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[[Category:Epic Path]]
[[Category:Epic Path]][[Category:Magic Items]][[Image:Items_2.png|500px|right|The finer things in life.]]
[[Category:Magic Items]]
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* ''Go back to the [[Epic Path]] page.''
A magic item is a piece of adventuring equipment that has been enchanted to be better than a mundane version of that item.  It is quite common for an adventurer to start their career without any magic items at all, because they are VERY expensive.  Indeed, one powerful reason to go and slay monsters is to get their loot, turn it into money, and then buy better stuff (so you can slay monsters, get their loot, etc.).


Like all equipment and tools, magic items give your character more powers and abilities, making them more dangerous, tougher, and faster.  While you don't precisely NEED magic items, the game is [[Character_Advancement#Suggested_Level-Up_Checklist | balanced]] with the assumption that you will get the proper amount of treasure, and then spend it to maintain your gear at the 'cutting edge'.  If you neglect to buy better magic items, you will find that the game gets very, very difficult, quickly!


==Pre-Made Magic==
=== Pre-Made Vs. Custom-Made ===
This page contains a listing of the pre-made magic items available in Epic PathGM's are encouraged to allow players to create new items using the magic item creation rules, and, if the new items seem like they might be commonplace among discerning adventurers, include them in the pre-made magic items of their campaign.
It is possible for characters to gain the [[Creator (Feat)]], allowing them to make their own magic items, usually saving quite a bit of money in the processHowever, most adventurers are too busy to spend the weeks and months it takes to make their own items. As a result, most characters will buy their magic items from vendors or makers, who specialize in the creation of these wondrous wares.


The principle advantage of a pre-made magic item over those created custom is availabilityPre-made magic items have a chance to be available in a magic shop (this percentage chance is listed in the [[Money and Merchants]] page).  Custom items must always be created, which takes a minimum of 1 week and often longer, whether it is made by a PC or an NPC.  While large settlements will have magic item craftsmen who specialize in creating custom magic items, they demand payment up front and make the players wait for their item to be made.
Some items will not be immediately available in a given city or townIndeed, smaller settlements rarely have a diverse stock of the many magic items adventurers may find themselves wanting.  The percentage chance that a settlement has a shop containing any given magic item is listed on the [[Money and Merchants]] page.


Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete detailsIn any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).
If an item is not available, that simply means that there isn't one in town.  It doesn't mean that one couldn't be made by one of the skilled creators and makers in the town, or imported from another town for the character's convenienceThe character could also just go somewhere else with a better stock of magical equipment, but again, an adventurer's time is precious &mdash; they need to get back to the killin' and lootin' as soon as possible!


The time required to craft a magic item is detailed on the [[Creator (Feat)]] page, but has a base time of 2 days + 1 day per creator level (CL) of the item.  Makers will always demand payment up front for an item, and the player character won't get it until it's finished, often a week or more from the day the payment is made to have it built. 


==Wearable Magic Items==
Some of the more upscale vendors of magic items offer loaner equipment during this waiting period, to ensure the adventurer doesn't have to walk around completely unprotected while that new suit of armor is made.  Such loaner equipment usually requires a sizable deposit, only returned when the loaner is returned in good condition.
===[[Armor Slot Magic Items]]===


===[[Belt Slot Magic Items]]===
=== "Off-Menu" Magic Items ===
In general, you cannot buy, create, or otherwise acquire an item that isn't listed within the Epic Path rules. Allowing magic items from other games into your campaign is STRONGLY discouraged.  It is so strongly discouraged, in fact, that we don't even have rules for it. Bringing in items from other game systems is nearly always going to harm your campaign.


===[[Body Slot Magic Items]]===
Furthermore, you cannot take the effects or abilities of two or more items and merge them into a single item, nor can you take an item that isn't slotless and make it slotless.  The idea is that each character has to make tough choices as to which cool things they want to equip at any given time.  Allowing item merging or the en-slotless-ifying of items trivializes those choices.  Keep your players wanting more. More. MORE!


===[[Chest Slot Magic Items]]===
GMs can, of course, create their own magic items, artifacts, and other MacGuffins for their campaigns, as they see fit, but they shouldn't really have a gold value.  There are often occasions when the story calls for something unusual or special to fall into the players' hands, and there's nothing wrong with that.  However, should the players decide to sell this MacGuffin or artifact, it is recommended that there be grave consequences for this greedy and selfish decision.  For example, a bunch of low-level players who suddenly find themselves in possession of a million gold will almost certainly get mugged by the nearest party of epic-level adventurers (or the nearest evil church or cult. You can buy a LOT of goat's blood with a million gold...).  Not only have they thrown away their artifact, now they have powerful new enemies!  A win-win for the GM, and a solid lesson for the players.


===[[Eyes Slot Magic Items]]===
===Magic Item Slots===  
As listed below, there are no less than twenty different 'kinds' of magic items. The first thirteen of these are 'worn' items, meaning that they are like pieces of clothing. You can only wear so many different pieces of clothing, and so it is that you can only have one magic item in each of these thirteen slots. (Except for rings, of which you can wear two. There's always an exception....) As your character advances, you should strive to have at least some sort of a useful magic item in as many slots as you can. But don't worry if you don't manage this for a while!  It is perfectly valid to concentrate on a few 'good' or 'essential' items for a while, or even for your entire adventuring career. Spending a LOT of money on a few powerful items can be just as effective as keeping every single magic item slot filled with a 'decent' item.


===[[Feet Slot Magic Items]]===
In addition to the base slots, there are seven other types of magic items. These are: weapons, armor, rods, staves, wands, slotless items, and consumable items. Don't be fooled into thinking that these items are any less important, though! Magic weapons and slotless magical bags are among two of the very most important items the well-equipped adventurer should get first!


===[[Hands Slot Magic Items]]===
There are many, many versions of all these items, because most items come in 'families'. This means that there is a low-level, relatively inexpensive item that does 'something'. As you level up and grow mighty, better versions of that item that become available, usually for a LOT more money, which serves as a built-in 'upgrade path' for you to follow, if you want to. 


===[[Head Slot Magic Items]]===
Upgrading to a higher-quality item in the same family as an item you already possess only costs the difference between the item you have and you want to upgrade into.  Normally, when you sell something back, you only get half its value from the merchant; upgrading within a family of items lets you get the full value you paid for the item applied toward the cost of the upgrade. So efficient!


===[[Headband Slot Magic Items]]===
The high epic items are very, very expensive.  But don't worry!  If you keep playing and having fun with your friends, you can eventually reach the point where even those incredible items become available to you. 


===[[Neck Slot Magic Items]]===
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====Worn Magic Item Slots====
Many magic items have to be worn in order to gain their effects.  However, you cannot wear two magic coats and expect to gain the benefit of both coats at the same time (although you'll certainly be warm).  Therefore, worn magic items are broken out into thirteen "slots".  You may wear a single item at any one time in each of these slots, and enjoy the benefits of each of them, with the exception of rings.  The powerful magic of enchanted rings prevents the use of a ring on every finger, but you can have one ring on each hand, to a maximum of two rings at any given time.


===[[Rings Slot Magic Items]]===
Wearing two items in the same slot disrupts the magic of both items, meaning you get no benefit from either until one of the items is removed.  Items not worn (such as those stowed in your backpack) provide no benefit.


