This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
To generate an
epic scroll randomly, first roll on Table: Scroll Types to determine whether
the spells are arcane or divine. An epic scroll contains 1d8 spells. For each
spell, roll on Table: Epic Scroll Spell Levels to determine its level and then
on the appropriate section of Table: Actual Spell Levels to determine the
spell’s actual level and total metamagic level adjustments. To determine the
specific metamagic level adjustments, roll on the appropriate section of Table:
Metamagic Level Adjustment to Spells. To determine the spell, use the
appropriate sections of the nonepic scroll tables.
Table: Scroll
Types
d% |
Type |
01–70 |
Arcane |
71–100 |
Divine |
Table: Epic
Scroll Spell Levels
d% |
Spell Level |
Spell’s Caster Level |
Market Price1 |
XP Cost
|
01–26 |
10th |
21st |
5,250 gp |
1,210 XP |
27–46 |
11th |
22nd |
6,050 gp |
1,242 XP |
47–61 |
12th |
23rd |
6,900 gp |
1,276 XP |
62–71 |
13th |
24th |
7,800 gp |
1,312 XP |
72–79 |
14th |
25th |
8,750 gp |
1,350 XP |
80–85 |
15th |
26th |
9,750 gp |
1,390 XP |
86–90 |
16th |
27th |
10,800 gp |
1,432 XP |
91–94 |
17th |
28th |
11,900 gp |
1,476 XP |
95–97 |
18th |
29th |
13,050 gp |
1,522 XP |
98–99 |
19th |
30th |
14,250 gp |
1,570 XP |
100 |
Roll again and
add +102 |
Spell level +11 |
Varies |
Varies |
1 Market price does not include price of
material components or XP costs for spell. |
||||
2 This result is cumulative if rolled
multiple times |
Table: Actual
Spell Level
10th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–03 |
1st-level spell
plus metamagic (9) |
04–08 |
2nd-level spell
plus metamagic (8) |
09–15 |
3rd-level spell
plus metamagic (7) |
16–24 |
4th-level spell
plus metamagic (6) |
25–35 |
5th-level spell
plus metamagic (5) |
36–48 |
6th-level spell
plus metamagic (4) |
49–63 |
7th-level spell
plus metamagic (3) |
64–80 |
8th-level spell
plus metamagic (2) |
81–99 |
9th-level spell
plus metamagic (1) |
100 |
Any |
11th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–03 |
1st-level spell
plus metamagic (10) |
04–08 |
2nd-level spell
plus metamagic (9) |
09–15 |
3rd-level spell
plus metamagic (8) |
16–24 |
4th-level spell
plus metamagic (7) |
25–35 |
5th-level spell
plus metamagic (6) |
36–48 |
6th-level spell
plus metamagic (5) |
49–63 |
7th-level spell
plus metamagic (4) |
64–80 |
8th-level spell
plus metamagic (3) |
81–99 |
9th-level spell
plus metamagic (2) |
100 |
Any |
12th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–05 |
2nd-level spell
plus metamagic (10) |
06–12 |
3rd-level spell
plus metamagic (9) |
13–21 |
4th-level spell
plus metamagic (8) |
22–32 |
5th-level spell
plus metamagic (7) |
33–45 |
6th-level spell
plus metamagic (6) |
46–60 |
7th-level spell
plus metamagic (5) |
61–77 |
8th-level spell
plus metamagic (4) |
78–99 |
9th-level spell
plus metamagic (3) |
100 |
Any |
13th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–08 |
3rd-level spell
plus metamagic (10) |
09–18 |
4th-level spell
plus metamagic (9) |
19–30 |
5th-level spell
plus metamagic (8) |
31–44 |
6th-level spell
plus metamagic (7) |
45–60 |
7th-level spell
plus metamagic (6) |
61–78 |
8th-level spell
plus metamagic (5) |
79–99 |
9th-level spell
plus metamagic (4) |
100 |
Any |
14th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–11 |
4th-level spell
plus metamagic (10) |
12–24 |
5th-level spell
plus metamagic (9) |
25–39 |
6th-level spell
plus metamagic (8) |
40–56 |
7th-level spell
plus metamagic (7) |
57–75 |
8th-level spell
plus metamagic (6) |
76–99 |
9th-level spell
plus metamagic (5) |
100 |
Any |
15th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–15 |
5th-level spell
plus metamagic (10) |
16–33 |
6th-level spell
plus metamagic (9) |
34–53 |
7th-level spell
plus metamagic (8) |
54–75 |
8th-level spell
plus metamagic (7) |
76–99 |
9th-level spell
plus metamagic (6) |
100 |
Any |
16th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–18 |
6th-level spell
plus metamagic (10) |
19–41 |
7th-level spell
plus metamagic (9) |
42–68 |
8th-level spell
plus metamagic (8) |
69–99 |
9th-level spell
plus metamagic (7) |
100 |
Any |
17th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01-25 |
7th-level spell
plus metamagic (10) |
26–60 |
8th-level spell
plus metamagic (9) |
61–99 |
9th-level spell
plus metamagic (8) |
100 |
Any |
18th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–41 |
8th-level spell
plus metamagic (10) |
42–59 |
9th-level spell
plus metamagic (9) |
100 |
Any |
19th-Level
Spell
d% |
Spell Level
and Metamagic Level Adjustment |
01–99 |
9th-level spell
plus metamagic (10) |
100 |
Any |
Table:
Metamagic Level Adjustment to Spells
Metamagic (1)
d% |
Metamagic
Effects |
01–10 |
Enlarge Spell |
21–40 |
Extend Spell |
41–80 |
Heighten Spell
(+1 level) |
81–100 |
Silent Spell |
Metamagic (2)
d% |
Metamagic
Effects |
01–25 |
Empower Spell |
26–50 |
Heighten Spell
(+2 levels) |
51–55 |
Roll on
Metamagic (1) and add Enlarge Spell |
56–65 |
Roll on
Metamagic (1) and add Extend Spell |
66–90 |
Roll on
Metamagic (1) and add Heighten Spell (+1 level) |
91–100 |
Roll on
Metamagic (1) and add Silent Spell |
Metamagic (3)
d% |
Metamagic
Effects |
01–25 |
Heighten Spell
(+3 levels) |
26–50 |
Maximize Spell |
51–65 |
Roll on
Metamagic (1) and add Empower Spell |
66–70 |
Roll on
Metamagic (2) and add Enlarge Spell |
71–75 |
Roll on
Metamagic (2) and add Extend Spell |
76–95 |
Roll on
Metamagic (2) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (2) and add Silent Spell |
Metamagic (4)
d% |
Metamagic
Effects |
01-15 |
Enhance Spell |
16–40 |
Heighten Spell
(+4 levels) |
41–55 |
Quicken Spell
56–65 Roll on Metamagic (1) and add Maximize Spell |
66–75 |
Roll on
Metamagic (2) and add Empower Spell |
76–80 |
Roll on
Metamagic (3) and add Enlarge Spell |
81–85 |
Roll on
Metamagic (3) and add Extend Spell |
86–95 |
Roll on
Metamagic (3) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (3) and add Silent Spell |
Metamagic (5)
d% |
Metamagic
Effects |
01–30 |
Heighten Spell
(+5 levels) |
31–40 |
Roll on
Metamagic (1) and add Enhance Spell |
41–55 |
Roll on
Metamagic (1) and add Quicken Spell |
56–65 |
Roll on
Metamagic (2) and add Maximize Spell |
