TEXT: Requires the use of the Dungeons & Dragons® Player’s Handbook
  
  Odds are that your character is a stan-
  dard humanoid with each of the five basic
  senses: sight, sound, touch, taste, and smell.
  Should he look out across an open field, he
  will see the lush greens of the tall grass,
  hearing the sound of wind hissing over
  them as they sway back and forth, feel the
  same cool breeze blowing over his face,
  catch a breath of pollen in the air, and enjoy
  a cool drink from the nearby pond.  These
  five senses are so basically intoned to our
  own way of life that we take them for grant-
  ed…but why have just those.
  For as long as there have been spells
  woven into physical items, there has been
  research into enhancing those basic senses
  into some better; twelve of those items are
  presented below.
  DIVIDED
  BY SENSES
  Each of these twelve magic items are
  divided into groups of senses, including the
  “sixth sense” of premonition, for easy con-
  venience in research and presentation.
  Some of these items are handy add-ons that
  can be used just as any other magic item at
  the whim of its wielder, while some require
  a long-term, permanent commitment from
  the character.  In these cases, they impart a
  permanent sensual modification to the
  character, requiring those wishing to
  endow themselves with its power to make
  an irreversible sacrifice or to have suffered
  from a devastating impairment prior to its
  discovery.
  Open Game Content
  All of the text of this PDF is presented
  as open game content. While this means
  absolutely nothing to your campaign it does
  give other publishers permission to use this
  material as long as they follow the open
  game license (see the end of this PDF).
  About the Author
  Todd Crapper is the Head Honcho for
  Emerald Press (www.emeraldpress.net),
  another PDF publisher, and author of
  Campaign Options: Mazes, Combat
  Options: Initiative, and the upcoming
  Living Nights Campaign Setting. He lives
  in Ottawa, Canada with his dog, Rusty, and
  invisible cat, Markus
  Athenaeum Arcane:
  Magic Items of the senses
  2 of 8
  Introduction
  The Items
  VISION
  Lens of Darkvision
  The ability to see in the dark is a power-
  ful one indeed, particularly for those who
  professional lives are spent within deep dun-
  geons and underground mazes.  They appear
  as leather strapped goggles with lenses as
  dark as midnight, almost impossible to see
  through until they are placed over the user’s
  eyes.  The strap must be tightened firmly at
  the back and create a strong suction over the
  user’s skin or else it will completely ineffec-
  tive and the user will be considered blind
  until handled properly.  Once they have been
  tightened, the lens convert to a dark rose
  color and the user is granted darkvision.
  
  For each hour that the lens are worn, the
  user will require 1 round of concentration
  after they are removed before he will be
  able to see normally again, thereby consid-
  ered stunned for the duration of time.  Each
  positive Constitution modifier of the user
  can negate this penalty at a rate of 1
  round/modifier.
  Moderate transmutation; CL 6; Craft
  Wondrous Item, darkvision; Price 2000 gp
  Headband of Light Absorption
  In many worlds, elves and humans have
  long stood on similar sides of the same bat-
  tle, and there have been numerous gifts
  exchanged in those battles.  Among them
  have been the headbands of light absorp-
  tion, appearing as nothing more than an
  intricate cloth strap worn across the fore-
  head, adorned with a pair of tiny, shimmer-
  ing leaves to be placed directly between the
  eyebrows of the wearer.  The elven people,
  cautious of sharing their innate ability with
  others – even those who may have made
  great sacrifices in the continuation of the
  elven species – and consider these
  emblems of remarkable ancestry for those
  that wear them.  They ask that those who
  receive these gifts do not sell them, but
  pass them down to upcoming generations
  as a tribute to the event that allow for the
  passing of such a gift.  Anyone found in the
  possession of one without this reason will
  suddenly find it missing from their pack
  the morning after their encounter with a
  troupe of elves.