===[[Shoulders Slot Magic Items]]===
{| border="0" cellpadding="3" style="text-align:center" width="95%"
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
|-
| [[Cloak of Resistance (Magic Item)|Cloak of Resistance]] || varies || Shoulders || Grants a resistance bonus to all of the wearer's saving throws
|-
| [[Catching Cape (Magic Item)|Catching Cape]] || 200 gp || Shoulders || Grants wearer concealment (20% miss chance) against ranged attacks for 1 minute or until missed, after which the cloak is expended
|-
| [[Cloak of Human Guise (Magic Item)|Cloak of Human Guise]] || 900 gp || Shoulders || When worn by a half-human race, such as a half-elf or half-orc, it makes the wearer appear entirely human
|-
| [[Muleback Cords (Magic Item)|Muleback Cords]] || 1,000 gp || Shoulders || Wearer's strength is treated as being 8 higher for purposes of determining carrying capacity
|-
| [[Shawl of Life-Keeping (Magic Item)|Shawl of Life-Keeping]] || 1,000 gp || Shoulders || Each day, the wearer can transfer up to 10 hit points of health to the shawl, which are automatically applied to the wearer if they drop below 0 hit points that day
|-
| [[Shield Cloak (Magic Item)|Shield Cloak]] || 1,000 gp || Shoulders || As a move action, cloak can be wielded like a light wooden shield, and dropped as a free action to become a cloak again. Can be enchanted as a shield
|-
| [[Quickchange Cloak (Magic Item)|Quickchange Cloak]] || 1,500 gp || Shoulders || Cloak can store a disguise on the wearer applied through the Disguise skill, and restore it at any time, on command, retaining the original Disguise check
|-
| [[Cowardly Crouching Cloak (Magic Item)|Cowardly Crouching Cloak]] || 1,800 gp || Shoulders || As a move action, wearer can drop into a crouch, becoming blind, but requiring a will save from enemies to attack them while crouched (as Sanctuary spell)
|-
| [[Cloak of Elvenkind (Magic Item)|Cloak of Elvenkind]] || 2,500 gp || Shoulders || Grants wearer a +5 competence bonus on Stealth checks
|-
| [[Cloak of the Hedge Wizard (Magic Item)|Cloak of the Hedge Wizard]] || 2,500 gp || Shoulders || Grants wearer a cantrip usable at will, and two first level spells usable once per day, based on the school of magic the cloak is attuned to
|-
| [[Cloak of Fiery Vanishing (Magic Item)|Cloak of Fiery Vanishing]] || 2,600 gp || Shoulders || As an immediate action, when the wearer is engulfed in fire by any effect, he can become invisible, leaving behind illusory ashen remains
|-
| [[Cloak of Fangs (Magic Item)|Cloak of Fangs]] || 2,800 gp || Shoulders || Grants wearer a +1 resistance bonus to saving throws, and 5 times per day, as a swift action, can grow teeth to gain a bite attack
|-
| [[Pauldrons of the Serpent (Magic Item)|Pauldrons of the Serpent]] || 3,000 gp || Shoulders || Grants wearer a +2 dodge bonus to AC versus attacks of opportunity, and +2 to CMD versus Bull Rush, Grapple, Reposition and Trip maneuvers
|-
| [[Stonemist Cloak (Magic Item)|Stonemist Cloak]] || 3,500 gp || Shoulders || Grants wearer a +5 competence bonus on Stealth checks, and once per day can cast the Obscuring Mist spell
|-
| [[Cloak of the Scuttling Rat (Magic Item)|Cloak of the Scuttling Rat]] || 6,000 gp || Shoulders || Wearer can transform into a Dire Rat, as Beast Shape I, for up to 5 non-consecutive minutes per day
|-
| [[Seafoam Shawl (Magic Item)|Seafoam Shawl]] || 6,000 gp || Shoulders || Grants wearer the ability to cast the Fins to Feet spell once per day, with a duration of 5 hours
|-
| [[Treeform Cloak (Magic Item)|Treeform Cloak]] || 6,000 gp || Shoulders || Wearer can transform into a living tree, as Tree Shape I, and while in direct sunlight, heals 1d6 points of damage per hour
|-
| [[Eagle Cape (Magic Item)|Eagle Cape]] || 7,000 gp || Shoulders || Wearer is continually affected by Feather Fall, and once per day can transform into an Eagle, as Beast Shape I, for up to 10 minutes
|-
| [[Cloak of the Manta Ray (Magic Item)|Cloak of the Manta Ray]] || 7,200 gp || Shoulders || Wearer can take the form of a manta ray, as Beast Shape II, any time he is immersed in salt water
|-
| [[Hunter's Cloak (Magic Item)|Hunter's Cloak]] || 7,500 gp || Shoulders || While in unsettled terrain, the wearer can transform into any animal native to the terrain, as Beast Shape I, for up to 10 non-consecutive minutes per day
|-
| [[Cloak of the Duskwalker (Magic Item)|Cloak of the Duskwalker]] || 10,000 gp || Shoulders || Wearer gains Low-Light vision, and once per day, can cast Darkness, gaining Darkvision (60 ft) while inside its effects
|-
| [[Cocoon Cloak (Magic Item)|Cocoon Cloak]] || 10,000 gp || Shoulders || While wearer sleeps, he gains +4 natural armor to AC, and light fortification (25% chance a crit or sneak attack becomes a normal attack instead)
|-
| [[Pauldrons of the Bull (Magic Item)|Pauldrons of the Bull]] || 10,000 gp || Shoulders || Wearer gains a +2 competence bonus to CMB for Bull Rush maneuvers, and may roll twice when making a Bull Rush, taking the best result
|-
| [[Stone Cloak, Minor (Magic Item)|Stone Cloak, Minor]] || 10,000 gp || Shoulders || Wearer can turn into a stone statue, taking only free actions, but gaining DR 5/adamantine and a +5 circumstance bonus to Stealth checks
|-
| [[Cape of the Mountebank (Magic Item)|Cape of the Mountebank]] || 10,800 gp || Shoulders || Grants the wearer the ability to cast Dimension Door once per day
|-
| [[Pauldrons of the Watchful Lion (Magic Item)|Pauldrons of the Watchful Lion]] || 10,800 gp || Shoulders || When an enemy uses acrobatics to pass through a square threatened by the wearer, the wearer can make an immediate touch attack twice per day
|-