66–75 |
Roll on
Metamagic (3) and add Empower Spell |
76–80 |
Roll on
Metamagic (4) and add Enlarge Spell |
81–85 |
Roll on
Metamagic (4) and add Extend Spell |
86–95 |
Roll on
Metamagic (4) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (4) and add Silent Spell |
Metamagic (6)
d% |
Metamagic
Effects |
01–30 |
Heighten Spell
(+6 levels) |
31–40 |
Roll on
Metamagic (2) and add Enhance Spell |
41–55 |
Roll on
Metamagic (2) and add Quicken Spell |
56–65 |
Roll on
Metamagic (3) and add Maximize Spell |
66–75 |
Roll on
Metamagic (4) and add Empower Spell |
76–80 |
Roll on
Metamagic (5) and add Enlarge Spell |
81–85 |
Roll on
Metamagic (5) and add Extend Spell |
86–95 |
Roll on
Metamagic (5) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (5) and add Silent Spell |
Metamagic (7)
d% |
Metamagic
Effects |
01–25 |
Heighten Spell
(+7 levels) |
26–45 |
Intensify Spell |
46–55 |
Roll on
Metamagic (3) and add Enhance Spell |
56–65 |
Roll on
Metamagic (3) and add Quicken Spell |
66–75 |
Roll on
Metamagic (4) and add Maximize Spell |
76–80 |
Roll on
Metamagic (5) and add Empower Spell |
81–85 |
Roll on
Metamagic (6) and add Enlarge Spell |
86–90 |
Roll on
Metamagic (6) and add Extend Spell |
91–95 |
Roll on
Metamagic (6) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (6) and add Silent Spell |
Metamagic (8)
d% |
Metamagic
Effects |
01–30 |
Heighten Spell
(+8 levels) |
31–45 |
Roll on
Metamagic (1) and add Intensify Spell |
46–55 |
Roll on
Metamagic (4) and add Enhance Spell |
56–65 |
Roll on
Metamagic (4) and add Quicken Spell |
66–75 |
Roll on
Metamagic (5) and add Maximize Spell |
76–80 |
Roll on
Metamagic (6) and add Empower Spell |
81–85 |
Roll on
Metamagic (7) and add Enlarge Spell |
86–90 |
Roll on
Metamagic (7) and add Extend Spell |
91–95 |
Roll on
Metamagic (7) and add Heighten Spell (+1 level) |
96–100 |
Roll on Metamagic (7) and add Silent Spell |
Metamagic (9)
d% |
Metamagic
Effects |
01–30 |
Heighten Spell
(+9 levels) |
31–45 |
Roll on
Metamagic (2) and add Intensify Spell |
46–55 |
Roll on
Metamagic (5) and add Enhance Spell |
56–65 |
Roll on
Metamagic (5) and add Quicken Spell |
66–75 |
Roll on
Metamagic (6) and add Maximize Spell |
76–80 |
Roll on
Metamagic (7) and add Empower Spell |
81–85 |
Roll on
Metamagic (8) and add Enlarge Spell |
86-90 |
Roll on
Metamagic (8) and add Extend Spell |
91–95 |
Roll on
Metamagic (8) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (8) and add Silent Spell |
Metamagic (10)
d% |
Metamagic
Effects |
01–30 |
Heighten Spell
(+10 levels) |
31–45 |
Roll on
Metamagic (3) and add Intensify Spell |
46–55 |
Roll on
Metamagic (6) and add Enhance Spell |
56–65 |
Roll on
Metamagic (6) and add Quicken Spell |
66–75 |
Roll on
Metamagic (7) and add Maximize Spell |
76–80 |
Roll on
Metamagic (8) and add Empower Spell |
81–85 |
Roll on
Metamagic (9) and add Enlarge Spell |
86–90 |
Roll on
Metamagic (9) and add Extend Spell |
91–95 |
Roll on
Metamagic (9) and add Heighten Spell (+1 level) |
96–100 |
Roll on
Metamagic (9) and add Silent Spell |
Staffs have 50
charges when created, and they can’t be recharged.
Staffs use the wielder’s ability score and
relevant feats to set the DC for saves against their spells in such cases where
those values would be higher than the listed values for the staffs.
Table: Epic
Staffs
d% |
Staff |
Market Price
|
01–09 |
Spheres |
228,375 gp |
10–18 |
Mighty force |
265,000 gp |
19–27 |
Walls |
275,625 gp |
28–36 |
Winter |
292,500 gp |
37–45 |
Prism |
326,812 gp |
46–54 |
Rapid barrage
|
417,750 gp |
55–63 |
Planar might |
460,000 gp |
64–71 |
Domination |
464,400 gp |
72–79 |
Fiery power |
500,000 gp |
80–87 |
Nature’s fury
|
500,000 gp |
88–95 |
Hierophants |
501,187 gp |
96–98 |
Cosmos |
683,487 gp |
99–100 |
Necromancy |
1,505,312 gp |
Standard epic
staffs are described below.
Cosmos: This staff allows use of the following spells.
• Chain
lightning (intensified, 1
charge, DC 29)
• Meteor swarm (intensified, 1 charge, DC 34)
• Sunburst (intensified, 1 charge, DC 32)
Caster Level: 27th; Prerequisites: Craft Staff,
Craft Epic Staff, Intensify Spell, chain lightning, meteor swarm, sunburst;
Market Price: 683,437 gp.
Domination: This staff allows use of the following
heightened spells.
• Dominate
monster (1 charge, DC 33)
• Demand (1 charge, DC 32)
• Mass charm
monster (1 charge, DC 32)
• Geas (heightened, 1 charge, DC 33)
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, Heighten Spell, demand, dominate monster, geas, mass charm
monster; Market Price: 464,400 gp.
Fiery Power: This +5 flaming quarterstaff grants
its wielder fire resistance 30 whenever held. In addition, it has the following
powers.
• Wall of fire (extended,
1 charge, DC 18)
• Delayed blast
fireball (intensified to 240 points of damage, 2 charges, DC 22)
• Meteor swarm(heightened
to 12th, 2 charges, DC 30)
• Summon
monster IX (extended, 2 charges, elder fire elemental only) A staff of
fiery power can be broken in a retributive strike. The breaking of the
staff must be purposeful and declared by the wielder. All charges currently in
the staff are instantly released in a 30-foot- radius globe. All within 10 feet
of the broken staff take points of damage equal to eight times the number of
charges in the staff, those between 11 feet and 20 feet away take six times the
number of charges in damage, and those 21 feet to 30 feet distant take four times
the number of charges in damage. Successful Reflex saving throws (DC 17) reduce
the damage sustained by half. The character breaking the staff has a 50% chance
of traveling to another plane of existence; if he or she does not, the
explosive release of spell energy destroys him or her. After all charges are
used up from the staff, it remains a +5 quarterstaff with no special
abilities. (Once empty of charges, it cannot be broken in a retributive
strike.)
Caster Level: 25th; Prerequisites: Craft Staff, Craft
Epic Staff, Extend Spell, Heighten Spell, Improved Heighten Spell, Intensify
Spell, Spell Focus (Evocation), continual flame, delayed blast fireball,
meteor swarm, protection from energy, summon monster IX, wall of fire; Market
Price: 500,000 gp.
The
Hierophants: This staff
allows use of the following spells.
