
  handle creates a whip-like emanation of acid, cold, 
  electricity, or fire as the wielder desires (defaults to fire if 
  unspecified). The energy lash otherwise attacks and deals 
  damage as a +1 whip, though the damage is lethal and of 
  the energy type currently active. The whip can affect 
  targets regardless of their armor bonuses. 
  Construction 
  Requirements Craft Magic Arms and Armor, flame 
  blade; Cost 16,301 gp 
   
  FARTOUCH GAUNTLET 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 18,302 gp; Weight 1 lb. 
  Description 
  This +1 gauntlet is detailed with diagrams and runes in 
  gold. The wearer may strike at targets using the gauntlet 
  as though they had an additional reach of 20 feet. This 
  does not increase their threatened space and attacks made 
  using the fartouch gauntlet’s added reach count as ranged 
  attacks for purposes of provoking attacks of opportunity. 
  The wearer of the gauntlet may also use mage hand on 
  objects within 20 feet. 
  Construction 
  Requirements Craft Magic Arms and Armor, telekinesis; 
  Cost 9,302 gp 
   
  FLAME EATER 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 32,310 gp; Weight 6 lbs. 
  Description 
  This +1 flaming fire outsider bane battleaxe is forged with 
  flame-like patterns along its blade and haft. Nearby flames 
  seem drawn towards it. A flame eater can deal critical and 
  precision damage to creatures of the fire subtype even if 
  their forms normally resist such damage. This only applies 
  to resistance from their forms, not to protections provided 
  by spells, items, or class abilities that would mitigate such 
  damage (ie. fortification, or a gaseous form spell, though a 
  normally gaseous fire-subtype creature is vulnerable). In 
  addition, any creature struck by the flame eater has its fire 
  resistance reduced by 5 until the start of the wielder’s next 
  turn. A creature with fire immunity struck by a critical hit 
  from a flame eater has its fire immunity suppressed until the 
  beginning of the wielder’s next turn. 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball, 
  flame blade, or flame strike, summon monster I; Cost 16,310 gp 
   
  FORCE BLADE 
  Aura strong evocation; CL 9th 
  Slot none; Price 24,315 gp; Weight 4 lbs. 
  Description 
  The blade of this +1 keen longsword seems slightly shorter 
  than normal, but, when wielded, is overlaid by an edge of 
  force energy, allowing it to strike and damage incorporeal 
  creatures as though with the ghost touch property. If the 
  wielder uses the Arcane Strike feat with this weapon, they 
  may increase the length of the blade, granting it the reach 
  weapon quality until the start of their next turn. Due to 
  the force overlay, a force blade gains no benefit from special 
  materials to overcome damage reduction, though it does 
  receive the hit points, hardness, reduced weight, or other 
  properties of the material. 
  Construction 
  Requirements Craft Magic Arms and Armor, flame 
  blade, keen edge, plane shift; Cost 12,315 gp 
   
  FORGOTTEN BLADE 
  Aura moderate enchantment; CL 7th 
  Slot none; Price 32,320 gp; Weight 2 lbs. 
  Description 
  This +1 rapier is otherwise plain and mundane-looking. 
  Viewers directly examining the forgotten blade need to 
  succeed at a DC 13 Will save to even note that it is 
  masterwork. Once per round, as a swift action when the 
  wielder makes a successful attack, the wielder may force 
  the target to make a Will save (DC 13 + wielder’s 
  Charisma modifier) or forget the wielder’s presence. The 
  target is flat-footed against the wielder until the end of its 
  next turn or until the wielder attacks the target, whichever 
  comes first. This effect otherwise functions as suggestion. 
  Construction 
  Requirements Craft Magic Arms and Armor, suggestion; 
  Cost 16,320 gp 
   
  FREEZING PIERCER 
  Aura strong transmutation; CL 12th 
  Slot none; Price 72,302 gp; Weight 1 lb. 
  Description 
  This +1 frost dagger resembles a thin stiletto with a blade 
  seemingly made of ice. The freezing piercer treats all damage 
  reduction other than DR/— as though 5 points lower. 
  Additionally, if the weapon deals cold damage to any 
  creature, that target receives 1 point of Dexterity damage 
  as it freezes their joints. If the Dexterity damage from this 
  weapon would equal or exceed the target’s Dexterity 
  score, it must succeed at a DC 19 Fortitude save or be 
  turned to ice, similar to a flesh to stone effect. A creature 
  saving against this effect is immune for 24 hours, though 
  not to any other damage or effects of the weapon or from 
  the freezing from a different freezing piercer. 
  Construction 
  Requirements Craft Magic Arms and Armor, chill metal 
  or ice storm, flesh to stone, keen edge; Cost 36,302 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  11 
  FROZEN SCYTHE 
  Aura strong evocation; CL 15th 
  Slot none; Price 132,318 gp; Weight 10 lbs. 
  Description 
  This +3 fire outsider bane icy burst scythe has a wooden handle 
  with a cutting edge formed from ice. Both are magically 
  hardened to be as strong as steel, though they still count 
  as wood or ice for spells or effects that might affect them, 
  respectively. When the wielder successfully confirms a 
  critical hit against a living creature, the target must 
  succeed at a DC 20 Fortitude save or be turned to ice, 
  similar to a flesh to stone effect. Any effect that can restore a 
  creature from flesh to stone can restore the target. The ice 
  can be damaged, broken, or even melted if not kept at a 
  suitable temperature and environment. Creatures 
  immune to cold damage are immune to this effect. 
  Construction 
  Requirements Craft Magic Arms and Armor, flesh to 
  stone, polar ray; Cost 66,318 gp 
   
  GUTPIERCER 
  Aura moderate evocation; CL 10th 
  Slot none; Price 32,302 gp; Weight 1 lb. 
  Description 
  This compact +2 aberration bane dagger fits easily in its 
  wielder’s hand, making it ideal in tight spaces. It deals an 
  extra 2d8 damage whenever its wielder is swallowed 
  whole and cutting their way out. If the blade successfully 
  cuts free, the swallowing creature must succeed at a DC 
  18 Fortitude save or the cut remains open for one minute 
  (instead of being closed by muscular action as normal). 
  This deals no extra damage, but creatures swallowed 
  during this time need only succeed at a CMB or Escape 
  Artist check, with a +5 bonus, to find the opening and 
  escape rather than cut a new exit themselves. 
  Construction 
  Requirements Craft Magic Arms and Armor, summon 
  monster III; Cost 16,302 gp 
   
  HAMMER OF HEAVENLY FLAMES 
  Aura moderate evocation [good]; CL 10th 
  Slot none; Price 32,312 gp; Weight 5 lbs. 
  Description 
  This silvery-hued +1 flaming burst warhammer maintains a 
  constant pristine appearance. Against evil outsiders or 
  undead, this weapon is considered good-aligned for 
  bypassing damage reduction or regeneration and any fire 
  damage from the hammer to these targets is considered 
  both fire and direct divine damage, whichever the wielder 
  prefers. 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball, 
  holy smite; Cost 16,312 gp 
   
   
   
  HUNTER’S BOW 
  Aura moderate transmutation; CL 7th 
  Slot none; Price 10,400 gp; Weight 3 lbs. 
  Description 
  This carefully-crafted +1 animal bane composite longbow is 
  burnished to a soft sheen. When the wielder attempts to 
  shoot from hiding, their subsequent Stealth check has the 
  penalty reduced by 5 to a minimum of 0. 
  Construction 
  Requirements Craft Magic Arms and Armor, silence, 
  summon monster I; Cost 5,400 gp 
   
   
   
  JUSTICAR’S BLADE 
  Aura moderate enchantment; CL 10th 
  Slot none; Price 50,315 gp; Weight 4 lbs. 
  Description 
  This +1 keen chaotic outsider bane longsword is sturdily-
  constructed and inscribed with sigils of law. When the 
  wielder confirms a critical hit against a chaotic-aligned 
  humanoid or outsider, the target must succeed at a DC 18 
  Will save or be affected by hold monster for 1 round. An 
  outsider with the chaotic subtype has a –4 penalty on this 
  saving throw. 
  Construction 
  Requirements Craft Magic Arms and Armor, hold 
  monster; Cost 25,315 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  12 
  KAMA OF PERFECT DEFENSE 
  Aura moderate abjuration; CL 10th 
  Slot none; Price 32,302 gp; Weight 2 lbs. 
  Description 
  This +2 defending kama is simple but sturdy, with a heavier 
  handle than normal. If at least one enhancement bonus 
  has been transferred to the wielder’s defense, the wielder 
  gains the benefit of the Deflect Arrows feat without 
  needing a free hand. If the wielder already possesses 
  Deflect Arrows during this time, they may also deflect 
  magical attacks such as rays while wielding this kama. 
  Construction 
  Requirements Craft Magic Arms and Armor, protection 
  from arrows, resist energy; Cost 16,302 gp 
   
  KINETIC BOW 
  Aura varied evocation; CL varies 
  Slot none; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp 
  (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 
  98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 
  gp (+10); Weight 4 lbs. 
  Description 
  This stylized silver bow is unstrung and inscribed with 
  numerous runes of enhancement along its metal arms. A 
  kinetic bow can have the same magical properties as most 
  bows, but instead of arrows, it channels and bestows its 
  enhancements on kinetic blasts made using the extended 
  range or extreme range infusions. When its wielder 
  channels a kinetic blast through a kinetic bow, it bypasses 
  spell resistance and gains any enhancement bonuses from 
  the kinetic bow save those that do not function with the 
  damage type. A kinetic bow requires two hands to wield, but 
  the wielder may use the gather power class feature without 
  penalty with it. 
  Construction 
  Requirements Craft Magic Arms and Armor, flame 
  blade; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp 
  (+7), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10) 
   
  KINETIC HILT 
  Aura varied evocation; CL varies 
  Slot none; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp 
  (+3), 32,000 gp (+4), 50,000 gp (+5), 72,000 gp (+6), 
  98,000 gp (+7), 128,000 gp (+8), 162,000 gp (+9), 200,000 
  gp (+10); Weight 3 lbs. 
  Description 
  This weapon resembles nothing more than a grip crafted 
  of ivory and silver with a basket hilt. A kinetic hilt functions 
  as a melee weapon in all regards for enchantments, except 
  it bestows its enhancements on weapons manifested via 
  the kinetic blade or kinetic whip infusions. When a kinetic 
  blade or kinetic whip is manifested through a kinetic hilt, it 
  bypasses spell resistance and gains any enhancement 
  bonuses from the kinetic hilt save those that do not function 
  with the damage type. A kinetic hilt requires one hand to 
  wield. 
  Construction 
  Requirements Craft Magic Arms and Armor, flame 
  blade; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 
  16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp 
  (+7), 64,000 gp (+8), 81,000 gp (+9), 100,000 gp (+10) 
   
  LIGHTNING EDGE 
  Aura moderate evocation; CL 8th 
  Slot none; Price 10,130 gp; Weight 8 lbs. 
  Description 
  The cutting edge of this +1 shock dwarven waraxe is bright 
  blue and the head is engraved with lightning bolts. Once 
  per day, the wielder may unleash a cone of electricity, as 
  burning hands except damage dealt is electricity damage 
  (DC 15 Reflex half). 
  Construction 
  Requirements Craft Magic Arms and Armor, burning 
  hands, lightning bolt; Cost 5,230 gp 
   
  MAGEBLADE 
  Aura strong transmutation; CL 15th 
  Slot none; Price 18,310 gp; Weight 2 lbs. 
  Description 
  This +1 shortsword has a faint, purple tinge and runes that 
  glow dimly when its wielder casts a spell. Up to three times 
  per day, as a swift action, the wielder may sacrifice a spell 
  or spell slot of 1st level or higher to gain a +1 luck bonus 
  to attack and damage rolls with the weapon until the start 
  of the wielder’s next turn. This bonus increases by 1 for 
  every three spell levels of the spell or spell slot sacrificed. 
  Construction 
  Requirements Craft Magic Arms and Armor, divine 
  favor, greater magic weapon; Cost 9,310 gp 
   
  MAGMA SPIKE CROSSBOW 
  Aura strong evocation; CL 10th 
  Slot none; Price 72,700 gp; Weight 12 lbs. 
  Description 
  This +1 endless ammunition flaming burst heavy repeating 
  crossbow is crafted of adamantine and darkwood and its 
  conjured bolts glow like smoldering embers. On a 
  successful attack against a creature, its bolts pierce 
  through the target to attack another creature within 30 
  feet directly behind the initial target using the original 
  attack roll, though with a –4 penalty. Precision damage 
  (such as sneak attack), critical hits, and other effects (like 
  the flaming burst property) only apply to the first target. A 
  natural 20 against the first target is not considered an 
  automatic hit on the second target if that attack (with the 
  –4 penalty) would not overcome its AC. 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball, 
  gravity bow; Cost 36,700 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  13 
  METEOR FLAIL 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 58,508 gp; Weight 5 lbs. 
  Description 
  This +1 flaming impact adamantine flail radiates a faint heat 
  and has a burnished darkwood handle. Its spiked 
  adamantine head allows it to deal both bludgeoning and 
  piercing damage. As a swift action, the wielder may 
  lengthen or shorten the chain of the flail, either gaining or 
  losing the reach quality. Once per day, the wielder may 
  use fireball with a range of 100 feet, dealing 5d6 fire 
  damage (Reflex DC 14, half). 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball, 
  lead blades; Cost 30,758 gp 
   
  METEORIC WARHAMMER 
  Aura moderate evocation; CL 12th 
  Slot none; Price 62,312 gp; Weight 5 lbs. 
  Description 
  This +1 flaming burst throwing warhammer is inscribed with 
  crimson runes of velocity and power that double its critical 
  threat range. When thrown, a meteoric warhammer deals an 
  additional 2d6 fire damage to its target and the wielder 
  may attempt a free trip maneuver with no chance of being 
  tripped in return. 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball, 
  flame blade, or flame strike, magic stone; Cost 31,312 gp 
   
  MOON SLICER 
  Aura moderate evocation; CL 10th 
  Slot none; Price 53,580 gp; Weight 3.5 lbs. 
  Description 
  This +1 keen icy burst mithral elven curve blade is etched with 
  symbols of the moon. Twice per day, as a standard action, 
  the wielder may unleash 40-foot cone of flurrying, icy 
  blades, making a single ranged touch attack against the 
  AC of all creatures in the area. Creatures struck take 6d8 
  cold damage. This attack only threatens a critical hit on a 
  natural 20 and only the closest creature struck takes the 
  additional damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, cone of 
  cold; Cost 28,580 gp 
   
  OBSIDIAN EDGE 
  Aura faint transmutation; CL 5th 
  Slot none; Price 13,302 gp; Weight 1 lb. 
  Description 
  This +1 dagger has a wickedly-sharp obsidian blade that 
  easily slices through unprotected flesh and is alchemically 
  tempered to be as strong as steel. Against creatures with 
  an armor bonus less than 2 or a natural armor bonus less 
  than 3, it deals damage as though one size larger and its 
  critical threat range increases by 1. This increase applies 
  after any other threat modifier, such as Improved Critical 
  or keen effects. Additionally, on a confirmed critical hit 
  against such targets, the dagger causes bleed (as wounding) 
  for one minute. 
  Construction 
  Requirements Craft Magic Arms and Armor, bleed, keen 
  edge; Cost 6,802 gp 
   
  PENETRATING LIGHTNING 
  Aura faint evocation; CL 5th 
  Slot none; Price 900 gp; Weight 0.1 lbs. 
  Description 
  This copper-headed +1 shock arrow glitters with electricity 
  and can be fired normally as part of an attack. As a full-
  round action, the user may instead fire it from a bow as a 
  line effect with a range equal to the weapon’s base range 
  increment. Use of this power destroys the arrow. A single 
  attack roll is made against all creatures in the line (with 
  cover and concealment bonuses as appropriate), dealing 
  damage to each target struck (roll damage individually). If 
  the arrow strikes a solid barrier before the end of the line 
  and deals enough damage to destroy it, the arrow 
  continues on. If the arrow is significantly deflected or 
  diverted, such as through Deflect Arrows or entropic shield, 
  the attack ends at that point. 
  Construction 
  Requirements Craft Magic Arms and Armor, call 
  lightning or lightning bolt, magic weapon; Cost 450 gp 
   
  PENITENCE FLAIL 
  Aura moderate enchantment; CL 10th 
  Slot none; Price 35,015 gp; Weight 10 lbs. 
  Description 
  This +1 impact adamantine heavy flail has a spiked head, 
  dealing both piercing and bludgeoning damage. On a 
  successful hit, the target’s mind is filled with doubt, giving 
  them a –1 penalty to attack rolls, saving throws, and skill 
  checks for 1 round, to a maximum penalty of –4. 
  Additional hits reset the duration. This is a mind-affecting 
  morale and curse effect. 
  Construction 
  Requirements Craft Magic Arms and Armor, bestow 
  curse; Cost 19,015 gp 
   
  PETRIFYING DART 
  Aura moderate transmutation; CL 11th 
  Slot none; Price 32,300 gp 5 sp; Weight 1/2 lbs. 
  Description 
  This +1 dart is constructed from stone and can petrify its 
  target on a critical hit, as per flesh to stone (Fort DC 19). 
  This effect persists until the dart is removed from the 
  statue as a full round action, at which point the creature 
  returns to normal 1d4 rounds later. 
  Construction 
  Requirements Craft Magic Arms and Armor, flesh to 
  stone; Cost 16,300 gp 5 sp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  14 
  REAPER’S AXE 
  Aura moderate evocation; CL 6th 
  Slot none; Price 21,020 gp; Weight 12 lbs. 
  Description 
  This +1 keen adamantine greataxe bears wickedly-sharpened 
  edges. On a confirmed critical hit, the blade is sheathed 
  in entropic energy that deals an additional 2d8 slashing 
  damage. This extra damage occurs even against creatures 
  immune to the critical hit itself. 
  Construction 
  Requirements Craft Magic Arms and Armor, keen edge; 
  Cost 12,020 gp 
   
  REPULSING PIKE 
  Aura moderate evocation; CL 10th 
  Slot none; Price 18,305 gp; Weight 9 lbs. 
  Description 
  This +1 longspear is heavily reinforced near the tip. When 
  the wielder strikes an opponent moving through their 
  threatened area, they may attempt a free bull rush without 
  provoking an attack of opportunity. On a success, the 
  wielder forces the target to end its movement and may 
  expend an immediate action to attempt another bull rush 
  (does not provoke) to push the target back 5 feet and knock 
  them prone. 
  Construction 
  Requirements Craft Magic Arms and Armor, bull’s 
  strength, gust of wind; Cost 9,305 gp 
   
  SHARD-SPRAY DAGGER 
  Aura moderate conjuration and transmutation; CL 10th 
  Slot none; Price 38,782 gp; Weight 1 lb. 
  Description 
  This +1 keen sharding dagger has a serrated edge and, once 
  per day as a full-round action, its wielder may unleash a 
  shower of shards in a 15-foot cone, dealing 10d4 magical 
  piercing damage (Reflex DC 17, half). 
  Construction 
  Requirements Craft Magic Arms and Armor, fabricate, 
  magic weapon; Cost 16,302 gp 
   
  SHIFTER’S FANG 
  Aura moderate transmutation; CL 7th 
  Slot none; Price 8,302 gp; Weight 1 lbs. 
  Description 
  This +1 dagger is iron and curved like a dragon’s tooth. 
  When the wielder of a shifter’s fang changes forms into a 
  creature with a natural attack or natural attacks (such as 
  through beast shape, form of the dragon, or wild shape) they 
  may choose to imbue the properties of the shifter’s fang in 
  one natural attack of their choice. If the wearer is wielding 
  multiple shifter’s fangs, they must choose different natural 
  weapons for the properties of each. 
  Construction 
  Requirements Craft Magic Arms and Armor, beast 
  shape I or wild shape, magic fang; Cost 4,302 gp 
  SHRAPNEL SLING 
  Aura moderate conjuration and evocation; CL 6th 
  Slot none; Price 50,300 gp; Weight — 
  Description 
  This +1 flaming sling generates its own ammunition when 
  used, though it can be loaded with other sling ammunition 
  if desired. Created ammunition vanishes if removed from 
  the sling or after an attack. On a critical hit, the bullet also 
  explodes into shrapnel, dealing 2d6 piercing damage to all 
  creatures within 5 feet of the target (Reflex DC 15, half). 
  Construction 
  Requirements Craft Magic Arms and Armor, abundant 
  ammunition, fireball, magic stone; Cost 25,300 gp 
   
   
  SLAUGHTERING FALCHION 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 18,375 gp; Weight 8 lbs. 
  Description 
  This +1 keen falchion has images of beasts engraved along 
  its edge. Whenever a creature is slain by the slaughtering 
  falchion, a stylized image of that creature type appears on 
  the blade and it gains the bane quality against that creature 
  type for 10 minutes. Killing additional creatures of the 
  same type resets the duration. If a different creature type 
  is slain by the slaughtering falchion, the wielder may choose 
  whether to change to the new type or to retain the current 
  bane. 
  Construction 
  Requirements Craft Magic Arms and Armor, keen edge, 
  summon monster I; Cost 9,375 gp 
   
   
  SPELLSURGE BLADE 
  Aura faint evocation; CL 3rd 
  Slot none; Price 935 gp; Weight 6 lbs. 
  Description 
  This masterwork bastard sword is engraved with dark and 
  faded sigils. As a standard action, its wielder may expend 
  a spell or spell slot of 1st level or higher to grant it a +1 
  enhancement bonus for 1 minute per spell level, causing 
  the runes to light up. If the expended spell had the acid, 
  cold, electricity, or fire descriptors, the weapon also deals 
  1 point of additional matching energy damage. A 
  spontaneous caster must know a spell with the energy 
  descriptor for the chosen spell level of the expended slot 
  to gain this bonus. 
  Construction 
  Requirements Craft Magic Arms and Armor, magic 
  weapon; Cost 635 gp 
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  15 
  SOLAR MORNINGSTAR 
  Aura moderate evocation; CL 10th 
  Slot none; Price 32,308 gp; Weight 6 lbs. 
  Description 
  This +1 flaming morningstar is warm to the touch and sheds 
  light even when its flames are not active. Against creatures 
  vulnerable to sunlight, any fire damage dealt by the 
  weapon is doubled and, once per day as a standard action, 
  the wielder may unleash a burst of light and heat, dealing 
  10d6 fire damage to creatures within 20 feet that are 
  undead or vulnerable to sunlight (Reflex DC 16 half). 
  Construction 
  Requirements Craft Magic Arms and Armor, sun metal; 
  Cost 16,308 gp 
   
  STONE GOLEM’S HAMMER 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 50,312 gp; Weight 5 lbs. 
  Description 
  This +1 impact warhammer is made of steel but textured and 
  worked to resemble stone without close inspection. Three 
  times per day, as a swift action, the wielder may designate 
  a creature within 10 feet. If that creature is struck by the 
  stone hammer within one round, the target is slowed for one 
  round. 
  Construction 
  Requirements Craft Magic Arms and Armor, slow; 
  Cost 25,312 gp 
   
  STONEBREAKER AXE 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 32,310 gp; Weight 6 lbs. 
  Description 
  This +2 earth outsider bane battleaxe gleams with a deep 
  purple hue. The stonebreaker axe ignores hardness less than 
  10, and deals 2d6 additional damage against creatures or 
  objects made of stone. This does not stack with the extra 
  damage from the bane property. 
  Construction 
  Requirements Craft Magic Arms and Armor, soften 
  earth and stone; Cost 16,310 gp 
   
  STORM SPEAR 
  Aura moderate evocation; CL 10th 
  Slot none; Price 50,302 gp; Weight 6 lbs. 
  Description 
  This +2 shocking burst spear has a haft engraved with images 
  of lightning bolts and a barbed tip edged in metallic blue 
  that deals damage as though one size category larger. 
  Once per day, as a full-round action while outdoors, the 
  wielder of a storm spear may call down lightning, dealing 
  6d8 electricity damage to all other creatures within 20 feet 
  (Reflex DC 15 half). 
  Additionally, twice per day as a standard action, the storm 
  spear may be thrown in a 50-foot line. The wielder makes 
  a ranged attack roll at their full attack bonus against each 
  creature in the line, dealing weapon damage to each 
  creature struck plus 2d10 electricity damage. If the spear 
  encounters a solid object that it cannot break through 
  before the end of the line, it stops at that point. The spear 
  must be retrieved after being thrown in this way. 
  Construction 
  Requirements Craft Magic Arms and Armor, call 
  lightning or lightning bolt; Cost 25,302 gp 
   
   
  SUBDUING BLADE 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 18,302 gp; Weight 1 lb. 
  Description 
  This +1 merciful dagger looks wickedly-sharp despite its 
  nonlethal qualities. Twice per day, on a successful sneak 
  attack, the wielder may expend an immediate action to 
  stun the target for 1 round (Fort DC 5 + nonlethal 
  damage dealt). Creatures immune to nonlethal damage 
  are immune to this effect. 
  Construction 
  Requirements Craft Magic Arms and Armor, slow; 
  Cost 9,302 gp 
   
  SUNBRINGER 
  Aura faint evocation; CL 5th 
  Slot none; Price 17,312 gp; Weight 8 lbs. 
  Description 
  This +1 heavy mace has a gold-plated head shaped like the 
  sun and glows brightly, shedding light as a sunrod. As a 
  swift action once per day, the wielder can command 
  sunbringer to flare with brilliance for three rounds, 
  increasing the light level within 10 feet by two, up to bright 
  illumination. During this time, the first creature struck by 
  sunbringer each round is damaged as though struck by 
  searing light. 
  Construction 
  Requirements Craft Magic Arms and Armor, daylight, 
  searing light; Cost 8,812 gp 
   
  SWORD OF PERFECT FORM 
  Aura moderate divination; CL 7th 
  Slot none; Price 18,315 gp; Weight 4 lbs. 
  Description 
  This +1 longsword has a slight curve but feels well-balanced 
  and almost weightless while used. Any wielder with a 
  Wisdom score of at least 13 is considered proficient with 
  it and can treat it as a monk weapon. As long as the 
  wielder possesses at least 1 ki point, the sword adds a +1 
  insight bonus to attack and damage rolls and a +1 insight 
  bonus to AC. 
  Construction 
  Requirements Craft Magic Arms and Armor, divination; 
  Cost 9,315 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  16 
  SWORD OF WORDS 
  Aura strong universal; CL 15th 
  Slot none; Price 32,315 gp (3 runes), 50,315 gp (4 runes), 
  72,315 gp (5 runes); Weight 4 lbs. 
  Description 
  This angular sword is marked with three to five runic 
  words etched into its blade. It functions as a +1 longsword 
  until the wielder activates a rune by speaking its name as 
  a free action. Only a single word may be active at a time 
  and only one may be activated per round. A word 
  deactivates immediately if the sword of words is not wielded. 
  A sword of words with 5 words may have two active at a 
  time, though only one may be activated per round. The 
  DC of any save against the weapon’s abilities is equal to 
  13 + the wielder’s Charisma modifier. 
  While a word is active, a sword of words gains additional 
  powers: 
  • Air: The wielder’s maneuverability while flying is 
  increased by 1 step to a maximum of perfect, and 
  their fly speed gains a +10 enhancement bonus. This 
  does not grant the wielder the ability to fly. 
  Additionally, the sword deals 2d8 electricity damage 
  on a confirmed critical hit. 
  • Death: On a confirmed critical hit the sword bestows 
  1 temporary negative level on the target for one 
  minute. When a creature is slain by the sword while 
  this word is active, the wielder may target it with soul 
  bind (trapping it within the sword of words) by speaking 
  its name (if it is nameless, its species may be used). 
  The soul is released if the sword is destroyed, another 
  soul is trapped, or the next time this rune is activated. 
  • Earth: The sword deals both bludgeoning and 
  slashing damage and repairs 1 hit point per round. 
  On a confirmed critical hit, the target gains 1 burn 
  (as the kineticist class feature). 
  • Fire: The sword gains the flaming property (activated 
  when the rune is triggered) and, on a confirmed 
  critical hit, deals an additional 5d6 fire damage and 
  sets the target on fire. 
  • Life: The sword deals 1d6 additional damage against 
  creatures that would be harmed by positive energy. 
  On a confirmed critical hit, the wielder is healed 2d6 
  hit points. Hit points healed above the wielder’s 
  maximum become temporary hit point (max 10) 
  which last for 1 hour. This is a positive energy effect 
  and harms undead wielders instead. 
  • Magic: The sword counts as having an enhancement 
  bonus 2 higher than normal for the purpose of 
  overcoming damage reduction (such as cold iron or 
  silver) and the wielder’s spells resolve at +1 caster 
  level. Additionally, if the wielder has the Deflect 
  Arrows feat, they may use the sword of words to deflect 
  ranged attacks generated by spells, such as rays. 
  • Peace: All damage the sword deals becomes 
  nonlethal. On a confirmed critical, the target must 
  succeed at a Will save or cower for one minute and 
  offer to surrender, as suggestion. This effect ends when 
  the word is deactivated or if the creature is attacked. 
  • Strength: The sword deals damage as if one size 
  category larger, and the wielder may take 1 burn (as 
  the kineticist class feature) to increase their muscle 
  mass, gaining a +2 size bonus to Strength for 1 
  minute (though they don’t change size categories) or 
  until this word is deactivated. 
  • Water: The wielder is unhindered by water as though 
  with freedom of movement. On a confirmed critical hit, 
  the weapon deals an additional 1d8 cold damage. 
  A sword of words is considered a +4, +5, or +6 weapon for 
  the purpose of further enchantments, with each word 
  counting as a +1 bonus. A sword of words may not have less 
  than 3 words. 
  Construction 
  Requirements Craft Magic Arms and Armor, limited 
  wish; Cost 16,315 gp (3 words), 25,315 gp (4 words), 
  36,315 gp (5 words) 
   
   
  THIRSTING BLADE 
  Aura moderate necromancy; CL 10th 
  Slot none; Price 32,315 gp; Weight 4 lbs. 
  Description 
  This +1 keen water outsider bane scimitar seems pitted and 
  worn, as though from moisture damage and rust, but 
  remains sharp and sturdy. Against a target with the water 
  subtype, the thirsting blade ignores 5 points of damage 
  reduction and deals an additional 1d6 damage with a 50% 
  chance to ignore immunity to critical hits. 
  Construction 
  Requirements Craft Magic Arms and Armor, horrid 
  wilting, keen edge; Cost 16,315 gp 
   
   
  TORNADO GLAIVE 
  Aura moderate evocation; CL 10th 
  Slot none; Price 18,308 gp; Weight 8 lbs. 
  Description 
  This +1 glaive is lightweight and whistles with a low 
  howling wind when swung. The wielder may substitute a 
  single attack each round with a blast of wind, targeting 
  any creature within 15 feet with a bull rush. The wielder 
  need not move with the target but the target can be moved 
  no more than 15 feet from the wielder. Additionally, 
  during any round when the wielder makes a full-attack 
  action with the glaive, powerful winds surround them, 
  granting a +2 deflection bonus to AC. 
  Construction 
  Requirements Craft Magic Arms and Armor, gust of 
  wind, wind wall; Cost 9,308 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  17 
  TWO-BLADED SWORD OF LIGHT AND DARKNESS 
  Aura strong evocation; CL 15th 
  Slot none; Price 45,100 gp; Weight 5 lbs. 
  Description 
  This +1 holy/+1 unholy two-bladed sword has blades of 
  mithril connected by a darkwood shaft. One blade glows 
  faintly pearl and the other glows ebon with light and 
  darkness respectively, but the two properties are so 
  perfectly balanced that the wielder does not take negative 
  levels for being good or evil. When a creature is struck 
  with both ends of this weapon in a single round, it deals 
  an additional 2d6 untyped damage to that target. 
  Creatures neither good nor evil receive 3d6 instead. 
  Construction 
  Requirements Craft Magic Arms and Armor, consecrate, 
  desecrate; Cost 25,100 gp 
   