| [[Lion Cloak (Magic Item)|Lion Cloak]] || 12,000 gp || Shoulders || Wearer gains a +2 resistance bonus to saves against fear and mind-affecting effects, and can transform into a lion (as Beast Shape II) once per day
|-
| [[Mantle of Spores (Magic Item)|Mantle of Spores]] || 13,400 gp || Shoulders || Wearer gains a +4 resistance bonus to saves against disease, and once per day, can inflict spores on all adjacent creatures, dealing ongoing damage
|-
| [[Cape of Effulgent Escape (Magic Item)|Cape of Effulgent Escape]] || 14,000 gp || Shoulders || Cape constantly radiates light, and twice per day, can emit a burst of light, possibly blinding nearby creatures, and turning the wearer invisible for 1 minute
|-
| [[Cloak of Arachnida (Magic Item)|Cloak of Arachnida]] || 14,000 gp || Shoulders || Wearer is continually affected by Spider Climb, and once per day, can cast Web. Wearer can move through webs at half speed.
|-
| [[Tentacle Cloak (Magic Item)|Tentacle Cloak]] || 14,000 gp || Shoulders || Once per day, wearer can grow two tentacles from his shoulders, granting 2 natural attacks and a +4 competence bonus to Grapple maneuvers
|-
| [[Demonspike Pauldrons (Magic Item)|Demonspike Pauldrons]] || 14,350 gp || Shoulders || Act as +2 armor spikes, and deal 1d2 bleed on a successful Grapple or attack with the armor spikes.
|-
|-
| [[Comfort's Cloak (Magic Item)|Comfort's Cloak]] || 15,600 gp || Shoulders || Wearer is continually affected by Endure Elements, and gains a +4 resistance bonus to saves against disease, poison, energy drain and effects which fatigue
| width="10%" | [[Armor Slot Magic Items|Armor]] || width="10%" | [[Belt Slot Magic Items|Belt]] || width="10%" | [[Body Slot Magic Items|Body]] || width="10%" | [[Chest Slot Magic Items|Chest]] || width="10%" | [[Eyes Slot Magic Items|Eyes]] || width="10%" | [[Feet Slot Magic Items|Feet]] || width="10%" | [[Hands Slot Magic Items|Hands]]
|-
|-
| [[Shawl of the Crone (Magic Item)|Shawl of the Crone]] || 16,000 gp || Shoulders || Wearer immediately transforms into an elderly female of its race, and gains a +4 circumstance bonus on Charisma checks to appear friendly, harmless or helpless
| [[Head Slot Magic Items|Head]] || [[Headband Slot Magic Items|Headband]] || [[Neck Slot Magic Items|Neck]] || [[Rings Slot Magic Items|Rings]] || [[Shoulders Slot Magic Items|Shoulders]] || [[Wrists Slot Magic Items|Wrists]] ||  
|-
| [[Prestidigitator's Cloak (Magic Item)|Prestidigitator's Cloak]] || 17,200 gp || Shoulders || Wearer gains a +8 competence bonus to Sleight of Hand, and can use the cloak to make a nearby object disappear. Magic!
|-
| [[Stole of Justice (Magic Item)|Stole of Justice]] || 18,000 gp || Shoulders || Wearer gains a +5 competence bonus to Sense Movtive, and can cast Zone of Truth for up to 5 non-consecutive minutes per day
|-
| [[Jellyfish Cape (Magic Item)|Jellyfish Cape]] || 19,200 gp || Shoulders || When submerged in water, wearer gains a swim speed of 20, can breathe underwater, and gains 20% concealment, and can sting adjacent foes
|-
| [[Cloak of the Diplomat (Magic Item)|Cloak of the Diplomat]] || 20,000 gp || Shoulders || Wearer gains a +5 competence bonus to Diplomacy and Sense Motive checks, and can adjust a creature's attitude by 3 steps instead of 2 with Diplomacy
|-
| [[Slashing Cloak (Magic Item)|Slashing Cloak]] || 20,000 gp || Shoulders || As a full round action, the wearer can spin in place to attack all adjacent creatures, and the cape can be enchanted as a weapon.
|-
| [[Stone Cloak, Major (Magic Item)|Stone Cloak, Major]] || 20,000 gp || Shoulders || Wearer can turn into a stone statue, taking only free actions, but gaining DR 10/adamantine and a +5 circumstance bonus to Stealth checks
|-
| [[Cloak of Displacement, Minor (Magic Item)|Cloak of Displacement, Minor]] || 24,000 gp || Shoulders || The wearer gains a 20% miss chance against attacks, as the Blur spell
|-
| [[Cloak of the Bat (Magic Item)|Cloak of the Bat]] || 26,000 gp || Shoulders || The wearer gains a +5 competence bonus to Stealth, and while in darkness, can gain the ability to fly for up to 7 minutes at a time
|-
| [[Highwayman's Cape (Magic Item)|Highwayman's Cape]] || 32,500 gp || Shoulders || The wearer gains a +5 competence bonus to Bluff or Stealth, and can try to escape grapples as an immediate action
|-
| [[Juggernaut's Pauldrons (Magic Item)|Juggernaut's Pauldrons]] || 40,000 gp || Shoulders || Wearer gains a +4 competence bonus to CMD, can fight below 0 hit points, and can enlarge himself, as Enlarge Person, on command
|-
| [[Charlatan's Cape (Magic Item)|Charlatan's Cape]] || 45,000 gp || Shoulders || Grants the wearer the ability to cast Dimension Door three times per day, and once per day the wearer can cast Ethereal Jaunt
|-
| [[Cloak of Displacement, Major (Magic Item)|Cloak of Displacement, Major]] || 50,000 gp || Shoulders || The wearer gains a 50% miss chance against attacks, as the Displacement spell
|-
| [[Wings of Flying (Magic Item)|Wings of Flying]] || 54,000 gp || Shoulders || On command, the wearer gains a fly speed of 60 ft, with average maneuverability
|-
| [[Cloak of Etherealness (Magic Item)|Cloak of Etherealness]] || 55,000 gp || Shoulders || On command, the wearer can become ethereal, as the Ethereal Jaunt spell, for up to 10 non-continuous minutes per day
|-
| [[Wings of the Gargoyle (Magic Item)|Wings of the Gargoyle]] || 72,000 gp || Shoulders || For up to 5 non-continuous minutes per day, the wearer gains a fly speed of 60 ft (average maneuverability) and DR 10/adamantine
|-
| [[Wyvern Cloak (Magic Item)|Wyvern Cloak]] || 78,600 gp || Shoulders || Grants wearer a +4 resistance bonus to Will saves, the effects of Feather Fall, Fly (as the spell) once per day, and a Stinger natural attack
|}
|}


