Earrings of Wondrous Power
The jewelers of Ianna have created special earrings by enchanting small gems and enhancing their protective powers. Each gem gives the wearer an extra save against one or more effects at the expense of the gem: the gem shatters if it is used, becoming useless.
Each gem is usable only once and are activated if the correct command word is spoken. Earring can be used as an intermediate action to activate.
Slot none; Price 225 gp; Weight —
Choose which of the following to use:
Slot none; Price 250 gp; Weight —
Choose which of the following to use:
Slot none; Price 50 gp; Weight —
You regain 1d6+1 hit points.
Requirements Craft Wondrous Item, cure light wounds; Cost 25
Slot none; Price 1,180 gp; Weight —
Choose which of the following to use:
Slot none; Price 375 gp; Weight —
Choose which of the following to use:
Slot none; Price 50 gp; Weight —
Gain +4 to AC for 5 rounds.
Requirements Craft Wondrous Item, shield; Cost 25 gp
Slot none; Price 600 gp; Weight —
Choose which of the following to use:
• Darkvision until the end of the encounter. • When next you rest, you only needs 4 hours of rest to gain the benefits of 8 hours of rest. Requirements Craft Wondrous Item, darkvision; Cost 300 gp
Slot none; Price 50 gp; Weight —
The gem shatters when danger is imminent, granting you an immediate perception check and cannot be surprised.
Requirements Craft Wondrous Item, alarm; Cost 25 gp
Each gem is usable only once and are activated if the correct command word is spoken. Earring can be used as an intermediate action to activate.
BLUE SKY SAPPHIRE
Aura minor abjuration and transmutation; CL 3rdSlot none; Price 225 gp; Weight —
Choose which of the following to use:
- +2 natural armor until the end of the combat.
- +1 to Will the start of your next turn.
- +1 to Fort until the start of your next turn.
- +1 to Ref until the start of your next turn.
CURSED OBSIDIAN
Aura minor illusion and abjuration; CL 3rdSlot none; Price 250 gp; Weight —
Choose which of the following to use:
- Resist 2 ability drain until the end of your next turn.
- Become invisible until the end of your next turn.
SPIRAL SERPENTINE
Aura faint conjuration; CL 5thSlot none; Price 50 gp; Weight —
You regain 1d6+1 hit points.
Requirements Craft Wondrous Item, cure light wounds; Cost 25
WIRED SPINEL
Aura moderate divination, transmutation and conjuration; CL 7thSlot none; Price 1,180 gp; Weight —
Choose which of the following to use:
- +20 to a single bluff check.
- Cures one single disease.
- Discern a single lie.
FIRE-STIRRING RUBY
Aura faint transmutation and conjuration; CL 3rdSlot none; Price 375 gp; Weight —
Choose which of the following to use:
- Stabilize self when falling unconscious (automatically activates).
- Treat your next melee attack as a confirmed critical hit.
- +5 to a single skill check.
DEEP JADEITE
Aura faint abjuration; CL 1stSlot none; Price 50 gp; Weight —
Gain +4 to AC for 5 rounds.
Requirements Craft Wondrous Item, shield; Cost 25 gp
SHREWD AZURITE
Aura faint transmutation; CL 3rdSlot none; Price 600 gp; Weight —
Choose which of the following to use:
• Darkvision until the end of the encounter. • When next you rest, you only needs 4 hours of rest to gain the benefits of 8 hours of rest. Requirements Craft Wondrous Item, darkvision; Cost 300 gp
JITTERY MALACHITE
Aura faint abjuration; CL 1stSlot none; Price 50 gp; Weight —
The gem shatters when danger is imminent, granting you an immediate perception check and cannot be surprised.
Requirements Craft Wondrous Item, alarm; Cost 25 gp
Item type
Jewelry / Valuable
Remove these ads. Join the Worldbuilders Guild
Comments