NECK Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

NECK Slot- Wondrous Items- Descriptions

Neck Slot- Wondrous Items- Descriptions


 


AEGIS OF RECOVERY

1,500 GP AURA faint abjuration and conjuration CL 3rd WEIGHT —
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
CONSTRUCTION REQUIREMENTS COST 750 GP Craft Wondrous Item, barkskin, cure moderate wounds


Amber Amulet of the Vermin

Price (Item Level): See table Body Slot: Throat Caster Level: See table Aura: See table; (DC varies) transmutation Activation: Standard (command) Weight: —
This irregularly shaped piece of natural amber is fastened at the end of a long golden chain. Within the amber a tiny creature still seems to twitch.
This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes.
Eight varieties of the amber amulet of vermin exist (see the table for the details of each version). An amber amulet of vermin works once per day. Giant Bee (500 gp), Giant queen ant, giant praying mantis, huge monstrous centipede, huge monstrous scorption, large monstrous spider (700 gp), Giant wasp (800 gp), giant stag beetle (1200 gp)
Prerequisites: Craft Wondrous Item, giant vermin. Cost to Create: Varies.


Amulet of Aquatic Salvation

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Immediate (mental) Weight: —
This small pendant contains a perfect sphere of aquamarine hung from a blue metal chain. These necklaces are boons to sailors and spelunkers alike, because they prevent accidental drowning. When activated, an amulet of aquatic salvation grants you the ability to breathe water (as the water breathing spell) for 5 rounds.
An amulet of aquatic salvation functions once per day.
Prerequisites: Craft Wondrous Item, water breathing. Cost to Create: 250 gp, 20 XP, 1 day.    


Amulet of Emergency Healing

Price (Item Level): 6,000 gp (10th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Immediate (command) Weight: —
This globe-shaped citrine is bisected by a sturdy silver chain.
The wearer of an amulet of emergency healing can provide instantaneous aid to an injured ally. When it is activated, you can heal 1d4+5 points of damage to yourself or a creature within 30 feet. You can use this effect to prevent the death of a creature reduced below –9 hit points, as long as the healing provided returns the target’s hit points to –9 or higher. (For example, you couldn’t save a creature whose hit points had been reduced to –19 or lower, since the amulet can’t provide more than 9 points of healing.)
This amulet has no effect on undead
creatures or creatures immune to healing spells. An amulet of emergency healing functions three times per day.
Prerequisites: Craft Wondrous Item, close wounds (SC 48). Cost to Create: 3,000 gp, 240 XP, 6 days.


Amulet of Fortune Prevailing

Price (Item Level): 5,000 gp (9th) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) abjuration Activation: Immediate (command) Weight: 1 lb.
This delicate gold amulet is suspended from a fine gold chain and set with three aventurines. You can activate an amulet of fortune prevailing to reroll a saving throw. You must activate this ability before the success or failure of the saving throw has been determined, and you must use the second result, even if it’s lower. You can’t use this ability if you have already rerolled the save for any reason.
An amulet of fortune prevailing functions once per day.
Prerequisites: Craft Wondrous Item, break enchantment. Cost to Create: 2,500 gp, 200 XP, 5 days.
     


Amulet of Retributive Healing

Price (Item Level): 2,000 gp (6th) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Weight: 1 lb.
This strand of ceramic beads is painted with sedate earth tones. Devoting your life to healing is often a thankless job. An amulet of retributive heal- ing ensures that if you tend to your allies, you are renewed in turn. When you activate your amulet, the next effect you use before the end of your turn that heals another creature’s damage also heals you of an equal amount, as long as you could be healed by that same effect. If the effect heals multiple creatures, you only gain the retributive healing once per effect. An amulet of retributive healing functions three times per day. Prerequisites: Craft Wondrous Item, mass cure light wounds.   Cost to Create: 1,000 gp, 80 XP, 2 day(s).    