• Creeping doom
(enlarged, extended, 1
charge, DC 23)
• Command
plants (enlarged,
extended, 1 charge, DC 25)
• Elemental
swarm (intensified, 2
charges, DC 34)
• Shambler (intensified, 2 charges, DC 34)
Caster Level: 27th; Prerequisites: Craft Staff,
Craft Epic Staff, Enlarge Spell, Extend Spell, Intensify Spell, creeping
doom, command plants, elemental swarm, shambler; Market Price: 501,187 gp.
Mighty Force: This staff has three powers.
• Shield (quickened,
1 charge, may be activated once per round)
• Forcecage (1
charge)
• Crushing hand
(1 charge)
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, Quicken Spell, crushing hand, forcecage, shield; Market
Price: 265,000 gp.
Nature’s Fury: This +5 aberration bane quarterstaff
allows use of the following spells.
• Earthquake (1
charge)
• Whirlwind (heightened
to 10th level, 1 charge, DC 25)
• Fire storm (heightened
to 10th level, 1 charge, DC 25)
After all charges
are used up from a staff of nature’s fury, it remains a +5
quarterstaff with no special abilities.
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, Heighten Spell, Improved Heighten Spell, earthquake, fire
storm, summon monster I (or summon nature’s ally I), whirlwind;
Market Price: 500,000 gp.
Necromancy: This staff allows use of the following
spells.
• Circle of
death (intensified, 2
charges, DC 29)
• Create
greater undead (1 charge)
• Finger of
death (improved heightened
to 16th, 2 charges, DC 34)
• Soul bind (improved heightened to 16th, 2 charges, DC
34). The soul trapped through the use of the soul bind spell is trapped
in the staff rather than a gem. Only by breaking the staff can the souls be
freed.
Caster Level: 27th; Prerequisites: Craft Staff,
Craft Epic Staff, Intensify Spell, Heighten Spell, Improved Heighten Spell, circle
of death, create greater undead, finger of death, soul bind; Market Price: 1,505,312
gp; Cost to Create: 1,290,156 gp + 14,303 XP.
Planar Might: The wielder of this powerful staff is
immune to the effects of any planar alignment traits, as well as the
positive-dominant and negative-dominant traits or a plane. It also allows use
of the following spells.
• Greater
planar ally (1 charge)
• Greater
planar binding (1 charge)
• Gate (1
charge)
When using the greater
planar ally power, the character must still bargain with the called
creature.
In addition to its
other powers, a staff of planar might is a +5 outsider bane
quarterstaff (roll 1d4 to determine what alignment of outsiders the staff
’s bane power works against: 1=chaotic, 2=evil, 3=good, 4=lawful). After all
charges are used up from a staff of planar might, it remains a +5
quarterstaff with no special abilities.
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, gate, greater planar ally, greater planar binding,
protection from energy; Market Price: 460,000 gp.
Prism: This staff allows use of the following
spells.
• Prismatic
sphere (extended, 1
charge, DC 25)
• Prismatic
spray (extended, 1 charge,
DC 22)
• Prismatic
wall (extended, 1 charge,
DC 23)
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, Extend Spell, prismatic sphere, prismatic spray, prismatic
wall; Market Price: 326,812 gp.
Rapid Barrage: Either of the staff’s two powers can be
activated as a free action (though the staff may only be activated once per
round).
• Magic missile
(intensified, quickened, 1 charge, 5 missiles dealing 10 points of damage
each)
• Fireball (heightened
to 6th, enhanced, quickened, 1 charge, 20d6 damage, DC 19)
Caster Level: 25th; Prerequisites: Craft Staff,
Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify Spell, Quicken
Spell, fireball, magic missile; Market Price: 417,750 gp.
Spheres: This staff allows use of the following
spells.
• Freezing
sphere (1 charge, DC 19)
• Resilient
sphere (1 charge, DC 16)
• Telekinetic
sphere (1 charge, DC 22)
Caster Level: 21st; Prerequisites: Craft Staff,
Craft Epic Staff, freezing sphere, resilient sphere, telekinetic sphere;
Market Price: 228,375 gp.
Walls: This staff allows use of the following
spells.
• Wall of iron (1 charge)
• Wall of stone
(1 charge)
• Wall of force
(1 charge)
Caster Level: 30th; Prerequisites: Craft Staff,
Craft Epic Staff, Extend Spell, extended wall of force, wall of iron, wall
of stone; Market Price: 275,625 gp.
Winter: This staff allows the use of the following
spells.
• Cone of cold (intensified, 2 charges, DC 28)
• Ice storm (intensified, 2 charges, DC 26)
• Freezing
sphere (intensified, 2
charges, DC 29)
• Wall of ice (1 charge)
Caster Level: 24th; Prerequisites: Craft Staff,
Craft Epic Staff, Extend Spell, Intensify Spell, cone of cold, ice storm,
freezing sphere, wall of ice; Market Price: 292,500 gp.
Anyone can use a
wondrous item unless specified otherwise in the item’s description.
Table: Epic
Wondrous Items
d% |
Wondrous Item
|
Market Price
|
01–02 |
Horseshoes of
the peerless steed |
217,000 gp |
03–04 |
Mantle of
great stealth |
242,000 gp |
05–06 |
Boots of
swiftness |
256,000 gp |
07–08 |
Cabinet of
feasting |
288,000 gp |
09–10 |
Mantle of
epic spell resistance |
290,000 gp |
11–13 |
Cloak of epic
resistance +6 |
360,000 gp |
14–15 |
Gate key |
378,000 gp |
16–18 |
Cloak of epic
resistance +7 |
490,000 gp |
19–21 |
Belt of epic
strength +8 |
640,000 gp |
22–24 |
Bracers of
epic health +8 |
640,000 gp |
25–27 |
Cloak of epic
charisma +8 |
640,000 gp |
28–30 |
Cloak of epic
resistance +8 |
640,000 gp |
31–33 |
Gloves of
epic dexterity +8 |
640,000 gp |
34–36 |
Headband of
epic intellect +8 |
640,000 gp |
37–39 |
Periapt of
epic wisdom +8 |
640,000 gp |
40–42 |
Amulet of
epic natural armor +6 |
720,000 gp |
43–45 |
Cloak of epic
resistance +9 |
810,000 gp |
46–48 |
Amulet of
epic natural armor +7 |
980,000 gp |
49–51 |
Belt of epic
strength +10 |
1,000,000 gp |
52–54 |
Bracers of
epic health +10 |
1,000,000 gp |
55–57 |
Cloak of epic
charisma +10 |
1,000,000 gp |
58–59 |
Cloak of epic
resistance +10 |
1,000,000 gp |
60–62 |
Gloves of
epic dexterity +10 |
1,000,000 gp |
63–65 |
Headband of
epic intellect +10 |
1,000,000 gp |
66–68 |
Periapt of
epic wisdom +10 |
1,000,000 gp |
69–71 |
Bracers of
epic armor +11 |
1,210,000 gp |
72–74 |
Amulet of
epic natural armor +8 |
1,280,000 gp |
75–76 |
Belt of epic
strength +12 |
1,440,000 gp |
77–78 |
Bracers of
epic armor +12 |
1,440,000 gp |
79–80 |
Bracers of
epic health +12 |
1,440,000 gp |
81–82 |
Cloak of epic
charisma +12 |
1,440,000 gp |
83–84 |
Gloves of
epic dexterity +12 |
1,440,000 gp |
85–86 |
Headband of
epic intellect +12 |
1,440,000 gp |
87–88 |
Periapt of
epic wisdom +12 |
1,440,000 gp |
89–90 |
Amulet of
epic natural armor +9 |
1,620,000 gp |
91–92 |
Bracers of
epic armor +13 |
1,690,000 gp |
93–94 |
Bracers of
epic armor +14 |
1,960,000 gp |
95–96 |
Amulet of
epic natural armor +10 |
2,000,000 gp |
97–98 |
Bracers of
epic armor +15 |
2,250,000 gp |
99–100 |
Bracers of
relentless might |
4,384,000 gp |
Standard epic
wondrous items are described below.