* ''[[#Top|Back to Top]]''
==== Wielded Magic Items====
Listed below are all of the various magic items which you must hold in,or manipulate with, your hands to gain benefits from them. While sheathed, stowed, or otherwise not being wielded, these items provide no benefits to their owner. You will immediately notice that while you only have two hands, you have access to five types of items that you have to use your hands to use. This makes the Combat rules for switching things around in your hands quite important.


===[[Wrists Slot Magic Items]]===
{| border="0" cellpadding="3" style="text-align:center" width="95%"
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
|-
| [[Bracers of Armor (Magic Item)|Bracers of Armor]] || varies || Wrist || Grants the wearer an armor bonus to AC
|-
| [[Sleeves of Many Garments (Magic Item)|Sleeves of Many Garments]] || 200 gp || Wrist || Wearer can change the appearance of her clothing each time these sleeves are pulled on
|-
| [[Armbands of the Brawler (Magic Item)|Armbands of the Brawler]] || 500 gp || Wrist || Grants the wearer a +1 competence bonus to CMB and CMD for grapple maneuvers
|-
| [[Burglar's Bracers (Magic Item)|Burglar's Bracers]] || 1,000 gp || Wrist || Bracers can transform into a set of masterwork thieves' tools and back, and once per day, wearer can take 10 on a Disable Device check
|-
| [[Bracers of Steadiness (Magic Item)|Bracers of Steadiness]] || 2,000 gp || Wrist || Whenever the wearer takes 20 on a check requiring the use of her arms and/or hands, she gains a +5 competence bonus to the check
|-
| [[Manacles of Cooperation (Magic Item)|Manacles of Cooperation]] || 2,000 gp || Wrist || When placed on a helpless creature, that creature will comply with any reasonable request and never try to escape, unless it makes a will save
|-
| [[Shackles of Compliance (Magic Item)|Shackles of Compliance]] || 3,280 gp || Wrist || The wearer of these cursed shackles is more easily intimidated (+4 on roll) and three times per day, the key-holder can cast Command on the wearer
|-
|-
| [[Bracers of Falcon's Aim (Magic Item)|Bracers of Falcon's Aim]] || 4,000 gp || Wrist || Wearer is continually under the effects of the Aspect of the Falcon spell
| [[Magic Weapons]] || [[Magic Rods]] || [[Magic Staves]] || [[Magic Wands]] || [[Magic Shields]]
|-
| [[Bracers of Archery, Lesser (Magic Item)|Bracers of Archery, Lesser]] || 5,000 gp || Wrist || Grants wearer a +1 competence bonus to attack rolls with a bow, if proficient, or proficiency with any bow (except crossbows) if not
|-
| [[Inquisitor's Vambraces (Magic Item)|Inquisitor's Vambraces]] || 5,000 gp || Wrist || Grants the wearer a +5 competence bonus to Sense Motive and Intimidate checks
|-
| [[Spellguard Bracers (Magic Item)|Spellguard Bracers]] || 5,000 gp || Wrist || Grants wearer a +2 bonus to concentration checks to cast defensively, and three times per day, wearer can roll twice, taking better result
|-
| [[Bonebreaker Gauntlets (Magic Item)|Bonebreaker Gauntlets]] || 6,000 gp || Wrist || Once per day, wearer can inflict a -6 drain to a target's Strength, Dexterity or Constitution score as part of a melee attack
|-
| [[Vambraces of Defense (Magic Item)|Vambraces of Defense]] || 6,000 gp || Wrist || Grants the wearer a +1 deflection bonus to AC, and once per day, if the wearer has at least one hand free, he can deflect a ranged weapon attack
|-
| [[Verdant Vine (Magic Item)|Verdant Vine]] || 6,000 gp || Wrist || Once per day, the wearer can throw a berry from the vine to create a 20-ft patch of thorny vines, entangling creatures in the area
|-
| [[Longarm Bracers (Magic Item)|Longarm Bracers]] || 7,200 gp || Wrist || Three times per day, wearer can increase her reach by 5 feet. Weapons using this reach take a -4 to-hit penalty, but unarmed and natural attacks do not
|-
| [[Bracers of the Glib Entertainer (Magic Item)|Bracers of the Glib Entertainer]] || 7,900 gp || Wrist || Wearer gains a +5 competence bonus to Perform checks, and once per day can cast the Glibness spell
|-
| [[Charm Bracelet (Magic Item)|Charm Bracelet]] || 8,000 gp || Wrist || A bracelet with several lucky charms, each of which can be expended for a useful effect
|-
| [[Duelist's Vambraces (Magic Item)|Duelist's Vambraces]] || 8,000 gp || Wrist || When wielding two weapons or a double weapon, the wearer gains a +1 deflection bonus to AC, and once per round can reduce off-hand penalty by 2
|-
| [[Merciful Vambraces (Magic Item)|Merciful Vambraces]] || 8,000 gp || Wrist || Once per day, a paladin wearing these vambraces may apply one or more Mercies to any allies inside the range of her Aura of Resolve as a swift action
|-
| [[Vambraces of the Tactician (Magic Item)|Vambraces of the Tactician]] || 8,000 gp || Wrist || Once per day, a warlord wearing these vambraces can expand the effect of her Hold the Line stance by 10 feet for one round
|-
| [[Seducer's Bane (Magic Item)|Seducer's Bane]] || 9,900 gp || Wrist || Grants a +5 resistance bonus to saves against enchantments, and makes it appear that failed enchantments have succeeded on the wearer
|-
| [[Bracers of the Avenging Knight (Magic Item)|Bracers of the Avenging Knight]] || 11,500 gp || Wrist || If the wearer can Smite Enemy, he is treated as being 4 levels higher for calculating the smite's effects; if wearer cannot smite, grants 1 smite per day
|-
| [[Arrowmaster's Bracers (Magic Item)|Arrowmaster's Bracers]] || 13,900 gp || Wrist || Grants wearer DR 5/magic against ranged attacks, and a +1 deflection bonus to AC against ranged attacks, and once per day, can cast True Strike
|-
| [[Vambraces of the Genie (Efreeti) (Magic Item)|Vambraces of the Genie (Efreeti)]] || 14,400 gp || Wrist || Grants wearer Endure Elements continually, and the ability to cast Invisibility (self only), Produce Flame, and Pyrotechnics each once per day.
|-
| [[Bracelet of Bargaining (Magic Item)|Bracelet of Bargaining]] || 14,500 gp || Wrist || Grants a +5 competence bonus to Sense Motive, Bluff and Diplomacy checks, and when shaking hands, wearer can tell if deceit is involved
|-
| [[Bracelet of Mercy (Magic Item)|Bracelet of Mercy]] || 15,000 gp || Wrist || If wearer is a Paladin, grants 1 additional use of Lay on Hands per day, and her effective caster level for removing diseases is increased by 4
|-
| [[Bracers of the Merciful Knight (Magic Item)|Bracers of the Merciful Knight]] || 15,600 gp || Wrist || If wearer is a Paladin, she is treated as 4 levels higher for determining effects of Lay on Hands, and once per day can imbue a Lay on Hands with a Lesser Restoration spell
|-
| [[Bracelet of Second Chances (Magic Item)|Bracelet of Second Chances]] || 15,750 gp || Wrist || Wearer can convert a critical hit or sneak attack into a normal hit up to seven times, after which the bracelet is expended
|-
| [[Shackles of Durance Vile (Magic Item)|Shackles of Durance Vile]] || 16,200 gp || Wrist || When attached to a helpless creature, that wearer is continually under the effects of a Dominate Person spell
|-
| [[Vambraces of the Genie (Djinni) (Magic Item)|Vambraces of the Genie (Djinni)]] || 18,900 gp || Wrist || Grants wearer Endure Elements continually, and the ability to cast Gaseous Form, Invisibility, and Wind Wall each once per day.
|-
| [[Vambraces of the Genie (Marid) (Magic Item)|Vambraces of the Genie (Marid)]] || 18,900 gp || Wrist || Grants wearer Endure Elements continually, and the ability to cast Hydraulic Torrent, Invisibility, and Water Breathing each once per day.
|-
| [[Vambraces of the Genie (Shaitan) (Magic Item)|Vambraces of the Genie (Shaitan)]] || 18,900 gp || Wrist || Grants wearer Endure Elements continually, and the ability to cast Glitterdust, Meld Into Stone, and Stone Shape each once per day.
|-
| [[Bracelet of Friends (Magic Item)|Bracelet of Friends]] || 19,000 gp || Wrist || Each charm on the bracelet can be attuned to an ally, and can be expended to call that ally to your side as long as he is willing and on the same plane
|-
| [[Bracers of Archery, Greater (Magic Item)|Bracers of Archery, Greater]] || 25,000 gp || Wrist || Grants wearer a +2 competence bonus to attacks and +1 to damage with a bow, if proficient, or proficiency with any bow (except crossbows) if not
|-
| [[Bracers of Sworn Vengeance (Magic Item)|Bracers of Sworn Vengeance]] || 25,000 gp || Wrist || Once per day, wearer can swear vengeance on a target, gaining a +1 Competence bonus to hit, and +2d6 damage against that target
|-
| [[Dimensional Shackles (Magic Item)|Dimensional Shackles]] || 28,000 gp || Wrist || When attached to a helpless creature, that wearer is continually under the effects of a Dimensional Anchor spell
|-
| [[Gauntlets of Skill at Arms (Magic Item)|Gauntlets of Skill at Arms]] || 30,000 gp || Wrist || Grants wearer proficiency in a number of weapons, or if already proficient, a +1 competence bonus to hit and damage with one of those weapons
|}
|}


* ''[[#Top|Back to Top]]''
==== Slotless Magic Items ====
Slotless items, as the name implies, do not have to be worn or wielded in a magic item slot in order to make use of their effects.  This is very powerful, since you can, theoretically, have an infinite number of slotless items and enjoy the benefits of all of them at all times (assuming their benefits are distinct enough to avoid stacking issues with the bonus types).  The most common class of slotless items are containers, such as handy haversacks and portable holes. 


==Wielded Magic Items==
In most cases, you'll also need a free hand to interact with the slotless magic item (such as pulling something out of your handy haversack).
===[[Magic Weapons]]===


===[[Magic Rods]]===
::: [[Slotless Magic Items]]


===[[Magic Staves]]===
==== Consumable Magic Items ====
The final type of magic item is consumables.  These are potions, scrolls, or items with limited uses, after which they become useless or mundane objects (or perhaps crumble to dust, as their magic essence fades away).  While throwing gold into items that can only be used once (or a few times) may sound wasteful, the effects available can be quite powerful, while still being quite affordable, even at low levels. 


===[[Magic Wands]]===
While it may seem like a [[Light Caduceus Rod]], which allows 50 castings of [[Cure Light Wounds (Cleric Spell)|Cure Light Wounds]] before it has to be recharged with a [[Small Manastone]] is a much more efficient use of your money than a bunch of potions of cure light wounds, those potions are affordable after your very first battle with monsters, and there's no [[Use Magic Device]] check required to drink a potion (unlike that rod).  You have to buy the rod all at once, and you'll likely find its cost to be prohibitive until at least level 2, if not later.


===[[Magic Shields]]===
::: [[Consumable Magic Items]]
</div>


===[[Slotless Magic Items]]===
=== Bonus Types and Stacking ===
Most magic items which grant any sort of a numerical bonus (like +1) to some aspect of a character's abilities do so using an [[Enhancement Bonus]].  It is very rare for a magic item to provide a numerical bonus to any ability using a different bonus type than Enhancement.  Since Enhancement Bonuses [[Glossary_of_Terms#Stacking | do not stack]] with themselves, two magic items providing an Enhancement Bonus to the same character element (for example, the character's [[Stealth]] skill) do not stack; instead, only the single highest available bonus is used. 


