A +1 weapon can have one property Rune, but it could hold another if the +1 weapon Potency Rune were upgraded to a +2 weapon Potency Rune. The opaque white sap from the graveroot shrub clouds the mind. Type 7th level spell; Level 16; Price 10,000 gp; Type 8th level spell; Level 18; Price 24,000 gp; Type 9th level spell; Level 20; Price 70,000 gp. Increase the armor’s item bonus to AC by 2, and the armor can be etched with two property Runes. It has negligible Bulk for 1 hour. Each level has a section for consumables, followed by a section for permanent items. This lattice of reinforced iron is shaped into a perfect octagon. These sleek red boots make your legs feel like they’re bursting with energy. Explorer’s clothing can have armor Runes etched on it even though it’s not armor, but because it’s not in the light, medium, or heavy armor category, it can’t have Runes requiring any of those categories. Type staff of illusion; Level 6; Price 230 gp, Type greater staff of illusion; Level 10; Price 900 gp, Type major staff of illusion; Level 14; Price 4,000 gp. This piece of silver or gold jewelry is adorned with miniature images of kite shields and can be used to fasten a cloak or cape. Activate [free-action] envision; Trigger An attack misses you; Requirements You are a master in Stealth. This means the poison is harder to remove once it has taken effect; (see Virulent Afflictions.). Upon drinking an antidote, you gain an item bonus to Fortitude saving throws against poisons for 6 hours. You’re almost done! Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Flamethrower: One of the most infamous devices to evolve as a result of trench warfare, the flamethrower is still in its infancy in the early twentieth century. Type hat of the magi; Level 3; Price 50 gp; Type greater hat of the magi; Level 9; Price 650 gp. When you activate the stone, you ignore the effects of any difficult terrain and greater difficult terrain you move through until the end of your turn. Type armbands of athleticism; Level 9; Price 645 gp; Type greater armbands of athleticism; Level 17; Price 13,000 gp. It becomes immune to divination magic of 8th level or lower (such as locate). In addition, when first entering the affected area, each creature (including you) must succeed at a DC 26 Will save or be unable to tell any deliberate lies while within 10 feet of the lit candle. Each item’s stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or “any” if it’s not limited to any particular type. The ammunition affects only the target hit, even if the spell would normally affect more than one target. This polished black wand has a green gem at the tip, and anyone who looks into it sees a reflection of a grinning skull instead of their face. It still orbits your head like any other aeon stone and can thus serve as a stylish, hands-free option for various spells that target an object, like continual flame. Each type of wand has a Level and Price determined by the spell’s level. When you activate the knot, the creature you damaged takes 1d6 persistent bleed damage. Mithral is renowned for its Lightness, durability, and effectiveness against a range of creatures including devils and lycanthropes. The simplest form of wand contains a spell, with Price and level based on that spell. If you are an expert in Crafting, only a creature that is trained in Thievery can disable them; if you are a master in Crafting, only a creature that is an expert in Thievery can disable them; and if you are legendary in Crafting, only a creature that is a master in Thievery can disable them. Uncommon Divine Healing Necromancy Positive. The caster doesn’t need to pay any cost of the spell. Type I; Level 7; Price 360 gp; Type II; Level 10; Price 1,000 gp. Type high-grade darkwood armor; Level 19; Price 32,000 gp + 3,200 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 16,000 gp + 1,600 gp per Bulk. You take a –2 penalty to Fortitude saves. This claw set in an iron clasp and chain isn’t always the claw of an owlbear. The bonus to Athletics checks is +3, and the bonus to a successful check to Climb or Swim is +10 feet. Activate [one-action] Interact or 1 or more days; see below. You still can’t target an undetected creature without guessing. You gain a +2 item bonus to attack rolls. Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. Activate [one-action] command; Frequency once per day; Effect You gain the effects of an ethereal jaunt spell. Type doubling rings; Level 3; Price 50 gp; Type greater doubling rings; Level 11; Price 1,300 gp. Sonic damage dealt by this weapon ignores the target’s Sonic resistance. This token can be activated only on an unoccupied patch of earth or soil. Type standard-grade darkwood armor; Level 12; Price 1,600 gp + 160 gp per Bulk; Craft Requirements The initial raw materials must include darkwood worth at least 200 gp + 20 gp per Bulk. This brass censer dangles on a length of chain. This long, plain, leaden Rod can disrupt magic. Craft Requirements The raw materials must include at least 4,400 gp of adamantine. You can activate the robe when you or an ally within 30 feet attempts a saving throw against an arcane spell, and the robe grants either you or the ally a success on the triggering saving throw; you still can activate it only once per day. Craft Requirements The initial raw materials must include 320 gp of rhinoceros hide (a common material). These items have the invested trait. Applying this oil to an item casts a 2nd-level mending spell to repair the item. The explosion continues to echo beyond the initial blast zone, dealing half as much damage to creatures beyond 30 feet but within a 60-foot burst. A creature can use an Interact action to clear the difficult terrain out of a single square early. Requirements You have at least one magic item activation that you can sustain, and you are not fatigued. Player characters might find uncommon magic items for sale, but only infrequently and often by private sellers or in clandestine markets. When the dog senses a hidden creature with its scent, that creature is instead observed and concealed. Just before you perform an action that would be anathema to the phylactery’s deity, the phylactery warns you of the potential transgression in time for you to change your mind. If you don’t end your jump on solid ground, you flutter in the air until the end of your turn, then fall harmlessly at a rate of 60 feet per round until you reach the ground. Alchemical items are not magical. Until activated, the coin becomes invisible for a few seconds at random intervals every few minutes. Attacks with a speed weapon are supernaturally swift. The thurible grants a +3 bonus. The bonus is +5 feet, and the duration is 1 minute. A dancing weapon flies autonomously and strikes your foes. With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. When you critically hit an evil creature with the holy avenger, the creature is. This shimmering green scale is usually attached to a golden clasp or chain. You can upgrade a property Rune to a higher-level type of that Rune in the same way you would upgrade a fundamental Rune. Such cases are noted in the item’s Activate entry in its stat block—for example, “Activate [reaction] command.”. These potent concoctions grant the drinker some alchemical benefits. This oil fills a weapon with cosmic power of an alignment. Activate [two-actions] Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19). Type standard-grade darkwood buckler; Level 8; Price 400 gp; Bulk L; Craft Requirements darkwood worth at least 50 gp, Type standard-grade darkwood shield; Level 8; Price 440 gp; Bulk L; Craft Requirements darkwood worth at least 55 gp, Type standard-grade darkwood tower shield; Level 8; Price 560 gp; Bulk 3; Craft Requirements darkwood worth at least 70 gp, Type high-grade darkwood buckler; Level 16; Price 8,000 gp; Bulk L; Craft Requirements darkwood worth at least 4,000 gp. You reset the limit during your daily preparations, at which point you Invest your Items anew. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity. The bonus is +3, and the duration is 1 hour. A mesmerizing gemstone caps the head of this handsomely crafted wooden staff. On a failure (but not a critical failure), the target of the attack still takes the splash damage. It deals 1d6 electricity damage and 1 electricity splash damage. It doesn’t move, defying gravity if need be. When wielding the staff, you can break it using an Interact action. If an invested item can be activated, you must have invested the item to activate it. If no one hurls the sphere by the start of your next turn, it turns into a non-magical red bead. The resonant power allows you to cast detect magic and read aura as arcane innate spells at will. Benefit(s) You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. The shield has resistance 10 against the damage type corresponding to the type of dragon whose hide was used in its creation (see dragonhide); this applies after reducing the damage for Hardness, so when you use Shield Block, the dragonslayer’s shield takes 18 less damage from attacks of that damage type. You could swap the weapon potency runes from a +1 longsword and a +2 greatsword, resulting in a +2 longsword and a +1 