  VENGEFUL GLAIVE 
  Aura moderate enchantment; CL 10th 
  Slot none; Price 12,308 gp; Weight 10 lbs. 
  Description 
  This +1 vicious glaive is jagged and rough-looking. Up to 
  three times per day as an immediate action, the wielder 
  may declare an oath of vengeance against a creature that 
  damaged them within the past round. For one hour, the 
  vengeful glaive is considered to have the bane quality against 
  the chosen creature specifically. Additional uses of this 
  ability can add more bane targets, though each has its own 
  separate duration. 
  Construction 
  Requirements Craft Magic Arms and Armor, rage; 
  Cost 6,308 gp 
   
  WIND PIERCER, LESSER 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 19,110 gp; Weight 6 lbs. 
  Description 
  A lacquered darkwood shaft flows into the barbed tip of 
  this +1 mithral ranseur. As a swift action, the wielder may 
  grant or remove its reach quality. Wielder’s may use their 
  Dexterity modifier for attacks and, if they possess Weapon 
  Finesse, may also use their Dexterity modifier in the place 
  of their Strength for damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, enlarge 
  person, gust of wind, reduce person; Cost 11,110 gp 
   
  WIND PIERCER 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 51,110 gp; Weight 6 lbs. 
  Description 
  This +1 keen mithral ranseur functions identically to a lesser 
  wind piercer. As a standard action, however, the wielder 
  may make a single melee attack against each creature in a 
  30-foot line, dealing damage normally. If the wielder 
  possesses Lunge, they may double the range of this ability. 
  Critical hits and additional damage, such as from sneak 
  attacks or poison, apply only against the first target struck. 
  Construction 
  Requirements Craft Magic Arms and Armor, enlarge 
  person, gust of wind, reduce person; Cost 27,110 gp 
   
  WINDSONG RAPIER 
  Aura moderate evocation; CL 10th 
  Slot none; Price 73,020 gp; Weight 1 lbs. 
  Description 
  This +3 keen thundering mithral rapier is pierced with tiny 
  holes that radiate soft music when drawn, granting a –5 
  penalty to Stealth. While the wielder is benefiting from a 
  bardic performance, the windsong rapier deals an extra 1d6 
  sonic damage per hit. 
  Construction 
  Requirements Craft Magic Arms and Armor, shout; 
  Cost 37,020 gp 
   
  WOODSMAN’S AXE 
  Aura faint transmutation; CL 3rd 
  Slot none; Price 910 gp; Weight 6 lbs. 
  Description 
  This incredibly sharp and well-made masterwork 
  battleaxe looks more like a woodsman’s tool than a 
  weapon. Against wooden targets, it ignores 5 points of 
  hardness or damage reduction. 
  Construction 
  Requirements Craft Magic Arms and Armor, magic 
  weapon; Cost 610 gp 
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  18 
  Armor & Shields 
   
  ARMOR OF ELYSIUM 
  Aura strong transmutation; CL 15th 
  Slot armor; Price 40,200 gp; Weight 15 lbs. 
  Description 
  This elegant +3 impervious mithral breastplate gleams with the 
  colors of the rainbow in direct light. When worn by an 
  aasimar or other good-aligned creature of significant 
  celestial blood (i.e. celestial creatures, creatures with the 
  celestial bloodline, and others at GM discretion), the 
  armor sprouts wings allowing the wearer to fly at a speed 
  equal 
  to 
  their 
  base 
  land 
  speed 
  with 
  average 
  maneuverability. If they already possess flight, it instead 
  increases their fly speed by 10 feet and their 
  maneuverability by one step and magically reshapes itself 
  to accommodate existing wings, if any. When worn by an 
  evil creature, it bestows two negative levels that cannot be 
  removed as long as the armor is worn and disappear when 
  it is removed. 
  Construction 
  Requirements Craft Magic Arms and Armor, fabricate, 
  fly, make whole; Cost 22,200 gp 
   
   
  BLOODPLATE 
  Aura moderate necromancy; CL 11th 
  Slot armor; Price 35,650 gp; Weight 30 lbs. 
  Description 
  This blood-red suit of +3 full plate is startlingly form-fitting 
  and can draw upon its wearer’s vitality in emergencies to 
  increase their health and defense. Once per day as an 
  immediate action, the wearer may gain the benefit of a 
  heal spell and increase the bloodplate’s enhancement bonus 
  by +2 for 30 minutes. The wearer takes 2 points of 
  Constitution damage when this effect is activated and an 
  additional 2 when the effect ends. This damage cannot be 
  recovered by any means for 24 hours. 
  Construction 
  Requirements Craft Magic Arms and Armor, heal, 
  magic vestment; Cost 18,650 gp 
   
   
  BRONZED LEATHERS OF BATTLE 
  Aura moderate transmutation and abjuration ; CL 10th 
  Slot armor; Price 25,160 gp; Weight 15 lbs. 
  Description 
  This +2 leather armor has the color and sheen of burnished 
  bronze and grants the wearer DR 5/bronze. 
  Construction 
  Requirements Craft Magic Arms and Armor, stoneskin; 
  Cost 12,660 gp 
   
   
   
  BULWARK OF THE EARTH 
  Aura moderate transmutation; CL 10th 
  Slot armor; Price 38,500 gp; Weight 50 lbs. 
  Description 
  This +2 adamantine full plate is forged with images of 
  mountains and gleams dully in the light. It grants its 
  wearer a +2 enhancement bonus to Constitution and a 
  +4 bonus against any effects that would move them 
  involuntarily (including teleport effects). If the armor’s 
  enhancement bonus is permanently increased, its damage 
  reduction bonus provided by adamantine increases 
  equally. 
  Construction 
  Requirements Craft Magic Arms and Armor, bear’s 
  endurance, stoneskin; Cost 27,500 gp 
   
  EPHEMERAL BREASTPLATE 
  Aura moderate illusion; CL 10th 
  Slot armor; Price 32,950 gp; Weight 15 lbs. 
  Description 
  This +2 shadow mithral breastplate is incredibly smooth and 
  nearly seamless. Three times per day as a swift action, the 
  wearer may use invisibility for one round. During this time, 
  they are considered personally silenced and are incapable 
  of producing sound, even intentionally, such as by 
  speaking. This does not affect their ability to hear. 
  Construction 
  Requirements Craft Magic Arms and Armor, cat’s grace, 
  invisibility, silence; Cost 18,575 gp 
   
  FORCE REFLECTOR 
  Aura strong abjuration; CL 13th 
  Slot shield; Price 4,159 gp; Weight 6 lbs. 
  Description 
  The surface of this +1 light steel shield is burnished with a 
  faint, purple hue. When the wielder is the target of a force 
  effect of 3rd level or lower, they may use an immediate 
  action to reflect it back at its source, as spell turning. This 
  ability may be used a number of times per day equal to 
  the force reflector’s enhancement bonus. 
  Construction 
  Requirements Craft Magic Arms and Armor, spell 
  turning; Cost 2,159 gp 
   
  HIDE OF THE WOLF 
  Aura moderate transmutation; CL 7th 
  Slot armor; Price 12,165 gp; Weight 25 lbs. 
  Description 
  This +1 hide armor is crafted from the pelt of a wolf and 
  grants the wearer a +2 enhancement bonus to Strength. 
  Once per day as a standard action, the wearer may take 
  the shape of a medium or large-sized wolf for 7 minutes, 
  as beast shape II. 
  Construction 
  Requirements Craft Magic Arms and Armor, beast 
  shape II, bull’s strength; Cost 6,165 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  19 
  IMMORTAL AEGIS 
  Aura strong conjuration; CL 17th 
  Slot shield; Price 181,520 gp; Weight 7.5 lbs. 
  Description 
  This round +5 ghost touch impervious mirrored mithral heavy 
  shield is embossed with gold patterns with a single, large 
  diamond at its heart. If the wielder would be slain, they 
  are instead immediately restored to life and health as 
  though the target of a true resurrection spell. This causes the 
  diamond set into the shield to be expended, shattering and 
  suppressing the shield’s other magical powers for one 
  week or until a new diamond, worth at least 25,000 gp, is 
  placed back into the setting. The true resurrection power does 
  not return until the diamond is replaced. 
  Construction 
  Requirements Craft Magic Arms and Armor, 
  contingency, etherealness, fabricate, make whole, spell turning, true 
  resurrection; Cost 104,020 gp 
   
   
  INFERNO’S SKIN 
  Aura moderate abjuration and evocation; CL 7th 
  Slot armor; Price 29,850 gp; Weight 20 lbs. 
  Description 
  This +1 fire resistance studded leather is made from red dragon 
  hide and uses dragon bone for the studding. It feels warm 
  to the touch but inflicts great burns on those who strike 
  the wearer, dealing 1d4+5 fire damage to melee attackers 
  using natural attacks or non-reach weapons. Additionally, 
  it prevents any bleed effects on the wearer, instead dealing 
  1 point of fire damage that bypasses its energy resistance. 
  If this fire damage would be prevented by another spell or 
  effect, the bleed is not prevented and is taken normally. 
  Construction 
  Requirements Craft Magic Arms and Armor, fire shield, 
  resist energy; Cost 15,100 gp 
   
   
  JUGGERNAUT PLATE 
  Aura strong transmutation; CL 15th 
  Slot armor; Price 66,650 gp; Weight 50 lbs. 
  Description 
  This imposing +2 invulnerability full plate is patterned to 
  resemble an iron golem. Once per day as a standard 
  action, the wearer may grow one size category, as enlarge, 
  but gaining a +6 size bonus to Strength as well as DR 5/– 
  and fast healing 2. This transformation lasts 10 minutes. 
  Construction 
  Requirements Craft Magic Arms and Armor, 
  shapechange, transformation; Cost 34,150 gp 
   
   
   
   
   
  LEATHERS OF BLOODY VENGEANCE 
  Aura moderate enchantment; CL 7th 
  Slot armor; Price 10,160 gp; Weight 15 lbs. 
  Description 
  This +2 leather armor is blood-red and allows the wearer to 
  declare an oath of vengeance, once per day as an 
  immediate action, upon a creature that has just damaged 
  them. The wearer gains a +2 morale bonus on attack rolls, 
  weapon damage, and saving throws against the target of 
  their oath for one hour. If the target is killed by the wearer 
  during this time, the wearer heals 5d8 damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, rage; 
  Cost 5,160 gp 
   
   
  PHASE LEATHERS 
  Aura moderate conjuration; CL 7th 
  Slot armor; Price 13,925 gp; Weight 20 lbs. 
  Description 
  This dark-colored +1 shadow studded leather has ribbons of 
  various colors winding among its metal studs. Phase leathers 
  grant the wearer a +2 enhancement bonus to Dexterity 
  and, as a move action, allow them to teleport to a location 
  within 30 feet they can see. Using this ability causes the 
  wearer to take 2 burn, as the kineticist class feature. 
  Construction 
  Requirements Craft Magic Arms and Armor, cat’s grace, 
  dimension door, invisibility, silence; Cost 7,050 gp 
   
   
  PORCUPINE HIDE 
  Aura moderate transmutation; CL 7th 
  Slot armor; Price 7,215 gp; Weight 35 lbs. 
  Description 
  This +1 spiked hide armor is covered in hundreds of small 
  quills, reminiscent of a porcupine. When the wearer is 
  struck in melee with a natural or unarmed strike, the 
  attacker takes 3 piercing damage, lessened by one per 
  point of natural armor (minimum 0). Additionally, once 
  per day as a full-round action, the wearer may launch all 
  the quills in every direction, dealing 5d6 magical piercing 
  damage to all other creatures within 20 feet (Reflex DC 
  15, half). Once used, the armor loses its spiked quality and 
  ability to damage attackers until the next morning, when 
  the quills regrow. 
  Construction 
  Requirements Craft Magic Arms and Armor, beast 
  shape I; Cost 3,715 gp 
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  20 
  RESOUNDING SHIELD 
  Aura faint evocation; CL 3rd 
  Slot shield; Price 4,159 gp; Weight 6 lbs. 
  Description 
  This +1 light steel shield is commonly embossed with a bell 
  on the front. Once per day as a standard action, the 
  wielder may strike the shield with a free hand or weapon 
  to deal 1d8 sonic damage and stun all other creatures 
  within 10 feet for one round. Affected creatures may 
  attempt a DC 13 Fortitude save for half damage and to 
  negate the stun. If the wielder has ranks in Perform 
  (percussion), they may add their ranks to the damage 
  dealt. A wielder may expend 1 round of bardic 
  performance when activating this ability to increase the 
  DC by their Charisma modifier. This ability may also be 
  activated by expending two rounds of bardic performance 
  as a standard action, which does not count as the once per 
  day use. 
  Construction 
  Requirements Craft Magic Arms and Armor, sound 
  burst; Cost 2,159 gp 
   
  ROSE SHIELD 
  Aura moderate evocation; CL 7th 
  Slot shield; Price 25,203 gp; Weight 2.5 lbs. 
  Description 
  This +2 darkwood light shield is crafted to look like a 
  blooming rose. Once per day as an immediate action, the 
  wielder may surround themselves with a bubble of force 
  that takes the form of overlapping rose petals. This bubble 
  has hardness 20 and 50 hit points, and lasts until the 
  beginning of the wielder’s next turn. 
  Construction 
  Requirements Craft Magic Arms and Armor, resilient 
  sphere; Cost 12,703 gp 
   
  SANDSHIELD 
  Aura faint evocation; CL 5th 
  Slot shield; Price 3,157 gp; Weight 10 lbs. 
  Description 
  This +1 heavy wooden shield is perfectly smooth and cool to 
  the touch, granting its wielder the benefit of endure elements 
  while worn. Within the effects of a natural sandstorm, the 
  shield creates a 5-foot bubble around its wielder where the 
  sand cannot enter, effectively preventing any nonlethal 
  damage they would take from it. 
  Construction 
  Requirements Craft Magic Arms and Armor, endure 
  elements, gust of wind; Cost 1,657 gp 
   
  SCALES OF THE DRAGON, LESSER 
  Aura faint abjuration; CL 5th 
  Slot armor; Price 9,200 gp; Weight 30 lbs. 
  Description 
  This +1 scale mail is forged to resemble the scaled hide of 
  a dragon and is dyed in hues reminiscent of a dragon with 
  its properties. When created, the maker chooses acid, 
  cold, electricity, or fire. The armor is immune to the 
  chosen energy. The first time each day that the wearer 
  would take damage of the chosen type, the wearer is 
  wreathed in an aura of protective energy for 30 minutes. 
  While protected, they gain energy resistance 10 of the 
  appropriate type and attackers striking them with natural, 
  unarmed, or non-reach weapons take 1d6 associated 
  energy damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, fire shield, 
  resist energy; Cost 4,700 gp 
   
  SCALES OF THE DRAGON 
  Aura faint abjuration; CL 5th 
  Slot armor; Price 36,200 gp; Weight 30 lbs. 
  Description 
  As a suit of lesser scales of the dragon, this armor functions as 
  +3 scale mail, its energy resistance increases to 20 while 
  active, and it deals 1d6+3 energy damage to attackers. 
  Construction 
  Requirements Craft Magic Arms and Armor, fire shield, 
  resist energy; Cost 18,200 gp 
   
  SHADOW MASTIFF LEATHERS 
  Aura faint enchantment; CL 5th 
  Slot armor; Price 12,910 gp; Weight 15 lbs. 
  Description 
  Crafted from the hide of a shadow mastiff, this +1 
  expeditious shadow leather armor can panic unaware foes. 
  Three time per day, as an immediate action when the 
  wearer successfully damages an enemy who was unaware 
  of their presence, they may make an Intimidate check to 
  demoralize all enemies within 10 feet of their target that 
  can see them attack. They may add a bonus to the 
  Intimidate check equal to ½ their Hit Dice. 
  Construction 
  Requirements Craft Magic Arms and Armor, cause fear, 
  expeditious retreat, invisibility, silence; Cost 6,535 gp 
   
  SHELTERING SHIELD 
  Aura moderate abjuration; CL 6th 
  Slot shield; Price 29,170 gp; Weight 15 lbs. 
  Description 
  This round +2 heavy steel shield feels dense and heavily 
  reinforced. Twice per day on command, the wielder may 
  benefit from the aid spell. Additionally, while fighting 
  defensively, using total defense, or using Combat 
  Expertise, the wielder adds the shield’s enhancement 
  bonus as a resistance bonus to saving throws and gains 
  evasion if wearing medium or lighter armor or carrying a 
  medium or lighter load. 
  Construction 
  Requirements Craft Magic Arms and Armor, aid, haste, 
  resistance; Cost 14,670 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  21 
  SHIELD OF DEADLY ASSAULT 
  Aura moderate enchantment; CL 8th 
  Slot shield; Price 16,520 gp; Weight 20 lbs. 
  Description 
  This +1 bashing spiked heavy steel shield is engraved with 
  symbols of valor and combat. The spikes are +1 keen shield 
  spikes, dealing 2d6 damage on a successful shield bash (1d8 
  small). When the wielder successfully damages a foe with 
  the shield, the wielder gains a +1 morale bonus to attack 
  rolls until the end of their next turn. 
  Construction 
  Requirements Craft Magic Arms and Armor, bull’s 
  strength, heroism, keen edge; Cost 8,520 gp 
   
  SHIELD OF LAST LIGHT 
  Aura moderate necromancy; CL 9th 
  Slot shield; Price 25,170 gp; Weight 15 lbs. 
  Description 
  This +1 mirrored heavy steel shield is highly-polished and 
  resists tarnish and dirt. Once per day, when the wearer 
  would die from a non-death effect, they may remain 
  conscious (or regain consciousness if they had been 
  unconscious and dying) and may act normally for one 
  round without being staggered, after which they die if not 
  healed to a point above their death threshold (typically 
  negative Constitution). This ability does not trigger if 
  death was caused or would result in the destruction of the 
  body, such as disintegrate. 
  Construction 
  Requirements Craft Magic Arms and Armor, animate 
  dead, breath of life; Cost 12,670 gp 
   
  SHIELD OF PERDITION 
  Aura moderate evocation; CL 8th 
  Slot shield; Price 16,170 gp; Weight 15 lbs. 
  Description 
  This black-hued +2 heavy steel shield is emblazoned with the 
  image of a fallen angel. Up to three times per day, when 
  the wielder is attacked by an outsider with the good 
  subtype or a creature with an aura of good, they may 
  activate the shield as an immediate action to damage their 
  attacker as if using unholy blight, though the effects only 
  apply against that attacker and only against good targets. 
  There is no indication from the shield whether the 
  attacker is a valid target or not, the wielder must 
  determine on their own whether to expend the use and 
  risk wasting it. A good-aligned creature merely possessing 
  this shield receives one negative level that may not be 
  overcome by any means until discarded. 
  Construction 
  Requirements Craft Magic Arms and Armor, unholy 
  blight; Cost 8,170 gp 
   
   
   
  STASIS SHIELD 
  Aura strong transmutation; CL 15th 
  Slot shield; Price 49,170 gp; Weight 15 lbs. 
  Description 
  This +2 impervious heavy steel shield is unmarked and 
  unremarkable in most ways. Once per day as an 
  immediate action, the wielder may activate temporal stasis 
  on themselves. This lasts through their next action and 
  ends at the beginning of their turn the round after that. 
  Construction 
  Requirements Craft Magic Arms and Armor, temporal 
  stasis; Cost 24,670 gp 
   
  UNDYING ARMOR 
  Aura strong conjuration and necromancy; CL 14th 
  Slot armor; Price 36,250 gp; Weight 30 lbs. 
  Description 
  This ancient-looking +1 ghost touch breastplate appears to be 
  perfectly maintained and radiates an aura of comfort. 
  When the wearer is damaged in melee by an incorporeal 
  undead, the attacker receives 2d8 force damage. 
  Additionally, if subject to a death effect, the wearer may 
  add the armor’s enhancement bonus as a resistance bonus 
  to their saving throw. On a successful save against such an 
  effect, they also heal 1d8 hit points per level of the effect 
  or 4d8 if the effect has no level listed. This directly 
  counters any damage that may result from a successful 
  save and may still result in death if the healing is not 
  enough to counter it. 
  Construction 
  Requirements Craft Magic Arms and Armor, death 
  ward, etherealness, heal; Cost 18,250 gp 
   
  WINTERLAND’S BREASTPLATE 
  Aura moderate transmutation; CL 10th 
  Slot armor; Price 5,350 gp; Weight 30 lbs. 
  Description 
  This +1 breastplate has an undercoat of warm padding that 
  includes a fur-lined hood. The wearer is protected from 
  cold environments as endure elements and can ignore 
  difficult terrain caused by snow or ice. 
  Construction 
  Requirements Craft Magic Arms and Armor, endure 
  elements, resist energy; Cost 2,850 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  22 
  Rings 
   
  BAND OF PURITY 
  Aura faint abjuration and conjuration; CL 3rd 
  Slot ring; Price 250 gp; Weight — 
  Description 
  This simple-looking gold wedding band is inscribed with 
  prayers of health along its interior, providing the wearer a 
  +1 resistance bonus to saves against disease, poison, and 
  natural weather effects. 
  Construction 
  Requirements Forge Ring, resistance; Cost 125 gp 
   
   
  BLOOD RING 
  Aura moderate necromancy; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This blood-red ring is warm to the touch. Once per day 
  upon command, its wearer may charge the ring with 
  power by accepting 4 Constitution damage. While 
  charged, the wearer is immune to hit point and 
  Constitution bleed effects and, as a standard action or 
  automatically if reduced to 0 hit points or lower, they may 
  regain up to 50 hit points immediately. This healing can 
  prevent death in the case of hit point damage, but won’t 
  prevent effects that destroy the wearer’s body, such as 
  disintegrate. Once this healing is activated or triggered, the 
  blood ring must be charged once more to function. The ring 
  loses its charge at dawn or if removed. 
  Construction 
  Requirements Forge Ring, cure critical wounds, vampiric 
  touch; Cost 5,000 gp 
   
   
  ICICLE RING 
  Aura faint conjuration; CL 5th 
  Slot ring; Price 12,000 gp, 18,000 gp (pair); Weight — 
  Description 
  These white gold rings appear to be crafted from ice. 
  When created, the ring is attuned to a specific light, one-
  handed, or thrown weapon. On command, the ring 
  conjures a copy of that weapon of the appropriate size into 
  its wearer’s hand. The weapons function as a +1 frost 
  weapon which melts within one round if it leaves the 
  wearer’s possession or the icicle ring is removed. During a 
  full-attack action, an icicle ring that conjures throwing 
  weapons creates as many as the wearer needs for attacks. 
  Paired rings function together to allow the creation of a 
  +1 icy burst two-handed weapon chosen at the time of their 
  creation. 
  Requirements Forge Ring, icicle dagger; Cost 6,000 gp, 
  9,000 gp (pair) 
   
   
   
   
  IMPERIAL RING 
  Aura strong abjuration and enchantment; CL 20th 
  Slot ring; Price 75,000 gp; Weight — 
  Description 
  This elaborately-bejeweled ring is set with diamonds and 
  other precious stones. The wearer gains a +8 resistance 
  bonus to Will saves against mind-affecting spells and 
  effects and a +20 competence bonus to Sense Motive 
  checks. Additionally, the wearer’s enchantment spells and 
  effects are at +1 DC to resist. 
  Construction 
  Requirements Forge Ring, eagle’s splendor, mind blank; 
  Cost 37,500 gp 
   
   
  RING OF ELEMENTAL FROST 
  Aura moderate evocation; CL 8th 
  Slot ring; Price 17,000 gp; Weight — 
  Description 
  These rings are carved from a single, flawless piece of 
  unmelting ice and are always cool to the touch. Their 
  wearer gains cold resistance 10 and, up to three times per 
  day, when they would take 10 or more cold damage 
  (before reduction), the ring gains a charge, to a maximum 
  of 10 charges. As a standard action, the wearer may 
  expend up to 5 charges to make a ranged touch attack at 
  a target within 60 feet, dealing 1d6 cold damage per 
  charge expended. 
  Construction 
  Requirements Forge Ring, cone of cold, resist energy; Cost 
  8,500 gp 
   
   
  RING OF FORCE SWORD 
  Aura moderate evocation; CL 9th 
  Slot ring; Price 16,000 gp; Weight — 
  Description 
  This simple steel band has a symbol of a sword engraved 
  upon it. As a move action, the wearer may create a 
  weightless +1 keen longsword of force. The sword vanishes if 
  it leaves the hand bearing the ring or if the ring is 
  removed, but it may be created any number of times per 
  day. The ring may be upgraded with higher enhancement 
  bonuses as though enchanting a weapon, but may not 
  gain any special abilities. The sword has hardness 30 and 
  60 hit points. If the force blade is sundered or destroyed 
  (not merely suppressed or dispelled), the ring becomes 
  inactive for 24 hours. 
  Construction 
  Requirements Craft Magic Arms and Armor, Forge 
  Ring, wall of force; Cost 8,000 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  23 
  RING OF KINETIC DEFENSE 
  Aura moderate abjuration; CL 10th 
  Slot ring; Price 12,000 gp; Weight — 
  Description 
  This gold ring is etched with symbols reminiscent of the 
  elemental power it contains. When created, a ring of kinetic 
  defense is keyed to one of the elements of a kineticist. The 
  ring then allows the wearer to benefit from the defense 
  wild talent of the element selected as though they were a 
  2nd level kineticist, save that they may not take burn to 
  enhance the talent. If the creature already possesses the 
  defensive wild talent, they instead increase their effective 
  kineticist level by 4 for the purposes of determining the 
  benefit of the talent. 
  Construction 
  Requirements Forge Ring, resist energy; Cost 6,000 gp 
   
  RING OF LUCID DREAMS 
  Aura moderate illusion; CL 11th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This ring is crafted of intertwined strands of silver wire 
  that shift between the colors of the rainbow. The ring of 
  lucid dreams always appears with the wearer when they 
  enter a dreamscape, and it grants a +2 bonus on the 
  Charisma check to prevent arriving at a disadvantage. 
  While in a dreamscape, the wearer may use the ring of lucid 
  dreams to reshape the dreamscape. This allows the wearer 
  to use fabricate, move earth, plant growth, and stone shape a 
  combined total of three times per day as a standard action 
  while within a dreamscape. Additionally, once per month 
  the wearer may utilize the ring of lucid dreams to cast miracle 
  within their own dreamscape as a full-round action. Using 
  this ability causes the ring of lucid dreams to lose its magical 
  powers for one week. The effects of this power never leave 
  or extend beyond the dreamscape. 
  Construction 
  Requirements Forge Ring, dream; Cost 5,000 gp 
   
  RING OF SPELL POWER 
  Aura strong universal; CL 17th 
  Slot ring; Price 5,000 gp (lesser), 13,000 gp (normal), 
  28,000 gp (greater); Weight — 
  Description 
  This platinum ring is set with several small gems. To 
  function, a ring of spell power must be worn for 24 hours. Up 
  to three times per day as a swift action, the wearer may 
  add a +1 enhancement bonus to the caster level and save 
  DC of a spell they are casting. A lesser ring may affect a 
  spell of up to 3rd level, a normal ring may affect a spell of 
  up to 6th level, and a greater ring a spell of up to 9th level. 
  Construction 
  Requirements Forge Ring, miracle/wish; Cost 2,500 gp 
  (lesser), 6,500 gp (normal), 14,000 gp (greater) 
   
   
  RING OF THE STONE BODY 
  Aura moderate transmutation; CL 11th 
  Slot ring; Price 30,000 gp; Weight — 
  Description 
  This polished granite band provides a +2 enhancement 
  bonus to the wearer’s natural armor. Once per day as a 
  standard action, the wearer may turn their body 
  predominantly to stone for up to one hour. In this state, 
  the wearer’s speed is reduced by 10 feet and their weight 
  multiplies by 8. Additionally, they gain two slam attacks 
  which deal 1d8 damage (1d6 small) and DR 
  5/adamantine which stacks with other DR/adamantine. 
  The wearer also gains a +2 size bonus to Strength and 
  Constitution and a –2 penalty to Dexterity. Removing the 
  ring ends this effect, as does a stone to flesh spell. If targeted 
  by move earth (casting time of 1 standard action) while in 
  stone form, the wearer takes 1d6 damage per caster level 
  (Fortitude half). 
  Construction 
  Requirements Forge Ring, flesh to stone; Cost 15,000 gp 
   
  SUMMONER’S RING 
  Aura moderate conjuration; CL 9th 
  Slot ring; Price 50,000 gp; Weight —. 
  Description 
  This silver ring bears a large diamond and functions as a 
  ring of spell storing that can only contain summon monster or 
  summon nature’s ally spells. This is a spell trigger item that 
  uses a standard action to activate despite the spell’s 
  normal casting time. Additionally, spells cast from the 
  summoner’s ring are affected as if by the Extend Spell feat. 
  Construction 
  Requirements Forge Ring, Extend Spell, summon 
  monster V; Cost 25,000 gp 
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  24 
  Rods 
   
  CORRUPTION ROD 
  Aura moderate evocation; CL 9th 
  Slot none; Price 12,000 gp; Weight 5 lbs. 
  Description 
  This black iron rod is carved with runes of corruption and 
  death. When its wielder casts a spell which deals negative 
  energy damage, they may deal an additional 1d8 negative 
  energy damage. The rod functions three times per day. 
  Construction 
  Requirements Craft Rod, inflict critical wounds; Cost 
  6,000 gp 
   
  FORBIDDING SCEPTER 
  Aura strong abjuration; CL 15th 
  Slot none; Price 50,000 gp; Weight 5 lbs. 
  Description 
  This black iron scepter is imposing and deadly to 
  extraplanar creatures. It functions as a +3 bane heavy mace, 
  with the bane functioning against any creature with the 
  extraplanar subtype. Once per day as a full-round action, 
  the wielder may plant the scepter in the ground to disrupt 
  planar travel within a 40-foot radius as dimensional lock. 
  Any creature with the extraplanar subtype in the area 
  takes 2d6 untyped damage at the beginning of its turn. 
  This effect lasts for 5 minutes or until the scepter is 
  removed from the ground as a standard action. Creatures 
  with the extraplanar subtype cannot remove the scepter, 
  though they can attack or attempt to destroy it. 
  Construction 
  Requirements Craft Rod, dimensional lock, forbiddance; 
  Cost 25,000 gp 
   
  GUARDIAN ROD 
  Aura moderate abjuration; CL 7th 
  Slot none; Price 15,000 gp; Weight 5 lbs. 
  Description 
  This silver rod is marked with runes of warding. Once per 
  day as a full-round action, the guardian rod may be planted 
  into the ground to provide an alarm spell in a 50-foot 
  radius for 8 hours. During this time, it also provides the 
  benefits of magic circle against evil except that it functions 
  against extraplanar creatures instead of evil creatures. 
  Uprooting the rod is a full-round action that provokes 
  attacks of opportunity. Alternatively, the rod may be 
  activated as a standard action, transforming it into a silver 
  construct for 10 minutes (use statistics for a wood golem 
  without the special abilities, vulnerability to fire, or spell 
  immunity). If the construct is destroyed, so is the guardian 
  rod. The rod loses its magic powers for 1 week after using 
  this ability. 
  Construction 
  Requirements Craft Rod, magic circle against evil or other 
  variants; Cost 7,500 gp 
  ICICLE ROD 
  Aura moderate conjuration; CL 7th 
  Slot none; Price 15,000 gp; Weight 5 lbs. 
  Description 
  This silver rod is topped by a small blue gem. Three times 
  per day as a standard action, the wielder may make a 
  ranged attack with a +4 bonus to launch an icicle at a 
  creature within 100 feet. This attack deals 5d6 damage 
  that is half cold, half piercing and has a x3 critical 
  multiplier. 
  Construction 
  Requirements Craft Rod, cone of cold; Cost 7,500 gp 
   
