Sadly we do not have enough space to include large amounts of magic items or treasure creation tables, but the following items should give enough examples to help you get a feel for the system. The items are divided into magic items and permanent spells of power levels minor, medium, and major. Straightforward items that grant single statistical bonuses are not included. The specific
forms of most of these items are not important, and most of the items listed could easily be made with permanent spells instead.
Unless otherwise noted, all charged items are use-activated, not spell completion.
Minor Items
Ability-Enhancer +2. This item grants a +2 enhancement bonus to one ability score, using Infuse [Element] 1/Gen 1. Market value – 4,000 gp.
Bag of Extradimensionality. This small pouch is enchanted with Create Space 0/Gen 1, and has an interior about as big as a 5-ft. cube., and can thus hold much more than would appear possible.
Market value – 1,000 gp.
Chewing Tobacco Mana Battery. When a spellcaster chews this magically-imbued tobacco, he can draw upon an MP pool of 20 MP, casting any spell he
Illustration by Hannah Spute
knows of up to 5 MP. There are basically twenty small doses in a tin, and once all the magic is used, the tobacco is all gone. Market value – 2,500 gp.
Flask of Strength. This flask is scribed with the words of a signature spell, Infuse Earth 3/Gen 0 to grant +4 Strength for 1 minute. As long as there is some drink in the flask, one can use this spell completion item to cast the spell on the next person who drinks from the flask, usually you. It has 150 MP.
Market value – 4,500 gp.
Magical Armor +1. This armor has a +1 enhancement bonus to AC, using Abjure Nature 0/Gen 1. Market value – 1,000 gp.
Magical Armor +2. This armor has a +2 enhancement bonus to AC, using Abjure Nature 1/Gen 1. Market value – 4,000 gp.
Magical Armor +3. This armor has a +3 enhancement bonus to AC, using Abjure Nature 2/Gen 1. Market value – 9,000 gp.
Magical Weapon +1. This weapon has a +1
enhancement bonus to attack and damage rolls, using Infuse Force 1/Gen 1. Market value – 4,000 gp.
Magical Weapon +2. This weapon has a +2
enhancement bonus to attack and damage rolls, using Infuse Force 2/Gen 1. Market value – 9,000 gp.
Medium Zombie. This permanent medium zombie, a CR ½ creature, is made from a human corpse, using Summon Undead 0/Gen 1. The zombie is loyal to its creator. Market value – 500 gp. Cost to create – 150 gp and 14 XP.
Necklace of Clear Thoughts. This necklace’s pendant is a featureless gold disk, enchanted with Charm Humanoid 1/Gen 0, designed to negate the first step of any mental charm effect on the bearer. This uses the ‘calm’ effect of Charm to negate other charms. If multiple charm effects are active at once, only the single earliest step is negated. Market value – 1,000 gp.
Potion of Healing Dose. This small potion is a one-use charged item that heals 2d6 points of damage to the person who drinks it, as the sample spell healing dose (Heal Life 1/Gen 0). Market value – 20 gp.
Potion of Inscrutable Invisibility. This small potion is a one-use charged item that turns the person who drinks it invisible, such that even disbelieving cannot see him, as the sample spell inscrutable invisibility (Illusion Shadow 3/Illusion Lightning 4/Gen 0). Market value – 980 gp.
Potion of Remedy. This small potion is a one-use charged item that curse the person who drinks
it of any temporary ability penalties, blindness or deafness, exhaustion and fatigue. The potion negates up to three negative levels, neutralizes all poison in the creature’s sytem, and keeps poison at bay for the next minute, as the sample spell remedy (Heal Life 10/Gen 0). Market value – 2,000 gp.
Potion of Supreme Enhancement. This small potion is a one-use charged item that grants a +10 bonus to one of the drinker’s ability scores, lasting one minute. Each potion affects one ability score, using an 11-MP Infuse spell determined at creation. Specifically, these potions are
commonly called potions of Giant Strength (Str), Perfect Agility (Dex), Indefatiguable Endurance (Con), Mastermind’s Cunning (Int), Divine Understanding (Wis), and Commanding Presence (Cha). Market value – 2,420 gp.
Saving Throws +1. This item grants its wearer a +1 bonus to all saving throws, using Abjure Force 0/
Gen 1. Market value – 1,000 gp.
Skill Bonus +3. This item grants its wearer a +3 bonus to skill checks with a single skill, using an Infuse [Element] 0/Gen 1 spell. Market value – 1,000 gp.
Skill Bonus +9. This item grants its wearer a +9 bonus to skill checks with a single skill, using an Infuse [Element] 2/Gen 1 spell. Market value – 9,000 gp.
Medium Items
Ability-Enhancer +4. This item grants a +4 enhancement bonus to one ability score, using Infuse [Element] 3/Gen 1. Market value – 16,000 gp.
Amulet of Greater Healing. Once per day this amulet of living wood can cast greater healing (Heal Life 10/Gen 0) as the sample spell presented in Chapter Three. Market value – 20,000gp.
Boots of Spiderclimbing. The wearer of these boots can cling to solid surfaces with hands and feet, gaining a climb speed equal to her base speed.
Furthermore, she need not make Climb checks to traverse a vertical or horizontal surface (even upside down). She retains her Dexterity bonus to AC while climbing, and opponents get no special bonus to their attacks against her. She cannot, however, use the run action while climbing. Uses Move Nature 3/Gen 1. Market value – 16,000 gp.