===[[Consumable/Expendable Magic Items]]===
However, a character can enjoy the benefits of multiple Enhancement Bonuses, as long as they each affect different things.  For example, you can have a belt that grants you a +2 enhancement bonus to your Strength ability score, and a headband that gives you a +2 enhancement bonus to your Intelligence ability score, and these two items work perfectly fine together.  If both items granted their bonus to Strength, the character would only get to use the bonus from one of the items.
 
Different bonus types stack with each other, even on the same character aspect.  For example, a +2 Enhancement Bonus to Maneuver Defense would stack with a +2 [[Training Bonus]] to Maneuver Defense.
 
The only bonus types that actually stack with themselves are [[Dodge Bonus]]es and [[Circumstance Bonus]]es.  All other bonus types behave like Enhancement Bonuses &mdash; they don't stack with themselves when applied to the same character element, but they will stack with different bonus types, or when applied to different character elements.
 
==List of Magic Item Families==
Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete details.  In any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).
 
{| class="ep-default2 sortable" style="text-align:left; font-size:90%" width="100%"
|- style="{{linear-gradient|top|#C0D7EF, #FFF2FB}}; Color:#000;"
! width="20%" align="center" | Magic Item Name || width="10%" align="center" | Slot || width="70%" align="center" class="unsortable" | Description
{{Magic-Item-Master-Table|Amulet of Natural Armor}}
{{Magic-Item-Master-Table|Amulet of Mighty Fists}}
{{Magic-Item-Master-Table|Armatura Protectica}}
{{Magic-Item-Master-Table|Arsenal Gloves}}
{{Magic-Item-Master-Table|Auric Enhancer}}
{{Magic-Item-Master-Table|Bag of Holding}}
{{Magic-Item-Master-Table|Bandeau of Grace}}
{{Magic-Item-Master-Table|Belt of Physical Perfection}}
{{Magic-Item-Master-Table|Belt of the Powerful Form}}
{{Magic-Item-Master-Table|Boots of Bounding}}
{{Magic-Item-Master-Table|Boots of Speed}}
{{Magic-Item-Master-Table|Boots of the Daredevil}}
{{Magic-Item-Master-Table|Bracelets of Resistance}}
{{Magic-Item-Master-Table|Bracers of Armor}}
{{Magic-Item-Master-Table|Chronicler's Coronet}}
{{Magic-Item-Master-Table|Cloak of Displacement}}
{{Magic-Item-Master-Table|Cloak of Elvenkind}}
{{Magic-Item-Master-Table|Cloak of Resistance}}
{{Magic-Item-Master-Table|Component Pouch}}
{{Magic-Item-Master-Table|Coronet of Eloquence}}
{{Magic-Item-Master-Table|Crown of Swords}}
{{Magic-Item-Master-Table|Deadhead Headband}}
{{Magic-Item-Master-Table|Deathwatch Monocle}}
{{Magic-Item-Master-Table|Diadem of Deep Design}}
{{Magic-Item-Master-Table|Facade of Winsomeness}}
{{Magic-Item-Master-Table|Facade of Facility}}
{{Magic-Item-Master-Table|Facade of Perspicacity}}
{{Magic-Item-Master-Table|Facade of Wisdom}}
{{Magic-Item-Master-Table|Facade of Wits}}
{{Magic-Item-Master-Table|Farstrike Bracers}}
{{Magic-Item-Master-Table|Finemail Smallclothes}}
{{Magic-Item-Master-Table|Fugue Potion}}
{{Magic-Item-Master-Table|Gifting Mantle}}
{{Magic-Item-Master-Table|Gloves of the Designer}}
{{Magic-Item-Master-Table|Gloves of the Maker}}
{{Magic-Item-Master-Table|Gloves of the Tradesman}}
{{Magic-Item-Master-Table|Gloves of the Worker}}
{{Magic-Item-Master-Table|Glowing Gloves}}
{{Magic-Item-Master-Table|Goggles of Night}}
{{Magic-Item-Master-Table|Hardened Cassock}}
{{Magic-Item-Master-Table|Hat of Disguise}}
{{Magic-Item-Master-Table|Hauberk of the Magus}}
{{Magic-Item-Master-Table|Headband of Gracious Wit}}
{{Magic-Item-Master-Table|Headband of the Logician}}
{{Magic-Item-Master-Table|Headband of the Philosopher}}
{{Magic-Item-Master-Table|Headband of the Savant}}
{{Magic-Item-Master-Table|Headband of the Theorist}}
{{Magic-Item-Master-Table|Helm of Protection}}
{{Magic-Item-Master-Table|Honcho Helmet}}
{{Magic-Item-Master-Table|Hornet Wing Cloak}}
{{Magic-Item-Master-Table|Jangle Bangles}}
{{Magic-Item-Master-Table|Jaunt Boots}}
{{Magic-Item-Master-Table|Limitless Quiver}}
{{Magic-Item-Master-Table|Magic Haversack}}
{{Magic-Item-Master-Table|Mantle of Armoring}}
{{Magic-Item-Master-Table|Manual of Bodily Health}}
{{Magic-Item-Master-Table|Manual of Gainful Exercise}}
{{Magic-Item-Master-Table|Manual of Quickness of Action}}
{{Magic-Item-Master-Table|Mask of a Thousand Tomes}}
{{Magic-Item-Master-Table|Mechanists Lappet}}
{{Magic-Item-Master-Table|Meridian Belt}}
{{Magic-Item-Master-Table|Monkey Belt}}
{{Magic-Item-Master-Table|Mortal Coil}}
{{Magic-Item-Master-Table|Muleback Cords}}
{{Magic-Item-Master-Table|Necklace of Adaptation}}
{{Magic-Item-Master-Table|Necklace of Fire}}
{{Magic-Item-Master-Table|Pearl of Power}}
{{Magic-Item-Master-Table|Pirate's Eyepatch}}
{{Magic-Item-Master-Table|Poisoners Gloves}}
{{Magic-Item-Master-Table|Portable Hole}}
{{Magic-Item-Master-Table|Quickrunner Surcoat}}
{{Magic-Item-Master-Table|Reinforced Waistcoat}}
{{Magic-Item-Master-Table|Ring of Alacrity}}
{{Magic-Item-Master-Table|Ring of Caring}}
{{Magic-Item-Master-Table|Ring of Devotion}}
{{Magic-Item-Master-Table|Ring of Expertise}}
{{Magic-Item-Master-Table|Ring of Ferocious Action}}
{{Magic-Item-Master-Table|Ring of Invisibility}}
{{Magic-Item-Master-Table|Ring of Practice}}
{{Magic-Item-Master-Table|Ring of Protection}}
{{Magic-Item-Master-Table|Ring of Savvy}}
{{Magic-Item-Master-Table|Ring of Talent}}
{{Magic-Item-Master-Table|Ring of the Weaponeer}}
{{Magic-Item-Master-Table|Ring of Wizardry}}
{{Magic-Item-Master-Table|Sage's Circlet}}
{{Magic-Item-Master-Table|Scholar's Laurel}}
{{Magic-Item-Master-Table|Seafoam Foundation}}
{{Magic-Item-Master-Table|Shifting Wraps}}
{{Magic-Item-Master-Table|Shroud of the Unterwelt}}
{{Magic-Item-Master-Table|Sipping Jacket}}
{{Magic-Item-Master-Table|Spectacles of Winsomeness}}
{{Magic-Item-Master-Table|Spectacles of Facility}}
{{Magic-Item-Master-Table|Spectacles of Perspicacity}}
{{Magic-Item-Master-Table|Spectacles of Wisdom}}
{{Magic-Item-Master-Table|Spectacles of Wits}}
{{Magic-Item-Master-Table|Spellguard Bracers}}
{{Magic-Item-Master-Table|Stampede Stompers}}
{{Magic-Item-Master-Table|Stockings of Agility}}
{{Magic-Item-Master-Table|Stockings of Physicality}}
{{Magic-Item-Master-Table|Stockings of Robustness}}
{{Magic-Item-Master-Table|Stockings of Vigor}}
{{Magic-Item-Master-Table|Stockings of Might}}
{{Magic-Item-Master-Table|Summoners Medallion}}
{{Magic-Item-Master-Table|Tinker's Tunic}}
{{Magic-Item-Master-Table|Tome of Clear Thought}}
{{Magic-Item-Master-Table|Tome of Leadership and Influence}}
{{Magic-Item-Master-Table|Tome of Understanding}}
{{Magic-Item-Master-Table|Torques of Agility}}
{{Magic-Item-Master-Table|Torques of Physicality}}
{{Magic-Item-Master-Table|Torques of Robustness}}
{{Magic-Item-Master-Table|Torques of Power}}
{{Magic-Item-Master-Table|Torques of Vigor}}
{{Magic-Item-Master-Table|Truss of Might}}
{{Magic-Item-Master-Table|Tunic of Deadly Might}}
{{Magic-Item-Master-Table|Vest of Escape}}
{{Magic-Item-Master-Table|Victory Laurel}}
{{Magic-Item-Master-Table|Wand of Accessioning}}
{{Magic-Item-Master-Table|Wand of Burning}}
{{Magic-Item-Master-Table|Wand of Coaxing}}
{{Magic-Item-Master-Table|Wand of Destruction}}
{{Magic-Item-Master-Table|Wand of Empowerment}}
{{Magic-Item-Master-Table|Wand of Enhancement}}
{{Magic-Item-Master-Table|Wand of Fussiness}}
{{Magic-Item-Master-Table|Wand of Hemorrhaging}}
{{Magic-Item-Master-Table|Wand of Infinity}}
{{Magic-Item-Master-Table|Wand of Joined Fates}}
{{Magic-Item-Master-Table|Wand of Maximization}}
{{Magic-Item-Master-Table|Wand of Occluded Casting}}
{{Magic-Item-Master-Table|Wand of Perfection}}
{{Magic-Item-Master-Table|Wand of Piercing}}
{{Magic-Item-Master-Table|Wand of Reaching}}
{{Magic-Item-Master-Table|Wand of Silence}}
{{Magic-Item-Master-Table|Wand of Stealthy Casting}}
{{Magic-Item-Master-Table|Wand of Stillness}}
{{Magic-Item-Master-Table|Wand of Quickening}}
{{Magic-Item-Master-Table|Wand of the Elements}}
{{Magic-Item-Master-Table|Wand of the Fundaments}}
{{Magic-Item-Master-Table|Wand of the Rudiments}}
{{Magic-Item-Master-Table|Wand of Toppling}}
{{Magic-Item-Master-Table|Wand of Vastness}}
{{Magic-Item-Master-Table|Wand of Widening}}
{{Magic-Item-Master-Table|Warrior Harness}}
|}