  NECROMANCER’S CANE 
  Aura moderate necromancy; CL 9th 
  Slot none; Price 25,000 gp; Weight 8 lbs. 
  Description 
  This ebony cane is capped with a glittering golden skull. 
  When wielded by a creature capable of channeling 
  negative energy, the cane grants the Command Undead 
  feat. If the wielder already possesses the Command 
  Undead feat, the cane instead doubles the number of 
  undead they can control via the feat. If the creature loses 
  possession of the cane for more than 12 hours, including 
  if it is placed in an extradimensional space, they lose 
  control of all undead controlled via Command Undead. 
  A creature may only benefit from a single necromancer’s cane 
  at a time. 
  Construction 
  Requirements Craft Rod, command undead; Cost 12,500 
  gp 
   
  ROD OF ENERGY CHANNELING 
  Aura moderate evocation; CL 11th 
  Slot none; Price 8,000 gp; Weight 5 lbs. 
  Description 
  This metal rod is covered in runes dedicated to a chosen 
  energy. When the rod is created, choose acid, cold, 
  electricity, or fire. Up to three times per day, the bearer 
  may channel a spell between 1st and 5th level into the rod 
  to create a 60-foot ray of the chosen energy. The ray 
  requires a ranged touch attack and deals 2d6 energy 
  damage per spell level expended. 
  Construction 
  Requirements Craft Rod, 
  limited wish; Cost 4,000 gp 
   
   
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  25 
  ROD OF FIRE AND ICE 
  Aura strong evocation and transmutation; CL 15th 
  Slot none; Price 50,000 gp; Weight 1 lb. 
  Description 
  Constructed of an adamantine-mithral alloy, this rod 
  functions as an arcane focus worth 500 gp for any spell 
  with the cold or fire descriptors and the wielder may 
  switch the damage of either type of spell they cast to the 
  other type. Three times per day, the wielder may add their 
  caster level to the cold or fire damage dealt by a spell they 
  cast. This extra damage only applies once, even if a spell 
  produces multiple missiles, rays, or does damage over 
  time. Holding the rod does not interfere with somatic 
  components.  
  Construction 
  Requirements Craft Rod, Craft Wondrous Item, 
  Elemental Spell, delayed blast fireball, polar ray; Cost 25,000 
  gp 
   
   
  ROD OF FLENSING 
  Aura moderate necromancy; CL 9th 
  Slot none; Price 75,000 gp; Weight 5 lbs. 
  Description 
  This skull-topped rod, made of scarred and cracked bone, 
  functions as a +1 light mace and is designed to inflict 
  grievous wounds on its targets. Up to three times per day 
  as a free action, the rod of flensing may be activated to deal 
  an additional 50% damage on attacks with the rod until 
  the end of the user’s turn. Extra damage is not increased. 
  Construction 
  Requirements Craft Rod, inflict critical wounds; Cost 
  37,500 gp 
   
   
  ROD OF PURE FROST 
  Aura faint evocation; CL 3rd 
  Slot none; Price 1,500 gp; Weight 3 lbs. 
  Description 
  This sapphire-tipped birch rod holds up to ten charges, 
  regaining five charges at dawn. As a standard action, the 
  wielder may expend a charge to fire a ray dealing 1d4 cold 
  damage. This is a ranged touch attack with a range of 30 
  feet. Additionally, when wielded while casting a spell or 
  using a spell-like or supernatural ability that creates a ray 
  dealing cold damage, the wielder may expend one charge 
  as a free action to add an additional 1d4 cold damage to 
  the attack. 
  Construction 
  Requirements Craft Rod, ray of frost; Cost 750 gp 
   
   
   
   
   
  ROD OF RESONANCE 
  Aura faint evocation; CL 5th 
  Slot none; Price 7,500 gp; Weight 5 lbs. 
  Description 
  This hollow rod has numerous holes along its length. 
  Three times per day as a standard action, a wielder with 
  the bardic performance ability may expend up to 5 rounds 
  of performance (to a maximum of their ranks in Perform) 
  to target a creature within 50 feet with a sonic attack. This 
  attack deals 1d6 sonic damage per round of performance 
  expended (DC 15 Fort; half). 
  Construction 
  Requirements Craft Rod, sound burst; Cost 3,750 gp 
   
   
  ROD OF SPELL-FLAME 
  Aura moderate evocation; CL 5th 
  Slot none; Price 6,000 gp (lesser), 26,400 gp (normal), 
  61,200 (greater); Weight 5 lbs. 
  Description 
  This brass rod has a tip shaped like the head of a dragon 
  clutching a crimson jewel in its mouth. As a standard 
  action, the wielder may expend a spell or spell slot 
  (minimum 1st) to unleash a 30-foot line of fire, dealing 1d6 
  fire damage per spell level plus the wielder’s caster level 
  (Reflex DC as a spell of equal level, half damage). If a 
  prepared spell with the fire descriptor is expended, the 
  attack receives a +4 bonus to bypass spell resistance. A rod 
  may be used up to three times per day. A lesser rod can 
  convert spells and spell slots up to 3rd level, a normal rod 
  can convert up to 6th, and a greater rod up to 9th. 
  Construction 
  Requirements Craft Rod, fireball; Cost 3,000 gp 
  (lesser), 13,200 gp (normal), 30,600 (greater) 
   
   
  ROD OF UNITY 
  Aura moderate abjuration; CL 9th 
  Slot none; Price 30,000 gp; Weight 5 lbs. 
  Description 
  This iron rod is made from multiple wires woven into a 
  whole. Once per day, up to ten creatures may meditate 
  around the rod for ten minutes to become attuned to the 
  rod of unity for 24 hours. Whenever an attuned creature 
  within 20 feet of the rod takes damage equal or greater 
  than the number of attuned creatures within the rod’s 
  range, the damage is split evenly between those creatures. 
  Any remainder damage is dealt to the original target or 
  targets. The rod must be wielded for this power to 
  function, though the wielder need not be one of the 
  attuned creatures. 
  Construction 
  Requirements Craft Rod, shield other; Cost 15,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  26 
   
  Staves 
   
  ICICLE STAVE 
  Aura moderate evocation; CL 8th 
  Slot none; Price 27,000 gp; Weight 5 lbs. 
  Description 
  This silver staff is topped by a large, clear piece of quartz. 
  As a standard action, the wielder of the icicle stave may 
  expend up to three charges to generate a bladed tip of ice 
  from the end for 1 minute. During this time, the icicle stave 
  may be used as a spear, dealing damage as though one 
  size category larger than normal. The spear is treated as a 
  weapon with an enhancement bonus equal to the charges 
  spent to activate it, and the frost special ability. Users 
  proficient with a quarterstaff may wield it equally well in 
  either form. 
  The icicle stave also allows the use of the following spells: 
  • 
  Scorching ray (cold damage instead of fire damage) 
  (1 charge) 
  • 
  Lightning bolt (cold damage instead of electricity 
  damage) (2 charge) 
  • 
  Ice storm (deals piercing instead of bludgeoning 
  damage) (3 charges) 
  Construction 
  Requirements Craft Staff, Elemental Spell (cold), ice 
  storm, icicle dagger, lightning bolt, scorching ray; Cost 13,500 gp 
   
   
  STAFF OF CHANNELED LIGHTNING 
  Aura faint evocation; CL 5th 
  Slot none; Price 11,250 gp; Weight 5 lbs. 
  Description 
  This copper staff has a large topaz at the tip that flickers 
  with electricity, shedding light like a torch. 
  The staff allows the use of the following spells: 
  • 
  Shocking grasp (1 charge) 
  • 
  Scorching ray (does lightning damage instead, 2 
  charges) 
  • 
  Lightning bolt (3 charges) 
  The wielder may expend a spell slot of equal level instead 
  of the charges when using one of the staff’s powers. They 
  must have the chosen spell on their class spell list to do so. 
  Construction 
  Requirements Craft Staff, lightning bolt, scorching ray, 
  shocking grasp; Cost 5,625 gp 
   
   
   
   
   
   
   
   
   
  STAFF OF HOLY LIGHT 
  Aura moderate evocation; CL 9th 
  Slot none; Price 44,000 gp; Weight 5 lbs. 
  Description 
  This silver staff is inset with runes of fire and light. A faint 
  white flame burns within a crystal set into the top of the 
  staff, shedding light as a torch on command. This staff 
  allows the use of the following spells, all of which are 
  considered to be on the cleric spell list and count as divine 
  magic when used: 
  • 
  Scorching ray (half of the damage results from 
  divine power) (1 charge) 
  • 
  Searing light (1 charge) 
  • 
  Holy smite (2 charges) 
  • 
  Flame strike (3 charges) 
  Construction 
  Requirements Craft Staff, flame strike, holy smite, searing 
  light; Cost 22,000 gp 
   
   
  STAFF OF PURE FLAME 
  Aura strong evocation; CL 13th 
  Slot none; Price 50,000 gp; Weight 5 lbs. 
  Description 
  This white ash staff is lacquered and inset with flames 
  forged of gold. A brilliant ruby is set atop it, glowing 
  brightly from within. This staff sheds normal light in a 30-
  foot radius, and raises the light level by one step for 30 feet 
  beyond that (maximum of normal). All spells or spell-like 
  abilities with the fire descriptor that the wielder casts are 
  resolved at +1 caster level, including those from this staff. 
  Whenever using an ability of any type that produces fire 
  damage, the wielder may expend one charge from the 
  staff as a free action to cause half of the damage to be the 
  result of divine power and not subject to fire resistance or 
  immunity. If it already possesses this ability (such as flame 
  strike), the damage is instead fully divine though any 
  penalties the target has against fire still apply (such as 
  vulnerability). This ability may be used on the spells from 
  this stave. Additionally, if this staff is wielded by a 
  kineticist, any fire blasts they use gain a +1 enhancement 
  bonus to hit and +2 enhancement bonus to damage rolls. 
  The staff of pure flame allows use of the following spells: 
  • 
  Scorching ray (1 charge) 
  • 
  Fireball (2 charges) 
  • 
  Cone of cold (does fire damage and gains the fire 
  descriptor, 3 charges) 
  Construction 
  Requirements Craft Staff, cone of cold, daylight, fireball, 
  scorching ray; Cost 25,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  27 
  Wondrous Items 
   
  BELT SLOT 
   
  BELT OF THE LONG MARCH 
  Aura faint transmutation; CL 3rd 
  Slot belt; Price 300 gp; Weight 1 lb. 
  Description 
  This belt is rugged and built to last, granting its wearer a 
  +2 bonus on Constitution checks to perform a forced 
  march. 
  Construction 
  Requirements Craft Wondrous Item, bear’s endurance; 
  Cost 150 gp 
   
  BERSERKER BELT 
  Aura moderate transmutation; CL 8th 
  Slot belt; Price 15,000 gp (+2), 45,000 gp (+4), 95,000 
  gp (+6); Weight 1 lbs. 
  Description 
  This boar-hide belt has a brass buckle with the image of a 
  badger on it. A berserker belt grants a +2 to +6 
  enhancement bonus to Strength and Constitution. Treat 
  this as a temporary ability bonus for the first 24 hours 
  worn. Additionally, as a swift action, the wearer may gain 
  a +4 morale bonus to Strength for 1 minute. At the end 
  of this period, they take 1 burn (as the kineticist class 
  feature). A wearer with the rage ability may activate the 
  belt as part of activating rage and its benefits stack with 
  those of rage. In this case, the burn occurs at the end of 
  the rage or after 1 minute, whichever occurs first. 
  Construction 
  Requirements Craft Wondrous Item, bear’s endurance, 
  bull’s strength, rage; Cost 7,500 gp (+2), 22,500 gp (+4), 
  47,500 gp (+6) 
   
  ENCHANTING CORD 
  Aura moderate enchantment; CL 7th 
  Slot belt; Price 10,000 gp; Weight 1 lb. 
  Description 
  This golden-colored cord belt looks simple but draws the 
  eye. When the belt is visible, the wearer gains a +5 
  competence bonus to Perform checks and a +2 
  enhancement to the DC of bardic performances made to 
  fascinate creatures. Additionally, wearers with bardic 
  performance gain 4 additional rounds of use per day. 
  These additional rounds are used last and the wearer may 
  not benefit from multiple copies of this item. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  fascinate; Cost 5,000 gp 
   
   
   
   
  IMMUTABLE BELT 
  Aura strong conjuration; CL 13th 
  Slot belt; Price 64,000 gp (+4), 84,000 (+6); Weight 2 
  lbs. 
  Description 
  This elegant girdle is crafted of strange, flowing silver and 
  functions as a belt of giant’s strength with a +4 or +6 bonus. 
  When its wearer is targeted by a polymorph effect, they 
  may expend an immediate action to negate the effect and 
  heal 1d8 hit points per spell level of the effect, or 4d8 if 
  the effect has no equivalent level. This ability may be used 
  three times per day. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength, 
  regenerate; Cost 32,000 gp (+4), 42,000 (+6) 
   
   
  BODY SLOT 
   
  APPRENTICE’S ROBE 
  Aura faint abjuration; CL 3rd 
  Slot body; Price 250 gp; Weight 3 lbs. 
  Description 
  This simple robe is typically brown and constructed of 
  sturdy fabric. Once per day as a standard action, the 
  wearer may activate the robe to extinguish a nonmagical 
  fire of no more than small size, such as a standard 
  campfire. This has no effect on fire creatures. 
  Additionally, if the wearer is on fire, they may activate the 
  robe as part of an action to gain a +5 bonus to Reflex 
  saves made to extinguish themselves. 
  Construction 
  Requirements Craft Wondrous Item, pyrotechnics; Cost 
  125 gp 
   
  CLOTHES OF IRON LAW 
  Aura moderate abjuration; CL 8th 
  Slot body; Price 10,000 gp; Weight 5 lbs. 
  Description 
  This dark gray outfit is embroidered in silver with symbols 
  of law. The cloth is magically strengthened, granting its 
  wearer a +1 armor bonus and DR 2/chaotic. Once per 
  day as a standard action, the wearer may gain 
  regeneration 1/chaotic for 1 minute. A chaotic-aligned 
  creature donning this outfit receives 1 negative level for as 
  long as it’s worn. This negative level cannot be overcome 
  by any means so long as the item is worn. This outfit may 
  be further enchanted as magical armor. 
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Wondrous Item, masterwork transformation, protection from 
  chaos; Cost 5,000 gp 
   
   
  
    
     
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  EVOKER’S ROBE 
  Aura faint abjuration and evocation; CL 3rd 
  Slot body; Price 4,500 gp; Weight 4 lbs. 
  Description 
  This crimson robe is lined with runes of resistance and 
  empowerment. The wearer gains fire resistance 5, and up 
  to twice per day as a swift action, the wearer may increase 
  their effective caster level by 1 for the next evocation spell 
  they cast before the end of their turn. 
  Construction 
  Requirements Craft Wondrous Item, resist energy, 
  scorching ray; Cost 2,250 gp 
   
  FIENDBLOOD GARMENTS 
  Aura moderate transmutation; CL 9th 
  Slot body; Price 8,000 gp; Weight 4 lbs. 
  Description 
  This crimson leather outfit is made from the ruddy hide 
  of a fiend. When donned, the garments adjust to become 
  skin tight on the wearer and amplify the effects of any 
  fiendish blood or lineage. Any racial acid, electricity, or 
  fire resistance possessed by the wearer increases by 5. 
  Additionally, if the wearer has the Abyssal or Infernal 
  bloodline, or is a tiefling, half-fiend or similar creature 
  descended of the lower planes, they gain a +2 profane 
  bonus to Constitution. Finally, the wearer gains the evil 
  aura of a cleric with a level equal to their Hit Dice and 
  counts as an outsider with the evil subtype for the 
  purposes of spells and effects in addition to their normal 
  type. This item cannot be fooled by the Use Magic Device 
  skill. 
  Construction 
  Requirements Craft Wondrous Item, polymorph; Cost 
  4,000 gp 
   
  MATRIARCH’S ROBE 
  Aura strong abjuration; CL 15th 
  Slot body; Price 25,000 gp; Weight 5 lbs. 
  Description 
  This spider-silk robe is sheer and form-fitting, and is 
  primarily black, crimson, or indigo in color. A matriarch’s 
  robe grants the wearer DR 5/good and a +1 profane bonus 
  on saving throws. A good-aligned creature donning the 
  robe receives 1 negative level for as long as it’s worn. This 
  negative level but cannot be overcome by any means so 
  long as the item is worn. 
  Construction 
  Requirements Craft Wondrous Item, protection from good; 
  Cost 12,500 gp 
   
  ROBE OF THE DARK TRAVELER 
  Aura faint evocation; CL 3rd 
  Slot body; Price 600 gp; Weight 2 lbs. 
  Description 
  This black, hooded robe always shrouds the wearer in 
  darkness. When the hood is up, the wearer’s voice 
  becomes 
  deep 
  and 
  foreboding 
  (granting 
  a 
  +1 
  circumstance bonus to Intimidate checks), and their face 
  is hidden by shadow. Even direct sunlight does not reveal 
  it. A light spell of 2nd level or higher targeted on the robe 
  suppresses this shrouding effect for the spell’s duration or 
  1 hour, whichever is shorter. No saving throw is allowed, 
  but the spell produces no other light-based effects when 
  used this way. 
  Construction 
  Requirements Craft Wondrous Item, darkness, ghost 
  sound; Cost 300 gp 
   
  ROBES OF FROST 
  Aura 
  moderate 
  abjuration, 
  evocation, 
  and 
  transmutation; CL 10th 
  Slot body; Price 35,000 gp; Weight 4 lbs. 
  Description 
  These robes, crafted of silver and blue dyed wool, keep 
  their wearer warm while allowing a large range of 
  movement. The robes grant their wearer cold resistance 
  20 and the icewalking ability, similar to a white dragon. 
  Additionally, spells or spell-like abilities with the cold 
  descriptor cast by the wearer have their effective caster 
  level increased by 1. 
  Construction 
  Requirements Craft Wondrous Item, cone of cold, energy 
  resistance, spider climb; Cost 17,500 gp 
   
  SHADOW GARMENTS 
  Aura moderate transmutation; CL 7th 
  Slot body; Price 25,000 gp; Weight 4 lbs. 
  Description 
  This comfortable black outfit is close-fitting but 
  unrestrictive, granting a +5 competence bonus to Stealth 
  checks. The wearer may attempt Stealth checks in dim 
  lighting even while observed and they retain their Stealth 
  bonus against creatures with tremorsense, requiring 
  creatures using such methods to make Perception checks 
  to notice their presence. 
  Construction 
  Requirements Craft Wondrous Item, blend, cat’s grace; 
  Cost 12,500 gp 
   
  SUNSHIELD CLOTHING 
  Aura faint abjuration; CL 3rd 
  Slot body; Price 1,000 gp; Weight 4 lbs. 
  Description 
  This desert outfit consists of robes woven from the finest 
  of white linen. It is both exquisite and strong, functioning 
  as a hot weather outfit and granting the wearer the 
  benefits of endure elements for hot environments. 
  Construction 
  Requirements Craft Wondrous Item, endure elements; 
  Cost 500 gp 
   
  
    
     
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  29 
  CHEST SLOT 
   
  CONTAGION WARD SHIRT 
  Aura moderate conjuration; CL 5th 
  Slot chest; Price 1,500 gp; Weight 1 lb. 
  Description 
  This white shirt easily washes clean of blood, stains, and 
  other discoloration with minimal effort. The wearer gains 
  a +2 bonus to saving throws against disease and, once per 
  week, when making the daily Fortitude saving throw 
  against a disease that the wearer has contracted, the 
  wearer may roll twice and take the better result. 
  Additionally, if the wearer fails their initial save to 
  contract a disease, the shirt turns crimson and the onset 
  time is delayed by 3 days. This effect can only occur once 
  every 7 days. When the wearer is no longer afflicted with 
  a disease, the shirt turns white once more. 
  Construction 
  Requirements Craft Wondrous Item, delay poison, remove 
  disease; Cost 750 gp 
   
  DIPLOMAT’S VEST 
  Aura faint enchantment; CL 3rd 
  Slot chest; Price 200 gp; Weight 1 lb. 
  Description 
  This fine linen vest is embroidered and quite fashionable, 
  granting the wearer a +1 competence bonus to Bluff and 
  Diplomacy. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor; 
  Cost 100 gp 
   
  HERO’S TABARD 
  Aura moderate enchantment; CL 7th 
  Slot chest; Price 6,000 gp; Weight 2 lbs. 
  Description 
  This blue tunic typically bears an emblem symbolizing 
  heroism or bravery. While worn, the wearer and any allies 
  of equal or lower Hit Dice within 10 feet gain a +1 morale 
  bonus to attack rolls and saving throws and a +2 sacred 
  bonus on saving throws against fear. Against evil dragons, 
  outsiders, or undead, the morale bonus also applies to 
  damage rolls. This item functions only for wearers with 
  the aura of good or the aura class feature and a good 
  alignment. 
  Construction 
  Requirements Craft Wondrous Item, heroism; Cost 
  3,000 gp 
   
  HUNTER’S VEST 
  Aura faint transmutation; CL 4th 
  Slot chest; Price 2,000 gp; Weight 1 lb. 
  Description 
  This pale green vest always seems clean and its wearer is 
  likewise resistant to dirt and grime. It also conceals their 
  odor, making them undetectable by scent. This effect also 
  negates any scent-based special abilities the wearer may 
  possess, such as a troglodyte’s Stench ability. The wearer 
  gains a +4 circumstance bonus on Fortitude saves against 
  scent-based effects.  
  Construction 
  Requirements Craft Wondrous Item, negate aroma, 
  prestidigitation; Cost 1,000 gp 
   
  IMMORTAL’S CORSET 
  Price 5,000 gp; Slot chest; CL 6th; Weight 3 lbs. 
  Aura moderate necromancy; Scaling wonder 
  Description 
  This seductive black leather corset is reinforced with 
  mithral ribbing and fits the wearer tightly and 
  protectively, granting a +2 bonus to saving throws against 
  death, petrification, and polymorph effects. Wearers also 
  do not appear to age as long as the corset is worn. This is 
  only cosmetic, as they still accrue penalties and benefits 
  unless otherwise prevented (see below), though it is not 
  illusory or detectable by true seeing or other effects. 
  Additionally, the immortal’s corset offers increasing benefits 
  to wearer’s based on their Hit Dice: 
  8th level: Wearer reduces age penalties by one category 
  (minimum young adult). 
  10th level: Wearer gains DR 5/magic. 
  12th level: Wearer reduces age penalties by two 
  categories (minimum young adult). 
  14th level: The damage reduction gained from the 
  corset can only be overcome by magic attacks that also 
  have an alignment directly opposed to the wearer’s. A true 
  neutral wearer’s DR can be overcome by any alignment-
  based attacks. 
  16th level: Wearer has no penalties for age, though they 
  still die at the end of their natural life span. 
  18th level: The saving throw bonuses against death, 
  petrification, and polymorph increase to +4. Additionally, 
  by performing a 1-hour ritual and taking 2 Constitution 
  drain, the wearer may create a clone of themselves, as the 
  clone spell. They may only possess one clone at a time in 
  this fashion and the Constitution drain may not be 
  restored by any means short of a wish or miracle while the 
  clone exists. On the wearer’s death, the immortal’s corset 
  vanishes from the wearer and appears on their clone. This 
  ability cannot be used for one month after a clone 
  becomes active. 
  20th level: DR granted by the corset becomes DR 5/–. 
  Additionally, the wearer no longer ages or dies of old age 
  while wearing the corset. If the corset is removed, 
  destroyed, or disenchanted for more than 1 minute, the 
  wearer dies immediately if beyond their maximum age. 
  Construction 
  Requirements Craft Wondrous Item, age resistance, clone; 
  Cost 132,000 gp 
   
   
  
    
     
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  30 
  INNOCUOUS VEST 
  Aura faint illusion; CL 3rd 
  Slot chest; Price 1,000 gp; Weight 2 lbs. 
  Description 
  This mundane-seeming vest looks perfectly ordinary. 
  When commanded to activate, this vest makes its wearer 
  appear to be a nondescript member of their race. Scars, 
  birthmarks, or tattoos go unnoticed and characteristics 
  like hair color and style are noticeable only in the most 
  generic sense; bald, brown, etc. This does not alter or 
  conceal speech, scents, or noteworthy clothing and items. 
  Construction 
  Requirements Craft Wondrous Item, disguise self; Cost 
  500 gp 
   
   
  MAGISTER’S VEST 
  Aura moderate transmutation; CL 9th 
  Slot chest; Price 13,000 gp; Weight 2 lbs. 
  Description 
  This silk vest, embroidered with arcane runes in gold or 
  silver, allows its wearer to direct magic attacks more easily. 
  The wearer of a magister’s vest gains a +1 enhancement 
  bonus to attack and hit point damage rolls with ray spells 
  they cast. Additionally, the vest possesses three charges 
  per day. When casting a spell, the wearer may expend any 
  number of these charges as part of the casting to provide 
  one or more of the following effects: 
  • 
  (1 charge) Increase caster level of a spell cast by 1 
  (maximum +3). 
  • 
  (2 charges) Increase the save DC of a spell cast by 
  1. 
  • 
  (3 charges) Retain the spell or spell slot of a 3rd 
  level or lower spell after casting. 
  Construction 
  Requirements Craft Wondrous Item, mnemonic enhancer; 
  Cost 6,500 gp 
   
   
  SASH OF THE CAVALRY SCOUT 
  Aura faint transmutation; CL 3rd 
  Slot chest; Price 500 gp; Weight 1 lb. 
  Description 
  This leather sash is formed from multiple braided strands 
  and typically has horsehair woven throughout its length. 
  Armor check penalties from the wearer’s armor (not 
  shields) are halved for any Ride checks. Benefits from 
  armor training and similar abilities apply after this 
  reduction. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  250 gp 
   
   
   
  STAUNCHING VEST 
  Aura faint conjuration; CL 3rd 
  Slot vest; Price 400 gp; Weight 2 lbs. 
  Description 
  This crimson vest is slightly thicker than normal. The first 
  time each day the wearer is reduced below 0 hit points, 
  they automatically stabilize and any bleed effects end. 
  Construction 
  Requirements Craft Wondrous Item, stabilize; Cost 
  200 gp 
   
  VEST OF INNER HEALTH 
  Aura faint necromancy; CL 5th 
  Slot chest; Price 7,500 gp; Weight 2 lbs. 
  Description 
  This deep maroon vest has golden buttons and is always 
  clean. Each day at dawn the vest bestows 10 temporary 
  hit points on the wearer. These temporary hit points are 
  removed if the vest is removed. Additionally, the vest 
  grants its wearer a +2 circumstance bonus to Charisma-
  based checks when uninjured, and a +2 enhancement 
  bonus to saving throws against disease or poison. 
  Construction 
  Requirements Craft Wondrous Item, false life, resistance; 
  Cost 3,750 gp 
   
  VEST OF THE DRAKE 
  Aura moderate abjuration and transmutation; CL 11th 
  Slot chest; Price 7,500 gp; Weight 3 lbs. 
  Description 
  This vest is crafted of leather inset with drake scales. A vest 
  of the drake grants energy resistance 5 against acid, cold, 
  electricity, or fire, chosen when the vest is created, and a 
  +1 natural armor bonus to AC. In addition, as a swift 
  action, the wearer may move up to their fly, land, or swim 
  speed as though using a move action. Using this ability 
  causes the wearer to take 1 burn, as the kineticist class 
  feature. 
  Construction 
  Requirements Craft Wondrous Item, form of the dragon I; 
  Cost 3,750 gp 
   
  VEST OF UNCANNY ESCAPE 
  Aura moderate transmutation; CL 9th 
  Slot chest; Price 10,000 gp; Weight 1 lbs. 
  Description 
  This vest, made of crimson velvet with gold embroidery, 
  can be used to change its wearer’s appearance into that of 
  another creature of its race, as alter self, twice per day as a 
  standard action. Additionally, once per day as a full-round 
  action, the wearer may transmute themselves into a Tiny 
  innocuous painting or statue that weighs 10 lbs. for up to 
  10 minutes. The user may choose to have themselves 
  affixed to a wall or placed upon a surface within 10 feet 
  when the ability is activated (reappearing in the nearest 
  unoccupied space when it ends). During this time, magic 
  
    
     
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  31 
  auras on the wielder are suppressed, as if by magic aura. 
  The wearer retains use of his senses during this time and 
  may transform back into his normal form as a standard 
  action, but may otherwise take no actions. 
  Construction 
  Requirements Craft Wondrous Item, alter self, magic 
  aura; Cost 5,000 gp 
   
  WINDWALKER’S VEST 
  Aura faint transmutation; CL 3rd 
  Slot chest; Price 1,000 gp; Weight 2 lbs. 
  Description 
  This silk vest is light blue with silver buttons in the shape 
  of feathers. The wearer gains a +2 competence bonus on 
  Fly checks and falling damage is reduced as though the 
  fall were 20 feet shorter. 
  Construction 
  Requirements Craft Wondrous Item, feather fall; Cost 
  500 gp 
   
  EYE SLOT 
   
  LENSES OF CRISIS 
  Aura moderate necromancy; CL 6th 
  Slot eyes; Price 15,000 gp; Weight — 
  Description 
  These simple, easy-to-wear spectacles have light, nearly 
  imperceptible frames and grant their wearer a +2 
  enhancement bonus on Initiative checks. Additionally, 
  they deal an extra 1d6 damage on precision attacks that 
  would qualify for sneak attack and bonuses to attack rolls 
  from flanking increase by 50% (maximum of an 
  additional +2). 
  Construction 
  Requirements Craft Wondrous Item, deathwatch, keen 
  edge; Cost 7,500 gp 
   
  SEER’S SPECTACLES 
  Aura major divination; CL 15th 
  Slot eyes; Price 10,000 gp; Weight — 
  Description 
  These simple silver spectacles sharpen their wearer’s 
  vision incredibly, granting a +5 competence bonus to 
  Perception checks. Once per month, the spectacles may 
  be activated as a standard action to peer into the near 
  future. This increases the Perception bonus to +10, grants 
  a +2 insight bonus to attack rolls, armor class, and saving 
  throws, and bestows the benefit of true seeing for 24 hours 
  (as long as the spectacles are worn). Activating this effect 
  drains the wearer’s life away, bestowing 1 negative level 
  and aging them one year. 
  Construction 
  Requirements Craft Wondrous Item, true seeing, true 
  strike; Cost 5,000 gp 
   
  SPECTACLES OF THE ARCHIVIST 
  Aura faint divination; CL 3rd 
  Slot eyes; Price 80 gp; Weight — 
  Description 
  These finely-crafted spectacles have slightly tinted lenses. 
  When created, each pair of spectacles is attuned to two 
  languages. When text of the first language is viewed by the 
  wearer, it translates the words into the second language 
  upon its lenses. This is viewable to the wearer only. The 
  wearer must be able to read the second language to gain 
  any appreciable benefit from the translation. 
  Construction 
  Requirements Craft Wondrous Item, must know the 
  languages selected (this requirement may not be 
  bypassed), comprehend languages; Cost 40 gp 
   
   
  SPELLWRIGHT’S SPECTACLES 
  Aura faint divination; CL 5th 
  Slot eyes; Price 6,000 gp; Weight — 
  Description 
  The lenses of these silver glasses are tinted blue and allow 
  the wearer to more easily identify magic, granting a +5 
  competence bonus to Spellcraft checks made to identify 
  spells being cast. If the wearer uses dispel magic or greater 
  dispel magic to attempt to counter a spell identified in this 
  manner, they gain a +2 enhancement bonus to their 
  effective caster level. The wearer may also identify magic 
  items while wearing the spellwright’s spectacles as though 
  using detect magic, with a +5 competence bonus to their 
  Spellcraft check. 
  Construction 
  Requirements Craft Wondrous Item, arcane sight, dispel 
  magic; Cost 3,000 gp 
   