Amulet of Epic
Natural Armor: This amulet toughens the wearer’s body and
flesh, giving him or her an enhancement bonus to his or her natural armor of +6
or higher, depending on the type of amulet.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, barkskin, creator’s caster level must be
three times the amulet’s bonus; Market Price: 720,000 gp (+6), 980,000
gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10); Weight: —.
Belt of Epic
Strength: This belt adds
an enhancement bonus of +8 or higher to the wearer’s Strength score.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, bull’s strength; Market Price: 640,000
gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Boots of
Swiftness: These shoes
grant their wearer a +6 enhancement bonus to Dexterity. The wearer’s speed
doubles (this does not stack with any magical or supernatural enhancement to
speed), he or she gains the evasion ability (as the rogue class feature), and
the wearer’s jumping distance is not limited by his or her height. The wearer
gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three
times per day, the wearer can utter a command word to activate the boots’ haste
power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, cat’s grace, expeditious retreat, haste,
jump; Market Price: 256,000 gp; Weight: 1 lb.
Bracers of Epic
Armor: These items
surround the wearer with an invisible but tangible field of force, granting him
or her an armor bonus of +11 or higher, just as though he or she were wearing
armor. Both bracers must be worn for the magic to be effective.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, mage armor, creator’s caster level must
be twice the bracers’ bonus; Market Price: 1,210,000 (+11), 1,440,000
(+12), 1,690,000 gp (+13), 1,960,000 (+14), 2,250,000 gp (+15); Weight: 1
lb.
Bracers of Epic
Health: These grant the
wearer an enhancement bonus of +8 or higher to Constitution.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, endurance; Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Bracers of
Relentless Might: These
bracers grant a +12 enhancement bonus to the wearer’s Strength and
Constitution. The wearer is treated as two size categories larger than normal
(to a maximum of Colossal) for purposes of combat-related opposed checks that
apply a modifier based on size, such as bull rush, grapple, and trip.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, bull’s strength, endurance, enlarge; Market
Price: 4,384,000 gp; Weight: 1 lb.
Cabinet of
Feasting: This cabinet has
the ability to produce a feast for up to forty people, three times per day.
Merely opening the doors of the cabinet reveals platters of food of all types
and flavors of the very freshest sort. The meal has all the qualities and
benefits of that produced by a heroes’ feast spell.
Caster Level: 40th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, heroes’ feast; Market Price: 288,000 gp;
Weight: 20 lb.
Cloak of Epic
Charisma: When worn, this
cloak grants a +8 or higher enhancement bonus to a character’s Charisma score.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, charm monster; Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Cloak of Epic
Resistance: These garments
offer magic protection in the form of a +6 or higher resistance bonus on all
saving throws (Fortitude, Reflex, and Will).
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, resistance, creator’s caster level must
be three times the cloak’s bonus; Market Price: 360,000 (+6), 490,000
(+7), 640,000 gp (+8), 810,000 (+9), 1,000,000 gp (+10); Weight: 1 lb.
Gate Key: When properly operated, the gate key can be
used to attune any bounded space, such as a doorway or a cave opening, to
another bounded space on another plane of existence previously visited by the
wielder. When two bounded spaces are attuned, an interdimensional portal
springs up at each location, and the two portals are connected. When the
wielder creates a pair of portals, he or she also establishes the necessary key
that travelers must have to access the portal. Possible keys include nothing, a
pearl, a particular hair color, or even the gate key itself. Up to sixty
different pairs of portals can be attuned in this manner. Once all sixty pairs
of portals are created, the key cannot create additional gates, though it may
still be the necessary key to access some or all of the portals. To any
creature without the proper key, the interdimensional portals are not visible
(through true seeing or similar magic reveals their presence).
Caster Level: 21st; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight:
1 lb.
Gloves of Epic Dexterity: These gloves add an enhancement bonus of +8
or higher to the wearer’s Dexterity score.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, cat’s grace; Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: —.
Headband of Epic Intellect: This headband adds an enhancement bonus of
+8 or higher to the wearer’s Intelligence score.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, commune or legend lore; Market Price:
640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: —.
Horseshoes of the Peerless
Steed: These horseshoes
magically adhere to the feet of any hoofed creature. Anyone riding the creature
gains a +10 competence bonus on Ride checks and is treated as having ranks in
the appropriate Ride skill (and thus does not take the –5 penalty for riding an
unfamiliar mount). The horseshoes grant the creature (or its rider, as
appropriate) the effects of the Trample, Ride-By Attack, and Spirited Charge
feats. The wearer of the horseshoes gains spell resistance 32 against
enchantment effects. In addition, the ground speed of the creature wearing the
horseshoes doubles.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance; Market
Price: 217,000 gp; Weight: 1 lb. each.
Mantle of Epic Spell Resistance:
This garment is worn over
normal clothing or armor. It grants the wearer spell resistance 40.
Caster Level: 29th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, spell resistance; Market Price: 290,000
gp. Weight: 1 lb.
Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus
on Hide and Move Silently checks. The wearer’s outline is blurry and
indistinct, granting concealment (20% miss chance) at all times (as the blur
spell). The mantle also grants nondetection to its wearer (as the spell).
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence;
Market Price: 242,000 gp; Weight: 1 lb.
Periapt of Epic Wisdom: This large pearl set on a chain grants an
enhancement bonus of +8 or higher to the wearer’s Wisdom score.
Caster Level: 20th; Prerequisites: Craft Wondrous
Item, Craft Epic Wondrous Item, commune or legend lore; Market Price:
640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: —.
Just like nonepic
magic items, epic magic items sometimes possess intelligence of their own. Such
items are fully sentient and should be treated as NPCs. The Random Epic Magic
Items section details the chances that epic armor, shields, rings, rods,
staffs, wondrous items, and weapons might be intelligent. In short, a ring,
rod, staff, wondrous item, armor, or shield has a 1% chance to be intelligent,
a ranged weapon has a 5% chance to be intelligent, and a melee weapon has a 15%
chance to be intelligent. Rather than using the tables for nonepic items, use
the tables below to determine the properties of an intelligent item: the number
of powers, unusual properties, alignment, and special purpose of the item (if
any). Of the three mental ability scores, two scores are favored (2d6 + some
number) and one is completely random (3d6). Choose which scores get assigned
which number, or roll 1d4 and determine randomly according to the following
table.
Table: Mental
Ability Scores for Intelligent Items
1d4 |
High Score |
Medium Score |
Low Score |
1 |
Intelligence |
Charisma |
Wisdom |
2 |
Intelligence |
Wisdom |
Charisma |
3 |
Wisdom |
Intelligence |
Charisma |
4 |
Charisma |
Intelligence |
Wisdom |
The first step in
determining the properties of a random intelligent epic magic item is to
determine its general capabilities. These are found by rolling d% and
consulting Table: Epic Items Intelligence, Wisdom, Charisma, and Capabilities.