AMULET OF HIDDEN STRENGTH

9,000 GP AURA faint transmutation CL 5th WEIGHT —
This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ki pool, he can instead focus on the power of the amulet as a full-round action and regain two ki points.   CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, creator must have a ki pool
 


Amulet of Second Changes

Price (Item Level): 40,000 gp (17th) Body Slot: Throat Caster Level: 17th Aura: Strong; (DC 23) transmutation Activation: Swift (command) Weight: —
This tiny, golden hourglass hangs from a thin mithral chain.
An amulet of second chances gives you the ability to reverse disastrous choices. When you activate the amulet, you undo all the events of your current turn and begin the turn again. This includes moving yourself and any other creatures back to the positions they occupied at the start of your turn, removing any damage or other conditions (harmful or ben- eficial) that have occurred during your turn (to yourself or others), and in all other ways “resetting” events. All affected creatures are aware of the events of the now-nonexistent round, but they are free to make entirely different choices from the ones they originally made.
An amulet of second chances func- tions once per day.
Prerequisites: Craft Wondrous Item, time stop or time regression (EPH 138). Cost to Create: 20,000 gp, 1,600 XP, 40 days.
   


Amulet of Tears

Price (Item Level): 2,300 gp (6th) Body Slot: Throat Caster Level: 4th Aura: Faint; (DC 17) enchantment Activation: Swift (command) Weight: —
Adorning a glossy silver chain, a spiral of pearl teardrops circles a colorless crystal sphere. An amulet of tears has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you activate the amulet grants you temporary hit points, as described below. These hit points last for up to 10 minutes; they don’t stack with any other temporary hit points. 1 charge: 12 temporary hit points. 2 charges: 18 temporary hit points. 3 charges: 24 temporary hit points.
Prerequisites: Craft Wondrous Item, aid. Cost to Create: 1,150 gp, 92 XP, 3 days.  


Amulet of Might Fists

Aura faint evocation; CL 5th; Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5 Weight —
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
CONSTRUCTION REQUIREMENTS COST Varies +1 bonus 2,000 GP +2 bonus 8,000 GP +3 bonus 18,000 GP +4 bonus 32,000 GP +5 bonus 50,000 GP Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus, plus any requirements of the melee weapon special abilities


Amulet of Natural Armor

Aura faint transmutation; CL 5th; Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5 Weight — This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
  CONSTRUCTION REQUIREMENTSFeats Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus;
AMULET OF NATURAL ARMOR PRICE VARIES +1 bonus 2,000 GP +2 bonus 8,000 GP +3 bonus 18,000 GP +4 bonus 32,000 GP +5 bonus 50,000 GP AURA faint transmutation CL 5th WEIGHT —


Amulet of Proof Against Location and Detection

35,000 GP AURA moderate abjuration CL 8th WEIGHT —
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 + CHA (as if the wearer had cast nondetection on herself).
CONSTRUCTION REQUIREMENTS COST 17,500 GP Craft Wondrous Item, nondetection


AMULET OF PROOF AGAINST PETRIFICATION

8,000 GP AURA moderate abjuration CL 8th WEIGHT — This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, stone to flesh



AMULET OF THE PLANES

120,000 GP AURA strong conjuration CL 15th WEIGHT —
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).
CONSTRUCTION REQUIREMENTS COST 60,000 GP Craft Wondrous Item, plane shift


BROOCH OF AMBER SPARKS

16,800 GP AURA faint abjuration and evocation CL 5th WEIGHT 1 lb.
This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a shocking grasp spell (dealing 1d6 points of electricity damage per 5 points of damage held).
CONSTRUCTION REQUIREMENTS COST 8,400 GP Craft Wondrous Item, resist energy, shocking grasp
 


Brooch of Avoidance

Price (Item Level): 3,100 gp (8th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (mental) Weight: —
This brooch features a square, pale green crystal in a plain gold setting. A brooch of avoidance allows you to better escape attacks of opportunity. When activated, it grants you a +4 dodge bonus against attacks of opportunity until the end of your turn.
A brooch of avoidance functions three times per day.
Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 1,550 gp, 124 XP, 4 days.


BROOCH OF STABILITY

Price (Item Level): 500 gp (4th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: — Weight: —
This runed silver brooch shows signs of con- siderable use. This brooch is useful in dangerous battles. When your hit points are reduced to –1 or lower, you automatically become stable (assuming the damage wasn’t enough to kill you).
A brooch of stability functions once per day. Prerequisites: Craft Wondrous Item, cure light wounds. Cost to Create: 275 gp, 22 XP, 1 day.