   
  VANGUARD’S GOGGLES 
  Aura moderate abjuration; CL 8th 
  Slot eyes; Price 7,500 gp; Weight 1 lbs. 
  Description 
  These sturdy leather goggles have slightly green-tinted 
  lenses and grant their wearer a +5 competence bonus on 
  Perception checks and a +4 bonus on saving throws 
  against gaze attacks. Once per day as an immediate 
  action, the wearer may negate the effects of a gaze attack 
  on themselves, but they are blinded until the beginning of 
  their next turn. This action may be taken even if the gaze 
  attack would have rendered the wearer dead or unable to 
  take actions (ie. petrified). 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  remove 
  blindness/deafness; Cost 3,750 gp 
   
   
   
   
  
    
     
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  32 
  FEET SLOT 
   
  BACKSTAB BOOTS 
  Aura moderate conjuration; CL 7th 
  Slot feet; Price 7,500 gp; Weight 5 lbs. 
  Description 
  These comfortable black leather boots are accented with 
  steel fittings. Whenever the wearer successfully makes a 
  Reflex save against an area effect, hazard, or trap, they 
  may move 5 feet as an immediate action. If this moves the 
  wearer out of the effect’s area, they do not take any other 
  effects for a successful save, such as half damage. Up to 
  three times per day as a move action, the wearer may 
  make a feint attempt against an adjacent opponent and, if 
  successful, teleport to be adjacent to the opposite side of 
  that creature (20 feet maximum). If the wearer possesses 
  Improved Feint, this ability may be activated as a swift 
  action instead. These boots must be worn for 24 hours 
  before their magic takes effect. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, 
  dimension door; Cost 3,750 gp 
   
   
  BOOTS OF SHADOW’S STEP 
  Aura moderate conjuration; CL 7th 
  Slot feet; Price 9,000 gp; Weight 3 lbs. 
  Description 
  These black leather boots are seamless and blend perfectly 
  into the darkness. They grant their wearer a +10 
  enhancement bonus to their base land speed and the 
  wearer may shadow jump, as a shadowdancer, up to 50 
  feet per day. If the wearer already possesses the ability to 
  shadow jump, this increases the total distance the wearer 
  can shadow jump each day by 50 feet. 
  Construction 
  Requirements Craft Wondrous Item, dimension door, 
  longstrider; Cost 4,500 gp 
   
   
  BOOTS OF THE SWIFT SOLDIER 
  Aura faint transmutation; CL 3rd 
  Slot feet; Price 500 gp; Weight 2 lb. 
  Description 
  These boots are made of lightweight but durable leather, 
  granting a +5 foot enhancement bonus to their wearer’s 
  base land speed during a charge, run, or withdraw action. 
  Construction 
  Requirements Craft Wondrous Item, expeditious retreat; 
  Cost 250 gp 
   
   
   
   
   
  DERVISH GREAVES 
  Aura moderate transmutation; CL 5th 
  Slot feet; Price 12,500 gp; Weight 4 lbs. 
  Description 
  These greaves are engraved with images of mountain lions 
  and grant their wearer a +10 enhancement bonus to their 
  base land speed. Additionally, up to twice per day as a 
  swift action when the wearer makes a charge attack, they 
  may forgo any bonuses to attack from the charge and 
  instead make a full attack. The wearer does not benefit 
  from extra attacks from haste, speed weapons, or similar 
  effects when using this ability. A creature may benefit 
  from only one pair of dervish greaves every 24 hours. 
  Construction 
  Requirements Craft Wondrous Item, haste; Cost 6,250 
  gp 
   
   
  DESERTWALKER’S SANDALS 
  Aura faint abjuration and transmutation; CL 5th 
  Slot feet; Price 3,500 gp; Weight 2 lbs. 
  Description 
  These simple-looking sandals are fashioned with brass 
  fittings and allow their wearer to move across sand with 
  no penalties to movement, even crossing quicksand with 
  no danger. While in a desert environment, the sandals 
  grant a +10 enhancement bonus to the wearer’s base land 
  speed and protect the wearer from extreme heat or cold 
  as endure elements. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, endure 
  elements; Cost 1,750 gp 
   
   
  GRAVITIC BOOTS 
  Aura strong transmutation; CL 15th 
  Slot feet; Price 25,000 gp; Weight 4 lbs. 
  Description 
  These leather boots appear to be simply constructed, but 
  have inlays of iron along the edges of their soles. Gravitic 
  boots grant a +5 competence bonus to Acrobatics checks, 
  and the DC of checks made to high jump is reduced by 
  half. In addition, three times per day the boots may be 
  activated as a standard action, allowing the wearer to 
  make a Bull Rush combat maneuver on all creatures 
  within 10 feet with a +5 bonus on the check. The wearer 
  does not provoke attacks of opportunity when using this 
  ability, and does not need to move with a creature to move 
  it more than 5 feet. Additionally, swarms composed of 
  creatures smaller than tiny are removed from the user’s 
  space and cannot enter it for 5 rounds. 
  Construction 
  Requirements Craft Wondrous Item, reverse gravity, 
  thunderstomp; Cost 12,500 gp 
   
  
    
     
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  33 
  LIGHTNING RIDERS, LESSER 
  Aura moderate conjuration; CL 8th 
  Slot feet; Price 10,000 gp; Weight 4 lbs. 
  Description 
  These leather boots have copper fittings and embroidery 
  in the shape of lightning bolts along their sides. The 
  wearer gains a +10 enhancement bonus to their base land 
  speed and, once per day as a full-round action, may 
  dimension door to any location he can see within 60 feet. If 
  line of effect exists between the two locations, a lightning 
  bolt connects the start and end point by the most direct 
  path possible, dealing 4d6 electricity damage to any other 
  creatures caught in its path (Reflex DC 14, half). The user 
  provokes attacks of opportunity at both the beginning and 
  ending points of the teleportation and is dazed for 1 
  round. 
  Construction 
  Requirements Craft Wondrous Item, dimension door, 
  lightning bolt; Cost 5,000 gp 
   
   
  LIGHTNING RIDERS 
  Aura moderate conjuration; CL 8th 
  Slot feet; Price 24,000 gp; Weight 4 lbs. 
  Description 
  As lesser lightning riders, except the wearer may use dimension 
  door twice per day to a distance of 100 feet and the lightning 
  bolt deals 8d6 electricity damage (DC 15 Reflex; half). 
  Additionally, the movement bonus increases to +30 feet 
  for 3 rounds after using the dimension door ability. 
  Construction 
  Requirements Craft Wondrous Item, dimension door, 
  haste, lightning bolt; Cost 12,000 gp 
   
   
  LUCKY HORSESHOES 
  Aura moderate divination; CL 8th 
  Slot feet; Price 12,000 gp; Weight 8 lbs. 
  Description 
  These mithral horseshoes are light, durable, and shine like 
  a new silver piece. When the horseshoes are worn by a 
  horse or other hooved creature for 24 hours, they gain the 
  benefits of the Toughness feat and a +1 luck bonus to all 
  saving throws. A mount’s rider also gains the bonus to 
  saving throws. 
  Construction 
  Requirements Craft Wondrous Item, prayer; Cost 
  6,000 gp 
   
   
   
   
   
   
   
  PIKEMAN’S BOOTS 
  Aura faint transmutation; CL 5th 
  Slot feet; Price 6,000 gp; Weight 4 lbs. 
  Description 
  These sturdy, hobnailed boots have exceedingly good 
  traction, granting their wearer a +2 competence bonus on 
  saving throws and skill checks to avoid falling or being 
  knocked prone, as well as to CMD against bull rush, 
  overrun, and trip attempts. Additionally, when their 
  wearer readies an action to set a weapon with the brace 
  quality against a charge, they gain a +2 bonus to the 
  weapon’s damage until the beginning of their next turn. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength; 
  Cost 3,000 gp 
   
   
  WOODSMAN’S SANDALS 
  Aura faint transmutation; CL 5th 
  Slot feet; Price 8,000 gp; Weight 1 lb. 
  Description 
  These simple deerskin sandals wrap halfway up their 
  wearer’s calves and, in forest or woodland terrain, grant a 
  +10 enhancement bonus to base land speed and pass 
  without trace. Additionally, the wearer may scale inanimate 
  plantlife as though using spider climb. 
  Construction 
  Requirements Craft Wondrous Item, pass without trace, 
  spider climb; Cost 4,000 gp 
   
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  34 
  HANDS SLOT 
   
  ALCHEMIST’S GLOVES 
  Aura faint transmutation; CL 3rd 
  Slot hands; Price 400 gp; Weight 1 lb. 
  Description 
  These seamless gloves are enchanted to protect their 
  wearer’s hands from harmful contact, granting a +1 
  competence bonus to Craft (alchemy) checks and a +1 
  circumstance bonus to AC and Reflex saves against 
  attacks that target the hands or traps triggered by a failed 
  Disable Device check. This does not apply to trap effects 
  that are area effects or originate from a location other 
  than the location being disabled, such as a spear trap 
  shooting from a wall when the wearer fails to disable a 
  pressure plate trigger. 
  Construction 
  Requirements Craft Wondrous Item, masterwork 
  transformation; Cost 200 gp 
   
  AMPLIFICATION GLOVES 
  Aura strong universal; CL 17th 
  Slot hands; Price 12,000 gp; Weight 1 lb. 
  Description 
  These black gloves have web-like patterns of tiny, blue 
  crystal runes along their backs. The runes glow faintly 
  when their wearer casts a spell and grant a +2 bonus to 
  spell penetration checks. The wearer may expend a 
  prepared spell or spell slot to charge the gloves for one 
  round as a free action. If the wearer casts a second spell of 
  equal or lower level during this time, the imbued charge 
  is released and the spell being cast gains +1 to its caster 
  level and save DC. If the second spell is 2 or more levels 
  below the imbued spell, it gains +2 instead. Spell-like 
  abilities cannot be used to charge the gloves. 
  Construction 
  Requirements Craft Wondrous Item, miracle or wish; 
  Cost 6,000 gp 
   
  ANARCHIST’S GLOVES 
  Aura moderate transmutation; CL 7th 
  Slot hands; Price 8,000 gp; Weight 1 lb. 
  Description 
  These brightly-colored gloves seem to shift patterns slowly 
  when the viewer isn’t looking. The wearer may treat 
  attacks made with the gloved hands and weapons held in 
  them as chaotic for purposes of overcoming effects. Once 
  per day, the wearer may attempt a melee touch attack to 
  deal 5d8 damage to a creature with the lawful subtype, 
  stunning them for one round (Fortitude DC 17, half 
  damage and negate stun). Non-chaotic creatures without 
  the lawful subtype take half damage with no stun (quarter 
  damage on a successful save). Chaotic targets are 
  unaffected and the use is wasted. A lawful creature 
  wearing these gloves gains one negative level that cannot 
  be removed or overcome as long as the gloves are worn. 
  Construction 
  Requirements Craft Wondrous Item, chaos hammer; 
  Cost 4,000 gp 
   
   
  DISTRACTING GLOVES 
  Aura moderate illusion; CL 8th 
  Slot hands; Price 8,000 gp; Weight 1 lb. 
  Description 
  These brightly-patterned gloves seem to warp and shift 
  while viewed, granting a +2 enhancement bonus to the 
  wearer’s Sleight of Hand and CMB checks against targets 
  able to see them. Twice per day as a swift action, the 
  wearer may attempt a feint using Sleight of Hand in place 
  of Bluff to treat a target as flat-footed against their next 
  attack made during that turn. Creatures that cannot see 
  or can pierce illusions, such as with true seeing, are 
  unaffected by these gloves. 
  Construction 
  Requirements Craft Wondrous Item, hypnotic pattern, 
  true strike; Cost 4,000 gp 
   
   
  FOECRUSHER GAUNTLETS 
  Aura faint transmutation; CL 5th 
  Slot hands; Price 10,604 gp; Weight 2 lbs. 
  Description 
  These iron +1 gauntlets seem a bit too large, no matter 
  who’s wearing them. When grappling an opponent, the 
  gauntlets add double their enhancement bonus to the 
  wearer’s grapple checks and, if used to deal damage in a 
  grapple, deal an additional 2d6 damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, 
  Improved Grapple, bull’s strength; Cost 5,604 gp 
   
   
  GAUNTLETS OF HEROIC MERCY 
  Aura faint enchantment; CL 3rd 
  Slot hands; Price 4,000 gp; Weight 2 lbs. 
  Description 
  These gauntlets are forged with gold sigils for courage and 
  strength. When the wearer successfully removes a status 
  effect using the mercy class feature, the subject gains a +1 
  morale bonus on attack rolls, saving throws, and skill 
  checks for 1 round per die of healing the lay on hands 
  granted. 
  Construction 
  Requirements Craft Wondrous Item, heroism; Cost 
  2,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  35 
  GLOVES OF ALCHEMICAL MASTERY 
  Aura faint transmutation; CL 5th 
  Slot hands; Price 4,500 gp; Weight 2 lb. 
  Description 
  The palms of these sturdy gloves are covered in a thin 
  layer of rubber. The wearer gains a +5 competence bonus 
  to Craft (alchemy) checks, and a +1 competence bonus to 
  attack rolls with thrown weapons. Alchemist’s bombs or 
  alchemical items that deal damage thrown while wearing 
  these gloves gain a +1 bonus to damage dealt. This applies 
  to area of effect damage but not to splash damage. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  2,250 gp 
   
  GLOVES OF FINE MANIPULATION 
  Aura faint transmutation; CL 5th 
  Slot hands; Price 5,000 gp; Weight 1 lb. 
  Description 
  These simple-looking gloves steady their wearer’s hands 
  and improve precision, granting a +5 competence bonus 
  on Disable Device and Craft checks that rely on fine 
  manipulation, such as Craft (jewelry) or Craft (clockwork). 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  2,500 gp 
   
  GLOVES OF OPPORTUNITY 
  Aura faint divination; CL 3rd 
  Slot hands; Price 400 gp; Weight 1 lb. 
  Description 
  These pliable gloves are easy to wear and allow their 
  wearer to strike suddenly with greater accuracy, granting 
  a +1 enhancement bonus on attacks of opportunity. 
  Construction 
  Requirements Craft Wondrous Item, guidance; Cost 
  200 gp 
   
  GLOVES OF PASSION’S FLAME 
  Aura moderate evocation; CL 7th 
  Slot hands; Price 12,000 gp; Weight 1 lb. 
  Description 
  These red silk gloves are embroidered in gold runes of 
  passion and fire. As a standard action, the wearer may 
  expend an arcane spell of 1st level or higher to add fire 
  damage equal to their Charisma modifier to all melee 
  weapon attacks until the end of their next turn. The 
  duration of the effect increases by 1 round for each spell 
  level of the expended spell above 1st. Half of this fire 
  damage ignores fire resistance or immunity, unless the 
  creature also possesses immunity to mind-affecting effects. 
  If the wearer possesses the Arcane Strike feat, they may 
  activate this item as part of using the feat. 
  Construction 
  Requirements Craft Wondrous Item, charm person, 
  fireball; Cost 6,000 gp 
   
   
  GRAPPLER’S GLOVES 
  Aura moderate evocation; CL 6th 
  Slot hands; Price 8,000 gp; Weight 2 lbs. 
  Description 
  These leather gloves are studded with bronze rivets along 
  the knuckles. The wearer gains a +2 enhancement bonus 
  to grapple checks and deals an additional 1d6 damage 
  with unarmed attacks used in a grapple. The damage 
  from these attacks counts as magic for overcoming 
  damage reduction and other effects. 
  Construction 
  Requirements Craft Wondrous Item, magic fang; Cost 
  4,000 gp 
   
   
   
  HOLY GAUNTLETS 
  Aura faint conjuration; CL 5th 
  Slot hands; Price 3,644 gp; Weight 2 lbs. 
  Description 
  These masterwork alchemical silver gauntlets are 
  inscribed with symbols of life and, up to three times per 
  day as a swift action, allow their wearer to add 1d8 
  damage to the next weapon attack they make against an 
  undead creature this round, treating the attack as good-
  aligned. Additionally, as a full-round action, the wearer 
  may hold one gauntlet in view above their head, causing 
  mindless undead to treat them as though under a sanctuary 
  effect for one round (DC 11). The wearer may continue 
  to spend full-round actions to continue the effect, but any 
  creature who succeeds on the save is immune to the effect 
  for 24 hours. 
  Construction 
  Requirements Craft Wondrous Item, align weapon, 
  disrupt undead; Cost 2,144 gp 
   
   
   
  PRECISION GLOVES 
  Aura faint transmutation; CL 3rd 
  Slot hands; Price 5,000 gp; Weight 1 lbs. 
  Description 
  These silk gloves are so thin as to be almost invisible when 
  worn and grant their wearer a +1 competence bonus on 
  all Dexterity-based skill checks and on attack and damage 
  rolls on attacks with Weapon Finesse or flanking, or 
  attacks against flat-footed enemies. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  2,500 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  36 
  SAVAGE GAUNTLETS 
  Aura moderate divination; CL 8th 
  Slot hands; Price 15,000 gp; Weight 4 lbs. 
  Description 
  These spiked gauntlets are a deep blood-red and look 
  extremely deadly. The wearer of the gauntlets gains a +1 
  competence bonus on melee attack and damage rolls, and 
  ignores the miss chance for concealment (but not total 
  concealment). Once per day as a swift action, the wearer 
  may automatically confirm a critical threat with a melee 
  attack.  
  Special: Despite being a weapon, the gauntlets are not a 
  magical weapon, nor are they masterwork. Their bonuses 
  apply to all the wearer’s melee attack and damage rolls 
  but do not count as magical for overcoming damage 
  reduction or other effects (unless the wearer is attacking 
  with a magical weapon). They may be enchanted as a 
  weapon if they are somehow made masterwork, such as 
  during creation or through masterwork transformation. 
  Construction 
  Requirements Craft Wondrous Item, true strike; Cost 
  7,500 gp 
   
  SCRIVENER’S GLOVES 
  Aura faint transmutation; CL 3rd 
  Slot hands; Price 100 gp; Weight 0.5 lbs. 
  Description 
  These light-weight gloves are unrestrictive and typically 
  have ink-stained fingers. They halve the time the wearer 
  takes to scribe or write, such as using Linguistics to forge 
  a document, copy a scroll into a spellbook, or draw the 
  diagram around a magic circle against evil (something done 
  in preparation for casting the spell). This does not 
  otherwise reduce actual casting times involving drawing, 
  such as a symbol of death, or item creation times, such as 
  using Scribe Scroll. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  50 gp 
   
  SHOCKING GAUNTLETS 
  Aura faint evocation; CL 3rd 
  Slot hands; Price 4,000 gp; Weight 2 lbs. 
  Description 
  These close-fitting steel gauntlets are inlaid with copper 
  wire, granting their wearer electricity resistance 5 against 
  held or touched objects, as well as adding 1 electricity 
  damage to melee attacks using the gauntlets and 
  predominantly metal melee weapons. In addition, as a 
  standard action, the wearer may charge the gauntlets to 
  add 3d6+3 electricity damage to their next attack with the 
  gauntlets or metal melee weapon. This charge dissipates 
  if not used within 2 rounds. 
  Construction 
  Requirements Craft Wondrous Item, energy resistance, 
  shocking grasp; Cost 2,000 gp 
  SPELLCHARGE GLOVES 
  Aura moderate transmutation; CL 6th 
  Slot hands; Price 6,000 gp; Weight 1 lb. 
  Description 
  These silver-threaded gloves are inset with a spiral 
  pattern, granting their wearer a +2 enhancement bonus 
  on melee touch attack rolls. Three times per day as a swift 
  action, the wearer may increase the caster level of a spell 
  they are holding the charge of by 1. This benefit may only 
  apply once to a single spell. These gloves must be worn for 
  24 hours before granting any benefit to the wearer. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, spectral 
  hand; Cost 3,000 gp 
   
   
   
  SPELLCIPHER GLOVES 
  Aura faint divination; CL 3rd 
  Slot hands; Price 2,500 gp; Weight 2 lbs. 
  Description 
  These satin gloves are embroidered with silver runes 
  across their palms. As a swift action, a spontaneous caster 
  may expend charges from a wielded spell-trigger item to 
  treat one of its spells as a spell known for one round. The 
  wearer must expend the same number of charges using 
  that spell would normally cost and the spell must be on 
  the caster’s spell list. Casting the spell uses up the same 
  spell slots and components normally required. 
  Construction 
  Requirements Craft Wondrous Item, read magic; Cost 
  1,250 gp 
   
   
   
  SQUIRE’S GAUNTLETS 
  Aura moderate abjuration; CL 8th 
  Slot hands; Price 3,000 gp; Weight 4 lbs. 
  Description 
  These engraved silver gauntlets bear symbols of resistance 
  and eternity. When their wearer uses the aid another 
  action to increase an ally’s AC, the wearer gains the bonus 
  as well. In addition, the ally gains DR 3/evil until the 
  beginning of the wearer’s next turn. Both gauntlets must 
  be worn to have any effect. 
  Construction 
  Requirements Craft Wondrous Item, protection from evil; 
  Cost 1,500 gp 
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  37 
  THUNDERBRINGER GLOVES 
  Price 2,000 gp; Slot hands; CL 5th; Weight 1 lb. 
  Aura moderate evocation; Scaling prize 
  Description 
  These copper-riveted gloves spark with electricity, 
  allowing their wearer to deal 1 electricity damage with a 
  touch attack and use shocking grasp once per day. Higher-
  level wearers receive additional benefits: 
  7th Level: Lightning bolt once per day on command, 
  shocking grasp 3/day. 
  11th Level: Lightning bolt 3/day, shocking grasp 5/day. 
  15th Level: Chain Lightning once per day on command. If 
  also wearing a stormbringer cloak, the wearer may also grant 
  the shocking burst ability to any ranged weapon they wield. 
  This effect lasts for one hour and works on non-
  masterwork weapons but cannot allow the modified 
  enhancement bonus of a weapon to exceed +10. 
  Construction 
  Requirements Craft Wondrous Item, chain lightning; 
  Cost 23,500 gp 
   
  TIGER GAUNTLETS 
  Aura moderate transmutation; CL 9th 
  Slot hands; Price 12,604 gp; Weight 2 lbs. 
  Description 
  These open-fingered gauntlets are made of steel and 
  transform their wearer’s fingers into claws, granting a 
  claw attack with each hand (1d4 medium, 1d3 small). If 
  the wearer already possesses a claw attack, they increase 
  the damage by one step and the attack is considered 
  magical for purposes of overcoming damage reduction. 
  These gauntlets may also be made of special materials, 
  counting as two separate weapons, and allow their 
  associated claw attack to overcome damage reduction as 
  though of that type. 
  Construction 
  Requirements Craft Wondrous Item, animal growth, lead 
  blades, magic fang; Cost 6,604 gp 
   
   
  HEAD SLOT 
   
  CIRCLET OF COURAGEOUS PANIC 
  Aura faint enchantment; CL 5th 
  Slot head; Price 3,000 gp; Weight 1 lb. 
  Description 
  This silver circlet is set with a single moonstone. While the 
  wearer is affected by a fear effect of shaken or greater, they 
  gain a +2 morale bonus to weapon damage and, at the 
  start of any turn while frightened or panicked, may 
  attempt a new save against the fear effect to move 
  normally (as opposed to fleeing). If a fear effect does not 
  normally allow a save, the wearer gets one anyway for this 
  purpose as though the effect were a spell of the closest 
  equivalent level. A successful save does not end the effect 
  and the wearer must directly attack the source of their fear 
  in a physical manner. If they would be unable to do so, 
  the fear effect functions normally. If multiple fear effects 
  would force the wearer to flee, they need only succeed 
  against the most powerful effect. Additionally, while 
  panicked, the wearer does not drop held items unless 
  otherwise forced to (such as being disarmed) and, in fact, 
  cannot voluntarily drop or relinquish held items without 
  taking a full round action to do so. Once the fear effect 
  ends or after one minute (whichever is sooner), the wearer 
  becomes fatigued for 10 minutes. 
  Construction 
  Requirements Craft Wondrous Item, rage; Cost 1,500 
  gp 
   
  CROWN OF COMMAND 
  Aura moderate enchantment; CL 7th 
  Slot head; Price 12,000 gp; Weight 5 lbs. 
  Description 
  This thin gold circlet is set with small rubies. Whenever 
  the wearer grants a morale bonus to allies, the wearer may 
  choose a single ally and increase the granted bonus by 1. 
  Additionally, up to three times per day as a standard 
  action, the wearer may use command (DC of 11 + the 
  wearer’s Charisma modifier). 
  Construction 
  Requirements Craft Wondrous Item, command, prayer; 
  Cost 6,000 gp 
   
  CROWN OF ELEMENTAL POWER 
  Aura strong transmutation; CL 17th 
  Slot head; Price 25,000 gp; Weight 3 lbs. 
  Description 
  Each of these crowns is set with diamonds, emeralds, 
  rubies, or sapphires and is keyed to air, earth, fire, or 
  water elementals respectively. When the wearer uses a 
  summon spell or spell-like ability to summon an elemental 
  of the chosen type, they may expend a swift action to 
  increase the duration to 1 minute per caster level and 
  grant the summoned elemental or elementals 1 bonus hit 
  point per Hit Dice of the wearer. 
  Construction 
  Requirements Craft Wondrous Item, elemental swarm, 
  polymorph; Cost 12,500 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  38 
  CROWN OF FLAMES 
  Aura strong evocation; CL 15th 
  Slot head; Price 135,000 gp; Weight 4 lbs. 
  Description 
  This crimson-hued crown is forged of silver in the shape 
  of flames and set with fire opals. It grants its wearer fire 
  resistance 30 and a +1 caster level to spells with the fire 
  descriptor. Any time the crown prevents 5 fire damage, 
  the wearer is affected as if by haste until the end of their 
  next turn. Twice per day on command, the crown protects 
  its wearer with fire shield (heat version) for 1 minute. 
  Additionally, once per day on command, the wearer may 
  generate a 30-foot explosive spread centered on 
  themselves, dealing 15d8 fire damage to all other 
  creatures in the area (DC 22 Reflex, half). 
  Construction 
  Requirements Craft Wondrous Item, delayed blast 
  fireball, greater planar binding; Cost 67,500 gp 
   
   
  CROWN OF HEROISM 
  Aura faint enchantment; CL 5th 
  Slot head; Price 12,000 gp; Weight 3 lbs. 
  Description 
  This simple silver crown is set with garnets and grants its 
  wearer a +1 morale bonus to skill checks. Three times per 
  day as a standard action, the wearer may gain 10 
  temporary hit points and a +2 morale bonus to attack rolls 
  and saving throws for one minute. 
  Construction 
  Requirements Craft Wondrous Item, false life, heroism; 
  Cost 6,000 gp 
   
   
  CROWN OF THE NECROMANTIC LORD 
  Aura strong necromancy; CL 20th 
  Slot head; Price 200,000 gp; Weight 2 lbs. 
  Description 
  This carved ebony crown is set with onyx and grants its 
  wearer a +6 enhancement bonus to Charisma. The 
  wearer is healed by negative energy and harmed by 
  positive energy as though undead. An undead wearer 
  converts the first instance of positive energy damage they 
  take each day to negative energy. Three times per day, the 
  wearer may expend a prepared spell or spell slot as a 
  standard action to release a burst of negative energy in a 
  30-foot radius dealing 2d6 negative energy damage per 
  spell level sacrificed. Creatures may make a Will Save (DC 
  = 20 + spell level sacrificed) to halve this damage) Good-
  aligned creatures who wear the crown receive three 
  temporary negative levels which cannot be removed by 
  any means as long as the crown is worn. 
  Construction 
  Requirements Craft Wondrous Item, create undead, 
  eagle’s splendor, harm; Cost 100,000 gp 
   
  CROWN OF THE TITAN 
  Aura strong transmutation; CL 13th 
  Slot head; Price 60,000 gp; Weight 8 lbs. 
  Description 
  This weighty iron crown looks oversized but magically fits 
  to any wearer, granting a +4 circumstance bonus to 
  Charisma-based checks when speaking to creatures with 
  the giant subtype. Wearers with the giant subtype gain a 
  +2 racial bonus to Strength. The crown also allows its 
  wearer to use giant form I once per day and grants its racial 
  bonus to Strength while its wearer is under any giant form 
  effect. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength, 
  eagle’s splendor, giant form I; Cost 30,000 gp 
   
   
   
  CROWN OF TYRANNY 
  Aura moderate enchantment; CL 10th 
  Slot Head; Price 10,000 gp; Weight 4 lbs. 
  Description 
  This solid and imposing iron crown is set with images of 
  devils, dragons, or skulls and grants its wearer a +5 
  competence bonus to Intimidate checks. When the wearer 
  uses Intimidate to increase a target’s attitude, the duration 
  lasts 1d6 hours instead of 1d6 x 10 minutes. An Intimidate 
  check to demoralize an opponent that exceeds the 
  required DC by 20 or more causes the target to become 
  frightened instead. Wearers with the Leadership feat may 
  use their Strength modifier in place of Charisma for 
  calculating the number of followers they may possess. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  fear; Cost 5,000 gp 
   
   
   
  CROWN OF VICTORY 
  Aura moderate enchantment; CL 9th 
  Slot head; Price 12,000 gp; Weight 4 lbs. 
  Description 
  This heavily-reinforced iron crown is plated in gold. 
  Whenever its wearer confirms a critical hit or reduces a 
  threatening opponent below 0 hit points, all allies within 
  30 feet who are able to see the wearer gain a +1 morale 
  bonus to attack rolls, saving throws, and skill checks until 
  the start of the wearer’s next turn. This bonus stacks with 
  itself to a maximum of +3. 
  Construction 
  Requirements Craft Wondrous Item, heroism; Cost 
  6,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  39 
  ERINYES HALO 
  Aura moderate evocation and necromancy; CL 10th 
  Slot head; Price 15,000 gp; Weight — 
  Description 
  This golden circlet erupts into a halo of flame suspended 
  above its wearer’s head, shedding light as a sunrod. The 
  flames burn golden during the day and crimson at night, 
  granting the wearer a +1 profane bonus to AC and a +1 
  sacred bonus to saving throws. Once per day as a standard 
  action, the wearer may use fear (DC 13 + wearer’s Cha 
  modifier). Chaotic wearers gain one temporary negative 
  level that lasts as long as the halo is worn and cannot be 
  removed or overcome by any means. 
  Construction 
  Requirements Craft Wondrous Item, fear, resistance, 
  shield of faith; Cost 7,500 gp 
   
  HALO OF LIFE 
  Aura moderate conjuration; CL 10th 
  Slot head; Price 25,000 gp; Weight 1 lbs. 
  Description 
  This thin ring of gold hovers above the wearer’s head and 
  glows with an angelic halo, shedding normal light in a 40-
  foot radius and raising the illumination level one step in a 
  40-foot area beyond that, to a maximum of normal light. 
  Once per day, as a standard action, the wearer may cause 
  the halo to shine with bright light in a 20-foot radius, 
  which counts as sunlight. Twice per day, the wearer may 
  use cure moderate wounds on all creatures in a 10-foot burst. 
  Creatures harmed by positive energy may make a DC 15 
  Will save for half damage. 
  Construction 
  Requirements Craft Wondrous Item, daylight, mass cure 
  light wounds; Cost 12,500 gp 
   
  HELM OF CONFIDENCE 
  Aura faint abjuration; CL 3rd 
  Slot head; Price 400 gp; Weight 4 lbs. 
  Description 
  This highly-polished iron helm resembles a powerful 
  beast, granting its wearer a +2 resistance bonus against 
  fear effects. 
  Construction 
  Requirements Craft Wondrous Item, remove fear; Cost 
  200 gp 
   
  HELM OF MENTAL PROTECTION 
  Aura faint abjuration; CL 5th 
  Slot head; Price 15,000 gp; Weight 4 lbs. 
  Description 
  This simple-looking helm is heavily reinforced and grants 
  its wearer a +2 bonus on saving throws against 
  enchantment effects. When the wearer fails a save against 
  an enchantment effect, they may make a new save as a 
  swift action at the start of their next turn with an 
  additional +2 bonus to immediately end the effect. This 
  additional save occurs only once per enchantment effect. 
  Construction 
  Requirements Craft Wondrous Item, protection from 
  chaos/evil/good/law; Cost 7,500 gp 
   