Table: Epic
Item Intelligence, Wisdom, Charisma, and Capabilities
d% |
Ability
Scores |
Capabilities |
01–22 |
Two 2d6+10, one
3d6 |
Three primary
abilities, one extraordinary power |
23–40 |
Two 2d6+11, one
3d6 |
Three primary
abilities, two extraordinary powers |
41–54 |
Two 2d6+12, one
3d6 |
Four primary
abilities, two extraordinary powers |
55–64 |
Two 2d6+14, one
3d6 |
Four primary
abilities, three extraordinary powers |
65–71 |
Two 2d6+16, one
3d6 |
Four primary
abilities, three extraordinary powers, one awesome power |
72–73 |
Two 2d6+18, one
3d6 |
Four primary
abilities, three extraordinary powers, two awesome powers |
74 |
Roll again, but
add 1d6 to each ability score1 |
|
75–100 |
Use
nonepic magic item Table:
Item Intelligence, Wisdom, Charisma, and Capabilities |
|
1 Cumulative if
rolled multiple times. |
To find the market price for an epic magic item, use these expanded guidelines, adjusting as necessary to find an appropriate final price. Each point of Intelligence bonus, Wisdom bonus, or Charisma bonus increases the item’s market price by 400 gp. Any form of communication possessed by the item increases its market price by the number shown on Table: Epic Item Communication. Each primary ability possessed by the item increases its market price by 2,000 to 10,000 gp (average 6,000 gp). Each extraordinary ability possessed by the item increases its market price by 15,000 to 35,000 gp (average 25,000 gp). A special purpose increases the item’s market price by 50,000 gp. An awesome power increases the item’s market price by 100,000 gp.
Any item with Intelligence
has an alignment. Make sure that the alignment choosen or determine randomly
(using Table: Item Alignment) matches any alignment-oriented special abilities
of the item. Any character whose alignment is not compatible with that of the
item gains one negative level for every 10 points of the weapon’s Ego (see Item
Ego, below) if he or she so much as picks up the item. Although this never
results in actual level loss, the negative levels remain as long as the item is
in hand and cannot be overcome in any way (including restoration spells).
These negative levels are cumulative with any other penalties the item might
already place on inappropriate wielders.
Table: Item
Alignment
d% |
Alignment of
Item |
01–05 |
Chaotic good |
06–15 |
Chaotic neutral1
|
16–20 |
Chaotic evil |
21–25 |
Neutral evil1
|
26–30 |
Lawful evil |
31–55 |
Lawful good |
56–60 |
Lawful neutral1
|
61–80 |
Neutral good1
|
81–100 |
Neutral |
1 The item can
also be used by any character whose alignment corresponds to the nonneutral
portion of the item’s alignment (in other words, chaotic, evil, good, or
lawful). Thus, any chaotic character (CG, CN, CE) can use an item with
chaotic neutral alignment. |
Like a character,
an intelligent item speaks Common plus one language per point of Intelligence
bonus. Choose appropriate languages, taking into account the item’s origin and
purposes. An item with multiple modes of communication can use any of its modes
at will.
Table: Epic Item
Communication
d% |
Communication
Mode |
Market Price Modifier
|
01–10 |
Semiempathy1 |
+1,000 gp |
11–35 |
Empathy2 |
+2,000 gp |
36–75 |
Speech3 |
+3,000 gp |
76–85 |
Telepathy4 |
+5,000 gp |
86–100 |
Speech3
and telepathy4 |
+8,000 gp |
1 The possessor
receives some signal (a throb or tingle, for example) when the item’s ability
functions. |
||
2 The possessor
feels urges and sometimes emotions from the item that encourage or discourage
certain courses of action. |
||
3 Speaks
Common plus one language per point of Intelligence bonus. Roll d%: 01–05, the
item cannot read any languages; 06–75, the item can read any language it can
speak (+1,000 gp to market price); 76–90, it can read all languages (+2,000
gp to market price); 91–100, it can read all languages as well as read
magic (+3,000 gp to market price). |
||
4 The item can
communicate silently with any wielder who has an Intelligence of 1 or higher,
regardless of any language barrier. |
Using the number
of capabilities determined above, find the item’s specific abilities by rolling
on the appropriate tables below.
Table:
Intelligent Item Primary Abilities
d% |
Primary
Ability |
01–04 |
Item has 10
ranks in Intuit Direction |
05–08 |
Item has 10
ranks in Sense Motive |
09–12 |
Wielder has free
use of Combat Reflexes |
13–16 |
Wielder has free
use of Blind-Fight |
17–20 |
Wielder has free
use of Improved Initiative |
21–24 |
Wielder has free
use of Mobility |
25–28 |
Wielder has free
use of Sunder |
29–32 |
Wielder has free
use of Expertise |
33–39 |
Detect [opposing alignment] at will |
40–42 |
Find traps at will |
43–47 |
Detect secret
doors at will |
48–54 |
Detect magic at will |
55–57 |
Wielder has free
use of uncanny dodge (as a 5th-level barbarian) |
58–60 |
Wielder has free
use of evasion |
61–65 |
Wielder can use see
invisibility at will |
66–70 |
Cure light
wounds (1d8+5) on
wielder 1/day |
71–75 |
Feather fall on wielder 1/day |
76 |
Locate object
in a 120-ft. radius |
77 |
Wielder does not
need to sleep |
78 |
Wielder does not
need to breathe |
79 |
Jump for 20 minutes on wielder 1/day |
80 |
Spider climb for 20 minutes on wielder 1/day |
81–90 |
Roll twice again
on this table |
91–100 |
Roll on Table:
Intelligent Item Extraordinary Powers instead |
If the same
ability is rolled twice or more, the range, frequency, or effectiveness of the power
is doubled, tripled, and so on. All abilities function only when the item is
held, drawn, or otherwise brandished and the possessor is concentrating on the
desired result. Activating a power is a standard action, but using a free feat
is not. Feats may be used regardless of prerequisites, but the item still must
be held and drawn (or worn, in the case of such items). An intelligent item
might activate a power on its own.
Table:
Intelligent Item Extraordinary Powers
d% |
Extraordinary
Power |
Uses
|
01–05 |
Charm person (DC 11 1) on contact |
3/day |
06–10 |
Clairaudience/clairvoyance
(100-ft. range, 1 minute
per use) |
3/day |
11–15 |
Magic missile
(200-ft. range, 3
missiles) |
3/day |
16–20 |
Shield on wielder |
3/day |
21–25 |
Detect
thoughts (100-ft. range,
1 minute per use) |
3/day |
26–30 |
Levitation (wielder only, 10 minute duration) |
3/day |
31–35 |
Invisibility (wielder only, up to 30 minutes per use) |
3/day |
36–40 |
Fly (30 minutes per use) |
2/day |
41–45 |
Lightning
bolt (8d6 points of
damage, 200-ft. range, DC 131) |
1/day |
46–50 |
Summon
monster III |
1/day |
51–55 |
Telepathy (100 ft. range) |
2/day |
56–60 |
Cat’s grace (wielder only) |
1/day |
61–65 |
Bull’s
strength (wielder only) |
1/day |
66–70 |
Haste (wielder only, 10 rounds) |
1/day |
71–73 |
Telekinesis (250 lb. maximum, 1 minute each use) |
2/day |
74–76 |
Heal |
1/day |
77 |
Teleport, 600 lb. maximum |
1/day |
78 |
Globe of
invulnerability |
1/day |
79 |
Stoneskin (wielder only, 10 minutes per use) |
2/day |
80 |
Feeblemind by touch |
2/day |
81 |
True seeing |
At will |
82 |
Wall of force
|
1/day |
83 |
Summon
monster VI |
1/day |
84 |
Finger of
death (100 ft. range, DC
171) |
1/day |
85 |
Passwall |
At will |
86–90 |
Roll twice again
on this table |
— |
91–100 |
Roll again on
this table, and then roll for a special purpose on Table: Intelligent Item
Purpose |
— |
1 Choose an
ability score of the item (usually the highest) at the time the item is
created or randomly generated. Add that ability’s bonus to the given DC. |
If the same power
is rolled twice, the uses per day are doubled. (If true seeing or passwall
is rolled twice, roll again.) Powers function only when the item is drawn
and held, and the possessor is concentrating upon the desired effect.
