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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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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.


It should be noted that the descriptions on this page do not provide all the details of the items described -- they are just summaries. Click on the item's link for complete details.
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 &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 Items===
{| 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
|-
|
|}
 
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===Belt Slot Items===
{| 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
|-
| [[Belt of Giant Strength (Magic Item)|Belt of Giant Strength]] || varies || Belt || Grants an enhancement bonus to the wearer's Strength
|-
| [[Belt of Incredible Dexterity (Magic Item)|Belt of Incredible Dexterity]] || varies || Belt || Grants an enhancement bonus to the wearer's Dexterity
|-
| [[Belt of Mighty Constitution (Magic Item)|Belt of Mighty Constitution]] || varies || Belt || Grants an enhancement bonus to the wearer's Constitution
|-
| [[Belt of Physical Might (Magic Item)|Belt of Physical Might]] || varies || Belt || Grants an enhancement bonus to any two of the wearer's physical ability scores (STR, DEX or CON)
|-
| [[Belt of Physical Perfection (Magic Item)|Belt of Physical Perfection]] || varies || Belt || Grants an enhancement bonus to all three of the wearer's physical ability scores (STR, DEX and CON)
|-
| [[Belt of Tumbling (Magic Item)|Belt of Tumbling]] || 800 gp || Belt || +4 competence bonus to Acrobatics to move through threatened squares
|-
| [[Beneficial Bandolier (Magic Item)|Beneficial Bandolier]] || 1,000 gp || Belt || Stores up to 200 sling bullets of the wearer's choice, and can create non-magical sling bullets as a free action.
|-
| [[Meridian Belt (Magic Item)|Meridian Belt]] || 1,000 gp || Belt || Wear rings on your feet as well as hands, but only two rings may function at one time.
|-
| [[Bladed Belt (Magic Item)|Bladed Belt]] || 2,000 gp || Belt || Belt can transform into a masterwork slashing or piercing melee weapon of the wearer's choice on command.
|-
| [[Heavyload Belt (Magic Item)|Heavyload Belt]] || 2,000 gp || Belt || The wearer's carrying capacity triples, as with the Ant Haul spell.
|-
| [[Aquatic Cummerbund (Magic Item)|Aquatic Cummerbund]] || 2,600 gp || Belt || +4 competence bonus to Swim checks, and wearer can take 10 on swim checks even if in danger.
|-
| [[Equestrian Belt (Magic Item)|Equestrian Belt]] || 3,200 gp || Belt || Automatically succeed on checks to control a combat mount in combat.
|-
| [[Belt of Teeth (Magic Item)|Belt of Teeth]] || 4,000 gp || Belt || Wearer's attacks of opportunity can be bite attacks
|-
| [[Blinkback Belt (Magic Item)|Blinkback Belt]] || 5,000 gp || Belt || Thrown weapons teleport back to the belt at the end of the round.
|-
| [[Plague Rat Belt (Magic Item)|Plague Rat Belt]] || 5,200 gp || Belt || Grants a +2 enhancement bonus to the wearer's Constitution, and allows a reroll on a poison or disease save three times per day
|-
| [[Belt of Foraging (Magic Item)|Belt of Foraging]] || 6,000 gp || Belt || Wearer always succeeds on Survival checks made to survive in the wild.
|-
| [[Serpent Belt (Magic Item)|Serpent Belt]] || 9,000 gp || Belt || Grants wearer a +4 resistance bonus to Poison saves, and belt can transform into a snake once per day.
|-
| [[Monkey Belt (Magic Item)|Monkey Belt]] || 9,400 gp || Belt || Grants a +2 enhancement bonus to the wearer's Dexterity, and belt can transform into a prehensile tail for 5 minutes per day.
|-
| [[Belt of the Weasel (Magic Item)|Belt of the Weasel]] || 10,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Dexterity and allows wearer to attack from prone without penalty
|-
| [[Belt of Thunderous Charging (Magic Item)|Belt of Thunderous Charging]] || 10,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Strength, and charges performed by the wearer deal more damage
|-
| [[Minotaur Belt (Magic Item)|Minotaur Belt]] || 11,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Strength and the wearer can ignore difficult terrain while charging
|-
| [[Plague Rat Belt, Greater (Magic Item)|Plague Rat Belt, Greater]] || 11,200 gp || Belt || Grants a +2 enhancement bonus to the wearer's Dexterity and Constitution, and allows a reroll on a poison or disease save three times per day
|-
| [[Belt of Equilibrium (Magic Item)|Belt of Equilibrium]] || 12,000 gp || Belt || As long as the wearer moves 5 feet or less this round, she can ignore the effects of Fatigued, Shaken or Sickened for 1 round
|-
| [[Security Belt (Magic Item)|Security Belt]] || 12,500 gp || Belt || The wearer gains a +5 competence bonus to CMD versus the Steal maneuver, and can shrink an item once per day and keep it hidden in the belt
|-
| [[Belt of Mighty Hurling, Lesser (Magic Item)|Belt of Mighty Hurling, Lesser]] || 14,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Strength, and wearer uses STR instead of DEX for attack rolls with thrown weapons
|-
| [[Belt of Dwarvenkind (Magic Item)|Belt of Dwarvenkind]] || 14,900 gp || Belt || Grants the wearer a +2 enhancement bonus to CON and Darkvision if he is not a dwarf.
|-
| [[Cord of Stubborn Resolve (Magic Item)|Cord of Stubborn Resolve]] || 15,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Constitution, and effects which cause Fatigued instead deal non-lethal damage.
|-
| [[Monkey Belt, Greater (Magic Item)|Monkey Belt, Greater]] || 18,000 gp || Belt || Grants a +2 enhancement bonus to the wearer's Strength and Dexterity, and belt can transform into a prehensile tail for 5 minutes per day.
|-
| [[Anaconda's Coils (Magic Item)|Anaconda's Coils]] || 18,500 gp || Belt || Grants the wearer a +2 enhancement bonus to STR, a +2 competence bonus to CMB and CMD for Grapple combat manuevers.
|-
| [[Serpent Belt, Greater (Magic Item)|Serpent Belt, Greater]] || 20,000 gp || Belt || Grants wearer a +4 resistance bonus to Poison saves, a +2 enhancement bonus to STR and DEX, and belt can transform into a snake once per day.
|-
| [[Belt of Fallen Heroes (Magic Item)|Belt of Fallen Heroes]] || 21,000 gp || Belt || Summon a fallen hero to act as an Unseen Servant and give advice during combat, granting a +1 insight bonus to all saving throws.
|-
| [[Gorgon Belt (Magic Item)|Gorgon Belt]] || 23,000 gp || Belt || The wearer gains a +2 enhancement bonus to Strength, can ignore difficult terrain while charging and gains a paralyzing breath weapon attack
|-
| [[Elemental Earth Belt (Magic Item)|Elemental Earth Belt]] || 24,000 gp || Belt || Grants a +4 enhancement bonus to the wearer's Constitution, immunity to forced movement effects and an earth elemental form
|-
| [[Sash of Flowing Water (Magic Item)|Sash of Flowing Water]] || 25,000 gp || Belt || Deflect a melee attack as an immediate action
|-
| [[Merform Belt (Magic Item)|Merform Belt]] || 32,000 gp || Belt || Grants the wearer a swim speed of 60 but a land speed of 5, a +2 natural armor bonus and allows the wearer to breathe underwater.
|-
| [[Belt of Mighty Hurling, Greater (Magic Item)|Belt of Mighty Hurling, Greater]] || 42,000 gp || Belt || Grants a +4 enhancement bonus to the wearer's Strength, and wearer uses STR instead of DEX for attack rolls with thrown weapons
|-
| [[Belt of Stoneskin (Magic Item)|Belt of Stoneskin]] || 60,000 gp || Belt || Wearer gains DR 10/adamantine until the belt absorbs 100 points of damage; refreshes every 24 hours automatically
|-
| [[Shadowform Belt (Magic Item)|Shadowform Belt]] || 110,000 gp || Belt || Grants a +6 enhancement bonus to the wearer's Dexterity and wearer can become Incorporeal for up to 10 rounds per day
|}
 