  HELM OF TERROR 
  Aura faint necromancy; CL 4th 
  Slot head; Price 3,500 gp; Weight 3 lbs. 
  Description 
  This iron helm is crafted into the visage of a terrifying 
  creature, granting its wearer a +5 competence bonus to 
  Intimidate checks. The wearer receives a +1 competence 
  bonus on attack rolls against any creature they have made 
  at least shaken with a fear effect, such as demoralize. 
  Construction 
  Requirements Craft Wondrous Item, cause fear, eagle’s 
  splendor; Cost 1,750 gp 
   
  HELM OF THE BULL 
  Aura moderate transmutation; CL 8th 
  Slot head; Price 4,500 gp; Weight 4 lbs. 
  Description 
  This helm is topped by a pair of bull horns angled forward 
  aggressively. When the wearer makes a charge attack, 
  they gain an additional +2 bonus to their next attack and 
  may choose to make a gore attack (1d6 medium/1d4 
  small) adding Strength and a half to the damage. Once 
  per day on command, the wearer may gain the benefits of 
  bull’s strength for 1 minute. If the wearer receives a +4 or 
  greater enhancement bonus from another source, the helm 
  of the bull adds +2 to that total instead. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength; 
  Cost 2,250 gp 
   
  HELM OF TRUE COURAGE 
  Aura faint abjuration; CL 3rd 
  Slot head; Price 2,500 gp; Weight 3 lbs. 
  Description 
  This glittering, pearl-inlaid helm grants its wearer a +2 
  morale bonus on saving throws against fear and, once per 
  day, the wearer may remove fear on all targets within 10 feet. 
  A wearer with the aura of courage ability increases this 
  radius to 20 feet. 
  Construction 
  Requirements Craft Wondrous Item, remove fear; Cost 
  1,250 gp 
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  40 
  INQUISITOR’S MASK 
  Aura moderate enchantment; CL 7th 
  Slot head; Price 17,500 gp; Weight 4 lbs. 
  Description 
  This iron mask bears the visage of a stern, androgynous 
  face and grants its wearer a +5 competence bonus on 
  Intimidate checks. Three times per day, the wearer may 
  make an Intimidate check as if making a request with 
  Diplomacy to compel a creature to answer truthfully 
  unless the answer would result lead to death, ruin, or harm 
  to someone they have an extremely close relationship 
  with. This is a mind-affecting enchantment effect. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  zone of truth; Cost 8,750 gp 
   
  INVIOLABLE CROWN 
  Aura moderate transmutation; CL 7th 
  Slot head; Price 30,000 gp; Weight 3 lbs. 
  Description 
  This mithral crown glows with an internal light and 
  protects its wearer from environmental damage, such as 
  heat, cold, sandstorms, or pressure. The wearer reduces 
  such damage by 3, though this does not stack with other 
  forms of damage reduction. Three times per day on 
  command, the wearer may benefit from sanctuary (DC 16) 
  and DR 5/– for one minute. Actions that break the 
  sanctuary effect do not end the damage reduction. 
  Construction 
  Requirements Craft Wondrous Item, sanctuary, stoneskin; 
  Cost 15,000 gp 
   
  MARKSMAN’S HAT 
  Aura faint divination; CL 3rd 
  Slot head; Price 4,500 gp; Weight 2 lbs. 
  Description 
  This green-hued archer’s hat enables its wearer to more 
  easily pinpoint targets, reducing penalties for range by 2 
  (minimum 0) and reducing the grit cost of the deadeye 
  deed (see gunslinger class) by 1 (minimum 0) 
  Construction 
  Requirements Craft Wondrous Item, true strike; Cost 
  2,250 gp 
   
  MASK OF AURA SHIELDING 
  Aura faint illusion; CL 5th 
  Slot head; Price 4,000 gp; Weight 1 lb. 
  Description 
  This mask of carved ivory resembles a face bearing a 
  neutral expression. The wearer is protected by undetectable 
  alignment and any effects that might detect or reveal 
  information about the wearer give mundane, neutral, or 
  innocuous results. 
  Construction 
  Requirements Craft Wondrous Item, nondetection, 
  undetectable alignment; Cost 2,000 gp 
  MERCENARY’S HELM 
  Aura faint transmutation; CL 3rd 
  Slot head; Price 550 gp; Weight 2 lbs. 
  Description 
  This rugged leather helm is enchanted to sharpen its 
  wearer’s senses, granting a +1 competence bonus to 
  Diplomacy, Intimidate, Perception, and Sense Motive 
  checks. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  owl’s wisdom; Cost 275 gp 
   
  PHOENIX’S REBIRTH 
  Aura strong conjuration and evocation; CL 12th 
  Slot head; Price 28,000 gp; Weight 1 lbs. 
  Description 
  This delicate gold crown resembles a phoenix with 
  outspread wings curving around the wearer’s head and a 
  large ruby in its breast. One round after its wearer dies by 
  means repairable with raise dead, this crown bursts into a 
  10d6 fireball (DC 18 Reflex, half) which deals no further 
  damage to its wearer but instead restores them to life and 
  heals them for 120 hit points as well as any other benefits 
  of the heal spell. Once activated, the crown permanently 
  loses all magical power and crumbles to dust. If the wearer 
  is restored to life before this effect occurs, it does not 
  trigger. 
  Construction 
  Requirements Craft Wondrous Item, breath of life, 
  contingency, fireball, heal; Cost 14,000 gp 
   
  UNYIELDING HELM 
  Aura faint abjuration; CL 5th 
  Slot head; Price 3,000 gp (+1), 12,000 gp (+2), 27,000 
  gp (+3), 48,000 gp (+4), 75,000 gp (+5); Weight 5 lbs. 
  Description 
  This heavily-reinforced silver helm is shaped like a 
  dragon’s skull and projects a field of protective force, 
  granting its wearer a deflection bonus of +1 to +5. Once 
  per day as a swift action, the wearer may reroll a Will save 
  against an ongoing effect, adding the helm’s deflection 
  bonus to their result, to end the effect. 
  Construction 
  Requirements Craft Wondrous Item, protection from 
  chaos/evil/good/law, shield of faith; Cost 1,500 gp (+1), 
  6,000 gp (+2), 13,500 gp (+3), 24,000 gp (+4), 37,500 gp 
  (+5) 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  41 
  NECK SLOT 
   
  AMULET OF CONFIDENT GRACE 
  Aura moderate abjuration; CL 9th 
  Slot neck; Price 25,000 gp; Weight 1 lbs. 
  Description 
  This shield-shaped amulet is carved from adamantine. 
  Three times per day as an immediate action, its wearer 
  may add their Charisma modifier to a saving throw they 
  are about to attempt. This does not stack with other effects 
  that apply Charisma to saving throws, such as divine 
  grace. The wearer also gains 20 temporary hit points that 
  last until the beginning of their next turn. A creature may 
  not benefit from more than one amulet of confident grace per 
  day. 
  Construction 
  Requirements Craft Wondrous Item, false life, globe of 
  invulnerability, lesser; Cost 12,500 gp 
   
  AMULET OF INVULNERABILITY 
  Aura faint necromancy; CL 5th 
  Slot neck; Price 15,000 gp; Weight 2 lbs. 
  Description 
  This silver amulet is set with a blood-red ruby in its center 
  and absorbs damage taken by its wearer. Three times per 
  day, as an immediate action when about to take damage, 
  the wearer may reduce the damage taken by 10. This 
  ability must be used before the damage is rolled or 
  revealed. The amulet of invulnerability must be worn for 24 
  hours before providing any benefits. 
  Construction 
  Requirements Craft Wondrous Item, false life; Cost 
  7,500 gp 
   
  AMULET OF THE ENCHANTER 
  Aura faint enchantment; CL 3rd 
  Slot neck; Price 8,000 gp; Weight 1 lb. 
  Description 
  This gold amulet is set with a large, glittering gem that 
  attracts the viewer’s eye and increases the wearer’s save 
  DCs by +1 when using a mind-affecting enchantment 
  spell or spell-like ability, or the bard’s fascinate ability. 
  This is an enhancement bonus. 
  Construction 
  Requirements Craft Wondrous Item, hypnotic pattern; 
  Cost 4,000 gp 
   
  ANKH OF THE UNDYING 
  Aura moderate necromancy; CL 10th 
  Slot neck; Price 9,000 gp; Weight 1 lb. 
  Description 
  This ankh is skillfully carved from a single, large onyx, 
  belying the seemingly simple hemp cord it hangs from. 
  When a living wearer dies in a manner that would leave a 
  reasonably intact corpse, the ankh crumbles to dust on the 
  next round, restoring them to life and healing them to full 
  hit points as well as curing any ailments that the heal spell 
  could remove. During this time, the wearer is harmed by 
  further positive energy, as though undead, and gains DR 
  10/silver or good and immunity to negative energy, 
  negative levels, and death effects. After 10 minutes, the 
  wearer dies, crumbling to dust. This cannot be prevented 
  by any means short of a wish or miracle. If the wearer is 
  restored to life before the ankh activates (such as through 
  breath of life), the ankh’s power does not activate. 
  Construction 
  Requirements Craft Wondrous Item, breath of life, create 
  undead, heal; Cost 4,500 gp 
   
  CLONE AMULET 
  Aura strong necromancy; CL 15th 
  Slot neck; Price 50,000 gp; Weight 2 lbs. 
  Description 
  This antiquated silver locket can be opened and bears a 
  portrait inside resembling its owner. It takes one week to 
  attune to a new owner and, if unworn for 24 hours, must 
  be re-attuned. If an attuned creature dies wearing the 
  amulet, it shatters after 1 minute and a clone of the owner 
  appears in its place, though it has no permanent negative 
  levels. If the owner is restored to life before the amulet 
  activates, this effect does not trigger. 
  Construction 
  Requirements Craft Wondrous Item, clone, greater 
  restoration; Cost 28,000 gp 
   
  CONNECTING COLLAR 
  Aura faint divination; CL 5th 
  Slot neck; Price 6,000 gp (collar), 3,000 gp (ring); 
  Weight 2 lbs. 
  Description 
  This brass-studded collar always appears to be in pristine 
  condition and is always magically paired with at least one 
  simple brass ring. When the collar is placed on an animal, 
  it functions as a status spell, relaying information to the 
  ring wearer. Up to three times per day, if within 100 feet 
  of the collar, a ring-wearer may cast a spell of 3rd level or 
  lower, targeting the collared creature regardless of the 
  spell’s normal range or line of effect. Creatures wearing a 
  connecting collar count as humanoid in addition to their 
  other types for purposes of such spells. Spells only affect 
  the targeted creature when used in this manner, even if 
  they would normally allow multiple targets. Any number 
  of brass rings can be attuned to an individual connecting 
  collar and they do not take up a ring slot, but the collar 
  must be present at the time of the ring’s creation and a 
  ring may only be attuned to one collar at a time. 
  Construction 
  Requirements Craft Wondrous Item, Reach Spell, 
  status; Cost 3,000 gp (collar), 1,500 gp (ring) 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  42 
  CREMATION CHARM 
  Aura moderate transmutation; CL 11th 
  Slot neck; Price 1,000 gp; Weight 1 lb. 
  Description 
  This antique silver pendant is set with a sunstone and 
  protects its wearer from rising as an undead. Within one 
  round of a living wearer dying, its body is engulfed in holy 
  flames and consumed completely. Neither the wearer nor 
  their remains may be reanimated as an undead and any 
  undead or evil-aligned outsiders within 30 feet take 5d6 
  good divine damage (DC 16 Fort, half) from the flames, 
  which also count as sunlight for that round. The cremation 
  charm is destroyed permanently with the body but all other 
  equipment is unaffected. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  consecrate, 
  disintegrate; Cost 500 gp 
   
   
  FAITHLESS TORC 
  Aura moderate enchantment; CL 9th 
  Slot neck; Price 4,500 gp; Weight 1 lb. 
  Description 
  This crude-looking iron torc grants its wearer a +2 
  profane bonus to saving throws against spells and abilities 
  used by outsiders with an aligned subtype and creatures 
  with an aligned aura class feature. Once per day, the 
  wearer may direct a blasphemous utterance at one of the 
  above targets within 40 feet, stunning them for 1d3 rounds 
  unless they succeed at a DC 17 Will save. The target must 
  be able to hear the wearer, and the daily use is wasted if 
  attempted on an invalid target. Creatures with aligned 
  subtypes or class features wearing a faithless torc gain 1 
  negative level that cannot be overcome in any way until 
  the torc is removed. 
  Construction 
  Requirements Craft Wondrous Item, protection from law, 
  sound burst; Cost 2,250 gp 
   
   
  GHOSTSPEAKER AMULET 
  Aura strong transmutation; CL 15th 
  Slot neck; Price 35,000 gp; Weight 1 lb. 
  Description 
  This tarnished silver amulet is set with a large, cloudy 
  moonstone. The wearer of this amulet gains the constant 
  benefit of see invisibility and can interact with incorporeal 
  creatures as though they were corporeal. 
  Construction 
  Requirements Craft Wondrous Item, etherealness, see 
  invisibility; Cost 17,500 gp 
   
   
   
   
  GOLEM TORC 
  Aura strong transmutation; CL 15th 
  Slot neck; Price 35,000 gp; Weight 2 lbs. 
  Description 
  This smooth, polished stone torc allows its wearer to re-
  roll a failed Will save with a +2 bonus against a mind-
  affecting enchantment as an immediate action up to three 
  times per day. This may not be used with any other item 
  or ability allowing a reroll or multiple dice on a saving 
  throw. Once per day as a standard action, the wearer may 
  transform into a stone-like form for 1 minute. During this 
  time, the wearer has a +4 size bonus to Strength, a +5 
  enhancement 
  bonus 
  to 
  natural 
  armor, 
  DR 
  5/adamantine, and a 25% chance to ignore critical hits 
  and precision damage. The torc must be worn for 24 
  hours before granting any benefits. 
  Construction 
  Requirements Craft Wondrous Item, mind blank, 
  polymorph; Cost 17,500 gp 
   
   
  HEART OF MIDNIGHT 
  Aura moderate abjuration and illusion; CL 8th 
  Slot neck; Price 25,000 gp; Weight 2 lbs. 
  Description 
  This amulet bears a large black gem that seems to swirl 
  and change shape. It grants its wearer cold resistance 10 
  and a +1 bonus to saving throws to resist illusion effects. 
  Any spells the wearer casts with the shadow descriptor 
  which are at least quasi-real gain a 10% increase to their 
  effectiveness against disbelievers. 
  Construction 
  Requirements Craft Wondrous Item, energy resistance, 
  lesser shadow evocation; Cost 12,500 gp 
   
   
  HELLFIRE CRYSTAL 
  Aura moderate transmutation; CL 8th 
  Slot neck; Price 11,000 gp; Weight 1 lb. 
  Description 
  This fist-sized chunk of obsidian hangs from a cord and 
  flickers with an internal flame. Its wearer gains a +1 
  enhancement bonus to caster level when casting spells 
  with the fire descriptor. Twice per day, the wearer may 
  infuse a fire spell they are casting with hellfire, converting 
  half of the fire damage dealt to divine damage, as flame 
  strike. The amulet must be worn for 24 hours before 
  providing any benefit. 
  Construction 
  Requirements Craft Wondrous Item, flame strike; Cost 
  5,500 gp 
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  43 
  HOLY SYMBOL OF FORTUNE, LESSER 
  Aura faint divination; CL 5th 
  Slot neck; Price 750 gp; Weight 1 lb. 
  Description 
  This holy (or unholy) symbol is crafted of gold and 
  dedicated to a specific deity. Once per day as an 
  immediate action, a wearer dedicated to the worship of 
  that deity may call upon fortune to re-roll any d20-based 
  check, even after the results have been determined. The 
  new result must be used and the result is obviously due to 
  divine favor (or disapproval). If the wearer fails to pray 
  daily to the deity for at least 10 minutes per day (which 
  can be done while praying to regain spells) or breaks a 
  moral code or tenet, they gain a cumulative –1 penalty to 
  all d20-based checks for 24 hours. This duration resets for 
  each violation. Magically compelled violations do not 
  count and the penalty may be removed with an atonement 
  cast by a worshipper of the deity. A lesser holy symbol of 
  fortune must be worn on the neck and for 24 hours before 
  providing any benefits, though it can provide penalties for 
  violations during this time. 
  Construction 
  Requirements Craft Wondrous Item, divine favor, crafter 
  must be a devoted follower of the chosen deity; Cost 375 
  gp 
   
  HOLY SYMBOL OF FORTUNE 
  Aura faint divination; CL 5th 
  Slot neck; Price 5,000 gp (+1), 8,000 gp (+2), 13,000 gp 
  (+3), 20,000 gp (+4), 29,000 gp (+5); Weight 1 lb. 
  Description 
  Functioning as a lesser holy symbol of fortune, this symbol 
  allows its wearer to call upon its fortune power up to twice 
  per day and grants a +1 to +5 resistance bonus to saving 
  throws. 
  Construction 
  Requirements Craft Wondrous Item, divine favor, 
  resistance, crafter must be a devoted follower of the chosen 
  deity; Cost 2,500 gp (+1), 4,000 gp (+2), 6,500 gp (+3), 
  10,000 gp (+4), 14,500 gp (+5) 
   
  HOLY SYMBOL OF FORTUNE, GREATER 
  Aura faint divination; CL 5th 
  Slot neck; Price 10,000 gp (+1), 13,000 gp (+2), 18,000 
  gp (+3), 25,000 gp (+4), 34,000 gp (+5); Weight 1 lb. 
  Description 
  Functioning as a holy symbol of fortune, this allows its wearer 
  to call upon its fortune power up to three times per day. 
  Construction 
  Requirements Craft Wondrous Item, divine favor, 
  resistance, crafter must be a devoted follower of the chosen 
  deity; Cost 5,000 gp (+1), 6,500 gp (+2), 9,000 gp (+3), 
  12,500 gp (+4), 17,000 gp (+5) 
   
   
   
  HOLY SYMBOL OF GUIDANCE 
  Aura faint divination; CL 3rd 
  Slot neck; Price 100 gp; Weight 1 lb. 
  Description 
  This iron holy (or unholy) symbol is engraved with sigils 
  of foretelling and is dedicated to a specific deity. Once per 
  day, a wearer dedicated to the worship of that deity may 
  whisper a prayer to gain the benefit of guidance. A creature 
  may not benefit from more than one holy symbol of guidance 
  per day.  
  Construction 
  Requirements Craft Wondrous Item, guidance; Cost 50 
  gp 
   
  HOLY SYMBOL OF VIRTUE 
  Aura faint transmutation; CL 3rd 
  Slot neck; Price 100 gp; Weight 1 lb. 
  Description 
  Functioning as a holy symbol of guidance, this item instead 
  bestows the benefit of virtue upon its user. 
  Construction 
  Requirements Craft Wondrous Item, virtue; Cost 50 gp 
   
  INNOCUOUS COLLAR 
  Aura faint illusion; CL 4th 
  Slot neck; Price 2,500 gp; Weight 1 lb. 
  Description 
  This mundane-looking collar makes its wearer appear 
  equally mundane. When placed on an animal, animal 
  companion, or animal familiar, they appear to be an 
  average example of their type, as though with disguise self. 
  The effect won’t conceal a creature’s size but it acts as 
  undetectable alignment and conceals all auras a normal 
  creature of that type wouldn't possess (such as magical 
  auras) 
  Construction 
  Requirements Craft Wondrous Item, disguise self, 
  undetectable alignment; Cost 1,250 gp 
   
  LIFEKEEPING AMULET 
  Aura strong necromancy; CL 15th 
  Slot neck; Price 30,000 gp; Weight 1 lb. 
  Description 
  This antique silver amulet is set with a large piece of onyx. 
  When its wearer dies, the soul is trapped and held within, 
  as soul bind, until the following dawn. Until then, a caster 
  holding the amulet can restore the creature to life at half 
  the normal material component cost. The target reduces 
  any permanent negative levels normally received by one, 
  but has no choice on whether or not to return to life. 
  Construction 
  Requirements Craft Wondrous Item, soul bind; Cost 
  15,000 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  44 
  PETRIFIED AMULET 
  Aura moderate transmutation; CL 11th 
  Slot neck; Price 40,000 gp; Weight 1 lb. 
  Description 
  This amulet holds a fragment of petrified wood and grants 
  its wearer immunity to petrification. Once per day, the 
  wearer may make a touch attack to affect a creature with 
  flesh to stone (DC 19). 
  Construction 
  Requirements Craft Wondrous Item, flesh to stone, stone 
  to flesh; Cost 20,000 gp 
   
  REJUVENATING COLLAR 
  Aura strong transmutation; CL 15th 
  Slot neck; Price 10,000 gp (+2), 26,000 gp (+4), 52,000 
  gp (+6); Weight 1 lb. 
  Description 
  This spiked leather collar is dyed crimson and functions 
  as a belt of mighty constitution. Once per day, a creature other 
  than the wearer may speak a command word to grant the 
  wearer fast healing equal to the collar’s Constitution 
  bonus for one minute. The collar must be worn for 24 
  hours before providing any benefit. 
  Construction 
  Requirements Craft Wondrous Item, bear’s endurance, 
  regenerate; Cost 5,000 gp (+2), 13,000 gp (+4), 26,000 gp 
  (+6) 
   
  RESTFUL AMULET 
  Aura moderate conjuration; CL 10th 
  Slot neck; Price 3,500 gp; Weight 1 lb. 
  Description 
  This amulet is set with a bloodstone and doubles the 
  wearer’s natural healing rate (but not regeneration or fast 
  healing). As a swift action, the wearer may heal a touched 
  creature of up to 35 hit points as a positive energy effect. 
  After using this ability, the amulet permanently loses all 
  magical power. 
  Construction 
  Requirements Craft Wondrous Item, cure serious wounds; 
  Cost 1,750 gp 
   
  SHELTERING SYMBOL 
  Aura moderate abjuration; CL 7th 
  Slot neck; Price 12,000 gp; Weight 2 lbs. 
  Description 
  This holy (or unholy) symbol, made of adamantine and 
  dedicated to a specific deity with the Protection domain, 
  grants its wearer a +1 sacred bonus to AC and saving 
  throws. Once per day, a wearer dedicated to the worship 
  of that deity may channel energy through the symbol to 
  emanate a mobile field of protection in a 20-foot radius. 
  Creatures within this area when it is activated gain the 
  benefit of sanctuary, a +2 deflection bonus to AC, and a +2 
  resistance bonus to saving throws until they leave the field 
  or take an action that would break the sanctuary. 
  Otherwise, the field lasts for 1 round per die of energy 
  channeled. 
  Construction 
  Requirements Craft Wondrous Item, magic circle against 
  chaos/good/evil/law, sanctuary; Cost 6,000 gp 
   
  SYMBOL OF PEACE 
  Aura moderate enchantment; CL 6th 
  Slot neck; Price 4,500 gp; Weight 2 lbs. 
  Description 
  This silver holy symbol is dedicated to a good or neutral-
  aligned deity. A good or neutral wearer dedicated to that 
  deity gains a +5 competence bonus to Diplomacy checks 
  and, once per day, may gain the benefit of sanctuary (DC 
  13) for 1 minute. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  sanctuary; Cost 2,250 gp 
   
  SYMBOL OF RAPTURE 
  Aura moderate conjuration and enchantment; CL 7th 
  Slot neck; Price 7,000 gp; Weight 1 lb. 
  Description 
  When the wearer of this gold holy symbol channels 
  positive energy, they treat all turning damage rolls of 1 as 
  2 instead. Once per day, the wearer may expend a use of 
  positive energy channeling to cast good hope on all allies 
  within 20 feet. 
  Construction 
  Requirements Craft Wondrous Item, good hope; Cost 
  3,500 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  45 
  TEAR OF DAWN 
  Aura strong evocation; CL 15th 
  Slot neck; Price 50,000 gp; Weight 1 lbs. 
  Description 
  This gold amulet houses a brilliantly shining gem that 
  sheds light as a torch and negates darkness effects of less 
  than 8th level in a 20-foot radius. Once per day, the 
  wearer may unleash a 30-foot burst of flame, dealing 15d6 
  damage to all enemies in the area (Reflex DC 18 + 
  wearer’s Wisdom modifier, half). This damage is half fire 
  and half divine and deals double damage to creatures 
  vulnerable to sunlight. 
  Construction 
  Requirements Craft Wondrous Item, flame strike, 
  sunburst; Cost 25,000 gp 
   
  TORC OF HOLY BLESSINGS 
  Aura faint enchantment; CL 5th 
  Slot neck; Price 4,000 gp; Weight 2 lbs. 
  Description 
  This golden torc is engraved with holy prayers and grants 
  its wearer the benefits of bless. Once per day, the wearer 
  may cast bless weapon. 
  Construction 
  Requirements Craft Wondrous Item, bless, bless weapon; 
  Cost 2,000 gp 
   
  TORC OF THE PAINLESS 
  Aura moderate enchantment; CL 5th 
  Slot neck; Price 10,000 gp; Weight 2 lbs. 
  Description 
  This adamantine torc is set with bloodstones and grants 
  its wearer the benefit of delay pain, delaying pain effects for 
  one hour. Once per day, the wearer may convert half of 
  all damage received for the next 1 minute to nonlethal. 
  The torc must be worn for 24 hours before granting any 
  benefit. 
  Construction 
  Requirements Craft Wondrous Item, delay pain; Cost 
  5,000 gp 
   
   
  SHOULDER SLOT 
   
  ANGELIC MANTLE 
  Aura strong transmutation; CL 17th 
  Slot shoulders; Price 100,000 gp; Weight 8 lbs. 
  Description 
  This elegant white mantle is woven of gold-trimmed 
  feathers and grants its wearer acid and cold resistance 10 
  and a +4 racial bonus to saving throws against 
  petrification. Three times per day as a standard action, 
  the mantle can generate a protective aura (as angel 
  subtype) for one minute. Once per day as a full-round 
  action, the wearer may take the form of an angel for 10 
  minutes. In this form, the wearer gains wings and a fly 
  speed of 80 feet (good maneuverability), acid and cold 
  resistance 30, the angel’s protective aura, and their attacks 
  count as good-aligned. An evil creature undergoing this 
  transformation must make a DC 25 Will save or gain two 
  permanent negative levels. An evil creature wearing an 
  angelic mantle receives two temporary negative levels that 
  cannot be removed or overcome until it’s removed. 
  Construction 
  Requirements Craft Wondrous Item, holy aura, 
  shapechange; Cost 50,000 gp 
   
   
  CLOAK OF THE DARK OBSERVER 
  Aura moderate illusion; CL 5th 
  Slot shoulders; Price 18,000 gp; Weight 3 lbs. 
  Description 
  This dark cloak blends into the shadows, granting its 
  wearer a +10 competence bonus on Stealth checks. In 
  dim or darker conditions, the wearer may use invisibility 
  but the effect is broken if they move more than five feet 
  from their starting location or the light level increases 
  above dim. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, 
  invisibility; Cost 9,000 gp 
   
   
  CLOAK OF THE DEEP SEAS 
  Aura moderate transmutation; CL 9th 
  Slot shoulders; Price 24,000 gp; Weight 4 lbs. 
  Description 
  This deep blue cloak turns transparent when exposed to 
  water. It grants its wearer a swim speed of 40 feet or 
  increases an existing greater swim speed by 10 feet. 
  Additionally, the wearer receives a +1 circumstance 
  bonus to melee attack, damage, and saving throw rolls 
  while underwater. 
  Construction 
  Requirements Craft Wondrous Item, divine favor, freedom 
  of movement; Cost 12,000 gp 
   
  CLOAK OF LIGHTNING 
  Aura moderate abjuration; CL 9th 
  Slot shoulders; Price 25,000 gp; Weight 3 lbs. 
  Description 
  This gray cloak is woven with metallic fibers and grants its 
  wearer electricity resistance 10. When the cloak prevents 
  10 electricity damage from a single attack, its wearer gains 
  a +1 bonus to the caster level of spells they cast with the 
  electricity descriptor, and any successful melee attacks 
  against the wearer deal 1d4+5 electricity damage to the 
  attacker until the beginning of the wearer’s next turn. 
  Construction 
  Requirements Craft Wondrous Item, fire shield, resist 
  energy, lightning bolt; Cost 12,500 gp 
  
    
     
  365 Magic Items 
   
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  46 
  DEATH-EATER PAULDRONS 
  Aura moderate abjuration; CL 8th 
  Slot shoulders; Price 20,000 gp; Weight 4 lbs. 
  Description 
  These silver pauldrons are inscribed with holy etchings, 
  granting their wearer a +4 bonus to resist negative energy 
  and death effects. Once per day, the wearer may benefit 
  from cure light wounds. If the wearer would be slain by a 
  death effect, they are instead healed for 5d8 hit points and 
  the effect is redirected back to its source. The pauldrons 
  then crumble to dust, losing all power. 
  Construction 
  Requirements Craft Wondrous Item, contingency, cure 
  light wounds, death ward; Cost 10,000 gp 
   
  GATECRASHER’S PAULDRONS 
  Aura moderate transmutation; CL 5th 
  Slot shoulders; Price 5,000 gp; Weight 4 lbs. 
  Description 
  These heavily-reinforced pauldrons grant their wearer a 
  +2 competence bonus to weapon damage on a charge. If 
  the wearer moves at least 20 feet, they receive a +5 
  competence bonus on Strength check to burst barriers on 
  a charge. The pauldrons must be worn for 24 hours before 
  granting any benefits. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength; 
  Cost 2,500 gp 
   
  GOLDEN WINGS 
  Aura moderate transmutation; CL 9th 
  Slot shoulders; Price 50,000 gp; Weight 8 lbs. 
  Description 
  These feathered wings are edged in softly-glowing gold 
  and affix to their wearer’s back when a command word is 
  spoken, granting a fly speed of 40 feet (good 
  maneuverability). A second command word detaches the 
  wings. Golden wings are unaffected by dispel magic effects. 
  Construction 
  Requirements Craft Wondrous Item, alter self, overland 
  flight; Cost 25,000 gp 
   
  MANTLE OF THREE LIVES 
  Aura strong abjuration; CL 15th 
  Slot shoulders; Price 6,000 gp; Weight 5 lbs. 
  Description 
  This heavy black mantle is woven through with silver 
  threads and grants its wearer a +1 luck bonus to saving 
  throws. When the wearer fails a saving throw against a 
  death effect or would be reduced below 0 hit points by a 
  critical hit, the mantle negates the effect and damage. 
  After three such interventions, the mantle crumbles to 
  dust and permanently loses all magic. 
  Construction 
  Requirements Craft Wondrous Item, death ward, iron 
  body; Cost 3,000 gp 
  MELDING CLOAK 
  Aura moderate transmutation; CL 5th 
  Slot shoulders; Price 12,750 gp; Weight 3 lbs. 
  Description 
  This worn, nondescript cloak grants its wearer a +5 
  competence bonus to Stealth checks in natural 
  environments and, on command while touching a solid, 
  non-magical surface, may meld into it. The wearer 
  chooses a duration of 1 minute, 10 minutes, or 1 hour 
  when this ability is used and, during that duration, are 
  unaware of their surroundings or the passing of time. This 
  otherwise functions as meld into stone, save that the effect 
  does not radiate magic. 
  Construction 
  Requirements Craft Wondrous Item, magic aura, meld 
  into stone; Cost 6,375 gp 
   
