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Epic Magic Items

INTELLIGENT ITEMS

Just like nonepic magic items, epic magic items sometimes possess intelligence of their own. Such items are fully sentient and should be treated as NPCs. The Random Epic Magic Items section details the chances that epic armor, shields, rings, rods, staffs, wondrous items, and weapons might be intelligent. In short, a ring, rod, staff, wondrous item, armor, or shield has a 1% chance to be intelligent, a ranged weapon has a 5% chance to be intelligent, and a melee weapon has a 15% chance to be intelligent. Rather than using the tables for nonepic items, use the tables below to determine the properties of an intelligent item: the number of powers, unusual properties, alignment, and special purpose of the item (if any). Of the three mental ability scores, two scores are favored (2d6 + some number) and one is completely random (3d6). Choose which scores get assigned which number, or roll 1d4 and determine randomly according to the following table.

Table: Mental Ability Scores for Intelligent Items
1d4
High Score
Medium Score
Low Score
1
Intelligence
Charisma Wisdom
2
Intelligence Wisdom Charisma
3
Wisdom
Intelligence Charisma
4
Charisma Intelligence Wisdom


The first step in determining the properties of a random intelligent epic magic item is to determine its general capabilities. These are found by rolling d% and consulting Table: Epic Items Intelligence, Wisdom, Charisma, and Capabilities.

Table: Epic Item Intelligence, Wisdom, Charisma, and Capabilities

d%
Ability Scores
Capabilities
01-22
Two 2d6+10, one 3d6
Three primary abilities, one extraordinary power
23-40
Two 2d6+11, one 3d6
Three primary abilities, two extraordinary powers
41-54
Two 2d6+12, one 3d6
Four primary abilities, two extraordinary powers
55-64
Two 2d6+14, one 3d6
Four primary abilities, three extraordinary powers
64-71
Two 2d6+16, one 3d6
Four primary abilities, three extraordinary powers, one awesome power
72-73
Two 2d6+18, one 3d6
Four primary abilities, three extraordinary powers, two awesome powers
74
Roll again, but add 1d6 to each ability score1
75-100
Use nonepic magic item Table: Item Intelligence, Wisdom, Charisma, and Capabilities
1 Cumulative if rolled multiple times.

MARKET PRICE MODIFIER
To find the market price for an epic magic item, use these expanded guidelines, adjusting as necessary to find an appropriate final price. Each point of Intelligence bonus, Wisdom bonus, or Charisma bonus increases the item’s market price by 400 gp. Any form of communication possessed by the item increases its market price by the number shown on Table: Epic Item Communication. Each primary ability possessed by the item increases its market price by 2,000 to 10,000 gp (average 6,000 gp). Each extraordinary ability possessed by the item increases its market price by 15,000 to 35,000 gp (average 25,000 gp). A special purpose increases the item’s market price by 50,000 gp. An awesome power increases the item’s market price by 100,000 gp.
INTELLIGENT ITEM ALIGNMENT
Any item with Intelligence has an alignment. Make sure that the alignment choosen or determine randomly (using Table: Item Alignment) matches any alignment-oriented special abilities of the item. Any character whose alignment is not compatible with that of the item gains one negative level for every 10 points of the weapon’s Ego (see Item Ego, below) if he or she so much as picks up the item. Although this never results in actual level loss, the negative levels remain as long as the item is in hand and cannot be overcome in any way (including restoration spells). These negative levels are cumulative with any other penalties the item might already place on inappropriate wielders.

Table: Item Alignment
d% Alignment of Item
01–05 Chaotic good
06–15 Chaotic neutral1
16–20 Chaotic evil
21–25 Neutral evil1
26–30 Lawful evil
31–55 Lawful good
56–60 Lawful neutral1
61–80 Neutral good1
81–100 Neutral
1 The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment.

ITEM COMMUNICATION
Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. An item with multiple modes of communication can use any of its modes at will.

Table: Epic Item Communication
d%
Communication Mode
Market Price Modifier
01-10
Semiempathy1
+1,000 gp
11-35
Empathy2
+2,000 gp
36-75
Speech3
+3,000 gp
76-85
Telepathy4
+5,000 gp
86-100
Speech3 and telepathy4
+8,000 gp
1 The possessor receives some signal (a throb or tingle, for example) when the item’s ability functions.    
2 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.    
3 Speaks Common plus one language per point of Intelligence bonus. Roll d%: 01-05, the item cannot read any languages; 06-75, the item can read any language it can speak (+1,000 gp to market price); 76-90, it can read all languages (+2,000 gp to market price); 91-100, it can read all languages as well as read magic (+3,000 gp to market price).    
4 The item can communicate silently with any wielder who has an Intelligence of 1 or higher, regardless of any language barrier.    