Activating a power is a standard action. An intelligent item might activate a
power on its own.
Table:
Intelligent Item Awesome Powers
d% |
Awesome Power
|
Uses
|
01–04 |
Astral
projection |
1/day |
05–08 |
Bull’s
strength (wielder only;
intensified; +10 enhancement bonus to Strength) |
1/day |
09–12 |
Cat’s grace (wielder only; intensified; +10
enhancement bonus to Dexterity) |
1/day |
13–16 |
Chain
lightning (enhanced;
20d6 damage; DC 161)
|
1/day |
17–20 |
Dominate
monster (DC 19 1)
on contact |
1/day |
21–24 |
Endurance (wielder only; intensified; +10
enhancement bonus to Constitution) |
1/day |
25–28 |
Energy drain (DC 19 1) on contact |
1/day |
29–32 |
Finger of
death (heightened to 9th
level; DC 191) |
1/day |
33–36 |
Foresight (wielder only) |
1/day |
37–40 |
Gate |
1/day |
41–44 |
Haste (wielder only; extended; 40-round
duration) |
3/day |
45–48 |
Improved
invisibility (wielder
only; extended; 40-minute duration) |
2/day |
49–52 |
Mass heal 1/day 53–56 Meteor swarm (DC 191)
|
1/day |
57–60 |
Phase door 2/day 61–64 Prismatic sphere (DC
191) |
1/day |
65–68 |
Stoneskin (wielder only; extended; 400-minute
duration) |
3/day |
69–72 |
Summon
monster IX 2 (extended;
40-round duration) |
1/day |
73–76 |
Sunburst (heightened to 9th level; DC 191)
|
2/day |
77–80 |
Teleport without error |
2/day |
81–90 |
Roll twice again
on this table |
— |
91–100 |
Roll
again on this table, and then roll for a special purpose on nonepic magic
item Table: Intelligent Item Purpose. |
— |
1 Choose an
ability score of the item (usually the highest) at the time the item is
created or randomly generated. Add that ability’s bonus to the listed DC. |
||
2 The weapon can
only summon monsters whose alignment has no components that oppose the item’s
alignment. |
Unless otherwise
stated, all awesome powers function at 20th caster level. If a power is rolled
twice, the uses per day are doubled. Powers function only when the item is
drawn and held, and the possessor is concentrating upon the desired effect.
Activating a power is a standard action. An intelligent item might activate a
power on its own.
An item’s
purpose must suit the type and alignment of the item and should always be
treated reasonably.
Table:
Intelligent Item Purpose
d% |
Purpose |
01–20 |
Defeat/slay
diametrically opposed alignment1 |
21–30 |
Defeat/slay
arcane spellcasters (including magic-using monsters) |
31–40 |
Defeat/slay
divine spellcasters (including divine entities and servitors) |
41–50 |
Defeat/slay
nonspellcasters |
51–55 |
Defeat/slay a
particular creature type |
56–60 |
Defeat/slay a
particular race or kind of creature |
61–70 |
Defend a
particular race or kind of creature |
71–80 |
Defeat/slay the
servants of a specific deity |
81–90 |
Defend the
servants and interests of a specific deity |
91–95 |
Defeat/slay all
(other than the item and the wielder) |
96–100 |
Other |
1 The purpose of
the neutral (N) version of this item is to preserve the balance by
defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
|
A special purpose
power operates only when the item is in pursuit of its special purpose. This is
always up to the purview of the item. It should always be easy and
straightforward to see how the ends justify the means. That is to say that if
the player’s reasoning for how a particular action serves the item’s purpose is
not completely believable, the item won’t allow it.
Table:
Intelligent Item Special Purpose Powers
d% |
Special
Purpose Power |
01–10 |
Blindness1 (DC 172) for 2d6 rounds |
11–20 |
Confusion1 (DC 192) for 2d6 rounds |
21–25 |
Fear1 (DC 192) for 1d4 rounds |
26–55 |
Hold monster1 (DC 192) for 1d4 rounds |
56–65 |
Slay living1 (DC 202) |
66–75 |
Disintegrate1 (DC 212) |
76–80 |
True
resurrection on wielder,
one time only |
81–100 |
+4 luck bonus on
all saving throws, +4 deflection AC bonus, spell resistance 30 |
1 This power
affects the opponent of the item’s wielder on a successful hit unless the
opponent makes a Will save at the listed DC. |
|
2 Choose an
ability score of the item (usually the highest) at the time the item is
created or randomly generated. Add that ability’s bonus to the listed DC. |
Ego is a measure
of the total power and force of personality that an item possesses. Only after
all aspects of an item have been generated and recorded can its Ego score be
determined. Ego is a factor with regard to the dominance of item over
character, as detailed below.
Table: Item Ego
Attribute of
Item |
Ego Points
|
Each +1
enhancement of item up to +5 |
1 |
Each +1
enhancement of item above +5 |
2 |
Each +1 bonus of
special abilities |
1 |
Each primary
ability1 |
1 |
Each
extraordinary power1 |
2 |
Each awesome
power1 |
6 |
Special purpose |
4 |
Telepathic
ability |
1 |
Read languages
ability |
1 |
Read magic ability |
1 |
Each +1 of
Intelligence bonus |
1 |
Each +1 of
Wisdom bonus |
1 |
Each +1 of
Charisma bonus |
1 |
1 If uses per
day are doubled, Ego points are doubled as well. |
When an item has an
Ego of its own, it has a will of its own. The item is, of course, absolutely
true to its alignment. If the character who possesses the item is not true to
that alignment’s goals or the item’s special purpose, personality conflict—item
against character—results. Similarly, any item with an Ego score of 20 or
higher always considers itself superior to any character, and a personality
conflict results if the possessor does not always agree with the item. When a
personality conflict occurs, the possessor must make a Will saving throw (DC =
item’s Ego). If the possessor succeeds, he or she is dominant. If he or she
fails, the item is dominant. Dominance lasts for one day or until a critical
situation occurs (such as a major battle, a serious threat to either item or
character, and so on). Should an item gain dominance, it resists the
character’s desires and demands concessions such as any of the following:
• Removal of
associates or items whose alignment or personality is distasteful to the item.
• The character
divesting him or herself of all other magic items or items of a certain type.
• Obedience from
the character so the item can direct where they go for its own purposes.
• Immediate
seeking out and slaying of creatures hateful to the item.
• Magical protections
and devices to protect the item from molestation when it is not in use.
• That the
character carry the item with him or her on all occasions.
• That the
character relinquish the item in favor of a more suitable possessor due to
alignment differences or conduct.
In extreme
circumstances, the item can resort to even harsher measures.
• Force its
possessor into combat.
• Refuse to strike
opponents.