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===Body Slot Items===
{| 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
|-
| [[Bodywrap of Mighty Strikes (Magic Item)|Bodywrap of Mighty Strikes]] || varies || Body || The wearer may add an enhancement bonus and/or apply the effect of a magic weapon property to his unarmed or natural strikes
|-
| [[Robe of Infinite Twine (Magic Item)|Robe of Infinite Twine]] || 1,000 gp || Body || Wearer can draw up to 30 feet of twine or 10 feet of rope from the robe each round
|-
| [[Robe of Needles (Magic Item)|Robe of Needles]] || 1,000 gp || Body || Lauch a needle which inflicts a bleed up to six times per day as a ranged touch attack
|-
| [[Robe of Bones (Magic Item)|Robe of Bones]] || 2,400 gp || Body || Wearer can summon a low-level undead creature once per round
|-
| [[Corset of the Vishkanya (Magic Item)|Corset of the Vishkanya]] || 3,000 gp || Body || Wearer gains a +5 competence bonus to Escape Artist checks and can squeeze through tight spaces as the Squeeze spell up to 10 rounds per day
|-
| [[Druid's Vestment (Magic Item)|Druid's Vestment]] || 3,750 gp || Body || Grants the wearer one additional use of the Wild Shape class ability per day
|-
| [[Cassock of the Clergy (Magic Item)|Cassock of the Clergy]] || 4,600 gp || Body || The wearer can command the cassock to display or hide his holy symbol, acting as a divine focus. Also grants some additional divine spells per day.
|-
| [[Mnemonic Vestments (Magic Item)|Mnemonic Vestments]] || 5,000 gp || Body || When worn by a spontaneous caster, can use a spell slot to cast a spell from a scroll as though it were a known spell once per day
|-
| [[Robe of Components (Magic Item)|Robe of Components]] || 5,000 gp || Body || Acts as a spell components pouch, but can also produce material components worth up to 50 gp per day.
|-
| [[Sorcerer's Robe (Magic Item)|Sorcerer's Robe]] || 5,000 gp || Body || Allows a sorcerer to add the effects of her 1st level bloodline ability to a spell being cast as a swift action up to 3 times per day
|-
| [[Anchoring Harness (Magic Item)|Anchoring Harness]] || 6,000 gp || Body || When worn by an outsider, prevents the wearer from being banished or dismissed to their home plane.
|-
| [[Robe of Useful Items (Magic Item)|Robe of Useful Items]] || 7,000 gp || Body || The wearer can create a number of mundane objects by removing patches from the robe.
|-
| [[Robe of Blending (Magic Item)|Robe of Blending]] || 8,400 gp || Body || Allows the wearer to assume the form of another humanoid creature for 1 hour per day, speaking and understanding the racial language of that form.
|-
| [[Blazing Robes (Magic Item)|Blazing Robes]] || 11,000 gp || Body || Grants the wearer ER 5/fire and +1 caster level when casting spells with the fire descriptor. Once per day, can explode in a 20-foot radius of fire.
|-
| [[Shocking Robe (Magic Item)|Shocking Robe]] || 11,000 gp || Body || Grants the wearer ER 5/lightning and +1 caster level when casting spells with the lightning descriptor. Once per day, can explode in a 20-foot radius of lightning.
|-
| [[Voidfrost Robes (Magic Item)|Voidfrost Robes]] || 11,000 gp || Body || Grants the wearer ER 5/cold and +1 caster level when casting spells with the cold descriptor. Once per day, can explode in a 20-foot radius of cold.
|-
| [[Monk's Robe (Magic Item)|Monk's Robe]] || 13,000 gp || Body || When worn by a monk, the wearer's AC and unarmed attacks are treated as a monk 5 levels higher.
|-
| [[Robe of Arcane Heritage (Magic Item)|Robe of Arcane Heritage]] || 16,000 gp || Body || The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
|-
| [[Xorn Robe (Magic Item)|Xorn Robe]] || 20,000 gp || Body || Grants a +5 competence bonus to Perception, and the wearer can Earth Glide through up to 20 feet of earth or stone per day.
|-
| [[Corset of Dire Witchcraft (Magic Item)|Corset of Dire Witchcraft]] || 22,000 gp || Body || Grants the wearer a +4 armor bonus to AC
|-
| [[Robe of Scintillating Colors (Magic Item)|Robe of Scintillating Colors]] || 27,000 gp || Body || This robe emits an array of colors which dazes nearby creatures, illuminates the area and grants concealment to the wearer, up to 10 rounds per day.
|-
| [[Gunman's Duster (Magic Item)|Gunman's Duster]] || 36,000 gp || Body || Grants the wearer a +4 armor bonus to AC
|-
| [[Smuggler's Collapsible Robe (Magic Item)|Smuggler's Collapsible Robe]] || 48,000 gp || Body || The wearer of this robe can disappear into a pocket dimension for up to 24 hours, leaving only a seemingly non-magical robe behind.
|-
| [[Robe of Stars (Magic Item)|Robe of Stars]] || 58,000 gp || Body || Grants the wearer the ability to Plane Shift to the Astral plane and back.
|-
| [[Robe of Gates (Magic Item)|Robe of Gates]] || 64,000 gp || Body || When the wearer casts a summoning spell, he can choose to summon the maximum possible number of creatures up to 3 times per day.
|-
| [[Otherworldly Kimono (Magic Item)|Otherworldly Kimono]] || 67,000 gp || Body || Grants the wearer a resistance bonus to saves and an insight bonus to caster level and, once per day, can trap a nearby creature as the Maze spell.
|-
| [[Resplendent Robe of the Thespian (Magic Item)|Resplendent Robe of the Thespian]] || 75,000 gp || Body || When worn by a bard, improves their saves, effective caster level for overcoming SR, and grants Spell Resistance
|-
| [[Robe of the Archmagi (Magic Item)|Robe of the Archmagi]] || 75,000 gp || Body || When worn by an arcane caster, grants a +5 armor bonus to AC, improves the wearer's saves and grants Spell Resistance
|-
| [[Robe of Eyes (Magic Item)|Robe of Eyes]] || 120,000 gp || Body || The wearer cannot be flat-footed or flanked, and can see invisible or ethereal creatures within 120 feet.
|}
 