   
  STARLIGHT CLOAK 
  Aura moderate illusion; CL 10th 
  Slot shoulders; Price 60,000 gp; Weight 3 lbs. 
  Description 
  This black cloak sparkles with motes of light across its 
  surface and grants its wearer the benefits of constant 
  nondetection. Three time per day, the wearer may use mirror 
  image. 
  Construction 
  Requirements Craft Wondrous Item, mirror image, 
  nondetection; Cost 30,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  47 
  STORMBRINGER CLOAK 
  Price 8,000 gp; Slot shoulders; CL 7th; Weight 3 lbs. 
  Aura moderate abjuration; Scaling wonder 
  Description 
  This billowy gray cloak seems to shift like fog in an unseen 
  wind and grants its wearer electricity resistance 5. Higher 
  level wearers gain additional benefits: 
  9th Level: Electricity resistance 10. 
  11th Level: Fly (2/day). 
  13th Level: Electricity Resistance 20. 
  15th Level: Fly or overland flight (4/day) 
  17th Level: Electricity resistance 30. If wearing 
  thunderbringer’s gloves, may use the cloak’s fly power 
  continuously. 
  Construction 
  Requirements Craft Wondrous Item, fly, resist energy; 
  Cost 64,500 gp 
   
   
  THIEF’S CLOAK 
  Aura faint transmutation; CL 3rd 
  Slot shoulders; Price 300 gp; Weight 2 lbs. 
  Description 
  This warm, wool cloak has several pockets lining its 
  interior and can easily hold a set of thieves’ tools, weapons 
  the size of a dagger, or 10 lbs. of other non-bulky items. 
  Equipment hidden in the cloak gains a non-magical +2 
  circumstance bonus to Sleight of Hand checks made to 
  conceal it from searches. The cloak’s magic provides its 
  wearer with a +1 competence bonus to Sleight of Hand 
  and Stealth checks. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, owl’s 
  wisdom; Cost 150 gp 
   
   
  WIND-BORNE MANTLE 
  Aura faint transmutation; CL 5th 
  Slot shoulders; Price 17,500 gp; Weight 2 lbs. 
  Description 
  This cloak of sky-blue silk flutters even when there is no 
  wind. Its wearer gains feather fall when they fall 10 feet or 
  more and may glide half their falling distance in one 
  direction. Twice per day as a standard action, they may 
  use the fly spell. Additionally, as a swift action twice per 
  day, they may gain the benefits of haste for one round. 
  Construction 
  Requirements Craft Wondrous Item, feather fall, fly, 
  haste; Cost 8,750 gp 
   
   
   
   
   
   
  WRIST SLOT 
   
  ALLY’S BRACELETS 
  Aura faint abjuration; CL 4th 
  Slot wrists; Price 2,000 gp (pair); Weight 1 lb. 
  Description 
  This pair of silver or gold bracelets are meant to be worn 
  by two separate creatures, granting their wearers a +1 
  circumstance bonus to saving throws when within 15 feet 
  of each other, and increasing the benefits from aid 
  another attempts from a matching wearer by +1. The 
  bracelets have no benefit when both are worn by a single 
  creature. 
  Construction 
  Requirements Craft Wondrous Item, resistance; Cost 
  1,000 gp 
   
   
  BRACELET OF THE ELEMENTAL COMPANION 
  Aura moderate conjuration; CL 7th 
  Slot wrists; Price 50,000 gp; Weight 1 lbs. 
  Description 
  This bracelet is set with a large gemstone that swirls with 
  elemental energy. Upon command, the wearer may call 
  forth a medium elemental of air, earth, fire, or water, 
  chosen when the bracelet is created. A second command 
  word returns the elemental to the bracelet. The elemental 
  serves as a called creature, except when slain it returns to 
  the bracelet and cannot be called for 24 hours. An 
  elemental that is called multiple times retains any damage 
  it had when it was sent away, though it can be healed 
  normally and returns to full health every 24 hours. If the 
  bracelet of the elemental companion is destroyed, the elemental 
  is slain and remains so even if the bracelet is later restored, 
  though methods that can resurrect an elemental can be 
  cast on the bracelet to bring it back. 
  Construction 
  Requirements Craft Wondrous Item, lesser planar ally or 
  lesser planar binding; Cost 25,000 gp 
   
   
  BRACELET OF THE MAGISTER 
  Aura strong universal; CL 13th 
  Slot wrists; Price 20,000 gp; Weight 0.5 lbs. 
  Description 
  This gold bracelet is ringed with five small, glimmering 
  diamonds and grants its wearer a +2 enhancement bonus 
  on checks to overcome spell resistance. Five times per day, 
  as part of casting a spell, the wearer may increase the 
  spell’s effective caster level by 1. Each time this ability is 
  used, one of the diamonds dims and remains so until the 
  following day. 
  Construction 
  Requirements Craft Wondrous Item, creator must 
  have Spell Penetration, limited wish; Cost 10,000 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  48 
  BRACELETS OF TRANSPOSITION 
  Aura moderate conjuration and illusion; CL 7th 
  Slot wrists; Price 30,000 gp (for pair); Weight 1 lb. 
  (each) 
  Description 
  These gold bracelets are created in pairs and intended to 
  be worn by different creatures. Twice per day, their 
  wearer may benefit from mirror image and, once per day, 
  may teleport to and swap places with the other wearer if 
  within 100 feet. Both wearers receive disguise self for 1 
  round, appearing as each other unless their forms would 
  be beyond that spell’s ability to mimic, such as a 
  significant difference in size. A bracelet must be worn for 
  24 hours before providing any benefit, though an attuned 
  wearer can swap places with an unattuned wearer. A 
  single creature wearing both bracelets can only benefit 
  from the mirror image power of one. If a single bracelet is 
  destroyed, a new one can be created for half the cost of a 
  new pair. 
  Construction 
  Requirements Craft Wondrous Item, dimension door, 
  disguise self, mirror image; Cost 15,000 gp 
   
   
   
  BRACERS OF AGILE REFLEXES 
  Aura faint transmutation; CL 5th 
  Slot wrists; Price 4,000 gp; Weight 2 lbs. 
  Description 
  These lightweight bracers grant their wearer a +2 
  competence bonus on attacks of opportunity and allow 
  one additional attack of opportunity each round. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  2,000 gp 
   
   
   
  BRACERS OF ANGELIC PROTECTION 
  Aura moderate abjuration; CL 5th 
  Slot wrists; Price 5,000 gp; Weight 3 lbs. 
  Description 
  These silver bracers are etched with a feather pattern and 
  grant a +1 deflection bonus to AC. Once per day, the 
  wearer may surround themselves with an aura that grants 
  acid, cold, and electricity resistance 5 and the benefits of 
  protection from evil for 5 minutes. 
  Construction 
  Requirements Craft Wondrous Item, resist energy, shield 
  of faith; Cost 2,500 gp 
   
   
   
   
   
  CORROSION SERPENT BRACERS 
  Aura moderate conjuration; CL 7th 
  Slot wrists; Price 9,000 gp; Weight 1 lb. 
  Description 
  These acid-etched copper bracers bear the images of 
  entwining snakes and grant their wearer acid resistance 5. 
  Once per day, the wearer may have the etchings writhe to 
  life as menacing acid-like serpents for 5 minutes. Once per 
  round as a swift action, the wearer may command them 
  to make a melee touch attack against a creature within 10 
  feet (independently of their wearer), with a +7 to attack 
  and dealing 1d6+7 acid damage (20/x2). This attack is in 
  addition to any other actions of the wearer. 
  Construction 
  Requirements Craft Wondrous Item, acid arrow; Cost 
  4,500 gp 
   
   
   
  DEFLECTING VAMBRACES 
  Aura faint abjuration; CL 3rd 
  Slot wrists; Price 400 gp; Weight 2 lbs. 
  Description 
  These steel vambraces are inscribed with sigils of warding. 
  When the wearer fights defensively, uses the Combat 
  Expertise feat, or uses the total defense action, these 
  bracers grant a +1 deflection bonus to AC. 
  Construction 
  Requirements Craft Wondrous Item, shield of faith; 
  Cost 200 gp 
   
   
   
  DERVISH BRACERS 
  Aura moderate divination; CL 7th 
  Slot wrists; Price 3,000 gp; Weight 2 lbs. 
  Description 
  These engraved bracers grant their wearer a +1 shield 
  bonus to AC while fighting with two weapons or a double 
  weapon. This bonus stacks with Two-Weapon Defense. If 
  the wearer possesses the Deflect Arrows feat, they may use 
  the feat while wielding two weapons or a double weapon. 
  Construction 
  Requirements Craft Wondrous Item, divination; Cost 
  1,500 gp 
   
   
   
   
   
   
   
   
   
  
    
     
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  49 
  ENERGY BRACELETS 
  Aura moderate abjuration; CL 8th 
  Slot wrists; Price 15,000 gp; Weight 1 lb. 
  Description 
  These sturdy bracelets are made in pairs, one copper and 
  one silver. They grant their wearer energy resistance 10 
  to acid, cold, electricity, or fire, chosen when they are 
  created. When the bracelets prevent 5 or more damage of 
  the chosen type, they gain 1 charge. As a swift action, the 
  wearer may expend one charge to imbue any melee 
  weapons they are holding with an additional +1d8 energy 
  damage of the chosen type for one round. Energy bracelets 
  can hold a maximum of 10 charges. 
  Construction 
  Requirements Craft Wondrous Item, energy aura, resist 
  energy; Cost 7,500 gp 
   
   
   
  GUARDIAN BRACELETS 
  Aura moderate conjuration and divination; CL 7th 
  Slot wrists; Price 25,000 gp (for a pair); Weight 1 lb. 
  Description 
  This matched pair of adamantine bracelets are meant to 
  be worn by two separate creatures. Each wearer treats the 
  other as though under a status effect and, three times per 
  day, may use cure light wounds on the other wearer if within 
  30 feet. Once per day, the wearer may teleport, swapping 
  places and healing the other wearer as cure light wounds if 
  within 200 feet. The daily uses of the guardian bracelets are 
  shared between the two wearers. If one bracelet is 
  destroyed, a new one may be created for half the normal 
  cost. 
  Construction 
  Requirements Craft Wondrous Item, cure light wounds, 
  dimension door, shield other, status; Cost 12,500 gp 
   
   
   
  HEALER’S BRACELETS 
  Aura faint conjuration; CL 5th 
  Slot wrists; Price 10,000 gp; Weight 1 lb. 
  Description 
  This pair of gold bracelets is set with glittering chips of 
  crystal and allow their wearer to increase the range of cure 
  spells to 30 feet. Such targets require a ranged touch 
  attack to hit. Twice per day, the wearer may use cure 
  moderate wounds. 
  Construction 
  Requirements Craft Wondrous Item, crafter must have 
  Reach Spell, cure moderate wounds; Cost 5,000 gp 
   
   
   
   
  INEVITABLE BRACERS 
  Aura moderate transmutation; CL 6th 
  Slot wrists; Price 12,000 gp; Weight 2 lbs. 
  Description 
  These elaborate brass bracers have clockwork parts and 
  gears affixed to them and increase their wearer’s 
  momentum, granting a +2 competence bonus to CMB 
  and CMD checks while charging. Additionally, when the 
  wearer uses the total defense action, they gain DR 
  5/chaotic in addition to the normal benefits and may still 
  make attacks of opportunity. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength, 
  order’s wrath; Cost 6,000 gp 
   
   
   
  LUCKY BRACELET 
  Aura faint abjuration; CL 5th 
  Slot wrists; Price 2,250 gp; Weight 0.5 lbs. 
  Description 
  This simple copper bracelet is created with three charms. 
  Whenever the wearer fails a skill check or saving throw by 
  one, the charms glow brilliantly. As an immediate action 
  when this occurs, the wearer may add a +1 luck bonus to 
  their result, causing one of the charms to crumble to dust. 
  When all three charms are gone, the bracelet loses all 
  magical abilities. 
  Construction 
  Requirements Craft Wondrous Item, resistance; Cost 
  1,125 gp 
   
   
   
  PROTECTIVE BRACERS 
  Aura faint necromancy; CL 3rd 
  Slot wrists; Price 7,500 gp; Weight 2 lbs. 
  Description 
  These sturdy iron bracers always look polished and 
  unmarred by stains or damage. They grant their wearer a 
  +1 shield bonus to AC or count as +1 enhancement bonus 
  to existing shield AC. Up to three times per day while 
  taking a total defense action, the wearer may gain 15 
  temporary hit points for one minute. 
  Construction 
  Requirements Craft Wondrous Item, false life, magic 
  vestment; Cost 3,750 gp 
   
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  50 
  SHIFTER’S BOON 
  Aura major abjuration; CL 15th 
  Slot wrists; Price 20,000 gp; Weight 1 lbs. 
  Description 
  This simple copper band conceals the magic aura of any 
  polymorph effects its wearer may be under. Any ability 
  that would show or reveal the creature’s true form, such 
  as true seeing, fails to reveal it. Effects that would change the 
  wearer’s form or force it back to its true form still work. 
  Construction 
  Requirements Craft Wondrous Item, magic aura, mind 
  blank; Cost 10,000 gp 
   
  SHIFTER’S VAMBRACES 
  Aura moderate transmutation; CL 10th 
  Slot wrists; Price 15,000 gp; Weight 4 lbs. 
  Description 
  These darkwood vambraces are inset with silver runes. 
  When their wearer uses a polymorph-based effect on 
  themselves, any natural attacks gained by that effect deal 
  damage as though one size category larger. 
  Construction 
  Requirements Craft Wondrous Item, lead blades; Cost 
  7,500 gp 
   
  STRONGMAN’S BRACERS 
  Aura faint transmutation; CL 3rd 
  Slot wrists; Price 900 gp; Weight 2 lbs. 
  Description 
  These ornate, eye-catching bracers are plated in gold and 
  grant a +1 enhancement bonus to the CMB of bull rush 
  and overrun maneuvers. Once per day, their wearer may 
  gain a +2 enhancement bonus to Strength for 3 minutes. 
  The bracers must be worn for 24 hours before granting 
  any benefit. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength; 
  Cost 450 gp 
   
  TITAN’S BRACERS 
  Aura faint transmutation; CL 5th 
  Slot wrists; Price 5,000 gp; Weight 2 lbs. 
  Description 
  These antique gold bracers are inscribed with runes of 
  strength in ancient Giant and allow their wearer to ignore 
  the attack penalty for using a larger than normal weapon 
  if they wield it with two hands. Once per day, the wearer 
  may gain a +2 size bonus to Strength-based checks and 
  attack and damage rolls based on Strength for 5 minutes. 
  The wearer becomes fatigued at the end of this duration 
  and a creature cannot benefit from more than one set of 
  titan’s bracers per day. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength, 
  enlarge person; Cost 2,500 gp 
   
   
  VAMBRACES OF GOLDEN FIRE 
  Aura moderate abjuration and evocation; CL 7th 
  Slot wrists; Price 10,000 gp; Weight 4 lbs. 
  Description 
  These elaborately-engraved vambraces are brushed with 
  gold and add 1 fire damage to melee attacks with the 
  wearer’s hands or handheld weapons. Each dawn, the 
  bracers receive three charges which may be used to 
  generate additional effects. 
  • 
  Grant wearer fire resistance 20 for 10 minutes or 
  until the vambraces are removed. 1 charge. 
  • 
  As a swift action, add an additional 1d6+5 fire 
  damage to the wearer’s next successful attack this 
  round. 1 charge. 
  • 
  Cure moderate wounds. 2 charges. 
  Construction 
  Requirements Craft Wondrous Item, cure moderate 
  wounds, resist energy, scorching ray; Cost 5,000 gp 
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  51 
  Slotless Wondrous Items 
   
  BRAZIER OF CONTEMPLATION 
  Aura moderate enchantment; CL 10th 
  Slot none; Price 12,000 gp; Weight 15 lbs. 
  Description 
  This well-crafted silver brazier is inlaid with opals along 
  its rim. On command, the brazier ignites and, after one 
  minute, begins emitting a soothing incense. Creatures 
  within 30 feet that fail a DC 15 Will save move towards 
  the brazier and sit down to contemplate it, as though 
  enthralled. A creature succeeding on its Will save is immune 
  to the incense until they leave its area, requiring another 
  save if they return. Creatures may attempt a new save 
  every 10 minutes. A creature resting for a full 8 hours 
  within the incense heals twice the amount normally 
  recovered. A second command word extinguishes the 
  brazier. 
  Construction 
  Requirements Craft Wondrous Item, enthrall; Cost 
  6,000 gp 
   
   
  BROOCH OF LIFESAVING 
  Aura moderate abjuration; CL 7th 
  Slot none; Price 6,000 gp; Weight 1 lb. 
  Description 
  This silver brooch is inset with a sapphire in its center and, 
  upon command, attunes itself to its current wearer, 
  granting 1 temporary negative level for 24 hours, which 
  cannot be overcome or prevented. Thereafter, if the 
  wearer would fail a saving throw against a death effect, 
  the effect is negated and the brooch crumbles to dust 
  instead. 
  Construction 
  Requirements Craft Wondrous Item, death ward; Cost 
  3,000 gp 
   
   
  CHIME OF MAGIC DISPERSAL 
  Aura strong abjuration; CL 17th 
  Slot none; Price 9,000 gp; Weight 1 lb. 
  Description 
  When this platinum chime is rung, it crumbles to dust and 
  all ongoing spell and spell-like effects within a 30-foot 
  radius are ended, as though by mage’s disjunction. Magic 
  items are not affected. Creatures attempting to cast within 
  the area for the next 1d4 rounds require a DC 20 
  concentration check. The chime has no effect when used 
  in an area of silence and treats such effects as antimagic field 
  for purposes of dispelling them or effects within them. 
  Construction 
  Requirements Craft Wondrous Item, mage’s disjunction; 
  Cost 4,500 gp 
   
  CHIME OF SPELL-TWISTING 
  Aura strong abjuration; CL 15th 
  Slot none; Price 20,000 gp; Weight 1 lb. 
  Description 
  This chime is engraved with symbols of magic. Once per 
  day the chime may be struck as a standard action, 
  affecting all creatures within 60 feet. When struck, all 
  creatures benefiting from bardic performance lose the 
  benefit for 1 round, and bardic performances inside the 
  radius immediately end. Additionally, for 1 round all 
  creatures must make concentration checks  (DC = 15 + 
  double spell level) when casting spells or using spell-like 
  abilities or lose them. A creature that is concentrating on 
  a spell must make this concentration check as well or lose 
  their concentration. 
  Construction 
  Requirements Craft Wondrous Item, greater dispel magic; 
  Cost 10,000 gp 
   
   
  COIN OF GOOD FORTUNE 
  Aura faint divination; CL 3rd 
  Slot none; Price 500 gp; Weight — 
  Description 
  This worn copper coin has symbols of luck on either side. 
  Three times per day, the user may rub the coin as a 
  standard action to receive a +1 luck bonus to the next skill 
  check they begin within the next round. A creature may 
  only benefit from a single coin of good fortune per day. 
  Construction 
  Requirements Craft Wondrous Item, augury; Cost 250 
  gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  52 
  DEATHBANE POWDER 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 1,000 gp; Weight 5 lbs. 
  Description 
  This bag of powdered bone and silver glitters darkly in 
  light. When thrown as a splash weapon, it bursts into 
  obscuring mist on impact, dealing 1d8 damage per round to 
  undead in its area. A corporeal undead struck directly 
  takes 3d8 damage instead when the cloud forms, but 
  normal damage afterwards. Incorporeal undead take full 
  damage from the cloud and are treated as though under 
  the effects of ghostbane dirge (no save) while within the cloud 
  and for 1 round afterwards. The cloud lasts for one minute 
  but can be dispelled or dispersed by high winds earlier. 
  Construction 
  Requirements Craft Wondrous Item, disrupt undead, 
  ghostbane dirge; Cost 500 gp 
   
   
  DRAGONBLOOD SALVE 
  Aura strong transmutation; CL 15th 
  Slot none; Price 5,000 gp; Weight 1 lb. 
  Description 
  This jar of musky-smelling salve contains five applications 
  that, when rubbed on skin, grant resistance 30 to acid, 
  cold, electricity, or fire (chosen when the item is created) 
  for two hours. As a standard action, the recipient may 
  wreathe their hands in the chosen energy for one minute, 
  adding +2d6 energy damage to unarmed and natural 
  attacks with those limbs. This effect may be used for a total 
  of 10 minutes while the salve is effective and does not stack 
  with effects that add additional energy damage of the 
  same type to attacks. 
  Construction 
  Requirements Craft Wondrous Item, elemental aura, 
  resist energy, shapechange; Cost 2,500 gp 
   
   
  DRAGONBREATH SCABBARD 
  Aura moderate evocation; CL 8th 
  Slot none; Price 35,000 gp; Weight 1 lb. 
  Description 
  This crimson scabbard is made to resemble a dragon 
  swallowing the sheathed blade. It reshapes and resizes to 
  accommodate any sword-like weapon. Twice per day on 
  command, when drawing the weapon from the scabbard 
  as a standard action, the wearer may send a 60-foot line 
  of flame sweeping away from them, dealing 8d6 fire 
  damage to all creatures in its path (Reflex DC 16, half). 
  Construction 
  Requirements Craft Wondrous Item, fireball; Cost 
  17,500 gp 
   
   
   
  DRAUGHT OF REGENERATION 
  Aura strong conjuration; CL 13th 
  Slot none; Price 16,000 gp; Weight 1 lbs. 
  Description 
  This strawberry-scented liquid is thick and syrupy, 
  requiring a full-round action to consume or two full-round 
  actions to administer to an unconscious creature. The 
  imbiber is immediately stabilized and cured of bleeding. 
  One round after completion, the imbiber is healed of 40 
  hit points, all ability damage, and 4 points of ability drain 
  to each ability score. Any limbs severed within the past 
  hour may be reattached if placed against the stump at this 
  time. If administered to an unconscious or dying creature, 
  the stabilization occurs at the end of the first full-round 
  action used, but the second full-round action must be 
  completed to receive any further benefits. The draught 
  has no effect on undead or creatures without Constitution 
  scores. 
  Construction 
  Requirements Craft Wondrous Item, heal, regenerate; 
  Cost 8,000 gp 
   
   
  DUST BOMB 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 2,000 gp; Weight 4 lbs. 
  Description 
  This glyph-etched stone sphere bears runes of death and 
  decay. As a standard action, it may be thrown up to 60 
  feet away to explode, destroying itself and converting all 
  corpses of flesh or bone in a 30-foot area to dust, as 
  disintegrate. Any corporeal undead of flesh or bone in the 
  area take 9d6 damage (Fort DC 17, half). 
  Construction 
  Requirements Craft Wondrous Item, flesh to stone; Cost 
  1,000 gp 
   
  DUST OF CLOYING SPICE 
  Aura moderate evocation and transmutation; CL 7th 
  Slot none; Price 1,750 gp; Weight 1 lb. 
  Description 
  This bag contains powder which smells strongly of pepper 
  and spices. When scattered or thrown, it creates a 20-foot 
  radius burst of magical dust. Creatures with the scent 
  ability caught within the burst lose that ability for 10 
  minutes, are staggered for one round, and take 1d6 
  damage per round for 7 rounds. A successful Fortitude 
  save (DC 16) negates the stagger and reduces the damage 
  each round by half. A creature with scent struck directly 
  with the dust must make two saves at a –2 penalty, taking 
  the worse result. 
  Construction 
  Requirements Craft Wondrous Item, boiling blood, shout; 
  Cost 875 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  53 
  ENERGY GEM 
  Aura moderate transmutation; CL 7th 
  Slot none; Price 4,000 gp; Weight 0.5 lbs. 
  Description 
  When created, this glittering jewel is attuned to acid, cold, 
  electricity, or fire. The user may hold the gem in their 
  hand and concentrate to activate one of the following 
  powers as a standard action unless noted otherwise: 
  • 
  As part of casting a summoning spell, the 
  summoned creature(s) are attuned to the associated 
  energy type (and the spell gains that descriptor), 
  granting them immunity to that energy type and 
  an additional 1d6 energy damage to their natural 
  and manufactured weapon attacks. 
  • 
  Gain energy resistance 20 for 10 minutes. 
  • 
  Add +2d6 energy damage to natural and 
  manufactured weapon attacks for 10 minutes, as 
  the weapon enhancements corrosive, flaming, frost, 
  or shock. 
  • 
  Make a touch attack against a target with the 
  associated subtype to deal 5d6 untyped damage 
  and stagger them for 1d4 rounds. A successful 
  Fortitude save (DC 15) negates the stagger effect. 
  For purposes of this effect, the earth subtype is 
  associated with acid and the air subtype is 
  associated with electricity. 
  An energy gem may be used a total of five times before losing 
  all power and crumbling to dust. 
  Construction 
  Requirements Craft Wondrous Item, energy resistance, 
  summon monster III; Cost 2,000 gp 
   
  ETERNITY SEAL 
  Aura strong abjuration; CL 20th 
  Slot none; Price 10,000 gp; Weight 2 lbs. 
  Description 
  This thick wax seal bears sigils of sealing and eternity. 
  Placed upon a door or object completely blocking a 
  passage or room, the user may speak a command word to 
  seal the barricade with the surrounding walls, melding it 
  tightly and closing seams. The obstacle is considered 
  magically-treated (doubling hardness and hit points) and 
  counts as lead for blocking magical effects. Its hardness is 
  not bybassed by adamantine and other special materials 
  that mitigate hardness. If the area behind the sealed 
  barricade is smaller than a 20-foot cube, the surrounding 
  walls of the chamber gain the same properties as the 
  barricade and the interior is subject to dimensional lock and 
  screen. These effects are impervious to antimagic field 
  (though they can’t be erected within one) and persist until 
  the barricade or one of the protected chamber’s walls (if 
  they’re included) are breached or the effect is dispelled by 
  a wish or miracle. An eternity seal can only be used once. 
  Construction 
  Requirements Craft Wondrous Item, arcane lock, 
  dimensional lock, permanency, screen; Cost 5,000 gp 
  FEATHER TOKEN (WALL) 
  Aura strong conjuration; CL 6th 
  Slot none; Price 500 gp (standard), 1,000 gp (reinforced), 
  100 gp (paper), +1,500 gp (magically-treated); Weight — 
  Description 
  Standard—This feather token transforms into a 1-foot 
  thick, 10-foot by 10-foot masonry wall that melds with 
  surrounding walls, ceilings, and floors. The wall has 
  hardness 8 and 90 hit points and lasts for 10 minutes or 
  until destroyed. 
  Reinforced—The wall created by this token is reinforced 
  masonry (180 hit points). 
  Paper—This token creates a masonry wall for one round, 
  after which it becomes a paper wall for the remaining 
  duration (hardness 0, hit points 1). It is indistinguishable 
  from a stone wall unless touched or carefully examined 
  (Perception DC 20, stonecunning applies). 
  Magically-treated—This augment doubles the hardness and 
  hit points (or adds 50 hit points, whichever is greater) of 
  the created wall. 
  Construction 
  Requirements Craft Wondrous Item, fabricate; Cost 
  250 gp (standard), 500 gp (reinforced), 50 gp (paper), 
  +750 gp (magically-treated) 
   
  FIERY QUIVER 
  Aura faint evocation; CL 5th 
  Slot none; Price 1,000 gp; Weight 2 lbs. 
  Description 
  This quiver is gilded with gold in a pattern of flames and 
  can hold up to 20 arrows or bolts (often called a fiery bolt 
  case) and imbues such ammunition with magic if placed 
  inside for at least one minute. Ammunition drawn from 
  the quiver and fired before the end of the next round deals 
  1 additional fire damage and counts as magical. Variant 
  versions of this quiver are known to exist, imbuing their 
  ammunition with other energy types. 
  Construction 
  Requirements Craft Wondrous Item, flame arrow, magic 
  weapon; Cost 500 gp 
   
  FIGURINE OF WONDROUS POWER, ALABASTER 
  PEGASUS 
  Aura moderate transmutation; CL 11th 
  Slot none; Price 12,000 gp; Weight 1 lb. 
  Description 
  This alabaster figurine depicts a winged horse curled up 
  to sleep. When activated, it becomes a living pegasus that 
  serves its owner for up to six hours or until commanded 
  to leave, at which time it reverts to statue form. An 
  alabaster pegasus may be called up to three times per week. 
  Construction 
  Requirements Craft Wondrous Item, animate objects; 
  Cost 6,000 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  54 
  FLUTE OF THE DESERT WIND 
  Aura moderate evocation; CL 5th 
  Slot none; Price 5,000 gp; Weight 2 lbs. 
  Description 
  This weathered ivory flute requires two hands to play 
  properly. When played by a creature trained in wind 
  instruments, the user may spend a swift action to create 
  (or maintain) a sonic blade, similar to a spiritual weapon with 
  a range of 60 feet. This swift action may even be taken 
  while using bardic performance. The user’s ranks in 
  Perform (wind) take the place of caster level and Charisma 
  in place of Wisdom. This does not function within a silence 
  effect. 
  Construction 
  Requirements Craft Wondrous Item, spiritual weapon; 
  Cost 2,500 gp 
   
   
  FORCEBLADE SHEATH 
  Aura moderate evocation; CL 6th 
  Slot none; Price 7,500 gp; Weight 2 lbs. 
  Description 
  This elaborate wooden sheath looks like it could hold a 
  blade of almost any type. A forceblade sheath resizes to fit any 
  bladed weapon with only a single end. Up to three times 
  per day as a swift action, when the wearer draws a weapon 
  from the forceblade sheath, they may project a blade of force 
  at a creature within 100 feet. This is a ranged attack which 
  deals 1d8+2 force damage. Additionally, for 6 rounds 
  after using this ability, the weapon drawn is considered 
  magical and can damage creatures as though it possessed 
  the ghost touch property. 
  Construction 
  Requirements Craft Wondrous Item, spiritual weapon; 
  Cost 3,750 gp 
   
   
  GETAWAY CHARM 
  Aura faint conjuration; CL 5th 
  Slot none; Price 1,200 gp; Weight 0.5 lbs. 
  Description 
  This is a simple bone talisman with a green gem at its 
  center. When crushed as a standard action, the individual 
  who crushed it may teleport to a location within 100 feet 
  as if using dimension door and gains the benefit of an 
  invisibility spell for 5 minutes. If the charm is destroyed in 
  any other way, the magic is wasted. 
  Construction 
  Requirements Craft Wondrous Item, dimension door, 
  invisibility; Cost 600 gp 
   
   
   
   
   
  GHOST-TRAP WEB 
  Aura strong necromancy; CL 15th 
  Slot none; Price 7,000 gp; Weight 1 lb. 
  Description 
  This crystalline stone appears to contain an intricate 
  network of weblike designs inlaid within it. If thrown at an 
  incorporeal target as a ranged touch attack, the stone acts 
  as a ghost touch weapon and the struck target must succeed 
  at a DC 35 Will save or be drawn into the crystal and 
  trapped. The creature gains a bonus equal to its Hit Dice 
  on this save. This effect traps the creature for up to 20 
  days divided by the creature’s Hit Dice or until the crystal 
  is destroyed, at which point the crystal crumbles to dust. 
  Construction 
  Requirements Craft Wondrous Item, trap the soul; Cost 
  3,000 gp and a gem worth at least 1,000 gp. 
   