• Strike at its
wielder or his or her associates.
• Force its
possessor to surrender to an opponent.
• Cause itself to
drop from the character’s grasp.
Naturally, such
actions are unlikely when harmony reigns between the character’s and item’s
alignments or when their purposes and personalities are well matched. Even so,
an item might wish to have a lesser character possess it in order to easily
command him or her, or a higher-level possessor so as to better accomplish its
goals. All magic items with personalities desire to play an important role in
whatever activity is under way, particularly combat. Such items are rivals of
each other, even if they are of the same alignment. No intelligent item wants
to share its wielder with others. An intelligent item is aware of the presence
of any other intelligent item within 60 feet, and most intelligent items try
their best to mislead or distract their host so that he or she ignores or
destroys the rival. Of course, alignment might change this sort of behavior.
Items with
personalities are never totally controlled or silenced by the characters who
possess them, even though they may never successfully control their possessor.
They may be powerless to force their demands but remain undaunted and continue
to air their wishes and demands.
Minor artifacts
are not necessarily unique items, but rather magic items that no longer can be
made by common mortal means—even by the hands of epic creators. Such items have
no established market price. Below is a selection of known minor artifacts.
Everfull Purse: This leather belt pouch has the power to
turn a single gold coin into many overnight. If a single gold piece is placed
in the everfull purse at sunset, it will be replaced at sunrise by 25
gold pieces. The purse has no effect if more than one gold piece is left
within, or if anything other than gold is placed within.
Caster Level: 20th; Weight: 1/2 lb.
Libram of Gainful Conjuration: This mystic book is of great value to
arcane spellcasters of good alignment (LG, NG, CG). Study of the work requires
one week. Upon completion, the good arcane caster gains a +1 inherent bonus to
the ability score controlling his or her arcane spellcasting ability and
experience points sufficient to place him or her halfway into the next level of
experience. (If the reader has levels in more than one arcane spellcasting
class, he or she must choose one of the classes to be affected.) Nongood arcane
spellcasters (LN, N, CN, LE, NE, or CE) are permanently drained of 1d4+1 points
of Constitution and must atone (see the atonement spell) in order to gain
any further experience. Anyone incapable of casting arcane spells who reads
even a single word of the work must make a Will save (DC 20) or suffer insanity
(see the insanity spell). Except as indicated above, the writing in a libram
of gainful conjuration can’t be distinguished from any other book, libram,
tome, or so on until perused. Once read, the book vanishes, never to be seen
again, nor can the same character ever benefit from reading a similar tome a
second time.
Caster Level: 19th; Weight: 3 lb.
Libram of Ineffable Damnation: This mystic book is of great value to
arcane spellcasters of evil alignment (LE, NE, CE). Study of the work requires
one week. Upon completion, the evil arcane caster gains a +1 inherent bonus to
the ability score controlling his or her arcane spell-casting ability and
experience points sufficient to place him or her halfway into the next level of
experience. (If the reader has levels in more than one arcane spellcasting
class, he or she must choose one of the classes to be affected.) Nonevil arcane
spellcasters (LN, N, CN, LG, NG, or CG) are permanently drained of 1d4+1 points
of Constitution and must atone (see the atonement spell) in order to
gain any further experience. Anyone incapable of casting arcane spells who reads
even a single word of the work must make a Will save (DC 20) or suffer insanity
(see the insanity spell). Except as indicated above, the writing in a libram
of ineffable damnation can’t be distinguished from any other book, libram,
tome, or so on until perused. Once read, the book vanishes, never to be seen
again, nor can the same character ever benefit from reading a similar tome a
second time.
Caster Level: 19th; Weight: 3 lb.
Libram of Silver Magic: This mystic book is of great value to
arcane spellcasters of neutral alignment (LN, N, CN). Study of the work
requires one week. Upon completion, the neutral arcane caster gains a +1
inherent bonus to the ability score controlling his or her arcane spellcasting
ability and experience points sufficient to place him or her halfway into the
next level of experience. (If the reader has levels in more than one arcane
spellcasting class, he or she must choose one of the classes to be affected.)
Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or CG) are permanently
drained of 1d4+1 points of Constitution and must atone (see the atonement spell)
in order to gain any further experience. Anyone incapable of casting arcane
spells who reads even a single word of the work must make a Will save (DC 20)
or suffer insanity (see the insanity spell). Except as indicated above,
the writing in a libram of silver magic can’t be distinguished from any
other book, libram, tome, or so on until perused. Once read, the book vanishes,
never to be seen again, nor can the same character ever benefit from reading a
similar tome a second time.
Caster Level: 19th; Weight: 3 lb.
Manual of Puissant Skill at
Arms: This treatise
contains expert advice and instruction in the arts of combat. Any barbarian,
fighter, monk, paladin, or ranger who spends one week studying the manual gains
a +1 inherent bonus to Strength and experience points sufficient to place him
or her halfway into the next level of experience. (If the reader has levels in
more than one of the classes listed, he or she must choose one of the classes
to be affected.) A character without any levels in one of the classes listed
gains no bonus from the work, but if an arcane spellcaster without levels in
one of the classes listed scans even a single word he or she will lose 2dx1,000
XP and must make a Will save (DC 20) or have 1 point of Intelligence
permanently drained. Except as indicated above, the writing in a manual of
puissant skill at arms can’t be distinguished from any other book, libram,
tome, or so on until perused. Once read, the book vanishes, never to be seen
again, nor can the same character ever benefit from reading a similar tome a
second time.
Caster Level: 19th; Weight: 3 lb.
Manual of Stealthy Pilfering: This guide to thievery grants any rogue who
spends a week studying its lessons a +1 inherent bonus to Dexterity and
experience points sufficient to place him or her halfway into the next level of
experience. A character without any rogue levels gains no bonus from the work,
but if a divine spellcaster without rogue levels scans even a single word she
will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of
Wisdom permanently drained. Except as indicated above, the writing in a manual
of stealthy pilfering can’t be distinguished from any other book, libram,
tome, or so on until perused. Once read, the book vanishes, never to be seen
again, nor can the same character ever benefit from reading a similar tome a
second time.
Caster Level: 19th; Weight: 3 lb.
Rogue’s
Dice: This
pair of cubes appears much like any other pair of typical (6-sided) dice. A
character with a pair of rogue’s dice who wishes to roll them must
announce that he or she is rolling the dice (accidental rolls have no effect).
Rolling the dice is a standard action, and both dice must be rolled
simultaneously to have any effect. The player should roll 2d6 and consult the
table below to determine the dice’s affects.
2d6
|
Effect
|
2
|
Lose
10,000 XP and dice roll again next round |
3
|
Permanently
lose 1d4+1 Dex |
4
|
Gain
1d4 negative levels (Fortitude DC 20 to remove) |
5
|
–1
penalty on all attacks, saves, and checks for 1 hour |
6
|
–4
penalty to AC for 10 minutes |
7
|
+1
morale bonus on attacks and on saves against fear for 10 minutes |
8
|
Gain
effects of blur for 10 minutes |
9
|
+1
insight bonus on all attacks, saves, and checks for 1 hour |
10
|
Gain
effects of freedom of movement for 1 hour |
11
|
Gain
one limited wish (must be used within 1 minute) |
12
|
Gain
10,000 XP and may roll again next round |
No
character can gain any effect from an additional roll of the dice within 24
hours, with two exceptions. If a 2 is rolled, the dice automatically roll
themselves at the beginning of the character’s next turn and he or she must
accept the additional result. If a 12 is rolled, the character may choose to
roll again in the next round (if more than 1 full round elapses between the
roll of 12 and this bonus roll, the character loses the bonus roll). There is
no method (mundane or magical) to predict or influence the result of a roll of Rogue’s
dice. Even powerful divination magic can’t predict the outcome of a roll
before it is made.