  When worn, the headband grants the
  wearer low-light vision, as the leaves
  (which are the part of this item that are truly
  enhanced) absorb all excess light and pass
  the information to the wearer’s brain – this
  does not mean that the wearer can see
  through the leaves, but that they provide a
  boost to any character with normal vision.
  Faint transmutation; CR 3; Craft
  Wondrous Item, light; Price: N/A
  Periapt of Auras
  While many might not realize this,
  vision is not just used to witness events:
  they are an access to an individual’s soul or
  spirit.  We are all able to “see” into some-
  one personality by observing body move-
  ments; unconscious twitches in behavior,
  facial expressions, and so forth.  The peri-
  apt of auras, however, takes this process of
  information a bit further and provides its
  wearer with a visual presentation of an indi-
  vidual’s aura.
  The periapt appears as an ovular glass
  shard encased in a silver frame lined with
  five symbols, one for each of the key align-
  ment phases: good, evil, neutral, lawful,
  and chaotic.  To function, the wearer must
  firmly hold the periapt in hand and concen-
  trate on the subject of his query until he is
  able to witness an aura (or “glow) sur-
  rounding the individual.  The color of this
  aura dictates their alignment combination
  as demonstrated below:
  Alignment
  Aura Colour
  Chaotic Good
  Sparking gold 
  Lawful Good
  Silver 
  Neutral Good
  Purple 
  Lawful Neutral
  Blue 
  Neutral
  Grey 
  Chaotic Neutral
  Blue 
  Neutral Evil
  Emerald green 
  Lawful Evil
  Orange 
  Chaotic Evil
  Blood red 
  Outsiders will always have a stronger
  aura than those born on the Material Plane,
  with a radius that is twice as large.  In fact,
  any outsider with 10+ HD that is observed
  with the periapt will cause a burst of radia-
  Athenaeum Arcane:
  Magic Items of the senses
  3 of 8
  
  tion so strong that the wearer must make a
  Fortitude save (DC 10) or else become
  blind for 1d4 rounds.
  The periapt can only reveal the aura of a
  living creature: undead, constructs, vermin,
  and plants are immune to the powers of the
  periapt as if they were inanimate objects.  Its
  powers do not perform as a detect evil or sim-
  ilar spell in that they do not project a presence
  in the room – the periapt cannot reveal a trail
  from the aura of a creature that was previ-
  ously in a room at an earlier time.  The wear-
  er must have a clear line of sight on the crea-
  ture in order for its power to work.
  Strong divination; CL 10; Craft Wondrous
  Item, detect evil, detect good, detect law,
  detect chaos; Price 10,000 gp; 1 lb.
  Eye Patch of Many
  There are dangerous times in which an
  adventuring party must split up and this is a
  risky venture: communication within your
  party is crucial to survival.  Years ago, a
  half-orc rogue named Yarl Slashmouth lost
  an eye when a silence spell prevented the
  rest of the part from screaming out the dan-
  ger coming around the corner towards him.
  After being forced to wear an eye patch to
  conceal the gaping hole (that wasn’t as
  appreciated by others as it was by himself,
  once it had healed over), he decided to put
  it to good use.
  The eye patch is actually a set of four
  black, cloth woven eye patches, each of
  them identical to the other asides from an
  invisible arcane mark designating one from
  the other by a number, symbol, or any other
  means of separation determined by its cre-
  ator.  When the eye patch is worn, it pro-
  vides a visual relay from the wearer from
  any other eye patches that are currently
  worn.  While such a massive relay as four
  eye patches can cause, it is quite simple to
  adapt to and only requires that the user can-
  not take 10 or 20 on a Spot or Search check
  for as long as the eye patch is in use.  If only
  one of the eye patches are in use, it does
  not provide any visual relay at all and can
  only be successfully used when placed over
  the eye of a living creature.
  Moderate conjuration; CL 12; Craft
  Wondrous Item, scrying; Price 3500 gp (set
  of four)
  SMELL
  Feral Mask
  Those creatures and animals that are
  born with the ability to track another crea-
  ture by scent can read much more than just
  body odors and path markings: the inner
  workings of such creatures have been stud-
  ied greatly, with numerous specimens dis-
  sected and put to rigorous study in order to
  create this next magic item.