   
  GRAVEKEEPER’S LANTERN 
  Aura moderate evocation; CL 6th 
  Slot none; Price 12,000 gp; Weight 3 lbs. 
  Description 
  This lantern is lovingly crafted of silver and crystal and, 
  instead of a wick, has a large mineral prism at its center. 
  Clerics of good-aligned deities may use a gravekeeper’s lantern 
  as a holy symbol. The lantern may be lit or doused on 
  command, shedding light as a hooded lantern. While lit, 
  all creatures within 10 feet gain the benefit of hide from 
  undead (DC 12). When the reservoir is filled with a flask of 
  holy water the lantern can create illumination as a daylight 
  spell for 1 minute as a standard action. During this time, 
  all undead or oozes within 30 feet take 1d6 damage each 
  round at the beginning of their turn. Using this ability 
  consumes the holy water. 
  Construction 
  Requirements Craft Wondrous Item, daylight, hide from 
  undead; Cost 6,000 gp 
   
   
  HEAVENLY EGG 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 5,000 gp; Weight 1 lbs. 
  Description 
  This egg is covered in golden patterns. If consumed by a 
  good-aligned creature as a full-round action, it grants the 
  creature the advanced and celestial templates for 30 
  minutes. An evil creature or creature with an evil aura 
  who consumes the egg is instead subject to a holy word spell 
  with a caster level of 15 and save DC of 20. This egg can 
  be cooked without losing its magic, but splitting it into 
  multiple dishes renders its magic inert. 
  Construction 
  Requirements Craft Wondrous Item, angelic visage; 
  Cost 2,500 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  55 
  HOLY DIAMOND 
  Aura strong evocation [good]; CL 13th 
  Slot none; Price 3,000 gp; Weight — 
  Description 
  This diamond glows from within with a golden light. 
  When used as an additional material component while 
  casting a spell, it imbues the spell with potent holy energy. 
  The spell modified is considered to be a good-aligned 
  spell, and evil creatures targeted by or within the area of 
  the spell take +50% damage from the spell. This 
  additional damage is only added to area spells if they 
  would deal damage to a creature and have a duration of 
  instantaneous. A creature takes this additional damage 
  even if it would normally be immune to the other effects 
  or damage of the spell unless it is countered or redirected, 
  such as by spell resistance or spell turning. A holy diamond has 
  no effect (but is not consumed) when used with evil spells. 
  Construction 
  Requirements Craft Wondrous Item, holy word; Cost 
  1,500 gp 
   
   
  HOLY FONT 
  Aura faint transmutation; CL 5th 
  Slot none; Price 5,000 gp; Weight 50 lbs. 
  Description 
  This font is small and carved of marble, and can hold a 
  pint of liquid. Up to twice per day as a full-round action, 
  a creature may fill the font with water and imbue it with 
  magic. The water functions as if it were a potion of cure light 
  wounds or as holy water if used within 1 minute of being 
  removed from the font. After one minute of removal, the 
  water becomes normal once more. 
  Construction 
  Requirements Craft Wondrous Item, bless water, cure 
  light wounds; Cost 2,500 gp 
   
   
  HOLY SYMBOL OF THE FALSE GOD 
  Aura moderate illusion; CL 10th 
  Slot none; Price 800 gp; Weight 2 lbs. 
  Description 
  This silver holy or unholy symbol is designed for 
  worshipers of a single deity, chosen when created. As a 
  standard action the wearer may cause the symbol to 
  appear as any other type of holy or unholy symbol. A 
  creature interacting with the holy symbol receives a DC 
  20 Will save to see through the illusion. While the illusion 
  is active, the symbol is protected by nondetection and a magic 
  aura effect hides any magical auras of the symbol. 
  Construction 
  Requirements Craft Wondrous Item, magic aura, major 
  image, nondetection; Cost 400 gp 
   
   
  IGNITION OIL 
  Aura faint evocation; CL 5th 
  Slot none; Price 500 gp; Weight 0.1 lbs. 
  Description 
  This crystal vial contains an ounce of a brilliant red liquid 
  that glows from within. As a standard action the vial may 
  be shattered on a melee weapon, causing the weapon to 
  deal an additional 1d6 fire damage for 5 minutes. 
  Alternatively, the vial may be inserted into a flask of 
  alchemist’s fire as a full-round action. If the flask is thrown 
  within 5 minutes, it deals 5d6 fire damage to a creature 
  struck and all creatures within 10 feet of the point of 
  impact take 3d6 fire damage (Reflex DC 15, half). 
  Creatures struck directly and those that fail their saving 
  throws catch on fire for one minute or until extinguished. 
  Construction 
  Requirements Craft Wondrous Item, pyrotechnics; Cost 
  250 gp 
   
   
  INFERNO BEAD 
  Aura faint evocation; CL 3rd 
  Slot none; Price 10 gp; Weight 0.1 lb. 
  Description 
  This crimson glass bead is warm to the touch. When the 
  user speaks the command word and sets the bead on a 
  flammable substance such as wood, two rounds later the 
  bead shatters and the substance catches on fire. This 
  functions even if the substance is soaked or otherwise 
  rendered nearly inflammable, though it does not function 
  within an environment where fire cannot exist. 
  Construction 
  Requirements Craft Wondrous Item, burning hands; 
  Cost 5 gp 
   
   
  INSPIRING TOOLS 
  Aura faint enchantment; CL 5th 
  Slot none; Price 8,000 gp; Weight 2 lbs. 
  Description 
  These thieves’ tools are of fine quality and are inlaid with 
  golden runes. The tools function as a set of masterwork 
  thieves’ tools and, when the user successfully disarms a 
  trap with a CR equal to half his HD or greater (rounded 
  up), they gain a +1 morale bonus on attack rolls, ability 
  checks, saving throws, and skill checks for 15 minutes. A 
  user can benefit no more than three times per day from 
  this power and it only works the first time any particular 
  trap is disabled with these tools (for traps that later become 
  reset). 
  Construction 
  Requirements Craft Wondrous Item, heroism; Cost 
  4,000 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  56 
  INSTANT LODGE 
  Aura moderate conjuration; CL 7th 
  Slot none; Price 30,000 gp; Weight 4 lbs. 
  Description 
  This miniature model of a hunting lodge rests on a one 
  foot square base. When placed on the ground and the 
  command word is spoken, the model transforms into a 
  building twenty feet on each side. This transformation 
  takes one round. The resulting building has a level 
  wooden floor and shingled roof with a sturdy wooden 
  door, two shuttered windows, and a small fireplace that is 
  constantly lit, but may be extinguished on command. The 
  doors and shutters are secured by arcane lock and the 
  chimney is narrow and blocked by an iron grate. The 
  building is furnished with a trestle table, writing desk, 
  eight bunks, and stools. These furnishings vanish if 
  removed from the lodge but reappear the next time it is 
  activated. 
  The walls of an instant lodge have 120 hit points and 
  hardness 10. The lodge can be repaired by any creature 
  with the Craft Wondrous Item feat at a cost of 1,000 gp 
  worth of materials and a day of work to repair 60 hp of 
  damage. 
  The lodge fails to activate if used in a space too small to 
  contain it. Otherwise it is oriented with its door facing the 
  user. The door opens and closes instantly at his command. 
  People and creatures within the space (except the user) 
  must be careful not to be caught by the lodge’s sudden 
  growth. Anyone so caught takes 5d10 points of damage 
  (Reflex DC 19 half ). 
  The lodge is returned to model size by speaking a second 
  command word but will not shrink unless the building is 
  empty. Objects other than its furnishings left inside appear 
  on the ground. 
  Construction 
  Requirements Craft Wondrous Item, secure shelter; Cost 
  15,000 gp 
   
  IOUN STONE, LUMINESCENT PRISM 
  Aura faint conjuration; CL 5th 
  Slot none; Price 30,000 gp; Weight 5 lbs. 
  Description 
  This small glimmering crystal emits a faint silver glow as 
  it orbits its user’s head. By concentrating as a standard 
  action, the user can increase the radius of the crystal’s 
  light, raising the light level within 20 feet by one step, to a 
  maximum of normal illumination for one round. Attacks 
  originating within the light count as good-aligned and 
  undead take 1d6 positive energy damage at the start of 
  their turn while within it. This counts as a 3rd-level light 
  effect for interacting with darkness effects. A luminescent 
  prism has AC 24, 10 hit points, and hardness 8. Against 
  attacks by undead, however, its hardness is doubled. 
  Construction 
  Requirements Craft Wondrous Item, align weapon, 
  consecrate; Cost 15,000 gp 
  IOUN STONE, SILVER SPINDLE 
  Aura strong necromancy; CL 12th 
  Slot none; Price 12,000 gp; Weight — 
  Description 
  This silver ioun stone is unusually bright for its kind. Each 
  day at dawn, the stone grants the owner 20 temporary hit 
  points which last until the next dawn. These temporary 
  hit points do not stack with those from other ioun stones. 
  Construction 
  Requirements Craft Wondrous Item, false life; Cost 
  6,000 gp 
   
  IOUN STONE, VERMILION SPHERE 
  Aura moderate conjuration; CL 6th 
  Slot none; Price 6,000 gp; Weight 1 lb. 
  Description 
  This fiery-looking stone is constantly warm. Up to three 
  times per day as a move action, but no more than once 
  per round, its user may direct it to fire a crimson ray as a 
  ranged touch attack at a creature within 30 feet, dealing 
  1d6+2 fire damage. A vermilion sphere requires 24 hours to 
  attune with a new owner before use, though it need not be 
  circling their head the entire time, and an owner may be 
  attuned to no more than one such stone at a time. 
  Construction 
  Requirements Craft Wondrous Item, burning gaze; Cost 
  3,000 gp 
   
  KALEIDOSCOPE GEM 
  Aura moderate illusion; CL 7th 
  Slot none; Price 750 gp; Weight 1 lb. 
  Description 
  This large piece of quartz emits a rainbow of colors when 
  held in the light. When thrown, it explodes into a 20-foot 
  radius glitterdust effect (Fort DC 15). Targets in the area 
  must make a second Fortitude save to avoid being stunned 
  for one round. 
  Construction 
  Requirements Craft Wondrous Item, glitterdust, sound 
  burst; Cost 375 gp 
   
  LABORATORY OF QUADRATIC ALCHEMY 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 5,200 gp; Weight 40 lbs. 
  Description 
  This alchemist’s lab provides the same +2 circumstance 
  bonus to skill checks as normal, but also helps focus its 
  user’s attention and skill with its tools, granting a +5 
  competence bonus to Craft (alchemy) checks and 
  multiplying the progress results by 4. The user may craft 
  up to 4 copies of an alchemical item simultaneously, using 
  the same progress result for all of them, assuming their 
  products would all fit upon the lab. 
  Construction 
  Requirements Craft Wondrous Item, Craft (alchemy) 5 
  ranks, fabricate; Cost 2,700 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  57 
  MAGISTRATE’S GAVEL 
  Aura faint evocation; CL 3rd 
  Slot none; Price 50 gp; Weight 2 lbs. 
  Description 
  This gavel and matching base create a sound when used 
  together which can be heard clearly within 100 feet unless 
  hindered by magic or intervening barriers at least one foot 
  thick. 
  Construction 
  Requirements Craft Wondrous Item, sound burst; Cost 
  25 gp 
   
  MERCHANT’S DISCERNING SCALES 
  Aura faint divination; CL 3rd 
  Slot none; Price 500 gp; Weight 5 lbs. 
  Description 
  These brass merchant’s scales can hold 10 pounds apiece 
  and can discern metal purity in any coins upon them 
  (Appraise DC 10). Magical items placed on the scale glow 
  visibly with a soft golden aura while items under an 
  illusion effect glow purple. An effect that can fool or 
  prevent detect magic also affects the scales. 
  Construction 
  Requirements Craft Wondrous Item, detect magic; Cost 
  250 gp 
   
  MYSTIC BERRY RATIONS 
  Aura faint conjuration; CL 5th 
  Slot none; Price 100 gp; Weight 1 lb. 
  Description 
  This metal tin contains ten candied berries, each of which 
  can fulfill a single creature’s food and water requirements 
  for 24 hours. A berry’s magic fades if not consumed within 
  one hour of being removed from the container. 
  Construction 
  Requirements Craft Wondrous Item, create food and 
  water or goodberry; Cost 50 gp 
   
  PEARL OF LIFE 
  Aura strong transmutation; CL 15th 
  Slot none; Price 100,000 gp; Weight — 
  Description 
  This ordinary-looking pearl dissolves when placed in the 
  mouth, extending both the length of the user’s current age 
  category and their maximum expected age by 100 years. 
  A creature may only gain the benefit of a single pearl of life 
  once during each age category. 
  Construction 
  Requirements Craft Wondrous Item, Heal 20 ranks*, 
  temporal stasis; Cost 50,000 gp 
  *This requirement may be partially bypassed; each 
  unsupplied rank adds an additional +1 to the final DC 
  as well as the normal cost for bypassing a requirement. 
  Count only the highest skill rank among the creator or 
  assistants. 
   
  PEARL OF PURIFICATION 
  Aura faint transmutation; CL 3rd 
  Slot none; Price 400 gp; Weight 0.1 lbs. 
  Description 
  This white pearl is suspended from a thin silver chain, 
  allowing it to be worn as a charm on the wrist or neck, 
  though it does not take up a slot. This placement allows 
  the pearl to be surreptitiously dangled into a beverage or 
  liquid before its user drinks. If placed within a liquid, the 
  pearl purifies it, as purify food and drink, at a rate of one 
  gallon per round. If withdrawn before the entire contents 
  of the container are purified, it has no effect. 
  Construction 
  Requirements Craft Wondrous Item, purify food and 
  drink; Cost 200 gp 
   
  POTION POUCH 
  Aura moderate conjuration; CL 9th 
  Slot none; Price 1,200 gp; Weight 5 lbs. 
  Description 
  This broad, fine silk belt pouch can be affixed to a belt or 
  bandolier and holds up to five potions (or flasks, vials, etc.) 
  but also contains an extradimensional space that can hold 
  up to 20 more. A user aware of this space may retrieve 
  any stored potions as a swift action and the contents of the 
  pouch do not count towards encumbrance. If more than 
  one potion pouch is worn at one time, both cease 
  functioning, though the wearer can store and retrieve 
  whatever potions are held in the five pockets normally.  
  Construction 
  Requirements Craft Wondrous Item, secret chest; Cost 
  600 gp 
   
  PUMPKIN COTTAGE 
  Aura strong conjuration and transmutation; CL 13th 
  Slot none; Price 12,000 gp; Weight 2 lbs. 
  Description 
  This small, dried pumpkin gourd has a tiny door set into 
  it. When placed on the ground and the command word 
  spoken, it expands into a 12-foot high, 20-foot diameter 
  giant pumpkin cottage, functioning as secure shelter. The 
  interior contains food and space for up to 8 medium-sized 
  creatures and resting within provides twice the normal 
  natural healing. A pumpkin cottage functions once per day 
  and lasts 24 hours unless a second command word is 
  spoken earlier, returning it to normal size. Creatures 
  within the cottage when it shrinks are placed safely 
  outside. 
  Construction 
  Requirements Craft Wondrous Item, mage’s magnificent 
  mansion, secure shelter; Cost 6,000 gp 
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  58 
  PURIFYING BUCKET 
  Aura faint conjuration; CL 3rd 
  Slot none; Price 1,500 gp; Weight 3 lbs. 
  Description 
  This finely-crafted wooden bucket can hold up to two 
  gallons of liquid and, on command, purifies any liquid 
  within as purify food and drink. If a dying creature receives a 
  drink from the bucket within one minute of purification, 
  they are stabilized. Additionally, it provides a +4 
  circumstance bonus to Heal checks for providing long-
  term care if administered to the patients. 
  Construction 
  Requirements Craft Wondrous Item, purify food and 
  drink, stabilize; Cost 750 gp 
   
  READJUSTMENT TAPE 
  Aura faint transmutation; CL 3rd 
  Slot none; Price 100 gp; Weight 0.1 lbs. 
  Description 
  This measuring tape is made of fine leather and capped 
  with silver ends set with runes. Up to three times per day 
  as a full-round action, the user may measure the 
  dimensions of an ill-fitting outfit or armor on themselves 
  or another creature and it perfectly adjusts to fit for one 
  day or until removed. This cannot make an outfit change 
  size categories for creatures of differing sizes nor does it 
  add or remove existing features, such as sleeves, pockets, 
  or slits for wings, though it can adjust their position 
  slightly. Armor that has been donned hastily due to hurry 
  or lack of assistance becomes properly worn. 
  Construction 
  Requirements Craft Wondrous Item, mending; Cost 50 
  gp 
   
  RECALL CRYSTAL 
  Aura moderate conjuration; CL 11th 
  Slot none; Price 1,500 gp; Weight 2 lbs. 
  Description 
  This fist-sized blue crystal sparkles with internal light and, 
  when held and the command word spoken, transports its 
  user and up to three medium-sized creatures or one large-
  sized creature to the location of the crystal’s creation, as 
  word of recall. The creatures must all be in contact and 
  cannot be carrying more than a heavy load or the 
  teleportation fails. The crystal crumbles to dust after being 
  used. If the target destination is not at a ley line node, the 
  crystal is created at double the cost. 
  Construction 
  Requirements Craft Wondrous Item, word of recall; 
  Cost 750 gp 
   
   
   
   
   
  SCRAMBLESTONE 
  Aura moderate conjuration; CL 12th 
  Slot none; Price 1,200 gp; Weight 2 lbs. 
  Description 
  This faceted quartz gem is filled with myriad lights and 
  may be thrown as a standard action with a range 
  increment of 20 feet. On impact, all creatures within 20 
  feet are subject to a field of chaotic, teleportation energy 
  and must succeed at a DC 16 Will save or be teleported 
  to a random adjacent square and take 1d10 damage. A 
  successful save negates the teleportation effect and halves 
  the damage. 
  Construction 
  Requirements Craft Wondrous Item, teleport; Cost 600 
  gp 
   
  SEED OF FIERY IMMOLATION 
  Aura moderate evocation and necromancy; CL 10th 
  Slot none; Price 3,000 gp; Weight — 
  Description 
  This wooden pellet resembles a tiny black acorn and 
  seethes with internal heat. Upon speaking the command 
  word, it may be thrown as a standard action at a target 
  within 60 feet, requiring a ranged touch attack. A creature 
  struck takes 10d6 damage (Fort DC 20, half). Regardless 
  of the results of the save, if this would kill the target, it 
  explodes into a fireball dealing 10d6 fire damage or 1d6 
  per target’s HD, whichever is lower (Reflex DC 20). This 
  destroys the body. The seed is destroyed regardless of the 
  outcome of the attack. 
  Construction 
  Requirements Craft Wondrous Item, fire seeds, slay 
  living; Cost 1,500 gp 
   
  SEED OF LEAFY SHELTER 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 20,000 gp; Weight — 
  Description 
  This silver-gilded seed can be planted into sand, soil, or 
  loose stone. When the command word is spoken, it begins 
  to sprout and grow into a pine tree. Within half an hour, 
  the tree is forty feet tall, with its lower branches stretching 
  20 feet in diameter and forming an area at the base of the 
  trunk similar to a tiny hut spell, though only in regards to 
  environmental effects. A second command word, spoken 
  while touching the tree, causes it to revert to seed form 
  over the next 30 minutes. The tree is treated as hardness 
  10 and has 80 hit points. If cut down or destroyed, the 
  seed is irretrievable and destroyed as well. The seed may 
  be used once per day and its hit points are restored each 
  morning. 
  Construction 
  Requirements Craft Wondrous Item, plant growth, tiny 
  hut; Cost 10,000 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  59 
  SEED OF NATURE’S EMBRACE 
  Aura moderate conjuration and transmutation; CL 11th 
  Slot none; Price 5,000 gp; Weight 0.5 lbs. 
  Description 
  This small, carved acorn is gilded in the purest of gold. 
  When swallowed by a willing creature, it transmutes them 
  and their gear into a tree native to the area for one week. 
  In this state, the imbiber is unaware of their surroundings 
  and their body is healed and made whole. At the end of 
  this time, they are returned to their true form with all hit 
  point damage, ability damage and drain, negative levels, 
  missing limbs, and conditions that could be cured by heal 
  removed. This seed may be used on a creature that has 
  been dead less than one minute to restore them to life. 
  Effects that dispel magic or restore a creature to its true 
  form can end the seed’s effect prematurely, but the 
  imbiber gains no benefit if this occurs. 
  Construction 
  Requirements Craft Wondrous Item, breath of life, plant 
  shape I, regenerate, restoration; Cost 3,000 gp 
   
  SHIFTING PILL 
  Aura strong transmutation; CL 20th 
  Slot none; Price 5,000 gp; Weight 0.1 lbs. 
  Description 
  This clear, crystalline pill allows its imbiber to take the 
  form of another creature. If mixed with the blood of a 
  single, living creature, the pill dissolves into a concoction 
  that remains potent for up to one hour. If consumed 
  within that time, it allows shapechange, as the spell, but the 
  imbiber may only shift between the form of the creature 
  which provided the blood and its original form. 
  Construction 
  Requirements Craft Wondrous Item, shapechange; Cost 
  2,500 gp 
   
  SPHERE OF DARK ICE 
  Aura moderate conjuration; CL 10th 
  Slot none; Price 40,000 gp; Weight 4 lbs. 
  Description 
  This two-inch orb resembles a sphere of perfectly-formed 
  black ice. Its holder may concentrate as a standard action 
  to activate one of the following abilities: 
  • 
  Create a cone of black ice shards, dealing 10d6 
  damage (Reflex DC 17, half) to creatures caught 
  within it. The damage is half cold and half unholy 
  damage and creatures with the good subtype take 
  50% additional damage. 
  • 
  Launch an icicle of black ice as a ranged touch 
  attack, dealing 8d6 damage and stunning good-
  aligned targets (Fort DC 17, negates stun). The 
  damage dealt is half cold and half unholy. 
  • 
  Generate a breastplate of non-hindering black ice 
  armor around the holder. The armor grants a +4 
  armor bonus and a +1 profane bonus to AC and 
  lasts for 30 minutes. 
  A sphere of dark ice may be used up to three times per day. 
  A good-aligned creature carrying the sphere receives one 
  temporary negative level that cannot be overcome or 
  removed as long as the sphere is in their possession. 
  Construction 
  Requirements Craft Wondrous Item, cone of cold, 
  desecrate, mage armor, wall of ice; Cost 20,000 gp 
   
  STARDUST ORB 
  Aura moderate evocation; CL 7th 
  Slot none; Price 15,000 gp; Weight — 
  Description 
  This inch-wide glittering orb glows with a rainbow hue. 
  When released around its user’s head, it orbits as an ioun 
  stone, shedding light as a torch. Each sunset, the orb 
  generates seven glittering motes of light that circle its 
  user’s head as well. The owner may launch one of these 
  motes as a standard action, making a ranged touch attack 
  that deals 4d6+7 damage, half of which is fire and the rest 
  resulting from divine power. If the orb is caught, removed 
  from orbit, or taken away from its owner the motes vanish. 
  A single user cannot have more than seven such motes, 
  nor can they use more than one stardust orb at a time. 
  Construction 
  Requirements Craft Wondrous Item, flame strike, produce 
  flame; Cost 7,500 gp 
   
  STEAM CAPSULE 
  Aura moderate conjuration; CL 7th 
  Slot none; Price 1,400 gp; Weight 0.5 lbs. 
  Description 
  This palm-sized brass sphere can be thrown as a splash 
  weapon, releasing a blast of superheated steam which 
  deals 5d6 fire damage in a 20-foot radius (Reflex DC 15, 
  half) and persists for 1d4 rounds as a solid fog that deals 1d6 
  fire damage per round. 
  Construction 
  Requirements Craft Wondrous Item, fireball, solid fog; 
  Cost 700 gp 
   
  STONE OF BETRAYAL 
  Aura strong enchantment; CL 20th 
  Slot none; Price 12,000 gp; Weight 1 lb. 
  Description 
  This gem glimmers with a kaleidoscope of colors. As a 
  standard action, it may be thrown to explode with chaotic 
  energy, causing all creatures other than its user to make a 
  DC 25 Will save or regard each other as mortal enemies, 
  which must be defeated or killed. Affected creatures 
  ignore the user until all other targets are downed or fled. 
  A creature receives a new saving throw if forced to attack 
  a close friend or loved one (not merely an ally). This is a 
  mind-affecting compulsion effect and lasts for 10 minutes.  
  Construction 
  Requirements Craft Wondrous Item, confusion, dominate 
  monster, rage; Cost 6,000 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  60 
  STONE OF FALSE VITALITY 
  Aura faint conjuration and necromancy; CL 5th 
  Slot none; Price 900 gp; Weight 1 lb. 
  Description 
  This piece of quartz swirls with light and darkness. When 
  touched to a creature and the command word spoken, the 
  target receives 2d8+5 temporary hit points and a +2 
  alchemical bonus to Strength. They are also cured of the 
  fatigued, sickened, and nauseated conditions. After one 
  hour, the target loses 2d8+5 hit points and becomes 
  exhausted. The stone may be used up to five times before 
  crumbling to dust. 
  Construction 
  Requirements Craft Wondrous Item, bull’s strength, cure 
  moderate wounds, inflict moderate wounds; Cost 450 gp 
   
  THORN PRISON 
  Aura moderate transmutation; CL 7th 
  Slot none; Price 2,500 gp; Weight — 
  Description 
  When this seed-filled pouch is thrown as a standard 
  action, it bursts into a five foot radius patch of animated, 
  thorny vines. The vines immediately attempt to grapple 
  creatures within or entering their area with a CMB of +12 
  and a CMD of 22. The vines gain a +5 bonus to CMB 
  against a target directly struck by the pouch for the first 
  grapple attempt. The vines deal 1d6+4 magical piercing 
  damage when they maintain a grapple. The vines persist 
  for 7 rounds before crumbling to dust. They may be 
  dispelled but cannot be destroyed, re-growing as fast as 
  they are damaged. 
  Construction 
  Requirements Craft Wondrous Item, black tentacles, 
  entangle, plant growth; Cost 1,250 gp 
   
  THUNDERCHARGE POWDER 
  Aura moderate evocation; CL 9th 
  Slot none; Price 6,000 gp; Weight 2 lbs. 
  Description 
  This coppery powder seems to spark with electricity and 
  bears the faint scent of ozone. When sprinkled over a 
  creature, its movement generates small amounts of static 
  electricity from the air. The creature’s base speed is 
  considered 10 feet greater on its next charge attack and 
  each 10 feet moved during the charge adds one point of 
  electricity damage to the first attack made. The user takes 
  an equal amount of electricity damage at the end of the 
  their turn. Each use of thundercharge powder is effective for 
  up to one minute or until the user charges. A bag of 
  thundercharge powder is created with enough powder for 10 
  uses. 
  Construction 
  Requirements Craft Wondrous Item, call lightning or 
  lightning bolt, expeditious retreat or longstrider; Cost 3,000 gp 
   
   
  TIME DILATION PILL 
  Aura moderate transmutation; CL 5th 
  Slot none; Price 3,000 gp; Weight 0.1 lbs. 
  Description 
  This golden pill thrums with energy and, when eaten, 
  grants its imbiber incredible speed. The user gains a +2 
  bonus on attack rolls and a +2 dodge bonus to AC and 
  Reflex saves, as well as a +20 enhancement bonus to all 
  movement speeds, up to twice their normal speed, for five 
  rounds. Once per round, the user may move up to their 
  speed as a swift action. At the end of the pill’s effect, the 
  imbiber becomes exhausted for 15 minutes. An already 
  fatigued or exhausted user becomes unconscious instead. 
  The pill’s effects do not stack with haste or similar effects. 
  Construction 
  Requirements Craft Wondrous Item, haste; Cost 1,500 
  gp 
   
   
   
  TOME OF THE SUMMONED SERVANT 
  Aura moderate conjuration; CL 17th 
  Slot none; Price 10,000 gp (lesser), 35,000 gp (normal), 
  75,000 gp (greater); Weight 5 (lesser), 10 (normal), or 15 
  (greater) lbs. 
  Description 
  This weighty tome is filled with breathtaking depictions of 
  creatures, particularly those that can be summoned with 
  summon nature’s ally and summon monster spells. When opened 
  to a creature’s page, a reader may expend an equivalent 
  spell or spell slot to spontaneously cast the appropriate 
  summon spell used to call forth a single creature as a full 
  round action. The appropriate summon spell must be on 
  the caster’s spell list. Once per week, while using a 
  creature’s depiction as a summoning focus, they may 
  change the spell’s normal duration to 1 hour. Tomes of the 
  summoned servant come in three variations: a normal tome 
  allows summon spells of up to 6th level, while a lesser or 
  greater tome allow summons of 1st through 3rd level or up 
  to 9th level, respectively. 
  Construction 
  Requirements Craft Wondrous Item, Extend Spell, 
  summon monster I-IX; Cost 5,000 gp (lesser), 17,500 gp 
  (normal), 37,500 gp (greater) 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  61 
  WAND SLEEVE 
  Aura faint transmutation; CL 3rd 
  Slot none; Price 250 gp; Weight 1 lb. 
  Description 
  This ornate silver end-cap is roughly thumb-sized and 
  engraved with numerous common activation runes and 
  symbols. When placed over the bottom end of a wand, it 
  helps its wielder focus on the activation triggers required 
  to call forth its power, granting a +1 competence bonus to 
  Use Magic Device checks made to activate the item. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor; 
  Cost 125 gp 
   
   
  WARDING KEY 
  Aura moderate abjuration; CL 6th 
  Slot none; Price 15,000 gp; Weight 1 lb. 
  Description 
  This ornate golden key has no teeth. When touched to a 
  door and the command word spoken, the user chooses a 
  password and wards a room of up 30 feet by 30 feet and 
  15 feet high. The room’s perimeter is encased in a shell-
  like silence effect, which prevents the passage of sound into 
  or out of the room. Additionally, any creatures entering 
  the area without speaking the password trigger an audible 
  alarm within the room. The key’s effect fails if the user 
  attempts to ward a room larger than permitted. The ward 
  persists until dispelled, the keyholder dismisses it, or the 
  key leaves the warded area. 
  Construction 
  Requirements Craft Wondrous Item, alarm, silence; 
  Cost 7,500 gp 
   
   
   
   
   
  WARPAINT OF POWER 
  Aura moderate transmutation; CL 9th 
  Slot none; Price 5,000 gp; Weight 2 lbs. 
  Description 
  This jar contains body paint which comes in many colors. 
  Warpaint of power may be applied to a creature by painting 
  the majority of its body, an act requiring at least 30 
  minutes. Once applied, the warpaint grants a +2 sacred 
  bonus to Strength and Constitution, a +10-foot sacred 
  increase to the creature’s base land speed, and all natural 
  and manufactured weapon attacks count as the creature’s 
  alignment for overcoming damage reduction. These 
  bonuses last for 24 hours or until the paint is removed, 
  requiring 10 minutes or an erase spell. A jar of warpaint of 
  power contains a single use of body paint regardless of the 
  painted creature’s size. 
  Construction 
  Requirements Craft Wondrous Item, bear’s endurance, 
  bull’s strength, divine power; Cost 2,500 gp 
   
   
  WATER STONE 
  Aura faint conjuration; CL 3rd 
  Slot none; Price 500 gp; Weight 1 lb. 
  Description 
  This smooth river stone has been inscribed with runes in 
  aquan. When placed in a container and the command 
  word is spoken, the stone slowly produces water at a rate 
  of one cup per minute until the container is full or its daily 
  limit is reached (3 gallons, which takes 48 minutes of 
  production). 
  Construction 
  Requirements Craft Wondrous Item, create water; Cost 
  250 gp 
   
   
  WHEEL OF THUNDER 
  Aura faint evocation; CL 5th 
  Slot none; Price 2,000 gp; Weight 3 lbs. 
  Description 
  This small, spoked iron wheel is six inches across and 
  attached to a small rod, like a pinwheel. When spun as a 
  standard action, the wheel generates a mobile ring of 
  lightning surrounding the user for five rounds. Any 
  creature starting its turn adjacent to the user takes 5d6 
  electricity damage (Reflex DC 15, half). The user may also 
  spend a standard action once during this duration to 
  release a peal of thunder that stuns all other creatures 
  within 10 feet (Fortitude DC 15, negates). This is a sonic 
  effect. A wheel of thunder may be used up to five times before 
  losing all power and crumbling to dust. 
  Construction 
  Requirements Craft Wondrous Item, energy aura, 
  lightning bolt, sound burst; Cost 1,000 gp 
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  62 
  Sets 
  A magic item set is designed such that when a creature 
  wears more than one piece of the set, it adds additional 
  bonuses along a specific theme. If an item does not take 
  an item slot, the item must instead be on the wearer’s 
  person and not in a dimensional space to count for the 
  purpose of the set. Unless otherwise noted, any bonuses a 
  magic item set provides are untyped, stacking with all 
  other bonuses except those from other magic item sets. Set 
  bonuses operate at the CL of the highest CL worn item. 
   