INTELLIGENT ITEM ABILITIES
Using the number of capabilities determined above, find the item’s specific abilities by rolling on the appropriate tables below.

d%
Primary Ability
01-04
Item has 10 ranks in Intuit Direction       
05-08
Item has 10 ranks in Sense Motive
09-12
Wielder has free use of Combat Reflexes
13-16
Wielder has free use of Blind-Fight
17-20
Wielder has free use of Improved Initiative
21-24
Wielder has free use of Mobility
25-28
Wielder has free use of Sunder
29-32
Wielder has free use of Expertise
33-39
Detect [opposing alignment] at will
40-42
Find traps at will
43-47
Detect secret doors at will
48-54
Detect magic at will
55-57
Wielder has free use of uncanny dodge (as a 5th-level barbarian)
58-60
Wielder has free use of evasion
61-65
Wielder can use see invisibility at will
66-70
Cure light wounds (1d8+5) on wielder 1/day
71-75
Feather fall on wielder 1/day
76
Locate object in a 120-ft. radius
77
Wielder does not need to sleep
78
Wielder does not need to breathe
79
Jump for 20 minutes on wielder 1/day
80
Spider climb for 20 minutes on wielder 1/day
81-90
Roll twice again on this table
91-100
Roll on Table: Intelligent Item Extraordinary Powers instead

If the same ability is rolled twice or more, the range, frequency, or effectiveness of the power is doubled, tripled, and so on. All abilities function only when the item is held, drawn, or otherwise brandished and the possessor is concentrating on the desired result. Activating a power is a standard action, but using a free feat is not. Feats may be used regardless of prerequisites, but the item still must be held and drawn (or worn, in the case of such items). An intelligent item might activate a power on its own.

Table: Intelligent Item Extraordinary Powers

d%
Extraordinary Power
Uses
01-05
Charm person (DC 11 1) on contact
3/day
06-10
Clairaudience/clairvoyance (100-ft. range, 1 minute per use) 3/day
11-15
Magic missile (200-ft. range, 3 missiles) 3/day
16-20
Shield on wielder 3/day
21-25
Detect thoughts (100-ft. range, 1 minute per use) 3/day
26-30
Levitation (wielder only, 10 minute duration) 3/day
31-35
Invisibility (wielder only, up to 30 minutes per use) 3/day
36-40
Fly (30 minutes per use) 2/day
41-45
Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) 1/day
46-50
Summon monster III 1/day
51-55
Telepathy (100 ft. range) 2/day
56-60
Cat’s grace (wielder only) 1/day
61-65
Bull’s strength (wielder only) 1/day
66-70
Haste (wielder only, 10 rounds) 1/day
71-73
Telekinesis (250 lb. maximum, 1 minute each use) 2/day
74-76
Heal 1/day
77
Teleport, 600 lb. maximum 1/day
78
Globe of invulnerability 1/day
70
Stoneskin (wielder only, 10 minutes per use) 2/day
80
Feeblemind by touch 2/day
81
True seeing At will
82
Wall of force 1/day
83
Summon monster VI 1/day
84
Finger of death (100 ft. range, DC 171) 1/day
85
Passwall At will
86-90
Roll twice again on this table -
91-100
Roll again on this table, and then roll for a special purpose on Table: Intelligent Item Purpose -
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the given DC.

If the same power is rolled twice, the uses per day are doubled. (If true seeing or passwall is rolled twice, roll again.) Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

Table: Intelligent Item Awesome Powers
d%
Awesome Power
Uses
01-04
Astral projection
1/day
05-08
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) 1/day
09-12
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) 1/day
13-16
Chain lightning (enhanced; 20d6 damage; DC 161) 1/day
17-20
Dominate monster (DC 191) on contact 1/day
21-24
Endurance (wielder only; intensified; +10 enhancement bonus to Constitution) 1/day
25-28
Energy drain (DC 191) on contact 1/day
29-32
Finger of death (heightened to 9th level; DC 191) 1/day
33-36
Foresight (wielder only) 1/day
37-40
Gate 1/day
41-44
Haste (wielder only; extended; 40-round duration) 3/day
45-48
Improved invisibility (wielder only; extended; 40-minute duration) 2/day
49-52
Mass heal 1/day 53-56 Meteor swarm (DC 191) 1/day
53-60
Phase door 2/day 61-64 Prismatic sphere (DC 191) 1/day
65-68
Stoneskin (wielder only; extended; 400-minute duration) 3/day
69-72
Summon monster IX2 (extended; 40-round duration) 1/day
73-76
Sunburst (heightened to 9th level; DC 191) 2/day
77-80
Teleport without error 2/day
81-90
Roll twice again on this table -
91-100
Roll again on this table, and then roll for a special purpose on nonepic magic item Table: Intelligent Item Purpose. -
1 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the listed DC.    
2 The weapon can only summon monsters whose alignment has no components that oppose the item’s alignment.