  The feral mask is commonly made from
  the skin of any creature or animal with the
  scent ability, with the fur instead removed
  and painted over in any numerous depic-
  tions that are deemed necessary.  For exam-
  ple, a feral mask created from a canine
  might represent such a creature with a pair
  of ears painted over the side of the mask,
  while one taken from a minotaur will have
  long horns painted from the temple towards
  the back of the head.  The mask stretches
  over the head and stops around the nose,
  where it must fit tightly in order to function.
  When worn, the feral mask grants the user
  the scent ability.
  The risk of wearing such a mask comes
  with offending a similar creature that it
  depicts.  Using the minotaur example
  above, encountering another minotaur
  while wearing the mask could cause it to
  become agitated.
  Moderate transmutation; CL 10; Craft
  Wondrous Item, alter self; Price 25,000 gp
  Athenaeum Arcane:
  Magic Items of the senses
  4 of 8
  
  Athenaeum Arcane:
  Magic Items of the senses
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  The ability to track down a subject by its
  odor is something normally relegated to ani-
  mals and beasts, along with a few monstrous
  humanoids that are primordial in comparison
  to the standard races of any world.
  The Scent skill represents such a crea-
  ture’s ability to detect odors for the purpose
  of tracking and locating.  By treating it as its
  own skill, the user will be able to train them
  self in the art of tracking to a new degree and
  grant them the possibility of honing this trait
  at the cost of lowering some others.  
  This skill is limited only to those crea-
  tures that are listed as having the scent abili-
  ty (including the following creature types:
  animals, beast, magical beast, and monstrous
  humanoids).
  Check: Any opportunity that a character
  has to make a Spot check, the character can
  make a Scent roll as a substitution.  Similar
  rolls that are listed as requiring a Wisdom
  check can be replaced with this skill so long
  as they utilize their sense of smell.  The crea-
  ture can detect targets by their scent within an
  ordinary 30-foot radius.  
  This increases to 60ft. if the target is
  upwind and decreases to 15ft. if the target is
  downwind.  Incredible scents, considered
  those that are detectable to ordinary creatures
  without this skill, can be found at twice the
  range.  Overpowering scents - including
  those that may require a Constitution roll to
  avoid sickness - can be picked up at three
  time’s normal range.
  After picking up a creature’s scent, the
  user cannot pinpoint the target’s exact loca-
  tion at any distance greater than 5 feet.
  Anything within this range can be discerned
  and located by scent alone.  A successful
  check can reveal whether or not the trail is
  getting stronger or weaker and assist the user
  in pinpointing its exact location.
  If the user has at least 5 ranks in this skill,
  it can be used in the same manner as the
  Track feat, except that the user ignores all
  penalties for surface conditions and poor vis-
  ibility.  Water and false odors can throw off
  the scent and increase the base DC for track-
  ing to 20 instead of 10.
  Recognizing a target’s identity by scent
  alone is a possibility with this skill as long as
  the user makes a successful roll by using a
  partial action.  
  If the user has at least 10 ranks in this
  skill, he can do so as a free action.
  Armour check penalties can hinder the
  Scent skill just as it does with others skills
  such as Balance, Escape Artist, etc.
  Retry: Yes.  Just as with the Spot, Listen,
  and other similar skills, a character can make
  as many attempts as long as he is willing to
  try.
  Special: If you have 5 ranks in Survival,
  you get a +2 synergy bonus on Scent checks.
  With 5 ranks in Scent, the same character
  gains a similar bonus to Survival.
  Adapting the Scent Skill
  Any creature listed as having the Scent
  ability can deduct ranks from its Survival
  skill and transfer them to the new skill.  If the
  creature does not have any ranks in Survival,
  then it may deduct ranks from either Spot or
  Search instead.
  With the Track feat, it does not change.