Brooch of Shielding

1,500 GP AURA faint abjuration CL 1st WEIGHT —
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
CONSTRUCTION REQUIREMENTS COST 750 GP Craft Wondrous Item, shield


CARCANET OF DETENTION

7,200 GP AURA faint conjuration CL 4th WEIGHT —
Comprised of thick iron links, the carcanet of detention is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a fullround action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.
CONSTRUCTION REQUIREMENTS COST 3,600 GP Craft Wondrous Item, animate rope
 


CAT’S-EYE BROOCH

Price (Item Level): 9,000 gp (12th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — Weight: —
This silver brooch holds a green chrysoberyl at its center, slitted with a black streak like a living cat’s eye. A cat’s-eye brooch provides you with a +1 luck bonus on all saving throws and an Cat’s-eye brooch additional +4 bonus on saving throws against disease.
Prerequisites: Craft Wondrous Item, resistance, remove disease. Cost to Create: 4,500 gp, 360 XP, 9 days
 


Charm of Countersong

Price (Item Level): 400 gp (2nd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: —
This small silver charm depicts lines of parallel musical notes. This small charm, usually pinned to the front of your shirt or tunic, allows you to use countersong to interrupt a sonic attack. Once per day, you can activate your countersong bardic music ability as an immediate action.
Prerequisites: Craft Wondrous Item, Per- form 6 ranks, countersong. Cost to Create: 200 gp, 16 XP, 1 day.


CHRONOCHARMS

A chronocharm occupies the throat body slot, but it can be worn simultaneously with any number of other chronocharms, which all function normally. However, you can’t wear more than one of the same chronocharm.
You must wear a chronocharm for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours.


Chronocharm of the Wanderer

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Immediate (mental) Weight: —
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, hawkeye (SC 110 ). Cost to Create: 250 gp, 20 XP, 1 day.      


Chronocharm of the Fate Weaver

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Immediate (mental) Weight: —
This tiny golden spindle dangles from a thin chain of gray steel.
A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Balance, Climb, or Tumble check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 250 gp, 20 XP, 1 day.


Chronocharm of the Grandmaster

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Immediate (mental) Weight: —
This tiny, hollow glass flower dangles from a slim golden chain. A chronocharm of the grand master slows your perception of time, allowing you to better dodge an incoming ranged attack. When it is activated, you gain a +5 dodge bonus to your AC against a single ranged attack. This ability functions once per day. Prerequisites: Craft Wondrous Item, cat’s grace. Cost to Create: 250 gp, 20 XP, 1 day.


Chronocharm of the Horizon Walker

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
This charm shows a rising sun half-obscured by the horizon.
Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can move up to half your speed as part of the same swift action used to activate it; this movement does not provoke attacks of opportunity. When determining the dis- tance you can move, round down to the nearest 5-foot increment.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, expeditious retreat. Cost to Create: 250 gp, 20 XP, 1 day.


Chronocharm of the Laughing Rogue

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Immediate (mental) Weight: —
This miniature hourglass hangs on a thin silver chain. As the sand runs from one bulb to the other, it turns from black to white. When you activate this chronocharm, you can immediately reroll a single Disable Device skill check that you just attempted. You can activate this item after the success or failure of the first roll has been determined (even if your failure resulted in accidentally setting off a trap), but before any ramifications of that roll have been applied. The result of second roll replaces the first result.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, haste. Cost to Create: 250 gp, 20 XP, 1 day.


Chronocharm of the Uncaring Archmage

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Weight: —
A bloodstone eye stares forth from this pen- tagonal trinket.
A chronocharm of the uncaring archmage alters your perception of time, allowing you to cast a single spell more quickly. When it is activated, the next spell of 3rd level or lower you cast that has a casting time of 1 full round can be cast as a standard action instead. If you don’t cast such a spell by the end of your turn, the effect fades.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, Quicken Spell. Cost to Create: 250 gp, 20 XP, 1 day.  