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===Chest Slot Items===
{| 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
|-
| [[Bandages of Rapid Recovery (Magic Item)|Bandages of Rapid Recovery]] || 200 gp || Chest || The wearer recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity
|-
| [[Quick Runner's Shirt (Magic Item)|Quick Runner's Shirt]] || 1,000 gp || Chest || Once per day as a swift action, the wearer can take an additional move action to move on his turn.
|-
| [[All Tools Vest (Magic Item)|All Tools Vest]] || 1,800 gp || Chest || Once per day, the vest can be commanded to issue all the tools necessary for a particular Profession skill.
|-
| [[Vest of Surgery (Magic Item)|Vest of Surgery]] || 3,000 gp || Chest || The wearer is considered to be using a healer's kit for all Heal checks, and can restore 1d4 points of ability damage once per day.
|-
| [[Sash of the War Champion (Magic Item)|Sash of the War Champion]] || 4,000 gp || Chest || When worn by a fighter, provides a +4 competence bonus to the wearer's Intimidate, Profession (Soldier) and Sense Motive skill checks
|-
| [[Sipping Jacket (Magic Item)|Sipping Jacket]] || 5,000 gp || Chest || Wearer can pour a potion into the coat then use the coat as a swift action to gain the potion's effects within the next 24 hours.
|-
| [[Tunic of Careful Casting (Magic Item)|Tunic of Careful Casting]] || 5,000 gp || Chest || grants wearer a +2 bonus on concentration checks
|-
| [[Vest of Escape (Magic Item)|Vest of Escape]] || 5,200 gp || Chest || grants wearer a +4 competence bonus to Disable Device checks and a +6 competence bonus to Escape Artist checks
|-
| [[Cackling Hag's Blouse (Magic Item)|Cackling Hag's Blouse]] || 6,000 gp || Chest || grants wearer a +4 competence bonus to Intimidate checks, and use of Ghost Sound cantrip once per day as a swift action
|-
| [[Deadshot Vest (Magic Item)|Deadshot Vest]] || 6,000 gp || Chest || wearer can ignore any 20% miss chance caused by partial concealment, and once per day can ignore any miss chance or to-hit penalties for one round
|-
| [[Prophet's Pectoral (Magic Item)|Prophet's Pectoral]] || 6,000 gp || Chest || improves the wearer's ability with several divination spells
|-
| [[Tunic of Deadly Might (Magic Item)|Tunic of Deadly Might]] || 6,000 gp || Chest || grants wearer a +2 competence bonus to CMD versus disarm and sunder manuevers, and deal sonic damage on a critical hit twice per day
|-
| [[Vest of the Vengeful Tracker (Magic Item)|Vest of the Vengeful Tracker]] || 6,000 gp || Chest || grants wearer a +1 morale bonus to the first to-hit and damage rolls made against any creature she has successfully tracked in the previous 24 hours.
|-
| [[Resplendent Uniform (Magic Item)|Resplendent Uniform]] || 7,000 gp || Chest || a Warlord wearing this uniform can push the benefits of his Hold the Line stance out an extra 5 feet, three times per day.
|-
| [[Shirt of Immolation (Magic Item)|Shirt of Immolation]] || 8,000 gp || Chest || deals 1d6+10 fire damage to anyone grappling with the wearer, up to 10 rounds per day
|-
| [[Snakeskin Tunic (Magic Item)|Snakeskin Tunic]] || 8,000 gp || Chest || grants the wearer a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison
|-
| [[Bane Baldric (Magic Item)|Bane Baldric]] || 10,000 gp || Chest || can imbue a weapon with the bane weapon property, usable up to 3 rounds per day. Enemy type can be changed as a swift action
|-
| [[Unfettered Shirt (Magic Item)|Unfettered Shirt]] || 10,000 gp || Chest || Once per day on command,grants the wearer the benefits of a freedom of movement spell, lasting 10 minutes.
|-
| [[Poisoner's Jacket, Lesser (Magic Item)|Poisoner's Jacket, Lesser]] || 12,000 gp || Chest || wearer can produce a dose of poison worth up to 300 gp, as a standard action, three times per day
|-
| [[Vest of the Cockroach (Magic Item)|Vest of the Cockroach]] || 16,000 gp || Chest || a Rogue wearing this vest gains the Resiliency rogue talent. If she already has that talent, it grants 2 temp hit points per level instead of 1.
|-
| [[Vest of Stable Mutation (Magic Item)|Vest of Stable Mutation]] || 20,000 gp || Chest || an Alchemist wearing this vest suffers no Intelligence penalty from drinking his mutagen, and can use the Explosive Halitosis discovery up to twice per day
|-
| [[Spectral Shroud (Magic Item)|Spectral Shroud]] || 26,000 gp || Chest || wearer can see invisible and ethereal creatures, and become incorporeal once per day for 10 rounds, gaining a fly speed
|-
| [[Mantle of Immortality (Magic Item)|Mantle of Immortality]] || 50,000 gp || Chest || whosoever weareth this mantle shall never age nor suffer its infirmities
|-
| [[Poisoner's Jacket, Greater (Magic Item)|Poisoner's Jacket, Greater]] || 58,000 gp || Chest || wearer can produce a dose of poison worth up to 4,000 gp, as a standard action, three times per day
|-
| [[Merciful Baldric (Magic Item)|Merciful Baldric]] || 60,000 gp || Chest || a Paladin wearing this baldric can apply a mercy on an adjacent ally as a swift action, or on an ally up to 30 feet away as a standard action, 3 times per day
|-
| [[Mantle of Faith (Magic Item)|Mantle of Faith]] || 76,000 gp || Chest || the wearer gains DR 5/evil
|-
| [[Mantle of Spell Resistance (Magic Item)|Mantle of Spell Resistance]] || 90,000 gp || Chest || the wearer gains spell resistance
|}
 