  This feat allows a character (normally intelli-
  gent with a score of at least 6 or higher) to
  visual chase down an opponent.  
  A synergy bonus may be granted to the
  Track feat of +2 per 5 ranks of the Scent skill.
  THE SCENT SKILL (WIS)
  
  TASTE
  Tongue Wrap
  It doesn’t seem likely that most adventur-
  ers have considered using taste as a tool to
  fight evil and claim treasure, which is proba-
  bly why it took a gnome with a penchant for
  too much drink to conceive of this item.  The
  tongue wrap is made from a sponge-like fab-
  ric that is actually stretched around the neck of
  its user.  A thick liquid is contained between
  the two bizarre wrappings of the item, creating
  an unusual “bubbling” effect that can be wit-
  nessed upon closer inspection.  When worn,
  the wrap allows the user to use his sense of
  taste as if it were the scent ability (or granting
  the skill above), replacing all nasal require-
  ments with taste.  For example, for a character
  wearing the tongue wrap to track down a tar-
  get, he must pick up the soil from the ground
  and taste it – tasting down not require eating
  the unsavory object completely as the infor-
  mation is processed through the tongue, not
  the stomach.  From there, the user is able to
  process the same information as if he had been
  using the scent ability or skill.
  Moderate transmutation; CL 8; Craft
  Wondrous Item, alter self; Price 15,000 gp
  TOUCH
  Rumbling Boots
  Despite their appearance as thick boots
  made of iron, this pair is incredibly light and
  comfortable (while they do make a terrible
  sound and inflict a –10 penalty to all Move
  Silently checks).  A series of bolts and straps
  runs down the side of each boot, requiring
  them to be suited up as if the character was
  wearing plate mail armor.  When worn prop-
  erly, however, they grant a powerful ability:
  tremorsense to a range of 60 feet.  If the user
  wishes to expand their ability, he must blind-
  fold himself and increase the range to 90 feet.
  Strong evocation; CL 9; Craft Wondrous
  Item; sound burst; Price 45,000 gp; 10 lbs.
  Deep Fingers
  This unique item is rarely found in pairs,
  as only one is required to function.  Deep fin-
  gers appear as nothing more than dark, leather
  gloves, but with thin strips of metal running
  along the edges of the fingers and thumb
  (meaning along the top, bottom, and sides of
  the digits).  When pressed against a solid
  object, they create an enhanced sensation of
  touch that is so detailed, they allow the user to
  actually “see” the inner mechanics of a door,
  locking mechanism, or any other similar
  device that grants a +10 circumstance bonus
  to any Open Lock check.  The use of the deep
  fingers requires concentration from the wear-
  er, expanding the skill check to a full round, or
  else they become ineffective.
  Moderate divination; CR 6; Craft
  Wondrous Item, sound burst; Price 10,000 gp
  SOUND
  Sonic Gloves
  These leather gloves have a 1” piece of
  iron embedded to its palms.  With a mental
  command from the wearer, they emit a tiny
  sonic wave that pulses through any object it
  touches and allows a blind character to “see”
  the vibrations of any physical object as if he
  had the blindsight ability.  
  The power of the sonic gloves, however,
  varies according to the condition of the user.
  If the user still has vision – whether it is nor-
  mal, darkvision, or any other type of visual
  ability – and uses a blindfold or any other
  means to impair his eyesight, he will require a
  Listen check against a varying Difficulty
  Class.  Small-, Medium-, or Large-sized
  objects have a DC of 10.  For every addition-
  al size category smaller or larger, the DC
  Athenaeum Arcane:
  Magic Items of the senses
  6 of 8
  
  increases by 2.  Diminutive objects are too
  tiny for the vanguard to detect easily and mas-
  sive objects are too big for him to detect with-
  out extra effort.  A character that is perma-
  nently blind, however, can use them automat-
  ically without any skill checks whatsoever.