COLLAR OF HEALING

Price (Item Level): 5,000 gp (9th) Body Slot: Throat Caster Level: 11th Aura: Moderate; (DC 20) conjuration Activation: — and immediate (command) Weight: —
This lightweight animal collar is crafted from fine leather. This collar allows you to heal your trusted animal friend at a moment’s notice. A collar of healing functions only when worn by your animal companion, familiar, or special mount. While that creature wears the collar, you always know its exact hit point total. This is a continuous effect and requires no activation.
In addition, you can activate the collar from any distance (as long as you are on the same plane) to cure the animal wear- ing it. This instantly heals the creature wearing the collar of 50 points of damage and removes the fatigued or exhausted condition (if the creature currently suf- fers from such). This ability functions once per day.
Prerequisites: Craft Wondrous Item, heal or fortify familiar (SC 98) or heal mount, status. Cost to Create: 2,500 gp, 200 XP, 5 days.


CONTACT MEDALLION

Price (Item Level): 3,000 gp (7th) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) enchantment Activation: Standard (mental) Weight: —
This wide, ovoid medallion hangs from a tightly wrapped leather cord. It bears an engraving of two heads facing one another with a jagged beam of energy connecting their foreheads.
When you activate a contact medallion, you forge a telepathic bond (as Rary’s telepathic bond) with one person who is within 1 mile and known to you. This bond lasts for 1 minute.
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, Rary’s telepathic bond. Cost to Create: 1,500 gp, 120 XP, 3 days.


Collar of the True Companion

10,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
Although it appears to be a simple thong of leather, this collar was initially conceived by druids who believed that there were animals who possessed spirits worthy of elevation to true sentience. If worn by a creature of the animal type with an Intelligence less than 3, a collar of the true companion grants a +2 enhancement bonus to Intelligence. This does not give the animal the ability to speak, but it does allow it to understand one spoken language (chosen by the item’s creator). If the collar is worn for at least 1 week by a creature of the animal type, the creature is raised to humanlike sentience, as though by the awaken spell. Once this occurs, the collar loses its magical properties.
If a collar of the true companion is worn for more than 1 week by a creature not of the animal type, the wearer is feebleminded until the collar is removed.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, awaken, fox’s cunning


CRYSTAL OF HEALING HANDS

12,000 GP AURA moderate conjuration CL 10th WEIGHT 1 lb.
A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, cure light wounds, creator must be a paladin
   


Dragon Foe Amulet

20,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways.
The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon’s breath weapon (as the evasion ability).
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, Spell Penetration, magic weapon, jump


Dragon Spirit Amulet

Price (Item Level): 2,000 gp (6th) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Weight: —
This necklace features a large, clear crystal set in silver, and the silhouette of a dragon has been etched onto it.
Prized by dragon shamans (PH2 11), a dragon spirit amulet expands the range of the draconic aura channeled by those characters. When you activate this amulet, your draconic aura affects you and all allies within 60 feet to whom you have line of effect. This effect lasts for 1 round. Though originally designed for dragon shamans, this amulet functions equally well for any other character who gains a draconic aura (see Dragon Magic page 86). This ability functions three times per day.
Prerequisites: Craft Wondrous Item, dragon type or dragonblood subtype. Cost to Create: 1,000 gp, 80 XP, 2 days.


Dragons Eye Amulet

Price (Item Level): 55,000 gp (18th) Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 1 lb.
This amulet is a fist-sized orb painted to resemble a dragon’s eye. It hangs from a heavy gold chain.
While wearing this amulet, you gain a +10 competence bonus on Search and Spot checks, and blindsense out to 30 feet.
Prerequisites: Craft Wondrous Item, dragonsight (SC 73). Cost to Create: 27,500 gp, 2,200 XP, 55 days.
   