Latest revision as of 22:17, 19 August 2023

The finer things in life.

A magic item is a piece of adventuring equipment that has been enchanted to be better than a mundane version of that item. It is quite common for an adventurer to start their career without any magic items at all, because they are VERY expensive. Indeed, one powerful reason to go and slay monsters is to get their loot, turn it into money, and then buy better stuff (so you can slay monsters, get their loot, etc.).

Like all equipment and tools, magic items give your character more powers and abilities, making them more dangerous, tougher, and faster. While you don't precisely NEED magic items, the game is balanced with the assumption that you will get the proper amount of treasure, and then spend it to maintain your gear at the 'cutting edge'. If you neglect to buy better magic items, you will find that the game gets very, very difficult, quickly!

Pre-Made Vs. Custom-Made

It is possible for characters to gain the Creator (Feat), allowing them to make their own magic items, usually saving quite a bit of money in the process. However, most adventurers are too busy to spend the weeks and months it takes to make their own items. As a result, most characters will buy their magic items from vendors or makers, who specialize in the creation of these wondrous wares.

Some items will not be immediately available in a given city or town. Indeed, smaller settlements rarely have a diverse stock of the many magic items adventurers may find themselves wanting. The percentage chance that a settlement has a shop containing any given magic item is listed on the Money and Merchants page.

If an item is not available, that simply means that there isn't one in town. It doesn't mean that one couldn't be made by one of the skilled creators and makers in the town, or imported from another town for the character's convenience. The character could also just go somewhere else with a better stock of magical equipment, but again, an adventurer's time is precious — they need to get back to the killin' and lootin' as soon as possible!

The time required to craft a magic item is detailed on the Creator (Feat) page, but has a base time of 2 days + 1 day per creator level (CL) of the item. Makers will always demand payment up front for an item, and the player character won't get it until it's finished, often a week or more from the day the payment is made to have it built.

Some of the more upscale vendors of magic items offer loaner equipment during this waiting period, to ensure the adventurer doesn't have to walk around completely unprotected while that new suit of armor is made. Such loaner equipment usually requires a sizable deposit, only returned when the loaner is returned in good condition.

"Off-Menu" Magic Items

In general, you cannot buy, create, or otherwise acquire an item that isn't listed within the Epic Path rules. Allowing magic items from other games into your campaign is STRONGLY discouraged. It is so strongly discouraged, in fact, that we don't even have rules for it. Bringing in items from other game systems is nearly always going to harm your campaign.

Furthermore, you cannot take the effects or abilities of two or more items and merge them into a single item, nor can you take an item that isn't slotless and make it slotless. The idea is that each character has to make tough choices as to which cool things they want to equip at any given time. Allowing item merging or the en-slotless-ifying of items trivializes those choices. Keep your players wanting more. More. MORE!

GMs can, of course, create their own magic items, artifacts, and other MacGuffins for their campaigns, as they see fit, but they shouldn't really have a gold value. There are often occasions when the story calls for something unusual or special to fall into the players' hands, and there's nothing wrong with that. However, should the players decide to sell this MacGuffin or artifact, it is recommended that there be grave consequences for this greedy and selfish decision. For example, a bunch of low-level players who suddenly find themselves in possession of a million gold will almost certainly get mugged by the nearest party of epic-level adventurers (or the nearest evil church or cult. You can buy a LOT of goat's blood with a million gold...). Not only have they thrown away their artifact, now they have powerful new enemies! A win-win for the GM, and a solid lesson for the players.

Magic Item Slots

As listed below, there are no less than twenty different 'kinds' of magic items. The first thirteen of these are 'worn' items, meaning that they are like pieces of clothing. You can only wear so many different pieces of clothing, and so it is that you can only have one magic item in each of these thirteen slots. (Except for rings, of which you can wear two. There's always an exception....) As your character advances, you should strive to have at least some sort of a useful magic item in as many slots as you can. But don't worry if you don't manage this for a while! It is perfectly valid to concentrate on a few 'good' or 'essential' items for a while, or even for your entire adventuring career. Spending a LOT of money on a few powerful items can be just as effective as keeping every single magic item slot filled with a 'decent' item.

In addition to the base slots, there are seven other types of magic items. These are: weapons, armor, rods, staves, wands, slotless items, and consumable items. Don't be fooled into thinking that these items are any less important, though! Magic weapons and slotless magical bags are among two of the very most important items the well-equipped adventurer should get first!

There are many, many versions of all these items, because most items come in 'families'. This means that there is a low-level, relatively inexpensive item that does 'something'. As you level up and grow mighty, better versions of that item that become available, usually for a LOT more money, which serves as a built-in 'upgrade path' for you to follow, if you want to.

Upgrading to a higher-quality item in the same family as an item you already possess only costs the difference between the item you have and you want to upgrade into. Normally, when you sell something back, you only get half its value from the merchant; upgrading within a family of items lets you get the full value you paid for the item applied toward the cost of the upgrade. So efficient!

The high epic items are very, very expensive. But don't worry! If you keep playing and having fun with your friends, you can eventually reach the point where even those incredible items become available to you.

Worn Magic Item Slots

Many magic items have to be worn in order to gain their effects. However, you cannot wear two magic coats and expect to gain the benefit of both coats at the same time (although you'll certainly be warm). Therefore, worn magic items are broken out into thirteen "slots". You may wear a single item at any one time in each of these slots, and enjoy the benefits of each of them, with the exception of rings. The powerful magic of enchanted rings prevents the use of a ring on every finger, but you can have one ring on each hand, to a maximum of two rings at any given time.