  ACROBAT’S SET 
  This five-piece set benefits an acrobatic warrior, boosting 
  various abilities that enable a creature to move agilely. 
  The set is composed of the acrobat’s armor, acrobat’s bandana, 
  acrobat’s boots, acrobat’s cloak, and acrobat’s gloves. It provides 
  the following set bonuses to its wearer. 
  2 pieces: When climbing, the wearer does not lose his 
  Dexterity bonus to AC. When making a high jump, the 
  DC is halved. 
  3 pieces: The wearer gains sneak attack +1d6 or an 
  additional +1d6 to existing sneak attack. 
  4 pieces: Any penalties for accelerated movement while 
  using Acrobatics or Climb are halved. 
  5 pieces: The wearer gains a +5 insight bonus to 
  Acrobatics checks. 
   
  ACROBAT’S ARMOR 
  Aura moderate transmutation; CL 6th 
  Slot armor; Price 10,175 gp; Weight 20 lbs. 
  Description 
  This +2 studded leather armor grants its wearer a +2 dodge 
  bonus to AC until the start of their next turn when they 
  make a successful Acrobatics check to move through an 
  enemy’s threatened space. 
  Construction 
  Requirements Craft Magic Arms and Armor, cat’s grace; 
  Cost 5,175 gp 
   
  ACROBAT’S BANDANA 
  Aura faint transmutation; CL 3rd 
  Slot head; Price 5,000 gp; Weight 1 lb. 
  Description 
  This silken bandana keeps sweat and hair from its 
  wearer’s eyes and its trailing ends seem to flutter in a faint 
  breeze. The bandana senses changes in wind and other 
  factors a split-second before they occur, alerting their 
  wearer by the movements of its trailing ends. It provides 
  a +2 insight bonus to Acrobatics checks made to balance. 
  The bandana may be pulled over the eyes like a blindfold 
  as a move action. Once per hour, while in this position, 
  the wearer may reroll a failed Acrobatics or Climb check. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace; Cost 
  2,500 gp 
   
  ACROBAT’S BOOTS 
  Aura moderate transmutation; CL 7th 
  Slot feet; Price 15,000 gp; Weight 3 lbs. 
  Description 
  These supple boots are comfortable and provide excellent 
  grip, granting a +10 enhancement bonus to speed and a 
  +5 competence bonus to Acrobatics checks. Three times 
  per day as an immediate action, the wearer may make a 
  DC 10 Acrobatics check to gain a +1 competence bonus 
  to their next Reflex save made before the start of their 
  next turn, adding an additional +1 for each 10 points by 
  which they exceed the DC.  
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, jump; 
  Cost 7,500 gp 
   
   
  ACROBAT’S CLOAK 
  Aura moderate abjuration and illusion; CL 7th 
  Slot shoulders; Price 9,000 gp (+2), 14,000 gp (+3), 
  21,000 gp (+4), 30,000 (+5); Weight 4 lbs. 
  Description 
  This stylish cloak is made of sturdy but fine fabric, 
  protecting the wearer as endure elements. Additionally, the 
  wearer constantly benefits from feather fall when they fall 
  more than 10 feet and, if able to grasp the cloak’s edges 
  with both hands, may direct their fall, moving horizontally 
  up to half the distance they fall each round. While wearing 
  this cloak, they always lands on their feet regardless of the 
  distance fallen. 
  Construction 
  Requirements Craft Wondrous Item, endure elements, 
  feather fall; Cost 4,500 gp (+2), 7,000 gp (+3), 10,500 gp 
  (+4), 15,000 gp (+5) 
   
   
  ACROBAT’S GLOVES 
  Aura faint transmutation; CL 5th 
  Slot hands; Price 10,000 gp; Weight 2 lbs. 
  Description 
  These fine gloves are supple and allow superior tactile 
  sensation, granting a +5 competence bonus to Climb 
  checks. When the wearer successfully uses Acrobatics to 
  move through an opponent’s threatened space, they gain 
  a +2 competence bonus to the next attack they make 
  against that creature before the end of their turn. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, spider 
  climb; Cost 5,000 gp 
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  63 
  CELESTIAL CRESCENTS 
  There are several versions of this set, but each is designed 
  to be wielded as a pair of weapons. The sun and moon 
  enchantments can be applied to any weapon (daggers are 
  given as the example below). The set bonus depends on 
  which pair of weapons are being wielded, with three 
  possible combinations. 
  Moon & Moon: Gain darkvision 60 feet and the ability to 
  see in magical darkness to a distance of 30 feet. 
  Sun & Moon: The first time a creature is struck by both 
  blades in the same round it takes an additional +2d6 
  untyped damage. 
  Sun & Sun: Increase both weapons’ ranged fire damage 
  to 2d6. 
   
  CRESCENT OF THE MOON 
  Aura moderate evocation; CL 10th 
  Slot none; Price 36,302 gp; Weight 1 lb. 
  Description 
  This crescent-bladed dagger emits a soft blue light and 
  functions as a +1 icy burst keen dagger. Its wielder can move 
  across icy surfaces without penalty and is unaffected by 
  cold effects which would slow their movement. 
  Construction 
  Requirements Craft Magic Arms and Armor, ice storm; 
  Cost 18,302 gp 
   
  CRESCENT OF THE SUN 
  Aura moderate evocation; CL 10th 
  Slot none; Price 36,302 gp; Weight 1 lb. 
  Description 
  This crescent-bladed dagger emits a soft yellow light and 
  functions as a +1 flaming burst keen dagger. In place of a 
  normal attack with the weapon, the wielder may fire a 
  flaming bolt as a ranged touch attack at a target within 20 
  feet, dealing 1d6 fire damage. 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball; 
  Cost 18,302 gp 
   
  SET OF THE FOOL 
  This four-piece set is designed for a court jester and is 
  meant to give the wearer increased skill at entertaining 
  others. 
  2 pieces: +1 round of bardic performance per set piece 
  worn. 
  3 pieces: Pyrotechnics 1/day 
  4 pieces: +10-foot enhancement bonus to base land 
  speed. 
  Special: The bells on each piece give the wearer a 
  cumulative –2 penalty to Stealth checks involving 
  remaining unheard. The wearer can be silenced but if the 
  bells are purposefully deadened or removed, that piece 
  does not provide any benefits until repaired. 
   
  FOOL’S BOOTS 
  Aura moderate conjuration; CL 7th 
  Slot feet; Price 6,000 gp; Weight 2 lbs. 
  Description 
  These brightly-colored boots have bells on the ends of 
  their pointed toes. They grant their wearer a +5 
  competence bonus on Perform (dance) attempts and, up 
  to three times per day, allow them to substitute Perform 
  (dance) for Acrobatics when attempting to move through 
  a threatened area. Additionally, the wearer may vanish 
  twice per day. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, 
  dimension door, vanish; Cost 3,000 gp 
   
  FOOL’S CAP 
  Aura faint enchantment; CL 5th 
  Slot head; Price 5,000 gp; Weight 1 lb. 
  Description 
  This colorful jester’s cap has four long points ending with 
  bells. A fool’s cap grants the wearer a +3 competence bonus 
  on Charisma-based skill checks. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor; 
  Cost 2,500 gp 
   
  FOOL’S GLOVES 
  Aura faint transmutation; CL 3rd 
  Slot hands; Price 4,000 gp; Weight 1 lb. 
  Description 
  These brightly-colored, close-fitting gloves have shiny 
  bells along their wrists and grant their wearer a +1 
  competence bonus on attack rolls with thrown weapons 
  and a +5 competence bonus on Sleight of Hand and 
  Dexterity-based check to catch items. They allow their 
  wearer to use prestidigitation on command. 
  Construction 
  Requirements Craft Wondrous Item, cat’s grace, 
  prestidigitation; Cost 2,000 gp 
   
  FOOL’S RAIMENT 
  Aura faint abjuration; CL 5th 
  Slot body; Price 10,000 gp; Weight 5 lbs. 
  Description 
  This colorful jester’s outfit is festooned with bright 
  decorations and bells. The fool’s raiment grants energy 
  resistance 5 against acid, cold, electricity, and fire 
  damage. Once per day, one round after the wearer falls 
  unconscious, the outfit heals the wearer for 1d8+1 
  damage. Additionally, up to three times per day the 
  wearer may cast feather fall on themselves as an immediate 
  action. 
  Construction 
  Requirements Craft Wondrous Item, cure light wounds, 
  feather fall, energy resistance; Cost 5,000 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  64 
  SETTING SUN 
  This three-piece set was crafted by sun worshipers who 
  specialized in hunting undead. The set has the following 
  benefits: 
  2 pieces: The user’s weapon attacks count as ghost touch 
  against incorporeal undead. 
  3 pieces: The user may use restoration 1/day on 
  themselves, including removing a permanent negative 
  level if they provide the diamond dust material 
  component. 
   
  BLADE OF THE SETTING SUN 
  Aura moderate evocation; CL 10th 
  Slot none; Price 11,315 gp; Weight 2 lbs. 
  Description 
  This +1 undead bane scimitar shines with a golden 
  illumination when undead are within 30 feet, shedding 
  light as a torch. 
  Construction 
  Requirements Craft Magic Arms and Armor, detect 
  undead, summon monster III; Cost 5,815 gp 
   
  BREASTPLATE OF THE SETTING SUN 
  Aura moderate abjuration; CL 10th 
  Slot armor; Price 13,200 gp; Weight 15 lbs. 
  Description 
  This +1 deathless mithral breastplate is emblazoned with a 
  sigil of the sun and sheds light like a candle. The wearer 
  takes no penalties from accumulated negative levels, but 
  still die if they exceed their Hit Dice. 
  Construction 
  Requirements Craft Magic Arms and Armor, death 
  ward; Cost 8,700 gp 
   
  SANDALS OF THE SETTING SUN 
  Aura moderate transmutation; CL 10th 
  Slot feet; Price 5,000 gp; Weight 1 lbs. 
  Description 
  These finely-made sandals are embroidered with gold and 
  grant their wearer a +10 enhancement bonus to base 
  speed. The wearer may also concentrate as a standard 
  action to gain the benefits of hide from undead (DC 15) for 
  up to one hour per day. The duration may be broken up 
  into 10 minute increments. 
  Construction 
  Requirements Craft Wondrous Item, hide from undead, 
  longstrider; Cost 2,500 gp 
   
  RINGS OF SIN 
  These rings are forged to bestow a sense of camaraderie 
  and loyalty among groups of less-honorable individuals. 
  All rings of sin possess the following qualities. When using 
  the aid another action or flanking with another wearer of 
  a ring of sin, the wearer increases the bonuses from aid 
  another or flanking by 1. All other powers bestowed by a 
  ring of sin are only granted after wearing the ring for 24 
  hours. If a non-evil creature wears a ring of sin, it gains 1 
  permanent negative level until it removes the ring. If a 
  good creature wears a ring of sin, it instead takes 2 
  permanent negative levels. These negative levels cannot 
  be overcome by any means while wearing the rings. 
   
  RING OF SIN, ENVY 
  Aura moderate abjuration; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Wisdom and allows the use of dispel magic once 
  per day at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater. 
  Construction 
  Requirements Forge Ring, dispel magic, owl’s wisdom; 
  Cost 5,000 gp 
   
  RING OF SIN, GLUTTONY 
  Aura moderate necromancy; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Constitution and allow the use of vampiric touch 
  once per day at the ring’s caster level or the wearer’s Hit 
  Dice, whichever is greater. 
  Construction 
  Requirements Forge Ring, bear’s endurance, vampiric 
  touch; Cost 5,000 gp 
   
  RING OF SIN, GREED 
  Aura moderate transmutation; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Dexterity and allows the use of haste once per day 
  at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater. 
  Construction 
  Requirements Forge Ring, cat’s grace, haste; Cost 5,000 
  gp 
   
  RING OF SIN, LUST 
  Aura moderate enchantment; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Charisma and allows the use of suggestion once 
  per day at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater. 
  Construction 
  Requirements Forge Ring, eagle’s splendor, suggestion; 
  Cost 5,000 gp 
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  65 
  RING OF SIN, PRIDE 
  Aura moderate enchantment; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Intelligence and allows the use of heroism once per 
  day at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater. Additionally, the ring grants its 
  wearer knowledge of the Infernal language and 1 skill 
  point per HD in Knowledge (religion), as a headband of vast 
  intelligence. 
  Construction 
  Requirements Forge Ring, cat’s grace, haste; Cost 5,000 
  gp 
   
  RING OF SIN, SLOTH 
  Aura moderate transmutation; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants its wearer a +2 
  profane bonus to Constitution and the use of slow once per 
  day at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater. 
  Construction 
  Requirements Forge Ring, bear’s endurance, slow; Cost 
  5,000 gp 
   
  RING OF SIN, WRATH 
  Aura moderate enchantment; CL 10th 
  Slot ring; Price 10,000 gp; Weight — 
  Description 
  This simple, rune-inscribed ring grants a +2 profane 
  bonus to Strength and allows the use of rage once per day 
  at the ring’s caster level or the wearer’s Hit Dice, 
  whichever is greater 
  Construction 
  Requirements Forge Ring, bull’s strength, rage; Cost 
  5,000 gp 
   
  SETS OF SIN 
  These magic item sets are designed to be used with the 
  rings of sin, and each is themed for a specific sin. If a set is 
  worn by a non-evil creature in its entirety, the creature 
  must make a DC 20 Will save upon putting on all of the 
  items, and once per day for each day thereafter. Failure 
  indicates the creature is overwhelmed by the sin aligned 
  with the set, and moves one alignment step toward evil. A 
  creature need not make this saving throw more than once 
  per day. Each set also includes the appropriate ring of sin. 
   
   
   
   
   
  ENVY 
  This set is aligned with the sin of envy. The wearer of this 
  set usually tends to be extremely prone to envy and 
  jealousy. It provides the following set bonuses to its 
  wearer. 
  2 pieces: 3/day may dimension swap (DC 19) with a range 
  of 40 feet as a move action. Against an unwilling target, 
  this costs two daily uses and if the target saves, they 
  remain in their position and the user ends up in an open 
  space adjacent to them. This functions as dimension door, 
  and ends the user’s turn after use. 
  3 pieces: 2/day envious urge (CL 10, DC 19) 
  4 pieces: When an attacker rolls a natural 1 on attack rolls 
  against the wearer, for the next minute the attacker 
  receives a –1 penalty to attack rolls and the wearer 
  receives a +1 bonus to attack rolls.  The penalty and 
  bonus stacks with itself. This is a curse effect. 
   
  ARMOR OF ENVY 
  Aura moderate abjuration; CL 10th 
  Slot armor; Price 20,175 gp; Weight 20 lbs. 
  Description 
  This rune-covered +2 studded leather armor grants its wearer 
  a +2 resistance bonus to saving throws. If worn with the 
  crown of spell-stealing the items stack to a total bonus of +4 
  instead. Twice per day, the wearer may make a melee 
  touch attack against a magical suit of armor to suppress its 
  magic, as dispel magic. If successful, the touched armor is 
  suppressed for one minute and the armor of envy gains the 
  enhancement bonus and magical properties of the target 
  armor (unless they would be invalid, such as not permitted 
  on studded leather armor). These properties overlap but 
  do not stack with the armor of envy’s normal magic. 
  Construction 
  Requirements Craft Magic Arms and Armor, dispel 
  magic, magic vestment; Cost 10,175 gp 
   
  BLADE OF ENVY 
  Aura moderate necromancy; CL 10th 
  Slot none; Price 32,310 gp; Weight 2 lbs. 
  Description 
  This slender +2 keen shortsword is etched with runes of 
  strength. When its wielder damages a creature with a 
  sneak attack or critical hit, the target receives 2 points of 
  Strength damage and the wielder gains a +2 bonus to 
  Strength for 10 minutes. This effect can stack on the 
  wielder to a maximum bonus of +4, but additional hits 
  can extend the duration. 
  Construction 
  Requirements Craft Magic Arms and Armor, bestow 
  curse, death knell; Cost 16,310 gp 
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  66 
  CROWN OF SPELL-STEALING, ENVY 
  Aura moderate abjuration; CL 11th 
  Slot head; Price 54,000 gp; Weight 4 lbs. 
  Description 
  This ornate crown of gold is set with small sapphires and 
  grants its wearer a +3 resistance bonus to saving throws. 
  The crown may store up to five levels of spells within it, 
  similar to a ring of spell storing. These spells cannot be cast 
  from the crown. Instead, when another creature casts a 
  spell or uses a spell-like ability within 30 feet that matches 
  a stored spell, the wearer is alerted and may expend the 
  stored spell to gain control of the one being cast. This 
  increases the caster level of the spell by 2 and the wearer 
  chooses new targets and counts as the caster. Cantrips 
  count as half a spell level when stored in the crown. 
  Construction 
  Requirements Craft Wondrous Item, greater dispel magic, 
  limited wish; Cost 27,000 gp 
   
  GLUTTONY 
  This set is aligned with the sin of gluttony. Over time, 
  wearers of this set tend to appear emaciated or overfed. It 
  provides the following set bonuses to its wearer: 
  2 pieces: If the wearer consumes 1 day’s worth of non-
  magical food and drink, taking 5 minutes, the creature 
  heals 1 hit point per Hit Die. This ability may be used 
  no more than once per point of Constitution modifier 
  per day (minimum 1/day). 
  3 pieces: 1/day delectable flesh (CL 10, DC 19) 
  4 pieces: While under the effects of beast shape, all natural 
  attacks deal damage as though one size category larger 
  than normal. 
   
  HELM OF GLUTTONY 
  Aura moderate transmutation; CL 10th 
  Slot head; Price 22,000 gp; Weight 3 lbs. 
  Description 
  These helms typically resemble a beast’s head, like a bear, 
  leopard, or wolf. The helm provides a bite attack to the 
  wearer as a primary attack (1d6 medium, 1d4 small) if 
  used alone or as a secondary attack if used as part of a full 
  attack with manufactured weapons. This bite is at a +1 
  enhancement bonus to attack and damage and counts as 
  magical. Three times per day, the wearer may use beast 
  shape II to take the form of a bear, leopard, or wolf 
  (regardless of the helm’s design) for up to 10 minutes. 
  While under the effects of beast shape, the melded helm 
  grants its +1 enhancement bonus to bite attacks. 
  Construction 
  Requirements Craft Wondrous Item, beast shape II, 
  magic weapon; Cost 11,000 gp 
   
   
   
   
  TROLL LEATHERS, ARMOR OF GLUTTONY 
  Aura moderate abjuration and transmutation; CL 10th 
  Slot armor; Price 16,175 gp; Weight 20 lbs. 
  Description 
  This deep crimson +2 studded leather armor allows its wearer 
  to attempt a counterspell against a caster within 60 feet as 
  dispel magic, once per day as an immediate action. If 
  successful, the wearer gains fast healing 2 for 1 minute per 
  spell level of the countered spell. A wearer under the 
  effects of beast shape may still use this power. 
  Construction 
  Requirements Craft Magic Arms and Armor, dispel 
  magic, giant form I; Cost 8,175 gp 
   
  VAMPIRE FANG, SWORD OF GLUTTONY 
  Aura moderate necromancy; CL 10th 
  Slot none; Price 50,310 gp; Weight 2 lbs. 
  Description 
  This serrated +1 keen shortsword has a soft red sheen. Once 
  per day, its wielder may grant it the bane property against 
  a chosen creature type. When the wielder successfully 
  deals sneak attack or critical hit damage to a living 
  creature of the chosen type, the wielder heals a number of 
  hit points equal to the bonus damage granted by the bane 
  quality. A wielder under the effects of beast shape adds the 
  sword’s enhancement bonus to any claw attacks of their 
  new form. 
  Construction 
  Requirements Craft Magic Arms and Armor, summon 
  monster IV, vampiric touch; Cost 25,310 gp 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  67 
  GREED 
  This set is aligned with the sin of greed. The wearer of this 
  set tends to avoid spending money and is ravenous for 
  more wealth. The set provides the following set bonuses 
  to its wearer. 
  2 pieces: Stoneskin 1/day, CL 10. 
  3 pieces: 2/day demand offering (CL 10, DC 19) 
  4 pieces: Stoneskin appears to be gold, provides DR 10/- 
  and functions at CL 20. 
   
   
  ARMOR OF GREED 
  Aura moderate conjuration; CL 10th 
  Slot armor; Price 32,200 gp; Weight 15 lbs. 
  Description 
  This ornately-engraved +1 moderate fortification mithral 
  breastplate is gold-painted and set with gemstones. Once 
  per day, as an immediate action when taking damage, the 
  wearer may gain fast healing 5 for one minute. 
  Additionally, whenever damage is negated by the armor’s 
  fortification quality, the attacker loses 2d6 coins of highest 
  value and they appear in the wearer’s possession. The 
  wearer is aware of the transfer and the amount, though 
  the attacker is not unless able to actually see or count their 
  money. 
  This 
  even 
  works 
  on 
  coins 
  stored 
  in 
  extradimensional spaces, but has no effect against 
  attackers without coins. 
  Construction 
  Requirements Craft Magic Arms and Armor, cure 
  serious wounds, magic vestment; Cost 18,200 gp 
   
   
  EYES OF GREED 
  Aura moderate divination; CL 10th 
  Slot eyes; Price 10,000 gp; Weight 4 lbs. 
  Description 
  These ornate golden spectacles have thin amber-colored 
  lenses that grant a +5 competence bonus to Appraise 
  checks and can identify handled and carefully inspected 
  magic items as though using detect magic. The wearer may 
  substitute Appraise in place of Spellcraft while using this 
  ability. Additionally, the wearer may make a Use Magic 
  Device check (DC 15 + item’s caster level) against a 
  cursed magical item to force it to function normally. This 
  only works on items that have had their curses identified 
  by the wearer and which emulate a non-cursed magic 
  item. This effect persists for 24 hours and may be 
  attempted once per day per cursed item. 
  Construction 
  Requirements Craft Wondrous Item, analyze dweomer, 
  fox’s cunning; Cost 5,000 gp 
   
   
   
   
  WARHAMMER OF GREED 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 39,012 gp; Weight 5 lbs. 
  Description 
  This heavily-ornamented +1 construct bane impact adamantine 
  warhammer is gilded with gold. The additional damage 
  from bane applies to attacks and sunder attempts against 
  inanimate objects and, when wielded two-handed, the 
  warhammer deals damage as though one size category 
  larger. Additionally, if the warhammer would destroy a 
  held or worn item, the wielder may have that item appear 
  in their space with 1 hit point remaining instead. This is a 
  teleportation effect. 
  Construction 
  Requirements Craft Magic Arms and Armor, lead 
  blades; Cost 21,012 gp 
   
   
  LUST 
  This set is aligned with the sin of lust. Wearers of this set 
  tend to be charming and seductive, as well as prone to 
  manipulating others. It provides the following set bonuses 
  to its wearer: 
  2 pieces: Twice per day, as an immediate action before 
  attempting a saving throw, the wearer may choose to 
  add their Charisma bonus to the roll. 
  3 pieces: Wearer may use their Charisma bonus in the 
  place of their Dexterity bonus for their AC. This bonus 
  is restricted by the maximum Dexterity bonus of their 
  armor. 
  4 pieces: 1/day symbol of debauchery (CL 10, DC 19). There 
  may only be one such symbol at a time and it fades if 
  the wearer drops below four set pieces for more than 
  one hour. 
   
   
  ARMOR OF LUST 
  Aura moderate enchantment; CL 10th 
  Slot armor; Price 16,160 gp; Weight 15 lbs. 
  Description 
  This skintight +2 leather armor fits seamlessly and hugs its 
  wearer’s form with no arcane spell failure chance. When 
  the wearer uses bardic performance, they are protected as 
  though with sanctuary (with the same restrictions), but only 
  against the first creature to attempt an attack during that 
  use of performance (DC 11 + half the wearer’s ranks in 
  Perform). This lasts as long as the wearer continues to 
  perform (not just benefits from the performance, in the 
  case of effects that persist after a performance ends). 
  Construction 
  Requirements Craft Magic Arms and Armor, sanctuary, 
  suggestion; Cost 8,160 gp 
   
   
   
  
    
     
  365 Magic Items 
   
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  68 
  DAGGER OF LUST 
  Aura moderate enchantment; CL 10th 
  Slot none; Price 32,302 gp; Weight 1 lb. 
  Description 
  This +1 merciful dagger has a faint rosy hue and, when the 
  wielder confirms a critical hit, they may affect the target 
  with unnatural lust (Will DC 14, negates). 
  Construction 
  Requirements Craft Magic Arms and Armor, unnatural 
  lust; Cost 16,302 gp 
   
  GIRDLE OF LUST 
  Aura moderate enchantment and transmutation; CL 
  10th 
  Slot waist; Price 19,000 gp; Weight 1 lb. 
  Description 
  This elaborate golden girdle is finely crafted and functions 
  as a belt of physical might, adding a +2 enhancement bonus 
  to Dexterity and Constitution and a +5 competence 
  bonus to Bluff and Diplomacy checks. Wearers with 
  bardic performance gain two additional rounds of use. 
  Construction 
  Requirements Craft Wondrous Item, bear’s endurance, 
  cat’s grace, eagle’s splendor; Cost 9,500 gp 
   
   
  PRIDE 
  This set is aligned with the sin of pride. Wearers of this set 
  tend to be arrogant and overconfident. It provides the 
  following set bonuses to its wearer: 
  2 pieces: 3/day command, delusional pride, or ego whip I in 
  any combination (CL 10, DC 15). 
  3 pieces: +2 profane bonus to Charisma 
  4 pieces: +2 profane bonus to all saving throws 
   
  CROWN OF PRIDE 
  Aura moderate enchantment; CL 8th 
  Slot head; Price 8,000 gp; Weight 4 lbs. 
  Description 
  This delicate mithral crown is set with numerous beautiful 
  jewels and grants its wearer a +5 competence bonus to 
  Diplomacy and Intimidate checks. If the wearer would be 
  subject to a fear effect that allows a saving throw, they may 
  roll twice and take the better result. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  remove fear; Cost 4,000 gp 
   
  GLORIOUS ROBE, PRIDE 
  Aura moderate abjuration; CL 10th 
  Slot body; Price 20,000 gp; Weight 5 lbs. 
  Description 
  This finely-made robe is always free of dirt and wear, 
  granting its wearer a +3 resistance bonus to saving throws 
  and the benefits of sanctuary (DC 11 + the wearer’s 
  Charisma modifier). The sanctuary effect renews after its 
  wearer has been out of combat for 10 minutes, allowing it 
  to affect previous targets again. 
  Construction 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  resistance, 
  sanctuary; Cost 10,000 gp 
   
  PRETENTIOUS BLADE, SWORD OF PRIDE 
  Aura moderate evocation; CL 10th 
  Slot none; Price 55,320 gp; Weight 2 lbs. 
  Description 
  This gleaming +3 flaming burst rapier seems forged from 
  rainbow-hued glass and sheds normal light in a 30-foot 
  radius, raising the light level by one step for 30 feet beyond 
  that, up to normal. The wielder receives a +1 morale 
  bonus to attack any targets with the blade that they struck 
  with the blade in the previous round. They also receive a 
  +1 morale bonus to retaliate with the blade against any 
  creature that struck them within the previous round. 
  These bonuses do not stack with each other but do stack 
  specifically with the morale bonus from the inspire 
  courage bardic ability. The pretentious blade counts as glass 
  for effects but is as strong as steel. 
  Construction 
  Requirements Craft Magic Arms and Armor, daylight, 
  fireball; Cost 27,820 gp 
   
   
  SLOTH 
  This set is aligned with the sin of sloth. Wearers of this set 
  tend to be slow moving and lazy. It provides the following 
  set bonuses to the wearer: 
  2 pieces: Dimension door 1/day (CL 10). 
  3 pieces: 2/day Burst of Lethargy in a 15 foot burst. 
  Living creatures and intelligent undead other than the 
  user are staggered for 1 round (Will save DC 19, 
  negates). 
  4 pieces: Fly as overland flight for 8 hours a day (1 hour 
  increments minimum, CL 10). 
   
  ARMOR OF SLOTH 
  Aura moderate abjuration; CL 10th 
  Slot armor; Price 25,750 gp; Weight 50 lbs. 
  Description 
  This unadorned +2 half plate could easily pass as non-
  masterwork without close inspection (DC 15 Appraise), 
  though it detects as magical. Its wearer is immune to 
  magical effects that would slow or hinder their 
  movements, though not to paralysis or other effects that 
  prevent movement entirely. 
  Construction 
  Requirements Craft Magic Arms and Armor, freedom of 
  movement; Cost 13,250 gp 
   
   
  
    
     
  365 Magic Items 
   
  Benjamin Medrano, Zenith Games 
  69 
  QUARTERSTAFF OF SLOTH 
  Aura moderate transmutation; CL 10th 
  Slot none; Price 36,600 gp; Weight 4 lbs. 
  Description 
  This metal-shod +1/+1 quarterstaff is well-made and easily 
  maneuverable. If an enemy is struck with both ends in a 
  single round, it is affected by slow (no save) for one round 
  and the wielder gains the benefit of haste for one round. 
  Construction 
  Requirements Craft Magic Arms and Armor, haste, 
  slow; Cost 18,600 gp 
   
   
  MANTLE OF SLOTH 
  Aura moderate transmutation; CL 10th 
  Slot shoulders; Price 15,000 gp; Weight 5 lbs. 
  Description 
  This broad-shouldered mantle has a fashionable elegance 
  to it while maintaining a rugged, durable look. Its wearer 
  treats their Strength score as 8 points higher for 
  determining carrying capacity and encumbrance and may 
  use levitate at will. 
  Construction 
  Requirements Craft Wondrous Item, ant haul, levitate; 
  Cost 7,500 gp 
   
   
  WRATH 
  This set is aligned with the sin of wrath. Wearers of this 
  set tend towards fits of rage and destruction. It provides 
  the following set bonuses to its wearer. 
  2 pieces: 1/day blistering invective (CL 10, DC 19). 
  3 pieces: +2 profane bonus to Constitution. 
  4 pieces: Increase the Strength bonus from a rage ability, 
  such as the barbarian or skald’s class features, or the 
  bonus of a rage-type spell by +2. 
   
   
  EDGE OF RAGE, AXE OF WRATH 
  Aura moderate evocation; CL 10th 
  Slot none; Price 32,320 gp; Weight 12 lbs. 
  Description 
  This wicked-looking +1 flaming burst greataxe is etched with 
  symbols of fire. On a confirmed critical hit following a 
  natural 20, the weapon deals its burst damage as normal 
  to the target, but also to every creature other than its 
  wielder within 10 feet (Reflex DC 16, half). 
  Construction 
  Requirements Craft Magic Arms and Armor, fireball; 
  Cost 16,320 gp 
   
   
   
   
   
  ENVELOPING RAGE, ARMOR OF WRATH 
  Aura moderate evocation; CL 10th 
  Slot armor; Price 25,350 gp; Weight 30 lbs. 
  Description 
  This +1 breastplate is patterned to look like a fiendishly-
  muscled torso and grants its wearer the benefits of fire shield 
  (warm version) anytime they are under the effects of a rage 
  spell or rage ability. 
  Construction 
  Requirements Craft Magic Arms and Armor, fire shield; 
  Cost 12,850 gp 
   
   
  HELM OF WRATH 
  Aura moderate transmutation; CL 10th 
  Slot head; Price 12,000 gp; Weight 4 lbs. 
  Description 
  This helm is shaped like a roaring beast and grants its 
  wearer a +5 competence bonus on Intimidate checks. 
  Twice per day as a standard action, the wearer may 
  increase their size, as enlarge. If the wearer is under a rage 
  effect, this may be done as an immediate action. 
  Construction 
  Requirements Craft Wondrous Item, eagle’s splendor, 
  enlarge person; Cost 6,000 gp 
   
   
   
   
   
   
   
   
   
   
   
  
  OGL 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the 
  Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered 
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  OPEN GAME LICENSE Version 1.0a 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, 
  James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
  Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor. 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark 
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Zenith Games/365 Magic Items.pdf