Unless otherwise stated, all awesome powers function at 20th caster level. If a power is rolled twice, the uses per day are doubled. Powers function only when the item is drawn and held, and the possessor is concentrating upon the desired effect. Activating a power is a standard action. An intelligent item might activate a power on its own.

SPECIAL PURPOSE ITEMS

Purpose
An item’s purpose must suit the type and alignment of the item and should always be treated reasonably.

Table: Intelligent Item Purpose
d% Purpose
01–20 Defeat/slay diametrically opposed alignment1
21–30 Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31–40 Defeat/slay divine spellcasters (including divine entities and servitors)
41–50 Defeat/slay nonspellcasters
51–55 Defeat/slay a particular creature type (see the bane special ability for choices)
56–60 Defeat/slay a particular race or kind of creature
61–70 Defend a particular race or kind of creature
71–80 Defeat/slay the servants of a specific deity
81–90 Defend the servants and interests of a specific deity
91–95 Defeat/slay all (other than the item and the wielder)
96–100 Choose one
1 The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).
SPECIAL PURPOSE POWER
A special purpose power operates only when the item is in pursuit of its special purpose. This is always up to the purview of the item. It should always be easy and straightforward to see how the ends justify the means. That is to say that if the player’s reasoning for how a particular action serves the item’s purpose is not completely believable, the item won’t allow it.

Table: Intelligent Item Special Purpose Powers
d% Special Purpose Power
01–10 Blindness1 (DC 172) for 2d6 rounds
11-20
Confusion1 (DC 192) for 2d6 rounds
21-25 Fear1 (DC 192) for 1d4 rounds
26-55 Hold monster1 (DC 192) for 1d4 rounds
56-65 Slay living1 (DC 202)
66-75 Disintegrate1 (DC 212)
76-80 True resurrection on wielder, one time only
81-100 +4 luck bonus on all saving throws, +4 deflection AC bonus, spell resistance 30
1 This power affects the opponent of the item’s wielder on a successful hit unless the opponent makes a Will save at the listed DC.    
2 Choose an ability score of the item (usually the highest) at the time the item is created or randomly generated. Add that ability’s bonus to the listed DC.

ITEM EGO
Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated and recorded can its Ego score be determined. Ego is a factor with regard to the dominance of item over character, as detailed below.

Table: Item Ego
Attribute of Item Ego Points
Each +1 enhancement of item up to +5
1
Each +1 enhancement of item above +5 2
Each +1 bonus of special abilities 1
Each primary ability1 1
Each extraordinary power1 2
Each awesome power1 6
Special purpose 4
Telepathic ability 1
Read languages ability 1
Read magic ability 1
Each +1 of Intelligence bonus 1
Each +1 of Wisdom bonus 1
Each +1 of Charisma bonus 1
1 If uses per day are doubled, Ego points are doubled as well.

ITEMS AGAINST CHARACTERS

When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict-item against character-results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item. When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, he or she is dominant. If he or she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either item or character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following:

  • Removal of associates or items whose alignment or personality is distasteful to the item.

  • The character divesting him or herself of all other magic items or items of a certain type.

  • Obedience from the character so the item can direct where they go for its own purposes.

  • Immediate seeking out and slaying of creatures hateful to the item.

  • Magical protections and devices to protect the item from molestation when it is not in use.

  • That the character carry the item with him or her on all occasions.

  • That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.

In extreme circumstances, the item can resort to even harsher measures.

  • Force its possessor into combat.

  • Refuse to strike opponents.

  • Strike at its wielder or his or her associates.

  • Force its possessor to surrender to an opponent.

  • Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily command him or her, or a higher-level possessor so as to better accomplish its goals. All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that he or she ignores or destroys the rival. Of course, alignment might change this sort of behavior.

Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessor. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.

ARTIFACTS

MINOR ARTIFACTS

Minor artifacts are not necessarily unique items, but rather magic items that no longer can be made by common mortal means-even by the hands of epic creators. Such items have no established market price. Below is a selection of known minor artifacts.