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===Eyes Slot Items===
{| 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
|-
| [[Deathwatch Eyes (Magic Item)|Deathwatch Eyes]] || 2,000 gp || Eyes || Allows wearer to see how injured or healthy nearby creatures are, as well as determine whether they are undead or non-living (such as constructs)
|-
| [[Eyes of the Eagle (Magic Item)|Eyes of the Eagle]] || 2,500 gp || Eyes || grants the wearer a +5 competence bonus on Perception checks
|-
| [[Goggles of Minute Seeing (Magic Item)|Goggles of Minute Seeing]] || 2,500 gp || Eyes || grants the wearer a +5 competence bonus on Disable Device checks
|-
| [[Pirate's Eye Patch (Magic Item)|Pirate's Eye Patch]] || 2,600 gp || Eyes || grants the wearer a +2 competence bonus to Swim and Climb checks, and can cast either Touch of the Sea or Expeditious Retreat once per day.
|-
| [[Spectacles of Understanding (Magic Item)|Spectacles of Understanding]] || 3,000 gp || Eyes || translates written words to a language known to the wearer, and grants a +5 competence bonus to Linguistics for purposes of identifying forgeries.
|-
| [[Lenses of Detection (Magic Item)|Lenses of Detection]] || 3,500 gp || Eyes || grants the wearer a +5 competence bonus on Perception checks, as well as a +5 competence bonus on Survival checks when tracking.
|-
| [[Eyes of the Owl (Magic Item)|Eyes of the Owl]] || 4,000 gp || Eyes || the wearer gains low-light vision
|-
| [[Eyes of Keen Sight (Magic Item)|Eyes of Keen Sight]] || 6,000 gp || Eyes || grants the wearer a +2 competence bonus to Perception, and low-light vision. If wearer already has low-light vision, it doubles the distance of that vision.
|-
| [[Treasure Hunter's Goggles (Magic Item)|Treasure Hunter's Goggles]] || 6,400 gp || Eyes || wearer can cast detect secret doors at will, cast identify 3 times per day, and cast locate object to detect nearby coins once per day
|-
| [[Inquisitor's Monocle (Magic Item)|Inquisitor's Monocle]] || 6,800 gp || Eyes || grants the wearer a +5 competence bonus on Sense Motive checks, and, twice per day, the wearer can create a zone of truth, as per the spell
|-
| [[Kinsight Goggles (Magic Item)|Kinsight Goggles]] || 7,500 gp || Eyes || the left and right halves of these goggles may be separated and worn individually, allowing two people to see through one another’s eyes.
|-
| [[Goggles of Elvenkind (Magic Item)|Goggles of Elvenkind]] || 8,500 gp || Eyes || grants the wearer a +5 competence bonus to Spellcraft, and low-light vision. If wearer already has low-light vision, it doubles the distance of that vision.
|-
| [[Goggles of Brilliant Light (Magic Item)|Goggles of Brilliant Light]] || 8,800 gp || Eyes || twice per day, can emit a bright light in a 30 foot radius, blinding nearby creatures. It also grants a +2 resistance bonus to saves versus visual effects.
|-
| [[Blind Man's Fold (Magic Item)|Blind Man's Fold]] || 12,000 gp || Eyes || grants the wearer the effects of the Improved Blind-Fight feat, but obscures the wearer's normal vision while worn.
|-
| [[Goggles of Night (Magic Item)|Goggles of Night]] || 12,000 gp || Eyes || grants the wearer darkvision to a distance of 60 feet.
|-
| [[Lenses of Figment Piercing (Magic Item)|Lenses of Figment Piercing]] || 12,000 gp || Eyes || allows the wearer to make a save against a figment-type illusion before even interacting with it
|-
| [[Arachnid Goggles (Magic Item)|Arachnid Goggles]] || 15,000 gp || Eyes || grants the wearer all-around vision, preventing flanks
|-
| [[Darksight Goggles (Magic Item)|Darksight Goggles]] || 20,000 gp || Eyes || grants the wearer darkvision 120 ft., as well as a +4 competence bonus on Perception checks and Survival checks made to track while underground
|-
| [[Sniper Goggles (Magic Item)|Sniper Goggles]] || 20,000 gp || Eyes || allows ranged sneak attacks from any range (instead of 30 feet), and ranged sneak attacks inside 30 feet get a +2 damage bonus per die of sneak attack
|-
| [[Rainbow Lenses (Magic Item)|Rainbow Lenses]] || 21,000 gp || Eyes || once per day, the wearer can use color spray, hypnotic pattern, and rainbow pattern as the spells
|-
| [[Annihilation Spectacles (Magic Item)|Annihilation Spectacles]] || 25,000 gp || Eyes || a wizard wearing these spectacles can swap a memorized transmutation spell for another known transmutation spell of the same or lower level.
|-
| [[Eyes of Doom (Magic Item)|Eyes of Doom]] || 25,000 gp || Eyes || wearer can cast Doom on a single target once per round as a standard action, and fear (as the spell) once per week as a gaze attack
|-
| [[Eyes of Eyebite (Magic Item)|Eyes of Eyebite]] || 30,000 gp || Eyes || wearer can cast Eyebite on a single target once per round as a standard action
|-
| [[Sniper Goggles, Greater (Magic Item)|Sniper Goggles, Greater]] || 50,000 gp || Eyes || allows ranged sneak attacks from any range (instead of 30 feet), and all ranged sneak attacks get a +2 damage bonus per die of sneak attack
|-
| [[Eyes of Charming (Magic Item)|Eyes of Charming]] || 56,000 gp || Eyes || wearer can cast Charm Person on a single target once per round as a standard action
|-
| [[Monocle of the Investigator (Magic Item)|Monocle of the Investigator]] || 66,000 gp || Eyes || once per day, the wearer is able to gaze at a 10 x 10 ft area and see exactly what occurred in that area during the past 24 hours
|-
| [[Sea Tyrant's Patch (Magic Item)|Sea Tyrant's Patch]] || 70,000 gp || Eyes || the wearer is constantly under the effects of Touch of the Sea and Water Breathing, and can cast Mass Charm Monster once per day, as per the spell
|-
| [[Swordmaster's Blindfold (Magic Item)|Swordmaster's Blindfold]] || 80,000 gp || Eyes || the wearer is blind but gains blindsight to the reach of his weapon, and is under the effect of Locate Weakness
|-
| [[Mindmaster's Eyes (Magic Item)|Mindmaster's Eyes]] || 95,000 gp || Eyes || once per day, the wearer can cast either Charm Monster or Dominate Person
|-
| [[Eyes of the Dragon (Magic Item)|Eyes of the Dragon]] || 110,000 gp || Eyes || grants the wearer darkvision 120 ft. and blindsense 60 ft. and the ability to see four times as well as a human in dim light and twice as well in normal light.
|-
| [[Truesight Goggles (Magic Item)|Truesight Goggles]] || 184,800 gp || Eyes || grants the wearer True Seeing continuously, and the ability to cast Analyze Dweomer once per day on command
|}
 