Caster
Level: 20th;
Weight: —.
Axe of the Dwarvish Lords: This is a +6 keen throwing goblinoid
bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her
darkvision. Any nondwarf who grasps the Axe takes 2 points of temporary
Charisma damage; these points cannot be healed or restored in any way while the
Axe is held. The current owner of the Axe gains a +10 bonus on
Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and
weaponsmithing) checks. The wielder of the Axe can summon an elder earth
elemental (as summon monster IX; duration 20 rounds) once per week.
Codex of the Infinite Planes: The Codex is enormous—supposedly, it
requires two strong men to lift it. No matter how many pages are turned,
another always remains. Anyone opening the Codex for the first time is
utterly annihilated, as with a destruction spell (Fortitude DC 30 for
only 10d6 damage). Those who survive can peruse its pages and learn its powers,
though not without risk. Each day spent studying the Codex allows the
reader to make a Spellcraft check (DC 50) to learn one of its powers (choose
the power learned randomly; add a +1 circumstance bonus on the check per
additional day spent reading until a power is learned). However, each day of
study also forces the reader to make a Will save (DC 30 + 1 per day of study)
to avoid being driven insane (as the insanity spell). The powers of the Codex
of the Infinite Planes are as follows: astral projection, banishment,
elemental swarm, gate, greater planar ally, greater planar binding, plane
shift, and soul bind. Each is usable at will by the owner of the Codex
(assuming that he or she has learned how to access the power). The Codex
of the Infinite Planes has a caster level of 30th for the purposes of all
powers and catastrophes, and all saving throw DCs are 20 + spell level.
Activating any power requires both a Concentration check and a Spellcraft check
(DC 40 + twice the spell level of the power; the character can’t take 10 on
this check). Any failure on either check indicates a catastrophe befalls the
user (roll on the table below for the effect). A character can only incur one
catastrophe per power use, even if he or she fails both checks.
d% |
Catastrophe |
01–25 |
Natural Fury: An
earthquake spell centered on the reader strikes every round for 1
minute, and an intensified storm of vengeance spell is centered and
targeted on the reader. |
26–50 |
Fiendish
Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar
evil outsiders immediately step through and attempt to destroy the owner of
the Codex. |
51–75 |
Ultimate
Imprisonment: Reader’s soul is captured (as trap the soul; no save
allowed) in a random gem somewhere on the plane while his or her body is
entombed beneath the earth (as imprisonment). |
76–100 |
Death: The
reader utters a wail of the banshee and then is subject to a destruction
spell. This repeats every round for 10 rounds until the reader is dead. |
Cup and Talisman of the Demigod:
The Cup is a large
gem-set golden chalice requiring two hands to lift. It emits light (as the daylight
spell) at all times and automatically dispels any darkness-based spells
whose area it enters. If the cup is filled with holy water (requiring a full
gallon), that substance will act as a potion of cure critical wounds or
a potion of neutralize poison (owner’s choice) if drunk. This liquid
can’t be saved or stored in any way. The Talisman is a small
eight-pointed platinum star hanging from a chain of gold and pearls. The wearer
gains a +6 enhancement bonus to Charisma and may cast remove
blindness/deafness, remove curse, and remove disease at will.
Furthermore, if the Talisman is placed within the Cup and the Cup
filled with holy water, that liquid acts as a special elixir of resurrection
(as the spell). This effect will function only once per month. Any evil or
chaotic creature that touches the Cup or Talisman is struck with
a holy word (if evil) or dictum (if chaotic) spell (or both if
the creature is chaotic evil).
Eye of the Orc: This lump of rock has a marquis-cut black
sapphire set in its center, making it appear similar to a large eye. If
possessed by an orc, it grants a +6 enhancement bonus to Strength and Charisma,
and the orc’s darkvision range is doubled. Nonorcs who possess the Eye gain
a +2 enhancement bonus to Strength but take a –2 penalty to Intelligence and
Charisma. Regardless of the owner’s race, any weapon wielded by the owner of
the Eye is considered an elf bane weapon. Furthermore, by holding
the Eye before the character, he or she can perceive things as if he or
she had true seeing cast upon him or her. This can be activated only
once per day but lasts as long as the character concentrates on it (requiring a
standard action each round).
Golem Armor: This enormous suit of black iron +10
full plate armor increases the wearer’s size by one category (to a maximum
of Colossal). The wearer gains a +10 enhancement bonus to Strength and is
rendered immune to mind-affecting effects, poison, disease, and similar
effects. He or she is not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage. Golem Armor is
immune to rust attacks. The wearer of Golem Armor gains damage reduction
15/adamantine. He or she also cannot regain hit points by any means (mundane or
magical) while the armor is worn. It requires 1 hour to don or extract oneself
from Golem Armor.
Invulnerable Coat: The Invulnerable Coat +5 chain
shirt of heavy fortification. It grants its wearer damage reduction 10/epic
and resistance 20 against acid, cold, electricity, fire, and sonic energy. If
the wearer can turn undead, treat the wearer as having +4 class levels for
purposes of caster level, turning undead, smiting evil, and laying on hands.
Iron Gauntlet of War: The Gauntlet grants a +8 enhancement
bonus to Strength. The wearer doubles the damage bonus on any smite attacks he
or she makes. If the wearer has the Leadership feat, the wearer’s Leadership
score increases by +4, but the wearer can never attract or keep followers or
cohorts who are good or chaotic. Once per day, the wielder can use implosion
as a 20th-level caster (DC 23). The Iron Gauntlet of War is
intelligent (Int 13, Wis 18, Cha 24, Ego 26) and lawful evil. It can
communicate telepathically with its wearer, though it cannot speak. It will
always seek to dominate any wearer who isn’t lawful evil, forcing such an owner
to commit lawful evil deeds (or else find a more suitable wearer).
Ring of Nine Facets: This ring is set with a gem of nine facets,
each one in-scribed with a different incomprehensible rune. Each day at
sunrise, the gem turns to display a different facet. The active facet
determines the Ring’s power for that day. Each day, roll 1d10 to
determine which facet (and thus which power) is active.
1d10 |
Active Facet
Power |
1 |
Wearer is immune
to disease |
2 |
Wearer needs no
air to survive |
3 |
Wearer gains +5
natural armor bonus |
4 |
Wearer gains
low-light vision |
5 |
Wearer gains
fast healing 1 |
6 |
Wearer can fly
at will |
7 |
Wearer gains
cold resistance 30 |
8 |
Wearer gains freedom
of movement |
9 |
Wearer gains +5
resistance bonus on saving throws |
10 |
Wearer may
select which facet is active |
The wearer of the Ring
can, with a great deal of mental exertion, attempt to change the active
facet away from one he or she does not desire. This requires a full-round
action and a Concentration check (DC 50), and deals 2d6 points of nonlethal
damage regardless of success. If the save is successful, the new facet is
determined randomly. If the Ring is removed, the former wearer takes 2d6
points of nonlethal damage each minute until it is replaced or until his or her
nonlethal damage exceeds his or her current hit points (though the nonlethal
damage resumes again immediately when the former wearer regains consciousness).