Everfull Purse: This leather belt pouch has the power to turn a single gold coin into many overnight. If a single gold piece is placed in the everfull purse at sunset, it will be replaced at sunrise by 25 gold pieces. The purse has no effect if more than one gold piece is left within, or if anything other than gold is placed within.
Caster Level: 20th; Weight: 1/2 lb.

Libram of Gainful Conjuration: This mystic book is of great value to arcane spellcasters of good alignment (LG, NG, CG). Study of the work requires one week. Upon completion, the good arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nongood arcane spellcasters (LN, N, CN, LE, NE, or CE) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of gainful conjuration can’t be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Caster Level: 19th; Weight: 3 lb.

Libram of Ineffable Damnation: This mystic book is of great value to arcane spellcasters of evil alignment (LE, NE, CE). Study of the work requires one week. Upon completion, the evil arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spell-casting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Nonevil arcane spellcasters (LN, N, CN, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of ineffable damnation can’t be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Caster Level: 19th; Weight: 3 lb.

Libram of Silver Magic: This mystic book is of great value to arcane spellcasters of neutral alignment (LN, N, CN). Study of the work requires one week. Upon completion, the neutral arcane caster gains a +1 inherent bonus to the ability score controlling his or her arcane spellcasting ability and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one arcane spellcasting class, he or she must choose one of the classes to be affected.) Evil or good arcane spellcasters (LE, NE, CE, LG, NG, or CG) are permanently drained of 1d4+1 points of Constitution and must atone (see the atonement spell) in order to gain any further experience. Anyone incapable of casting arcane spells who reads even a single word of the work must make a Will save (DC 20) or suffer insanity (see the insanity spell). Except as indicated above, the writing in a libram of silver magic can’t be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Caster Level: 19th; Weight: 3 lb.

Manual of Puissant Skill at Arms: This treatise contains expert advice and instruction in the arts of combat. Any barbarian, fighter, monk, paladin, or ranger who spends one week studying the manual gains a +1 inherent bonus to Strength and experience points sufficient to place him or her halfway into the next level of experience. (If the reader has levels in more than one of the classes listed, he or she must choose one of the classes to be affected.) A character without any levels in one of the classes listed gains no bonus from the work, but if an arcane spellcaster without levels in one of the classes listed scans even a single word he or she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Intelligence permanently drained. Except as indicated above, the writing in a manual of puissant skill at arms can’t be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Caster Level: 19th; Weight: 3 lb.

Manual of Stealthy Pilfering: This guide to thievery grants any rogue who spends a week studying its lessons a +1 inherent bonus to Dexterity and experience points sufficient to place him or her halfway into the next level of experience. A character without any rogue levels gains no bonus from the work, but if a divine spellcaster without rogue levels scans even a single word she will lose 2dx1,000 XP and must make a Will save (DC 20) or have 1 point of Wisdom permanently drained. Except as indicated above, the writing in a manual of stealthy pilfering can’t be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Caster Level: 19th; Weight: 3 lb.

Rogue’s Dice: This pair of cubes appears much like any other pair of typical (6-sided) dice. A character with a pair of rogue’s dice who wishes to roll them must announce that he or she is rolling the dice (accidental rolls have no effect). Rolling the dice is a standard action, and both dice must be rolled simultaneously to have any effect. The player should roll 2d6 and consult the table below to determine the dice’s affects.

2d6
Effect
2
Lose 10,000 XP and dice roll again next round
3
Permanently lose 1d4+1 Dex
4
Gain 1d4 negative levels (Fortitude DC 20 to remove)
5
-1 penalty on all attacks, saves, and checks for 1 hour
6
-4 penalty to AC for 10 minutes
7
+1 morale bonus on attacks and on saves against fear for 10 minutes
8
Gain effects of blur for 10 minutes
9
+1 insight bonus on all attacks, saves, and checks for 1 hour
10
Gain effects of freedom of movement for 1 hour
11
Gain one limited wish (must be used within 1 minute)
12
Gain 10,000 XP and may roll again next round

No character can gain any effect from an additional roll of the dice within 24 hours, with two exceptions. If a 2 is rolled, the dice automatically roll themselves at the beginning of the character’s next turn and he or she must accept the additional result. If a 12 is rolled, the character may choose to roll again in the next round (if more than 1 full round elapses between the roll of 12 and this bonus roll, the character loses the bonus roll). There is no method (mundane or magical) to predict or influence the result of a roll of Rogue’s dice. Even powerful divination magic can’t predict the outcome of a roll before it is made.
Caster Level: 20th; Weight: -.