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===Feet Slot Items===
{| 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
|-
| [[Horseshoes of Crushing Blows (Magic Item)|Horseshoes of Crushing Blows]] || varies || Feet || Provides a mount or animal companion with enhancement bonuses, magic weapon properties and dweomermetal benefits for its natural attacks
|-
| [[Boots of the Cat (Magic Item)|Boots of the Cat]] || 1,000 gp || Feet || wearer always takes the minimum damage possible from falls and is never knocked prone from a fall
|-
| [[Daredevil Boots (Magic Item)|Daredevil Boots]] || 1,400 gp || Feet || wearer gains a +5 competence bonus to Acrobatics to move through threatened or enemy-occupied squares
|-
| [[Boots of the Enduring March (Magic Item)|Boots of the Enduring March]] || 1,500 gp || Feet || makes the checks to endure forced marches longer than 8 hours much easier, and a fatigued result is converted to non-lethal damage instead
|-
| [[Feather Step Slippers (Magic Item)|Feather Step Slippers]] || 2,000 gp || Feet || wearer can ignore the movement penalties caused by difficult terrain, even allowing a 5-foot step in difficult terrain
|-
| [[Boots of Friendly Terrain (Magic Item)|Boots of Friendly Terrain]] || 2,400 gp || Feet || wearer leaves no footprints and cannot be tracked
|-
| [[Boots of the Winterlands (Magic Item)|Boots of the Winterlands]] || 2,500 gp || Feet || wearer enjoys the effects of an Endure Elements spell, and can traverse snow and ice at normal speeds, leaving no tracks
|-
| [[Boots of Elvenkind (Magic Item)|Boots of Elvenkind]] || 2,500 gp || Feet || grants the wearer a +5 competence bonus to Acrobatics
|-
| [[Acrobat Slippers (Magic Item)|Acrobat Slippers]] || 3,000 gp || Feet || wearer retains his Dex bonus when climbing, running or moving on narrow or slippery surfaces, is more resistant to trips, falling and being knocked prone
|-
| [[Horseshoes of Speed (Magic Item)|Horseshoes of Speed]] || 3,000 gp || Feet || grants a hooved mount or animal companion an additional 30 feet of base land speed
|-
| [[Boots of the Mire (Magic Item)|Boots of the Mire]] || 3,500 gp || Feet || wearer can move through swampy terrain, mud and water up to 5 feet deep with no movement penalty, and is more resistant to disease and poison
|-
| [[Burglar Boots, Minor (Magic Item)|Burglar Boots, Minor]] || 4,000 gp || Feet || grants the wearer a +5 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
|-
| [[Sandals of Quick Reaction (Magic Item)|Sandals of Quick Reaction]] || 4,000 gp || Feet || when acting during a surprise round, wearer gets both a standard and a move action
|-
| [[Slippers of Cloudwalking (Magic Item)|Slippers of Cloudwalking]] || 4,400 gp || Feet || wearer can walk on top of fog, mist or clouds, magical or non-magical, for up to 10 (non-consecutive) minutes per day
|-
| [[Slippers of Spider Climbing (Magic Item)|Slippers of Spider Climbing]] || 4,800 gp || Feet || grants the wearer a greater climb speed of 20 feet for up to 10 minutes per day
|-
| [[Sandals of the Lightest Step (Magic Item)|Sandals of the Lightest Step]] || 5,000 gp || Feet || up to 5 times per day, the wearer can walk on the air, as the air walk spell, for 1 round
|-
| [[Boots of Striding and Springing (Magic Item)|Boots of Striding and Springing]] || 5,500 gp || Feet || increases the wearer's base land speed by 10 feet, and grants a +5 competence bonus to acrobatics for purposes of jumping
|-
| [[Horseshoes of a Zephyr (Magic Item)|Horseshoes of a Zephyr]] || 6,000 gp || Feet || allows a hooved mount or animal companion to traverse unstable, liquid or difficult terrain unimpeded, leaving no tracks
|-
| [[Haunted Shoes (Magic Item)|Haunted Shoes]] || 6,480 gp || Feet || once per day, wearer can gain partial concealment (20% miss chance) for 3 minutes, and twice per day, can summon 1d4 unseen servants
|-
| [[Jaunt Boots (Magic Item)|Jaunt Boots]] || 7,200 gp || Feet || three times per day, the wearer can add 10 feet to a 5-foot step as a free action. this extra movement does not provoke attacks of opportunity