Empowered Spellshard

Price (Item Level): See text Body Slot: Throat Caster Level: 9th Aura: Moderate; (DC 19) varies Activation: See text Weight: 1/4 lb.
This reddish crystal shard is inscribed with arcane symbols, banded with mithral, and hanging from a small silver chain.
An empowered spellshard is keyed to a specific spell of up to 3rd level. When you cast the attuned spell, you can use your empowered spellshard as a focus in addition to the spell’s normal components (if any). Doing this empowers the spell (as though using the Empower Spell feat, but with no adjustment to spell level or casting time).
The spellshard is activated as a part of the spellcasting process. The markings on the shard reveal the spell to which it is attuned to a character who makes a suc- cessful DC 30 Spellcraft check. The prices and levels of empowered spellshards are 1st: 1500 gp, 2nd: 3000 gp, 3rd: 6000 gp.
An empowered spellshard functions three times per day. The school of magic an empowered spellshard radiates is the same as that of the spell to which it is attuned.
  Prerequisites: Craft Wondrous Item, Empower Spell, spell to which the shard is attuned.


ENDURING AMULET

Price (Item Level): 1,500 gp (5th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: — and immediate (command) Weight: —
This circular, coin-shaped talisman is half flame red and half ice blue. An enduring amulet protects you from extremes of temperature, as if by the endure elements spell. This is a continu- ous effect and requires no activation. In addition, the amulet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you resistance to cold and fire for 1 round. 1 charge: Resistance to cold 10 and fire 10. 2 charges: Resistance to cold 15 and fire 15. 3 charges: Resistance to cold 20 and fire 20. Prerequisites: Craft Wondrous Item, resist energy. Cost to Create: 750 gp, 60 XP, 2 days.


ENEMY SPIRIT POUCH

Price (Item Level): 2,100 gp (6th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: — Weight: 1 lb.
A small collection of teeth, small scales, knots of hair, and strange bits of jerky fills this pouch. The worn leather bag’s strings are long enough to allow the pouch to be worn as a necklace. This item is keyed to a single type of crea- ture (aberration, animal, magical beast, and so on). A pouch keyed to humanoids or outsiders must be keyed to a subtype as described in the ranger’s favored enemy ability (PH 47). While wearing an enemy spirit pouch, you gain a +1 competence bonus on attack rolls add damage against creatures of this type.
If you are a ranger, the pouch increases your favored enemy bonus against creatures of its type by 2. If you don’t have the favored enemy ability, the pouch grants you a +2 bonus on damage rolls and certain skill checks as if that type of creature were your favored enemy.
If a creature of the type keyed to the pouch wears that pouch, it receives one negative level. The negative level remains for as long as the pouch is worn and dis- appears when it is no longer carried. The negative level never results in actual level loss, but cannot be overcome in any way (including restoration spells) while the pouch is worn.
Prerequisites: Craft Wondrous Item, detect animals or plants, ranger with favored enemy type/subtype matching that of the pouch. Cost to Create: 1,050 gp, 84 XP, 3 days.
 


EVERWAKE AMULET

8,000 GP AURA faint conjuration CL 2nd WEIGHT 1 lb.
Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch).
Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, lesser restoration


Fire Flower Pendent

Price (Item Level): 13,000 gp (13th) Body Slot: Throat Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: — or immediate (command) Weight: —
This fragile pendant is constructed from rose gold and shaped into the form of a flower. It is set with many tiny fire opals. A fireflower pendant provides you with resistance—or even brief immunity—to fiery attacks. While it is worn, you gain resistance to fire 10. This is a continuous effect and requires no activation.
When you activate the pendant, you gain immunity to fire until the start of your next turn. However, doing this ren- ders the pendant powerless for 1 hour thereafter.
Prerequisites: Craft Wondrous Item, energy immunity, resist energy. Cost to Create: 6,500 gp, 520 XP, 13 days.
 


FORGE FIST AMULET

13,000 GP AURA faint evocation CL 6th WEIGHT 1 lb.
This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer’s fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer’s hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action. CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item; greater magic fang; and flame blade, flame strike, or fireball


FROST FIST AMULET

10,000 GP AURA faint evocation CL 5th WEIGHT 1 lb.
Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer’s hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the frost weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer’s hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item; greater magic fang; and cone of cold or ice storm


GOLEMBANE SCARAB

2,500 GP AURA moderate divination CL 8th WEIGHT —
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, detect magic, creator must be at least 10th level  

Gravewatch Pendent

Aura faint abjuration; CL 3rd; Slot neck; Price 8,000 gp; Weight 1 l
Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack.
Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on spot and listen checks to detect a creature wearing this pendant.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, protection from evil