Wearing two items in the same slot disrupts the magic of both items, meaning you get no benefit from either until one of the items is removed. Items not worn (such as those stowed in your backpack) provide no benefit.

Armor Belt Body Chest Eyes Feet Hands
Head Headband Neck Rings Shoulders Wrists

Wielded Magic Items

Listed below are all of the various magic items which you must hold in,or manipulate with, your hands to gain benefits from them. While sheathed, stowed, or otherwise not being wielded, these items provide no benefits to their owner. You will immediately notice that while you only have two hands, you have access to five types of items that you have to use your hands to use. This makes the Combat rules for switching things around in your hands quite important.

Magic Weapons Magic Rods Magic Staves Magic Wands Magic Shields

Slotless Magic Items

Slotless items, as the name implies, do not have to be worn or wielded in a magic item slot in order to make use of their effects. This is very powerful, since you can, theoretically, have an infinite number of slotless items and enjoy the benefits of all of them at all times (assuming their benefits are distinct enough to avoid stacking issues with the bonus types). The most common class of slotless items are containers, such as handy haversacks and portable holes.

In most cases, you'll also need a free hand to interact with the slotless magic item (such as pulling something out of your handy haversack).

Slotless Magic Items

Consumable Magic Items

The final type of magic item is consumables. These are potions, scrolls, or items with limited uses, after which they become useless or mundane objects (or perhaps crumble to dust, as their magic essence fades away). While throwing gold into items that can only be used once (or a few times) may sound wasteful, the effects available can be quite powerful, while still being quite affordable, even at low levels.

While it may seem like a Light Caduceus Rod, which allows 50 castings of Cure Light Wounds before it has to be recharged with a Small Manastone is a much more efficient use of your money than a bunch of potions of cure light wounds, those potions are affordable after your very first battle with monsters, and there's no Use Magic Device check required to drink a potion (unlike that rod). You have to buy the rod all at once, and you'll likely find its cost to be prohibitive until at least level 2, if not later.

Consumable Magic Items

Bonus Types and Stacking

Most magic items which grant any sort of a numerical bonus (like +1) to some aspect of a character's abilities do so using an Enhancement Bonus. It is very rare for a magic item to provide a numerical bonus to any ability using a different bonus type than Enhancement. Since Enhancement Bonuses do not stack with themselves, two magic items providing an Enhancement Bonus to the same character element (for example, the character's Stealth skill) do not stack; instead, only the single highest available bonus is used.

However, a character can enjoy the benefits of multiple Enhancement Bonuses, as long as they each affect different things. For example, you can have a belt that grants you a +2 enhancement bonus to your Strength ability score, and a headband that gives you a +2 enhancement bonus to your Intelligence ability score, and these two items work perfectly fine together. If both items granted their bonus to Strength, the character would only get to use the bonus from one of the items.

Different bonus types stack with each other, even on the same character aspect. For example, a +2 Enhancement Bonus to Maneuver Defense would stack with a +2 Training Bonus to Maneuver Defense.

The only bonus types that actually stack with themselves are Dodge Bonuses and Circumstance Bonuses. All other bonus types behave like Enhancement Bonuses — they don't stack with themselves when applied to the same character element, but they will stack with different bonus types, or when applied to different character elements.

List of Magic Item Families

Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete details. In any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).

