Magic Items (D&D equipment)

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Unofficial rules compendium




Focus Rod

A focus rod replaces the need for any material component worth less than the indicated amount. It cannot replace the need for a divine focus, but they are often crafted to be divine foci in themsleves, that is they are made in the form of a holy symbol.

Lesser focus rod: moderate conjuration; CL 7th; Craft Rod, minor creation. Price 2,000 gp. Replaces any component worth 20 gp or less.

Minor focus rod: moderate conjuration; CL 7th; Craft Rod, major creation. Price 10,000 gp. Replaces any component worth 100 gp or less.

Major focus rod: moderate conjuration; CL 9th; Craft Rod, major creation. Price 50,000 gp. Replaces any component worth 500 gp or less.

Greater focus rod: strong conjuration; CL 13th; Craft Rod, limited wish. Price 250,000 gp. Replaces any component worth 2,500 gp or less.

Ultimate focus rod: strong conjuration; CL 17th; Craft Rod, wish or miracle. Price 1,250,000 gp. Replaces any component worth 12,500 gp or less.


Staffs recover their charges at every conjunction of moons (4 times per year). This is to offset their huge cost, and make the playing field more even with other gear, that you can sell or upgrade.

Staff Focus

A magic staff can be given the ability to replace the need for any material on one specific spell. The base price of such an enchantment is 50x the price of the material component, with a minimum of 25 gp. It only works with that specific spell, but a staff could potentially have this enchantment several times. This has no cost in xp.

All staves casting spells are assumed to have this enchantment, and thus can substitute for the material components of any spell they hold when cast by the wearer, even if not using the power of the staff to cast the spell. Even when out of charges, a staff keeps this ability.

Variable conjuration; CL variable; Craft Staff, spell it is to work for. Price 50x material component price (minimum 25 gp).

Wondrous Magic Items

Bondage Witch Bracers

These decorative arm ornaments aid the wearer's use of magic by providing limited access to metamagic feats but do not change the spell slot of the altered spell. All the powers of the bracers activate at once. This is otherwise much like a like a metamagic rod.

When you use the bondage witch bracers, they magically transform into bonds, creating stumps of chain that gradually connect and tie you up as you continue to use them. Each time you use them, they transform for 1d6x10 minutes and this time is cumulative if you continue to use them before the time is up. Initially the effect is generally only cosmetic, but each time you roll a "1" on the duration the severity of the bondage increases.

Number of 1s rolled Type of Bondage Game Effect
1 Arm bondage Restrains your hands behind your back and making spells with somatic components, weapons, and hand-held items impossible to use
2 Foot chain Ties your feet together on a short chain, making you entangled, but not tied in place.
3 Bound and prone You fall prone and cannot rise without support. You can still crawl 5 ft. as a move action.
4 Gagged and hogtied You are immobile and helpless and unable to speak, use spells with verbal components, or move physically.

This counts as a curse and cannot be mitigated with magic unless the bracers are first destroyed or rendered powerless for 24 hours using remove curse; this allows the bondage to be negated using freedom of action or similar magic. Escape Artist can be used to fight the effect; each attempt takes 10 minutes and reduces the remaining duration by a number of minutes equal to the result of the skill roll. The bracers have hardness 10, 15 hit points, and a break DC of 23.

Lesser bondage witch bracers provide access to Silent Spell, Still Spell, and Eschew Material Components for spells of up to the third level. The standard version can affect spells of up to sixth level, and greater bondage witch bracers can affect spells of up to ninth level. Certain powerful bracers can also incorporate other metamagic effects; the cost of these is half the cost of the corresponding metamagic rod, plus the cost of the bondage witch bracers of the same rank (lesser, standard, greater).

Lesser bondage witch bracers: faint conjuration; CL 5th; Eschew Material Components, Craft Wondrous Item, Silent Spell, Still Spell, bands of steel. Price 2,440 gp.

bondage witch bracers: moderate conjuration; CL 11th; Eschew Material Components, Craft Wondrous Item, Silent Spell, Still Spell, bands of steel. Price 8,940 gp.

Lesser bondage witch bracers: strong conjuration; CL 17th; Eschew Material Components, Craft Wondrous Item, Silent Spell, Still Spell, bands of steel. Price 19,900 gp.

Extradimensional Jar

This is a sealed jar that is larger on the inside than on the outside, similar to a bag of holding. Because of the awkward seal, storing or retrieving an item from a sealed jar is a full-round action. Sealed jars come in different sizes, from small honeypots holding the equivalent of a normal bag to large amphorae containing as much as a shed.

Jar Weight Contents Weight Limit Contents Volume Limit Market Price
5 lb. 50 lb. 5 cu. ft. 500 gp
10 lb. 100 lb. 15 cu. ft. 750 gp
15 lb. 250 lb. 30 cu. ft. 1,250 gp
25 lb. 500 lb. 70 cu. ft. 2,500 gp
35 lb. 1,000 lb. 150 cu. ft. 4,000 gp
60 lb. 1,500 lb. 250 cu. ft. 7,500 gp

Chain of Tought

This one-foot, slender silver chain is capable of casting lesser telepathic bond once per day. It is activated by touching an adjacent willing creature with the chain (a standard action).

Faint Divination; CL 5th; Craft Wondrous Item, lesser telepathic bond; Price 6000 gp; Weight negligible.

Robe of 1001 Pockets

In many ways similar to a bag of holding, this robe is sewn with rows upon rows of pockets, resembling a material component pouch sewn into a robe as worn by many spellcasters. 1000 of these pockets are small; each of these can hold one diminutive item like one arrow, bolt or other ammunition, a wand, scroll, potion bottle, or a typical material component. Retrieving or storing an item in any of these pockets is a free action. The 1001st pocket opens the lining of the robe and allows direct access to all the stored items. This allows large objects to be stored, but storing or retrieving something through the lining of the robe is a move action. All of these items are held in a single extradimensional space, whose total capacity is 10 cu. ft. or 100 lbs.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,200 gp; Weight 1 lb (ignored when worn).

Robe of Useful items, Greater

This is the same as the regular Robe of Useful Items, only each item in the robe recharges each day. The item thus never runs out.

Moderate transmutation, CL 9th; Craft Wondrous Items, fabricate; Price 56,000 gp; Weight 1 lb (ignored when worn).