GUARDIAN GORGET

12,000 GP AURA strong abjuration and conjuration CL 13th WEIGHT 1 lb.
This flanged collar of mithral and steel protects the wearer’s neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the light fortification property to the wearer. In addition, the wearer may engrave a glyph of warding directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, glyph of warding, limited wish or miracle, mage armor or magic vestment


HAND OF GLORY

8,000 GP AURA faint varied CL 5th WEIGHT 2 lbs.
This mummified human hand hangs around a character’s neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, animate dead, daylight, see invisibility


Hand of the Oak Father

Price (Item Level): 5,000 gp (9th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) divination, transmutation Activation: Standard (command) Weight: 1 lb.
This intricately detailed hand was carved from oak bark and dangles from a crude loop of twine. A hand of the oak father has six abilities, each of which functions once per day: barkskin, entangle, goodberry, plant growth, speak with plants, and tree shape. All abilities function as the spells of the same name. A hand of the oak father has hardness 10 and resistance to acid 10, cold 10, electric- ity 10, fire 10, and sonic 10.
Prerequisites: Craft Wondrous Item, barkskin, entangle, goodberry, plant growth, speak with plants, tree shape. Cost to Create: 2,500 gp, 200 XP, 5 days


HAND OF STONE

27,000 GP AURA moderate divination CL 7th WEIGHT 2 lbs. This mummified dwarf hand hangs on a steel chain around a character’s neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.
CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, clairvoyance/clairaudience


HAND OF THE MAGE

900 GP AURA faint transmutation CL 2nd WEIGHT 2 lbs.
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will. CONSTRUCTION REQUIREMENTS COST 450 GP Craft Wondrous Item, mage hand


Heartseeker Amulet

Price (Item Level): 3,000 gp (7th) Body Slot: Throat Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: Swift (command) Weight: —
Light reflects from this tiny, dark, three-tined amulet like the full moon shining on a tranquil swamp.
A heartseeking amulet allows your weapon to pierce armor and scaled hides as if they were air. When you activate this amulet, the next melee attack you make is made as a melee touch attack instead. If you don’t make a melee attack by the end of your turn, the effect is wasted.
A heartseeking amulet functions three times per day Prerequisites: Craft Wondrous Item, true strike. Cost to Create: 1,500 gp, 120 XP, 3 day


Medal of Gallantry

Price (Item Level): 1,350 gp (5th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) abjuration Activation: — and swift (command) Weight: —
This silver brooch is shaped like the sun. A golden cabochon adorns the center. A medal of gallantry grants you a +2 bonus on Diplomacy checks but imposes a –2 penalty on Bluff checks. This is a continuous effect and requires no activation.
Three times per day, you can activate the medal to use sanctuary on yourself. If you attack while protected by this effect, you take a –1 morale penalty on that attack and all subsequent attacks for 1 hour afterward.
Prerequisites: Craft Wondrous Item, sanctuary. Cost to Create: 675 gp, 54 XP, 2 days.s.


MEDALLION OF THOUGHTS

12,000 GP AURA faint divination CL 5th WEIGHT —
This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, detect thoughts


MIND SENTINEL MEDALLION

3,500 GP AURA faint abjuration CL 1st WEIGHT —
The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry.
CONSTRUCTION REQUIREMENTS COST 1,750 GP Craft Wondrous Item, protection from evil
 


NECKLACE OF ADAPTATION

9000 gp AURA moderate transmutation CL 7th WEIGHT 1 lb.
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, alter self


NECKLACE OF FIREBALLS

AURA moderate evocation CL 10th WEIGHT 1 lb.
This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
CONSTRUCTION REQUIREMENTS COST Varies Type I 825 GP Type II 1,350 GP Type III 2,175 GP Type IV 2,700 GP Type V 2,925 GP Type VI 4,050 GP Type VII 4,350 GP Craft Wondrous Item, fireball


NECKLACE OF KI SERENITY

16,000 GP AURA moderate enchantment CL 9th WEIGHT —
This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level based effects of his ki pool ability (such as bypassing damage reduction).
CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Wondrous Item, calm emotions, owl’s wisdom