  Activating these gloves can also alert oth-
  ers with tremorsense to its use and activating
  them against a metal object will make a slight
  noise that can heard by those who make a suc-
  cessful Listen check (DC 15).
  Strong evocation; CL 5; Craft Wondrous
  Item, shatter; Price 18,500 gp.
  Cone of Sound
  When the old mage, Devrus Mangetmach,
  suffered terribly from the cry of a banshee, he
  created the cone of sound to help him hear
  again.  Unfortunately, his last day was spent
  on the corner of a dark alleyway after he was
  mugged by the wicked and greedy Ironclaw
  thieves, who took the cone for themselves and
  used it to pick up the juiciest tidbits of gossip
  within town and bribe their way into power.
  The cone appears as a tiny, hollow tube as
  wide as 2” and narrowing down to nothing
  more than a single human hair at the other.  It
  is made from animal bone and cartilage, with
  an inner lining of tiny hairs meant to replicate
  the inside of a human ear.  When placed
  against the user’s ear, it can double his normal
  hearing range and can even be used to make a
  Listen check around corners, spreading up to
  60 feet in length from the base of the cone.
  Moderate transmutation, CR 5; Craft
  Wondrous Item, whispering wind; Price 2000
  gp
  PREMONITION
  Circlet of Possibilities
  As sentient creatures, we all must make
  choices for every waking moment of our lives,
  but in the life of an adventurer, the wrong
  choice can be fatal.  This powerful item grants
  the user an ability to witness a projection of a
  possible future, no more than 6 seconds ahead
  in time, and make a decision based on that
  possibility.
  The circlet appears as a thin, golden crown
  with three strands continuously wrapping over
  and under each other until it is impossible to
  discover where one starts and the other ends.
  When activated, the circlet offers a glimpse
  into the future up to one round in advance, at
  which point the round is played out as normal
  – the only condition is that this round is not
  real, and so any effects or consequences that
  occur are not yet permanent.  After this round
  is played out, the user may change their course
  of action based on the events that they have
  seen (in which case the round is played out
  again, with only the user able to make a new
  series of actions instead of the original one,
  and with all characters re-rolling their results)
  or can act out in the exact same manner as had
  been previewed (in which case, all results
  from the future round occur as had been pre-
  dicted and dice rolls are kept as they had
  occurred).  Such a brief glance into the future
  does not offer any possible guarantees for suc-
  cess and can only be used to peer into the
  same period of time once.
  Strong divination; CR 15; Craft Wondrous
  Item, moment of prescience, vision; Price
  75,000 gp
  Implant of Danger
  To wear the implant of danger, this tiny
  emerald lined with eight small, hooked
  spikes, must be embedded into the back of
  the user’s neck, causing the permanent loss
  of 1 hit point for as long as it is worn.
  Removing the implant – at which point it
  become inert and can never be reactivated
  again – restores the lost hit point after 24
  hours.  During this time, the user is given an
  innate danger sense: he is aware when the
  Athenaeum Arcane:
  Magic Items of the senses
  7 of 8
  
  threat of physical harm is within 60 feet of
  his presence, regardless of whether or not
  he can see it or recognize it specifically.
  This grants him an immunity to any sur-
  prise and allows him to maintain his
  Dexterity bonus to AC at all times in which
  he is conscious.
  Strong 
  divination; 
  CR 
  7; 
  Craft
  Wondrous Item, detect snares and pits,
  detect thoughts; Price 10,000 gp
  Athenaeum Arcane:
  Magic Items of the senses
  8 of 8
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  15 COPYRIGHT NOTICE
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  Fantasy Player’s Companion: ContactsCopyright ©
  2004 Philip Reed, www.philipjreed.com.
  System Reference Document Copyright 2000-2003,
  Wizards of the Coast, Inc.; Authors Jonathan Tweet,
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  Athenaeum Arcane: Magic Items of the Senses
  Copyright 2004, Todd Crapper. Published by Ronin
  Arts.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Athenaeum Arcane/Magic Items Of The Senses.pdf