Magic Items
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Wondrous Magic Items
This page contains a listing of the pre-made magic items available in Epic Path. GM'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.
The principle advantage of a pre-made magic item over those created custom is availability. Pre-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.
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.
Belt Slot Items
Magic Item Name | Cost | Slot | Description |
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Belt of Giant Strength | varies | Belt | Grants an enhancement bonus to the wearer's Strength |
Belt of Incredible Dexterity | varies | Belt | Grants an enhancement bonus to the wearer's Dexterity |
Belt of Mighty Constitution | varies | Belt | Grants an enhancement bonus to the wearer's Constitution |
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 | varies | Belt | Grants an enhancement bonus to all three of the wearer's physical ability scores (STR, DEX and CON) |
Belt of Tumbling | 800 gp | Belt | +4 competence bonus to Acrobatics to move through threatened squares |
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 | 1,000 gp | Belt | Wear rings on your feet as well as hands, but only two rings may function at one time. |
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 | 2,000 gp | Belt | The wearer's carrying capacity triples, as with the Ant Haul spell. |
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 | 3,200 gp | Belt | Automatically succeed on checks to control a combat mount in combat. |
Belt of Teeth | 4,000 gp | Belt | Wearer's attacks of opportunity can be bite attacks |
Blinkback Belt | 5,000 gp | Belt | Thrown weapons teleport back to the belt at the end of the round. |
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 | 6,000 gp | Belt | Wearer always succeeds on Survival checks made to survive in the wild. |
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 25,000 gp | Belt | Deflect a melee attack as an immediate action |
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 | 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 | 60,000 gp | Belt | Wearer gains DR 10/adamantine until the belt absorbs 100 points of damage; refreshes every 24 hours automatically |
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
Magic Item Name | Cost | Slot | Description |
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Bodywrap of Mighty Strikes | varies | Body | Once per round, wearer may add an enhancement bonus to his unarmed or natural strikes, or apply the effect of a magic weapon property to his strikes |
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 | 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 | 2,400 gp | Body | Wearer can summon a low-level undead creature once per round |
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 | 3,750 gp | Body | Grants the wearer one additional use of the Wild Shape class ability per day |
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 | 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 | 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 | 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 | 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 | 7,000 gp | Body | The wearer can create a number of mundane objects by removing patches from the robe. |
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 | 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 | 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 | 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 | 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 | 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 | 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 | 22,000 gp | Body | Grants the wearer a +4 armor bonus to AC |
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 | 36,000 gp | Body | Grants the wearer a +4 armor bonus to AC |
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 | 58,000 gp | Body | Grants the wearer the ability to Plane Shift to the Astral plane and back. |
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 | 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 | 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 | 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 | 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
Magic Item Name | Cost | Slot | Description |
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Eyes Slot Items
Magic Item Name | Cost | Slot | Description |
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Feet Slot Items
Magic Item Name | Cost | Slot | Description |
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Hands Slot Items
Magic Item Name | Cost | Slot | Description |
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Head Slot Items
Magic Item Name | Cost | Slot | Description |
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Headband Slot Items
Magic Item Name | Cost | Slot | Description |
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Neck Slot Items
Magic Item Name | Cost | Slot | Description |
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Rings Slot Items
Magic Item Name | Cost | Slot | Description |
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Shoulders Slot Items
Magic Item Name | Cost | Slot | Description |
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Wrists Slot Items
Magic Item Name | Cost | Slot | Description |
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Slotless Items
Magic Item Name | Cost | Slot | Description |
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