 


PERIAPT OF HEALTH

7,500 GP AURA faint conjuration CL 5th WEIGHT —
This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.
CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, remove disease


Periapt of Proof against Poison

27000 gp
This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.
CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, neutralize poison


PERIAPT OF PROTECTION FROM CURSES

12,000 GP AURA faint abjuration CL 5th WEIGHT —
This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch’s hex, or a bestow curse spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, remove curse  


PERIAPT OF WOUND CLOSURE

15,000 GP AURA moderate conjuration CL 10th WEIGHT —
This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, heal


Reins of Ascension

Price (Item Level): 3,300 gp (8th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1 lb.
These sturdy leather reins are stitched with images of horses soaring through the air. These reins allow your mount to briefly break the bonds of gravity. Reins of ascen- sion have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants your mount a benefit as described below.
1 charge: +10 competence bonus on Jump checks for 10 rounds. 2 charges: Fly at normal land speed (aver- age maneuverability) for 5 rounds. 3 charges: Fly at double normal land speed (perfect maneuverability) for 1 round.
Prerequisites: Craft Wondrous Item, fly, jump. Cost to Create: 1,650 gp, 132 XP, 4 days.




Reliquary Holy Symbol

Price (Item Level): 1,000 gp (4th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: — Weight: —
This hollow holy symbol holds a pinch of dust and a fragment of bone.   As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your Channel energy ability. • At least 5 ranks in Knowledge (religion) • Turn Undead feat • At least one other divine feat Each reliquary holy symbol is crafted for a specific deity and is only useful to characters dedicated to that deity (or in the case of a character who isn’t devoted to a specific deity, whose alignment matches that of the deity).
Prerequisites: Craft Wondrous Item, turn undead. Cost to Create: 500 gp, 40 XP, 1 day.


Retributive Amulet

Price (Item Level): 9,000 gp (12th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: Immediate (command) Weight: 1/2 lb.
This inch-wide disk bears a large red crystal in its center. Tiny carvings around the crystal show an endless march of angels and demons at war.
You can activate a retributive amulet imme- diately after another creature has dealt damage to you with a melee attack. That creature takes damage equal to half the damage it dealt to you. This damage is of the same type (or types).
This ability functions three times per day. Prerequisites: Craft Wondrous Item, shield other. Cost to Create: 4,600 gp, 360 XP, 9 days.


Safewing Emblem

Price (Item Level): 250 gp (2nd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Immediate (mental) Weight: —
This porcelain pin is sculpted to look like a pair of outstretched white wings. A tiny green stone adorns the center, where the wings meet. If you fall at least 10 feet, a safewing emblem becomes a pair of feathery wings that grant you a feather fall effect, allowing you to descend safely from any height up to 180 feet. When you land, the emblem shatters, its magic expended.
Prerequisites: Craft Wondrous Item, feather fall. Cost to Create: 125 gp, 10 XP, 1 day.



Scarab of Invulnerability

Price (Item Level): 40,000 gp (17th) Body Slot: Throat Caster Level: 15th Aura: Strong; (DC 22) transmutation Activation: Swift (command) Weight: —
This broad adamantine necklace bears a scarab of the same metal, polished to a mir- rorlike sheen.
A scarab of invulnerability provides you with brief but complete protection from all forms of damage. For 1 round after activating the scarab, you are immune to all forms of damage (including ability damage), whether from weapons, spells, psionic powers, poison, environmental effects, or any other cause. The scarab doesn’t protect you from harmful effects that don’t deal damage. A scarab of invulnerability functions once per day. You must wear a scarab of invulner- ability for 24 hours before you can access its abilities. If it is taken off, it becomes inac- tive until worn for an additional 24 hours.
Prerequisites: Craft Wondrous Item, iron body. Cost to Create: 20,000 gp, 1,600 XP, 40 days.


