This shiny, platinum amulet has a stylized image of a face carved into a mountain. Anyone wearing this amulet receives a plus four enhancement bonus to his charisma score. Whenever the wearer does any dramatic action, like casting a spell or successfully hitting someone, the amulet loudens all sound produced by the wearer by a factor of three. If there are any luminous effects during the casting of the wearer's spell, these effects are likewise three times brighter.
The appearance of the wearer is altered to make him seem more impressive. A warrior would seem more muscular and larger, a spell caster's eyes would glow with an unearthly light or seem more sorcerous in another way. Overall for a wearer who is less than about fifteenth level, the enhanced charisma and appearance granted by the amulet would make him seem roughly five levels higher than is actually the case.
Caster level: Eleventh
Prerequisites: Craft Wondrous Item, change self, ghost sound
Market price: 31,000 gp
Mass: One hundred grams
Material: Metal
This shiny, bronze amulet has a stylized image of a prizefighter staggering groggily. Whenever the creature wearing this amulet takes real damage, the damage is converted into subdual damage and there is a one in twelve chance that the amulet loses its power. When the amulet loses its power, its bronze sheen becomes a dull coppery red.
A creature heals subdual damage at the rate of one hit point per hour per hit dice. When a spell or a magical power cures hit point damage, it also removes an equal amount of subdual damage, if any. Only real damage can kill a creature, although sufficient subdual damage can certainly knock a creature out.
Caster level: Eleventh
Prerequisites: Craft Wondrous Item, stoneskin
Market price: 4,000 gp
Mass: One hundred grams
Material: Metal
This shiny, twelve sided amulet reflects exaggerated caricatures from each of its faces. Once a week when its command word is spoken, it lowers the lowest attributes of the wearer to their minimum. The points which have been lowered then flow to the wearers' highest attributes equally, raising them. This effect lasts for a day.
For example, say a character's minimum possible attribute score is three and that character has attributes of four, five, nine, thirteen, fifteen and seventeen. The lowest attributes of four, five and nine are both lowered to three, freeing up ( four - three ) + ( five - three ) + ( nine - three ) = one + two + six = nine attribute points. Those points flow equally divided to the characters highest attribute scores of thirteen, fifteen and seventeen, giving each nine / three = three attribute points. So the thirteen will be raised to thirteen + three = sixteen, the fifteen will be raised to fifteen + three = eighteen and the sixteen will be raised to sixteen + three = nineteen. Should there be a remainder after division, the extra points from the remainder will be given to the highest scores in descending order.
Caster level: Eighteenth
Prerequisites: Craft Wondrous Item, wish
Market price: 40,000 gp
Mass: One hundred grams
Material: Metal
This amulet has a stylized image of a relaxed man hanging from hooks going through his skin. The wearer of this amulet is resistant to pain, gaining a plus four morale bonus to constitution checks. While wearing this the wearer also gains the endurance feat if he does not already have it. With that feat, whenever the character makes a check for performing a physical action that extends over a period of time, for example running, swimming, holding the character's breath and so on, the character gets a plus four bonus to the check.
Caster level: Fifth
Prerequisites: Craft Wondrous Item, endurance
Market price: 40,000 gp
Mass: One hundred grams
Material: Metal
This iron anvil is a cylinder ten centimters wide and ten centimeters high, with a brain engraved on one side and scrambled eggs engraved on the other side. The first time in his life than someone head butts the top of this anvil, his brain gets scrambled transferring d6 minus d6 points of intelligence to wisdom. In other words, he rolls a six sided die then subtracts a second six sided die roll, the resulting number of points is transferred from intelligence and added to wisdom, if the result is zero he simply gets a headache. For example, if someone with twenty intelligence and ten wisdom rolls a five followed by a two, the difference of three is subtracted from intelligence and added to wisdom, leaving him with a seventeen intelligence and thirteen wisdom. If the same person had rolled a four followed by another four, he will simply get a headache. If the same person had rolled a one followed by a three, the difference of two is subtracted from wisdom and added to intelligence, leaving him with an eight wisdom and a twenty two intelligence.
Caster level: Ninth
Prerequisites: Craft Wondrous Item, feeblemind
Market price: 9,000 gp
Mass: Nine kilograms
Material: Metal
This masterfully crafted mithral mirror can be folded into the form of a regular hexagon with a diagonal length of a meter. With a word of command it unfolds into a mirror ten times as large with one hundred times the surface area. When the sun is shining, this can be used to concentrate its light into a small area. So used, this becomes a ray type weapon with a range increment of fifty meters, which can be used once per round and inflicts 4d6 points of fire damage, double that on a critical.
A second word of command causes the mirror to fold up again. The folds or unfolds in a minute. The mirror has thirty hit points and a hardness of fifteen.
Caster level: Ninth
Prerequisites: Craft Wondrous Item, fabricate, three ranks of craft( blacksmith )
Market price: 9,000 gp
Mass: Twenty kilograms
Material: Metal
This plus one arrow has a thread painted on the shaft. When this arrow is fired, a thin thread trails behind it. After this arrow hits an object, if the point of impact is three hundred and thirty meters or less away from the ground the archer is standing on and if the archer is standing on a massive object like a castle wall or the ground and if the object hit is a massive object, the thread grows wider and becomes a varnished hemp rope bridge between the object the archer is standing on and the point of impact. This rope bridge is wide enough for a medium humanoid to walk on and is strong enough to support up to ten tons. The rope bridge will last indefinitely with regular maintenance, without maintenance in a wet climate it will last one year and in a dry climate it will last ten years.