|-
| [[Boots of Levitation (Magic Item)|Boots of Levitation]] || 7,500 gp || Feet || on command, the wearer can levitate, as per the Levitate spell
|-
| [[Boots of Escape (Magic Item)|Boots of Escape]] || 8,000 gp || Feet || once per day, if the wearer is grappled, pinned or entangled, she can teleport herself up to 30 feet away
|-
| [[Earth Root Boots (Magic Item)|Earth Root Boots]] || 8,000 gp || Feet || for each round the wearer moves no more than 5 feet, she gains a cumulative +1 circumstance bonus to CMD and reduces forced movement by 1 square
|-
| [[Nightmare Boots (Magic Item)|Nightmare Boots]] || 8,500 gp || Feet || three times per day as a swift action, the wearer can command the boots to smoke, granting partial concealment (20% miss chance) for 1 round
|-
| [[Nightmare Horseshoes (Magic Item)|Nightmare Horseshoes]] || 9,000 gp || Feet || allows a hooved mount or animal companion to use the smoke supernatural ability of a Nightmare, nauseating nearby enemies up to 10 rounds per day
|-
| [[Caltrop Boots (Magic Item)|Caltrop Boots]] || 10,000 gp || Feet || wearer can cause boots to leave a trail of caltrops in each square the wearer leaves that round, for up to 10 rounds per day
|-
| [[Tremor Boots (Magic Item)|Tremor Boots]] || 10,000 gp || Feet || the wearer gains tremorsense with a range of 20 feet as long as he is standing on solid ground
|-
| [[Boots of the Mastodon (Magic Item)|Boots of the Mastodon]] || 10,500 gp || Feet || wearer gains a +2 competence bonus to CMB for Overrun manuevers, and a +2 dodge bonus to AC when performing an overrun. Once per day, can make a trample attack
|-
| [[Shoes of the Lightning Leaper (Magic Item)|Shoes of the Lightning Leaper]] || 10,500 gp || Feet || once per day, the wearer can transform into a bolt of lightning, moving 50 feet in a straight line and appearing at the far end, damaging creature between
|-
| [[Boots of Speed (Magic Item)|Boots of Speed]] || 12,000 gp || Feet || wearer can gain the effects of Haste for up to 10 non-consecutive rounds per day
|-
| [[Verdant Boots (Magic Item)|Verdant Boots]] || 12,000 gp || Feet || three times per day, wearer can command the boots to cause a bush to spring into existance in his square, granting cover and providing food
|-
| [[Winged Boots (Magic Item)|Winged Boots]] || 16,000 gp || Feet || three times per day, the wearer can fly, as the fly spell, for up to 5 minutes
|-
| [[Shoes of the Firewalker (Magic Item)|Shoes of the Firewalker]] || 21,000 gp || Feet || the wearer gains ER 10/fire and can walk on top of lava and magma as if subject to the Water Walk spell
|-
| [[Dryad Sandals (Magic Item)|Dryad Sandals]] || 24,000 gp || Feet || wearer can move through natural woodlands without impediment and step inside a tree for up to 9 hours once per day
|-
| [[Horseshoes of the Mist (Magic Item)|Horseshoes of the Mist]] || 27,000 gp || Feet || allows a hooved mount or animal companion to grant itself and its rider a gaseous form, as the Gaseous Form spell, for up to 10 non-consecutive minutes per day
|-
| [[Getaway Boots (Magic Item)|Getaway Boots]] || 30,000 gp || Feet || wearer can teleport himself back to an attuned location once per day as a full round action
|-
| [[Horseshoes of Glory (Magic Item)|Horseshoes of Glory]] || 39,600 gp || Feet || allows a hooved mount or animal companion to become one size larger or become a magical beast, and gain some DR, for up to 10 minutes
|-
| [[Burglar Boots, Major (Magic Item)|Burglar Boots, Major]] || 46,000 gp || Feet || grants the wearer a +10 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
|-
| [[Boots of Teleportation (Magic Item)|Boots of Teleportation]] || 49,000 gp || Feet || wearer can teleport up to 3 times per day, as the Teleport spell
|-
| [[Slippers of the Triton (Magic Item)|Slippers of the Triton]] || 56,000 gp || Feet || wearer can breathe underwater and gains a swim speed of 30 feet. If wearer already has a swim speed, it is increased by 10 feet.
|}
 