Magic Item Name Slot Description
Amulet of Natural Armor Neck Adds Enhancement Bonus to Natural Armor.
Amulet of Mighty Fists Neck Adds Melee Magic Weapon Enhancement bonuses and Magic Properties to your unarmed attacks.
Armatura Protectica Hands Grants the wearer a Shield Bonus to AC.
Arsenal Gloves Hands Store and sort an arsenal of handheld items quickly and easily.
Auric Enhancer Armor Grants +1 additional target to spells or True Dweomers that are either rays or have a limited number of targets greater than one.
Bag of Holding Slotless Humble bags that hold much more than they appear to.
Bandeau of Grace Belt Grants the wearer a bonus to their Dexterity score.
Belt of Physical Perfection Belt Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores.
Belt of the Powerful Form Belt Grants an enhancement bonus to two of the wearer's physical stats (STR, DEX, or CON)
Boots of Bounding Feet Sleek footwear that grants a Hover move.
Boots of Speed Feet Aggressively styled boots that add to your movement speed.
Boots of the Daredevil Feet Adds bonuses to reckless movement.
Bracelets of Resistance Wrists A Bracelet of Resistance adds a Resistance bonus to all saving throws made by an attuned wearer.
Bracers of Armor Wrists Grant an Armor Enhancement Bonus to the attuned wearer's Armor Class.
Chronicler's Coronet Headband Grants wearer an enhancement bonus to their Charisma score.
Cloak of Displacement Shoulders Causes the wearer to fade and blur, granting them defenses and movement powers.
Cloak of Elvenkind Shoulders Well-made cloaks that allow the wearer to be stylishly unobtrusive.
Cloak of Resistance Shoulders A Cloak of Resistance adds a Resistance bonus to all saving throws made by an attuned wearer.
Component Pouch Slotless A small leather pouch that can magically produce any spell component worth 1 gp or less in value.
Coronet of Eloquence Headband Teaches the wearer languages instantly.
Crown of Swords Head Strike at foes who attack you.
Deadhead Headband Headband Changes the wearers appearance to that of a skull and affiliates them with Death.
Deathwatch Monocle Eyes Grants the wearer an intuitive knowledge of the health of nearby creatures.
Diadem of Deep Design Headband Grants wearer an enhancement bonus to their Intelligence, Wisdom, and Charisma scores.
Facade of Winsomeness Head Grants wearer an enhancement bonus to their Charisma score.
Facade of Facility Head Grants wearer an enhancement bonus to their Intelligence, Wisdom, and Charisma scores.
Facade of Perspicacity Head Grants an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma).
Facade of Wisdom Head Grants an enhancement bonus to the Wisdom score.
Facade of Wits Head Grants an enhancement bonus to the Intelligence score.
Farstrike Bracers Wrists Adds reach and new damage types to melee attacks.
Finemail Smallclothes Armor Grants wearer the effects of a dweomermetal, without the hassle of wearing armor.
Fugue Potion Consumable Grants imbiber a full-night's rest in 1 minute
Gifting Mantle Shoulders Gift spells to yourself or your allies.
Gloves of the Designer Hands Grants an enhancement bonus to five different skills.
Gloves of the Maker Hands Grants an enhancement bonus to eight different skills.
Gloves of the Tradesman Hands Grants an enhancement bonus to three different skills.
Gloves of the Worker Hands Grants an enhancement bonus to a single skill.
Glowing Gloves Hands Handgear with many marking, debuffing, and movement abilities.
Goggles of Night Eyes Grants Darkvision.
Hardened Cassock Body A Hardened Cassock adds an Armor Enhancement Bonus to the wearer's Armor Class.
Hat of Disguise Head Allows the user to Disguise themselves very quickly and skillfully.
Hauberk of the Magus Armor The Hauberk of the Magus provides the finest magical enhancement a wizard (or divine caster!) can secretly wear.
Headband of Gracious Wit Headband Grants an enhancement bonus to two of the wearer's mental ability scores (Intelligence, Wisdom, or Charisma).
Headband of the Logician Headband Grants an enhancement bonus to five different skills.
Headband of the Philosopher Headband Grants an enhancement bonus to three different skills.
Headband of the Savant Headband Grants an enhancement bonus to eight different skills.
Headband of the Theorist Headband Grants an enhancement bonus to a single skill.
Helm of Protection Head Grants the wearer a Shield Bonus to AC.
Honcho Helmet Head Grant a bonus move action to your summoned monster, familiar, or animal companion a limited number of times per day.
Hornet Wing Cloak Shoulders Typically sporty cloaks that manifest wasp wings and allow extended periods of flight.
Jangle Bangles Wrists Add shocking goads to all successful melee attacks.
Jaunt Boots Feet Allows the wearer to move more freely in battle.
Limitless Quiver Slotless Creates an unending supply of non-magical ammunition.
Magic Haversack Slotless A backpack which holds more than its size suggests, without increasing in weight.
Mantle of Armoring Body Adds an Enhancement Bonus to Natural Armor.
Manual of Bodily Health Consumable One-use magical books to increase Constitution.
Manual of Gainful Exercise Consumable One-use magical books to increase Strength.
Manual of Quickness of Action Consumable One-use magical books to increase Dexterity.
Mask of a Thousand Tomes Head Acts as a magical Library.
Mechanists Lappet Headband Adds bonuses to all DC's of one or more other items attuned to the wearer.
Meridian Belt Belt Allows the attuned wearer to wear and use more than two Ring items.
Monkey Belt Belt Grants the wearer amazing powers to move and bounce.
Mortal Coil Belt Grants wearer an enhancement bonus to Constitution.
Muleback Cords Shoulders Adds the ability to carry heavy weights and break things in your way.
Necklace of Adaptation Neck Grants many benefits against environmental and gaseous effects.
Necklace of Fire Neck Grants scaling fire powers to the attuned wearer.
Pearl of Power Neck Adds one spell slot per spell level its level and below.
Pirate's Eyepatch Eyes Adds many piratical benefits to the wearer.
Poisoners Gloves Hands Stores and enhances a few doses of Poisons.
Portable Hole Slotless Pieces of cloth or small boxes, oddly weighty for their size, that open into large storage spaces.
Quickrunner Surcoat Chest This elegant surcoat lends the wearer speed and the ability to escape obstacles.
Reinforced Waistcoat Chest Adds an Enhancement Bonus to Natural Armor.
Ring of Alacrity Rings Grants the attuned wearer bonus Action Points after a time interval has passed.
Ring of Caring Rings Adds bonuses to all healing bestowed in any way by the attuned owner.
Ring of Devotion Rings Doubles the number of Divine Spell Slots of a given level or levels.
Ring of Expertise Rings Grants an enhancement bonus to eight skills.
Ring of Ferocious Action Rings Grants many martial and teamwork bonuses to the wearer and their allies.
Ring of Invisibility Rings Boring bands of metal that have nothing to distinguish them.
Ring of Practice Rings Grants an enhancement bonus to a single skill.
Ring of Protection Rings Grants the wearer a Shield Bonus to AC.
Ring of Savvy Rings Grants an enhancement bonus to five skills.
Ring of Talent Rings Grants an enhancement bonus to three skills.
Ring of the Weaponeer Rings Transfers the wearer's skill and investment with a chosen weapon to one or more mundane weapons as well.
Ring of Wizardry Rings Doubles the number of Arcane spell slots the wearer gains of certain spell levels.
Sage's Circlet Headband Grants the wearer an enhancement bonus to their Wisdom.
Scholar's Laurel Headband Grants wearer an enhancement bonus to their Intelligence score.
Seafoam Foundation Armor Seafoam fills the armor slot and adds many benefits to the attuned wearer.
Shifting Wraps Body Adds bonuses only while Transmogrified.
Shroud of the Unterwelt Body Grants many earthen powers of protection, concealment, and even movement.
Sipping Jacket Chest Can store and apply the effects of magical potions.
Spectacles of Winsomeness Eyes Grants wearer an enhancement bonus to their Charisma score.
Spectacles of Facility Eyes Grants wearer an enhancement bonus to their Charisma, Intelligence, and Wisdom score.
Spectacles of Perspicacity Eyes Grants an enhancement bonus to two of the wearer's mental ability scores (Intelligence, Wisdom, or Charisma).
Spectacles of Wisdom Eyes Grants wearer an enhancement bonus to their Wisdom score.
Spectacles of Wits Eyes Grants wearer an enhancement bonus to their Intelligence score.
Spellguard Bracers Wrists Automatically succeed on a defensive casting check and gain dodge bonuses for doing so.
Stampede Stompers Feet Heavy footwear that provides many martial benefits.
Stockings of Agility Feet Grants wearer an enhancement bonus to their Dexterity score.
Stockings of Physicality Feet Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores.
Stockings of Robustness Feet Grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution).
Stockings of Vigor Feet Grants wearer an enhancement bonus to their Constitution score.
Stockings of Might Feet Grants wearer an enhancement bonus to their Strength score.
Summoners Medallion Headband Summoned monsters are much stronger when summoned with this item.
Tinker's Tunic Body Allows wearer to buy one item from the tunic each day as if it were a merchant.
Tome of Clear Thought Consumable One-use magical books to increase Intelligence.
Tome of Leadership and Influence Consumable One-use magical books to increase Charisma.
Tome of Understanding Consumable One-use magical books to increase Wisdom.
Torques of Agility Wrists Grants wearer an enhancement bonus to their Dexterity score.
Torques of Physicality Wrists Grants the wearer a bonus to their Constitution, Dexterity, and Strength scores.
Torques of Robustness Wrists Grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution).
Torques of Power Wrists Grants wearer an enhancement bonus to their Strength score.
Torques of Vigor Wrists Grants wearer an enhancement bonus to their Constitution score.
Truss of Might Belt Grants wearer an enhancement bonus to Strength.
Tunic of Deadly Might Chest Add the results of a Might check to one or more attacks.
Vest of Escape Chest Allows the wearer to teleport, both defensively and offensively.
Victory Laurel Headband After defeating an enemy in open combat, grows blood-red berries which sustain and heal.
Wand of Accessioning Wand Grants +1 additional target for spells or spell-like abilities with a limited number of targets.
Wand of Burning Wand Apply your Burning Spell (Feat) to a spell without increasing its level.
Wand of Coaxing Wand Apply your Coaxing Spell (Feat) to a spell without increasing its level.
Wand of Destruction Wand Apply your Collateral Spell (Feat) to a spell without increasing its level.
Wand of Empowerment Wand Apply your Empower Spell (Feat) to a spell without increasing its level.
Wand of Enhancement Wand Apply your Enhance Spell (Feat) to a spell without increasing its level.
Wand of Fussiness Wand Exclude additional targets with your Selective (Feat) a limited number of times per day.
Wand of Hemorrhaging Wand Apply your Cutting Spell (Feat) to a spell without increasing its level.
Wand of Infinity Wand Apply your Absolute Spell (Feat) to a spell without increasing its level.
Wand of Joined Fates Wand Apply your Linked Spell (Feat) to a spell without increasing its level.
Wand of Maximization Wand Apply your Maximize Spell (Feat) to a spell without increasing its level.
Wand of Occluded Casting Wand Apply your Unseen Spell (Feat) to a spell without increasing its level.
Wand of Perfection Wand Apply your Perfect Spell (Feat) to a spell without increasing its level.
Wand of Piercing Wand Assists the wielder in overcoming a target's spell resistance.
Wand of Reaching Wand Apply your Reach Spell (Feat) to a spell without increasing its level.
Wand of Silence Wand Apply your Silent Spell (Feat) to a spell without increasing its level.
Wand of Stealthy Casting Wand Apply your Stealth Spell (Feat) to a spell without increasing its level.
Wand of Stillness Wand Apply your Still Spell (Feat) to a spell without increasing its level.
Wand of Quickening Wand Apply your Quicken Spell (Feat) to a spell without increasing its level.
Wand of the Elements Wand Apply your Element Spell (Feat) to a spell without increasing its level.
Wand of the Fundaments Wand Apply your Fundament Spell (Feat) to a spell without increasing its level.
Wand of the Rudiments Wand Apply your Rudiment Spell (Feat) to a spell without increasing its level.
Wand of Toppling Wand Allows the wielder's force-based spells to also knock an opponent down.
Wand of Vastness Wand Apply your Vast Spell (Feat) to a spell without increasing its level.
Wand of Widening Wand Apply your Widen Spell (Feat) to a spell without increasing its level.
Warrior Harness Body Reduces armor check penalty and dex penalty to AC of worn armor, and grants temporary hit points.