greatsword. Unless stated otherwise in a snare’s description, when a Small or larger creature enters a snare’s square, the snare’s effect occurs and then the snare is destroyed. Activate [one-action] command; Frequency once per day; Effect You grant allies within 100 feet a +2 status bonus to saves against fear effects for 1 minute. When you activate the beak, you deal an extra 1d4 precision damage on your damage roll. Activate [reaction] Interact; Trigger You are targeted by a thrown rock attack, or a rock would fall on you; Effect Attempt an Athletics check to grab the triggering rock. Penalties to your Speed (including those from your armor) apply before halving. Type +1 handwraps of mighty blows; Level 2; Price 35 gp; Type +1 Striking handwraps of mighty blows; Level 4; Price 100 gp; Type +2 Striking handwraps of mighty blows; Level 10; Price 1,000 gp; Type +2 greater Striking handwraps of mighty blows; Level 12; Price 2,000 gp; Type +3 greater Striking handwraps of mighty blows; Level 16; Price 10,000 gp; Type +3 major Striking handwraps of mighty blows; Level 19; Price 40,000 gp. All magic shields are specific items with a wide variety of protective effects, as described in their entries. This requires upgrading each Rune separately. Skilled awl work has imprinted images of a muscled weightlifter into these tiered leather bands, which grant you enhanced stamina and skill when performing athletic exercises. If you attack with this sling bullet, you roll twice and use the better result on your attack roll and your damage roll. Activate [free-action] Interact; Frequency once per day; Trigger You attempt to Pick a Lock but haven’t rolled yet; Effect The key casts knock on the lock you’re trying to pick. The bomb is activated when thrown as a Strike—you don’t have to activate it separately. Arrow slits along the lower battlements and crenelations at the top provide standard cover to anyone within the fortress. Fill In The Numbers. These stiff leather armguards grant you a +1 item bonus to AC and saving throws, and a maximum Dexterity modifier of +5. The GM determines whether a buyer is available. There’s no roof, leaving an open, 10-foot-square vertical shaft through the center of the structure. The rings also replicate property Runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given Rune and is not a specific weapon. Before it’s activated, this item appears to be an ash Rod capped with steel on either end. This stone, usually shaped as a cabochon, is a small chunk of amber with a bit of feather or a flying insect caught within it. This snare is like an alarm snare, but its subtle sound blends into ambient noise. Consumable Healing Magical Necromancy Oil. Certain magic items convey their magical benefits only when worn and invested using the Invest an Item activity, tying them to your inner potential. Bracers of armor give a +1 item bonus to AC with no Dex modifier cap, and also grant a bonus to saves. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. Activate [one-action] Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature’s wounds, restoring 2d6+7 Hit Points to that creature. Type fortification; Level 12; Price 2,000 gp; Type greater fortification; Level 18; Price 24,000 gp. | GumshoeSRD When worn by a creature with the elf trait, the armor gains the noisy trait. Made of shiny brown leather, this +1 Striking sling has a single white thread interwoven into its cord. The item bonus granted to heal spells is +3. An item can have only one fundamental Rune of each type, though etching a stronger Rune can upgrade an existing Rune to the more powerful version (as described in each Rune’s entry). A greater salve of antiparalysis can potentially remove petrification. The tables here don’t include progressions that aren’t as likely to come up, like turning a +1 weapon directly into a +1 greater Striking weapon. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. Success It’s enfeebled 2 until the end of your next turn. Though this activation has the command component, you can issue this command without the need for language. Critical Failure The creature falls prone and takes 1d6 bludgeoning damage. The phylactery grants a +3 item bonus, and you can activate it once every 30 minutes. If it’s an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it. Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 5d6 poison damage (1 round); Stage 2 6d6 poison damage (1 round); Stage 3 8d6 poison damage (1 round). Scrying is DC 37 and gives you the benefits of mind reading on the target, using the same save DC. 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