SCARAB OF PROTECTION

38,000 GP AURA strong abjuration and necromancy CL 18th WEIGHT —
This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.
CONSTRUCTION REQUIREMENTS COST 19,000 GP Craft Wondrous Item, death ward, spell resistance


STORMLURE

5,400 GP AURA faint evocation CL 5th WEIGHT —
A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.
CONSTRUCTION REQUIREMENTS COST 2,700 GP Craft Wondrous Item, lightning bolt, wind wall



Spell Sink Scarab

Price (Item Level): 2,000 gp (6th) Body Slot: Throat Caster Level: 11th Aura: Moderate; (DC 20) abjuration Activation: Immediate (command) Weight: —
Exotic and arcane symbols circumscribe this scarab-shaped brooch. You can activate a spellsink scarab when- ever you would take hit point damage from a spell or psionic power. A scarab has 3 charges, which are renewed each day at dawn. Spending 1 or more charges reduces the damage dealt to you by the spell or power (to a minimum of 0 points of damage). 1 charge: Reduce damage by 2d6 points. 2 charge: Reduce damage by 3d6 points. 3 charges: Reduce damage by 4d6 points.
Prerequisites: Craft Wondrous Item, greater dispel magic. Cost to Create: 1,000 gp, 80 XP, 2 days.


SWARMBANE CLASP

3,000 GP AURA moderate abjuration CL 8th WEIGHT 1/2 lb.
An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, repel vermin


Symbol of Transfiguration

Price (Item Level): 500 gp (3rd) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Swift (command) Weight: —
This holy symbol is warm and radiates a sense of peace and security, as if an angel had been wearing it close to her heart. Many good-aligned religions have some especially well-wrought holy symbols that are actually symbols of transfiguration. Three times per day, a symbol of trans- figuration allows you to produce a purify food and drink effect. Once per day, you can use align weapon (good only) on any weapon you hold, though the duration is only 1 round.
Prerequisites: Craft Wondrous Item, align weapon, purify food and drink. Cost to Create: 250 gp, 20 XP, 1 day.


TORC OF THE TITANS

Price (Item Level): 3,300 gp (8th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1 lb.
Dramatic, but simple, images of clouds and lightning blots cover this thick, golden neck ring. When you activate a torc of the titans, you gain a +5 morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage rolls for 1 round. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 1,650 gp, 132 XP, 4 days.
     


UNICORN PENDANT

Price (Item Level): 6,000 gp (10th) Body Slot: Throat Caster Level: 10th Aura: Moderate; (DC 20) conjuration Activation: Swift (command) Weight: 1 lb.
A marble unicorn’s head with a horn of gold has been sculpted onto the face of this pendant. A unicorn pendant has two abilities, each of which can be activated once per day: cure moderate wounds (2d8+10 points of damage) and neutralize poison. In addition, if you are a paladin wearing a unicorn pendant, you treat your Charisma as 4 points higher than normal for the purpose of your lay on hands ability. This is a continuous effect and requires no activation.
Prerequisites: Craft Wondrous Item, cure moderate wounds, neutralize poison. Cost to Create: 3,000 gp, 240 XP, 6 days.

 


WYRMFANG AMULET

Price (Item Level): 1,350 gp (5th) Body Slot: Throat Caster Level: 12th Aura: Strong; (DC 21) transmutation Activation: — Weight: 1 lb.
This necklace consists of a leather thong strung with dragon’s teeth. All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t gain an enhancement bonus, just the ability to overcome some creatures’ damage reduction.)
Prerequisites: Craft Wondrous Item, greater magic fang. Cost to Create: 675 gp, 54 XP, 2 days.


VAMPIRE TORC

Price (Item Level): 5,000 gp (9th) Body Slot: Throat Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: Swift (command) Weight: —
This black iron torc bears a ruby that seems to weep tears of blood. A vampire torc allows you to heal your own wounds when you deal damage to an enemy. When you activate this torc, the next successful melee attack you make before the end of your turn also heals you of an amount of damage equal to half the damage your attack dealt. This ability functions equally well regardless of your creature type. If you don’t deal damage with a melee attack before the end of your turn, that activation of the torc is wasted. This ability functions two times per day.
Prerequisites: Craft Wondrous Item, vampiric touch. Cost to Create: 2,500 gp, 200 XP, 5 days.

Comments

Please Login in order to comment!