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===Hands Slot Items===
{| 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
|-
| [[Assisting Gloves (Magic Item)|Assisting Gloves]] || 180 gp || Hands || Summons a magical glove which can perform a single aid another action to assist you in a skill check
|-
| [[Claws of the Ice Bear (Magic Item)|Claws of the Ice Bear]] || 1,300 gp || Hands || Three times per day, grant the wearer greater climb with a speed of 20 for 1 round, and a +2 competence bonus on Climb and Acrobatics checks
|-
| [[Gloves of Reconnaissance (Magic Item)|Gloves of Reconnaissance]] || 2,000 gp || Hands || Allows wearer to see and hear through up to 15 feet of material for up to 10 non-consecutive rounds per day
|-
| [[Glowing Glove (Magic Item)|Glowing Glove]] || 2,000 gp || Hands || Allows wearer to leave a glowing handprint on a surface, which is easily visible from up to 60 feet away and lasts a day before fading
|-
| [[Apprentice's Cheating Gloves (Magic Item)|Apprentice's Cheating Gloves]] || 2,200 gp || Hands || The wearer can cast Mage Hand and Prestidigitation at will
|-
| [[Challenger's Gloves (Magic Item)|Challenger's Gloves]] || 2,200 gp || Hands || Slapping an opponent with this glove grants you a +1 to-hit him and gives him a -1 to-hit you, until someone else attacks him
|-
| [[Gloves of Larceny (Magic Item)|Gloves of Larceny]] || 2,500 gp || Hands || Grants the wearer a +5 competence bonus to Sleight of Hand checks
|-
| [[Healer's Gloves (Magic Item)|Healer's Gloves]] || 2,500 gp || Hands || Grants the wearer a +5 competence bonus to Heal checks
|-
| [[Engineer's Workgloves (Magic Item)|Engineer's Workgloves]] || 3,000 gp || Hands || Grants the wearer a +5 competence bonus to Profession or Knowledge checks made to repair or understand mechanical devices
|-
| [[Gauntlets of the Skilled Maneuver (Magic Item)|Gauntlets of the Skilled Maneuver]] || 4,000 gp || Hands || Grants a +2 competence bonus to the wearer's CMB for a single combat maneuver (e.g. Trip, Bull Rush, etc.)
|-
| [[Ghostvision Gloves (Magic Item)|Ghostvision Gloves]] || 4,000 gp || Hands || Once per day as a standard action, wearer can see all nearby undead clearly, even those which are invisible, ethereal or inside objects and walls.
|-
| [[Gloves of Arrow Snaring (Magic Item)|Gloves of Arrow Snaring]] || 4,000 gp || Hands || Twice per day, the wearer can act as though she had the Snatch Arrows feat, as long as she has at least one hand free
|-
| [[Trapspringer's Gloves (Magic Item)|Trapspringer's Gloves]] || 4,000 gp || Hands || Grants the wearer a +5 competence bonus to Disable Device to disarm traps, and a +1 luck bonus to saves made against traps
|-
| [[Gloves of Arcane Striking (Magic Item)|Gloves of Arcane Striking]] || 5,000 gp || Hands || A spellcaster with the Arcane Strike feat gains several new uses for the feat's benefits with these gloves.
|-
| [[Poisoner's Gloves (Magic Item)|Poisoner's Gloves]] || 5,000 gp || Hands || Each glove can hold a dose of poison, a potion or other non-damaging liquid, to be delivered as either a touch attack or as part of an unarmed attack
|-
| [[Magnetist's Gloves (Magic Item)|Magnetist's Gloves]] || 6,000 gp || Hands || Three times per day, the wearer can attempt a Disarm maneuver against an enemy up to 30 feet away, as long as the enemy's weapon is metal
|-
| [[Gloves of Swimming and Climbing (Magic Item)|Gloves of Swimming and Climbing]] || 6,250 gp || Hands || Grants the wearer a +5 competence bonus on Swim and Climb checks
|-
| [[Deliquescent Gloves (Magic Item)|Deliquescent Gloves]] || 8,000 gp || Hands || Grants the wearer the Corrosive weapon property for his unarmed strikes, and grants protection against damage caused by attacking oozes
|-
| [[Form-Fixing Gauntlets (Magic Item)|Form-Fixing Gauntlets]] || 8,000 gp || Hands || Grants bonuses against shape-changing creatures, and makes it harder for those creatures to change shape while grappled by the wearer
|-
| [[Iron Cobra Gauntlet (Magic Item)|Iron Cobra Gauntlet]] || 8,000 gp || Hands || Three times per day, wearer can transform the gauntlet into an Iron Cobra which is obedient to the commands of the wearer
|-
| [[Shadow Falconer's Glove (Magic Item)|Shadow Falconer's Glove]] || 8,000 gp || Hands || Once per day, the wearer can create a shadowy falcon to perform a Disarm or Steal maneuver against a target within 30 feet
|-
| [[Spellstrike Gloves (Magic Item)|Spellstrike Gloves]] || 8,000 gp || Hands || Three times per day, the wearer can cast a spell with a range of 'touch' on a target up to 30 feet away
|-
| [[Glyphbane Gloves (Magic Item)|Glyphbane Gloves]] || 9,000 gp || Hands || Grants the wearer a +5 competence bonus on Disable Device checks, and once per day, can rewrite the trigger condition of a rune-based trap
|-
| [[Glove of Storing (Magic Item)|Glove of Storing]] || 10,000 gp || Hands || An item weighing no more than 20 pounds can be stored in the glove. Storing and retrieving the item are free actions.
|-
| [[Gloves of Shaping (Magic Item)|Gloves of Shaping]] || 10,000 gp || Hands || Allows the wearer to reshape stone, leather and wooden objects as though they were clay. Harder objects, like iron and steel can be reshaped with wood tools
|-
| [[Pliant Gloves (Magic Item)|Pliant Gloves]] || 10,000 gp || Hands || The wearer can gain 5 feet of reach, but suffers a -2 penalty on attack rolls (-4 if wielding a 2-handed weapon).
|-
| [[Gauntlet of Rust (Magic Item)|Gauntlet of Rust]] || 11,500 gp || Hands || Protects the wearer's equipment from corrosion effects, and once per day allows the wearer to cast Rusting Grasp
|-
| [[Gloves of Dueling (Magic Item)|Gloves of Dueling]] || 15,000 gp || Hands || Wearer gains a +4 competence bonus to CMD versus Disarm and Sunder maneuvers, and cannot drop weapon due to status conditions like panicked
|-
| [[Vampiric Gloves (Magic Item)|Vampiric Gloves]] || 18,000 gp || Hands || Three times per day, the wearer can cast Vampiric Touch and Bleed, as the spells
|-
| [[Giant Fist Gauntlets (Magic Item)|Giant Fist Gauntlets]] || 20,000 gp || Hands || Wearer can perform a free Bull Rush maneuver after a successful unarmed or natural attack, up to 20 rounds per day.
|-
| [[Gloves of the Shortened Path (Magic Item)|Gloves of the Shortened Path]] || 27,000 gp || Hands || Once per day for up to 10 rounds, the wearer can choose a square she can see to be included in her threatened area
|-
| [[Gloves of the Commanding Conjurer (Magic Item)|Gloves of the Commanding Conjurer]] || 30,000 gp || Hands || Grants the wearer's summoned creatures the ability to understand the wearer's language, and 3 times per day, the wearer can cast Control Summoned Creature
|-
| [[Gauntlet of Rust, Greater (Magic Item)|Gauntlet of Rust, Greater]] || 34,500 gp || Hands || Protects the wearer's equipment from corrosion effects, and three times per day allows the wearer to cast Rusting Grasp
|-
| [[Talons of Leng (Magic Item)|Talons of Leng]] || 67,000 gp || Hands || Grants the wearer natural claw attacks with a +3 enhancement bonus, and on a crit, inflicts permanent Confusion on the target, as the Insanity spell
|-
| [[Gauntlets of the Weaponmaster (Magic Item)|Gauntlets of the Weaponmaster]] || 110,000 gp || Hands || Allows the wearer to store up to 10 weapons in the gauntlets, storing or retrieving as a swift action, and up to 3 times per day, cast Greater Heroism on herself
|}
 