Cloak of Flame. This black cloak, etched with semi-real flames, is enchanted with Abjure Ice 2/Gen 1, providing Ice resistance 10 (9,000 gp). It also has the ability to cast the spell flaming barrier (Create Fire 4/Gen 4) once per day (12,800gp). Market value – 21,800 gp.
Magical Armor +4. This armor has a +4 enhancement
91 bonus to AC, using Abjure Nature 3/Gen 1. Market value – 16,000 gp.
Magical Armor +5. This armor has a +5 enhancement bonus to AC, using Abjure Nature 4/Gen 1. Market value – 25,000 gp.
Magical Weapon +3. This weapon has a +3
enhancement bonus to attack and damage rolls, using Infuse Force 3/Gen 1. Market value – 16,000 gp.
Magical Weapon +4. This weapon has a +4 enhance-ment bonus to attack and damage rolls, using Infuse Force 4/Gen 1. Market value – 25,000 gp.
Saving Throws +5. This item grants its wearer a +5 bonus to all saving throws, using Abjure Force 4/
Gen 1. Market value – 25,000 gp.
Skill Bonus +15. This item grants its wearer a +15 bonus to skill checks with a single skill, using an Infuse [Element] 4/Gen 1 spell. Market value – 25,000 gp.
Wayfarer’s Staff. This staff, decorated with carvings from around the world, can cast Move Space 8/Gen 0 to teleport up to 100 miles, once per day. This is a spell-completion item. Market value – 12,800 gp.
Major Items
Ability-Enhancer +6. This item grants a +6 enhancement bonus to one ability score, using Infuse [Element] 5/Gen 1. Market value – 36,000 gp.
Emperor’s Plate. This mithral full plate, masterfully made and ornamented to reflect a line of emperors, is enchanted with the most effective defensive magic possible, using Abjure Nature 12/Abjure Force 7/Gen 1, granting a +5 enhancement bonus to AC, +5 deflection bonus to AC, DR 4/-, and greater hedging against all creatures. Any creature attempting to attack the armor’s wearer physically or magically must succeed a Will save (DC 20 + wearer’s Cha bonus), or be unable to for the next minute. The hedging effect is negated for one minute if the armor’s wearer attacks that creature.
Weight 25 lb. Total AC bonus: +18. Market value – 400,000 gp.
Inquisitor’s Mask. This mask, carved in the shape of a bear skull, can cast dispelling gaze (Dispel Magic 5/Gen 1) five times per day, with access to 31 spell lists chosen by the creator for purposes of dispelling (25,387 gp). The mask also is enchanted with Infuse Water 1/Gen 1 (4,000 gp), to grant +2 Wisdom. Market value – 29,387 gp).
Magical Armor +9. This armor has a +9 enhancement bonus to AC, using Abjure Nature 15/Gen 1.
Market value – 256,000 gp.
Magical Weapon +5. This weapon has a +5
enhancement bonus to attack and damage rolls, using Infuse Force 5/Gen 1. Market value – 36,000 gp.
Magical Weapon +9. This weapon has a +9
enhancement bonus to attack and damage rolls, using Infuse Force 16/Gen 1. Market value – 289,000 gp.
Portable Font of Healing. This liquor flask is
enchanted to be able to cast any Heal Life spell of 3 MP or less on the person who drinks from it, and it can be refilled an unlimited number of times, never running out of magic (though it does run out of ale unless refilled). Market value – 90,000 gp.
Ring of Freedom of Movement. The wearer of this ring, enchanted with Move Nature 6/Gen 1, can move and attack normally, even under the effect of magical and mundane factors that usually impede movement. Market value – 49,000 gp.
Robe of the High Mage. This highly-decorated robe uses Abjure Force 4/Gen 1, Abjure Nature 4/Gen 1, Infuse Air 3/Gen 1, and Move Air 4/Gen 1 to grant its wearer a +5 resistance bonus to saves, a +5 enhancement bonus to AC, a +4 enhancement bonus to Dexterity, and the ability to fly with average manueverability. Counts as four magic effects for the 12-item limit. Market value – 91,000 gp.
Saving Throws +9. This item grants its wearer a +9 bonus to all saving throws, using Abjure Force 14/
Gen 1. Market value – 225,000 gp.
Shield Guardian. This permanent large construct, a CR 8 creature, is attuned to a special amulet. Created with Summon Construct 16/Gen 1, the shield guardian is loyal to its master, and it considers the bearer of the amulet its master. If a shield guardian were made without the Obedient enhancement, it would have no master, and would grant the wearer of the amulet no benefits. Market value – 144,5500 gp. Cost to create – 43,350 gp and 4046 XP.
Shifting Cloak. This cloak, enchanted with Infuse Fire 5/Gen 1 (36,000 gp) to provide +6 Charisma, also has unlimited activations of Illusion Shadow 1/Gen 0, that can make the wearer look like someone else at will (2,000 gp). Market value – 38,000 gp.
Skill Bonus +40. This item grants its wearer a +40 bonus to skill checks with a single skill, using an Infuse [Element] 12/Gen 1 spell. Market value – 169,000 gp.
Staff of Summoning. Carved of bone, this short walking staff can cast any Summon Animal spell costing 5 MP or less. The staff has a total of 200 MP available in it, and is a spell completion device.
Market value – 50,000 gp.
Elements of Magic, Lyceian Arcana. The material includes:
• Two sample magical traditions – the Ragesian Inquisitor and Vaneljesti Spellweaver.
• Three sample tradition feats – Masked Soul, Natural Spelltouch, and Spellweave.