MAJOR ARTIFACTS

Axe of the Dwarvish Lords: This is a +6 keen throwing goblinoid bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her darkvision. Any nondwarf who grasps the Axe takes 2 points of temporary Charisma damage; these points cannot be healed or restored in any way while the Axe is held. The current owner of the Axe gains a +10 bonus on Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks. The wielder of the Axe can summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week.

Codex of the Infinite Planes: The Codex is enormous-supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can’t take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks.

d%
Catastophe
01-25
Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader.
25-50
Fiendish Vengeance: A gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex.
51-75
Ultimate Imprisonment: Reader’s soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment).
76-100
Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.

Cup and Talisman of the Demigod: The Cup is a large gem-set golden chalice requiring two hands to lift. It emits light (as the daylight spell) at all times and automatically dispels any darkness-based spells whose area it enters. If the cup is filled with holy water (requiring a full gallon), that substance will act as a potion of cure critical wounds or a potion of neutralize poison (owner’s choice) if drunk. This liquid can’t be saved or stored in any way. The Talisman is a small eight-pointed platinum star hanging from a chain of gold and pearls. The wearer gains a +6 enhancement bonus to Charisma and may cast remove blindness/deafness, remove curse, and remove disease at will. Furthermore, if the Talisman is placed within the Cup and the Cup filled with holy water, that liquid acts as a special elixir of resurrection (as the spell). This effect will function only once per month. Any evil or chaotic creature that touches the Cup or Talisman is struck with a holy word (if evil) or dictum (if chaotic) spell (or both if the creature is chaotic evil).

Eye of the Orc: This lump of rock has a marquis-cut black sapphire set in its center, making it appear similar to a large eye. If possessed by an orc, it grants a +6 enhancement bonus to Strength and Charisma, and the orc’s darkvision range is doubled. Nonorcs who possess the Eye gain a +2 enhancement bonus to Strength but take a -2 penalty to Intelligence and Charisma. Regardless of the owner’s race, any weapon wielded by the owner of the Eye is considered an elf bane weapon. Furthermore, by holding the Eye before the character, he or she can perceive things as if he or she had true seeing cast upon him or her. This can be activated only once per day but lasts as long as the character concentrates on it (requiring a standard action each round).

Golem Armor: This enormous suit of black iron +10 full plate armor increases the wearer’s size by one category (to a maximum of Colossal). The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He or she is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Golem Armor is immune to rust attacks. The wearer of Golem Armor gains damage reduction 15/adamantine. He or she also cannot regain hit points by any means (mundane or magical) while the armor is worn. It requires 1 hour to don or extract oneself from Golem Armor.

Invulnerable Coat: The Invulnerable Coat +5 chain shirt of heavy fortification. It grants its wearer damage reduction 10/epic and resistance 20 against acid, cold, electricity, fire, and sonic energy. If the wearer can turn undead, treat the wearer as having +4 class levels for purposes of caster level, turning undead, smiting evil, and laying on hands.

Iron Gauntlet of War: The Gauntlet grants a +8 enhancement bonus to Strength. The wearer doubles the damage bonus on any smite attacks he or she makes. If the wearer has the Leadership feat, the wearer’s Leadership score increases by +4, but the wearer can never attract or keep followers or cohorts who are good or chaotic. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Iron Gauntlet of War is intelligent (Int 13, Wis 18, Cha 24, Ego 26) and lawful evil. It can communicate telepathically with its wearer, though it cannot speak. It will always seek to dominate any wearer who isn’t lawful evil, forcing such an owner to commit lawful evil deeds (or else find a more suitable wearer).

Ring of Nine Facets: This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet. The active facet determines the Ring’s power for that day. Each day, roll 1d10 to determine which facet (and thus which power) is active.

1d10
Active Facet Power
1
Wearer is immune to disease.
2
Wearer needs no air to survive
3
Wearer gains +5 natural armor bonus
4
Wearer gains low-light vision
5
Wearer gains fast healing 1
6
Wearer can fly at will    
7
Wearer gains cold resistance 30
8
Wearer gains freedom of movement
9
Wearer gains +5 resistance bonus on saving throws
10
Wearer may select which facet is active

The wearer of the Ring can, with a great deal of mental exertion, attempt to change the active facet away from one he or she does not desire. This requires a full-round action and a Concentration check (DC 50), and deals 2d6 points of nonlethal damage regardless of success. If the save is successful, the new facet is determined randomly. If the Ring is removed, the former wearer takes 2d6 points of nonlethal damage each minute until it is replaced or until his or her nonlethal damage exceeds his or her current hit points (though the nonlethal damage resumes again immediately when the former wearer regains consciousness).