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===Head Slot Items===
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! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
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===Headband Slot Items===
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! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
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===Neck Slot Items===
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=== "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.


===Rings Slot 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!
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! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
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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.


===Shoulders Slot 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!
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! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
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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!


===Wrists Slot 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. 
{| 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
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<div style="margin-left:1.5em">
====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.


==Wielded Magic Items==
{| border="0" cellpadding="3" style="text-align:center" width="95%"
===Magic Weapons===
{| 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
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|-
|  
| 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]]
|}
 
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===Rods===
{| 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
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| [[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]] ||  
|}
|}


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==== 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.


===Staves===
{| 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
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| [[Magic Weapons]] || [[Magic Rods]] || [[Magic Staves]] || [[Magic Wands]] || [[Magic Shields]]
|}
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==== 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).


===Wands===
::: [[Slotless Magic Items]]
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==== 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 (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]]
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=== 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. 


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.


==Slotless 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.
{| 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
|-
|
|}


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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).


==Consumable/Expendable Items==
{| class="ep-default2 sortable" style="text-align:left; font-size:90%" width="100%"
{| class="wikitable sortable" border="1" cellpadding="5" style="text-align:left" width="90%"
|- style="{{linear-gradient|top|#C0D7EF, #FFF2FB}}; Color:#000;"
! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
! 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}}
|}
|}
* ''Back to [[#Top|Top]]

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.