If the listed conditions for forming a rope bridge are not met, then the thread splits and grows into one thousand hemp ropes, each one hundred meters long.
Caster level: Fifteenth
Prerequisites: Craft Magic Arms and Armor, fabricate
Market price: 9,007 gp
Mass: Seventy grams
Material: Wood
This seems to be a well crafted plus three arrow worth three hundred and sixty seven gold pieces. When fired in combat, just before this cursed arrow reaches its target, the attacker will teleport charging to where the arrow is and try to hit the target with her fist, the arrow having turned into brass knuckles of feather falling worn by the attacker. The roll to hit will be the same as whatever was rolled when firing the arrow and combat will then continue as normal. The brass knuckles of feather falling, which are described in this document below, that the arrow transforms into are not cursed and in time may indeed be valuable to the wearer, assuming the wearer survives close combat with whatever she was trying to shoot from afar.
Caster level: Thirteenth
Prerequisites: Craft Magic Arms and Armor, bestow curse, feather fall, teleport without error
Market price: 9,305 gp
Mass: Seventy grams
Material: Wood
This plus two arrow has a barbed arrowhead. When this arrow pierces someone, a feather fall spell is activated. One way of ending the feather fall spell is to remove the arrowhead from the wound, which if done quickly inflicts as much damage as the arrow originally did going in. Removing the arrowhead carefully without inflicting further damage takes three rounds. In extremis, a willing creature can be carefully pierced by this arrow suffering only one point of damage in the process to activate the feather fall spell.
Caster level: Third
Prerequisites: Craft Magic Arms and Armor, feather fall
Market price: 167 gp
Mass: Seventy grams
Material: Wood
This plus three arrow when fired slows to a stop and hovers about three meters in front of the bow. Should the archer fire another arrow within a minute, the arrow of following will follow the second arrow to the target, with the same to hit roll as the second arrow. Should the archer not fire another arrow within a minute, the arrow of following will fall to the ground undamaged.
Caster level: Ninth
Prerequisites: Craft Magic Arms and Armor, telekinesis
Market price: 1,007 gp
Mass: Seventy grams
Material: Wood
This well crafted plus one arrow has fletchings that made a sound as loud as a sonic boom when the arrow is fired. Everyone within three meters to the side or front of this arrow' flight who can hear, this doesn't include the archer who fired this arrow nor those behind her, must make a fortitude save at a difficulty of thirteen or be stunned and deafened for a round.
Caster level: Fifth
Prerequisites: Craft Magic Arms and Armor, sound burst
Market price: 367 gp
Mass: Seventy grams
Material: Wood
This plus one arrow has a fine thread with a clinging tab attached to its end. When the tab is placed on an object and this arrow is fired from a bow, the thread spools out behind the arrow and the tip of the arrow casts a web sticking to whatever it hits. Anyone in the area of that web has to succeed a reflex save at a difficulty of twelve to evade the spreading web. Should the distance between the tab and where the arrow hits be less than three hundred meters the thread widens into a rope bridge. This sixty centimeter wide hemp rope bridge has a mass of a three tons and can support a ton. Six hit points of slashing damage will sever the bridge.
Caster level: Ninth
Prerequisites: Craft Magic Arms and Armor, minor creation, web
Market price: 1,447 gp
Mass: Seventy grams
Material: Wood
This well crafted plus one arrow when fired from a bow, teleports the archer to where the arrow hit. Should the archer roll a natural one on the to hit roll, she teleports d12 meters away from where the arrow hit in a random direction. Should the archer teleport into a solid object, the archer will be expelled to the nearest open space, taking a point of damage for every meter traveled. Should she not want to teleport when the arrow hits, she has to succeed a fortitude save at a difficulty of fifteen.
Caster level: Ninth
Prerequisites: Craft Magic Arms and Armor, teleport
Market price: 1,447 gp
Mass: Seventy grams
Material: Wood
The shaft of this plus one arrow is carved in the shape of a thin snake. Should this arrow hit a target, it turns into a small viper which continues to attack the target it hit. Should the target die, the snake will slither away from combat, although it might return for another bite later. This animal is as described in the monster's manual, with a plus four melee bite which does d2 - 2 points of damage plus poison.
Caster level: Fifth
Prerequisites: Craft Magic Arms and Armor, summon nature's ally II
Market price: 367 gp
Mass: Seventy grams
Material: Wood
This plus one arrow becomes ethereal as soon as it is fired from a bow. Five meters after it passes through something more dense than balsa wood it reverses direction and becomes material, hitting the target from the rear. The armor class of the target will be its rear armor class and the target will not get a dexterity bonus to armor class unless they know this kind of arrow is going to be fired at them.
Caster level: Fifteenth
Prerequisites: Craft Magic Arms and Armor, etherealness, telekinesis
Market price: 367 gp
Mass: Seventy grams
Material: Wood
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