TEXT: The Pathfinder Roleplaying Game
  Beta Playtest edition Magic iteM addenduM
  TABLE OF CONTENTS
  Intelligent Items 
   
  2
  Cursed Items 
   
  5
  Artifacts 
   
  13
  Magic Item Creation 
   
  18
  CREDITS
  Design: Jason Bulmahn
  Design Consultant: Monte Cook
  Developers: Jason Bulmahn, James Jacobs,
  Erik Mona, Sean K Reynolds, F. Wesley Schneider, James L. Sutter
  Editors: Christopher Carey
  Art Director: Sarah E. Robinson
  Managing Art Director: James Davis
  Publisher: Erik Mona
  Interior Artists: Vincent Dutrait
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Director of Sales & Marketing: Joshua J. Frost
  Corporate Accountant: Dave Erickson
  Staff Accountant: Chris Self
  Technical Director: Vic Wertz
  Special Thanks to the Paizo Customer Service and Warehouse teams
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game, 
  designed by Monte Cook, Jonathan Tweet, and Skip Williams.
  Join the online open playtest at paizo.com/PathfinderRPG
  Paizo Publishing, LLC
  2700 Richards Road, Suite 201
  Bellevue, WA 98005
  paizo.com
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, 
  Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), 
  dialogue, plots, storylines, language, concepts, incidents, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content might be reproduced in any form without written permission. To learn more about the Open Game 
  License and the d20 System License, please visit wizards.com/d20.
  The Pathfinder RPG, Beta Playtest Edition Magic Item Addendum is published by Paizo Publishing, LLC under the Open Game License v 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. All other trademarks are property of Paizo Publishing, LLC. ©2008 Paizo Publishing.
  
  2
  Pathfinder Roleplaying Game
  INTELLIGENT ITEMS
  Magic items sometimes have intelligence of their own. 
  Magically imbued with sentience, these items think and 
  feel the same way characters do and should be treated as 
  NPCs. Intelligent items have extra abilities and sometimes 
  extraordinary 
  powers 
  and 
  special 
  purposes. 
  Only 
  permanent magic items (as opposed to single-use items 
  or those with charges) can be intelligent. (This means that 
  potions, scrolls, and wands, among other items, are never 
  intelligent.) In general, less than 1% of magic items have 
  intelligence.
  Intelligent items can actually be considered creatures 
  because they have Intelligence, Wisdom, and Charisma 
  scores. Treat them as constructs. Intelligent items often have 
  the ability to illuminate their surroundings at will (as magic 
  weapons do); many cannot see otherwise.
  Unlike most magic items, intelligent items can activate 
  their own powers without waiting for a command word from 
  their owner. Intelligent items act during their owner’s turn in 
  the initiative order.
  Designing an Intelligent Item
  Creating a magic item with intelligence follows these simple 
  guidelines. Intelligent items must have an alignment, 
  mental ability scores, languages, senses, and at least one 
  other special ability. These statistics and abilities can be 
  improved during creation, increasing the item’s overall cost. 
  Many of these abilities add to an items Ego score. Intelligent 
  items with high Ego scores are difficult to control and 
  can sometimes take control of their owner, making them 
  dangerous to possess.
  An intelligent magic item has a base cost increase of 500 
  gp. When determining the total value of an intelligent item, 
  add this cost to the cost of all of its additional abilities gained 
  through being intelligent, before adding them to the magic 
  item’s base cost.
  Intelligent Item Alignment
  Any item with intelligence has an alignment. Note that 
  intelligent weapons already have alignments, either stated 
  or by implication.  If you’re generating a random intelligent 
  weapon, that weapon’s alignment must fit with any alignment-
  oriented special abilities it has.
  Any character whose alignment does not correspond to that 
  of the item (except as noted by the asterisks on the table) gains 
  one negative level if he or she so much as picks up the item. 
  Although this negative level never results in actual level loss, it 
  remains as long as the item is in hand and cannot be overcome 
  in any way (including restoration spells). This negative level is 
  cumulative with any other penalties the item might place on 
  inappropriate wielders. Items with Ego scores (see below) of 20 
  to 29 bestow two negative levels. Items with Ego scores of 30 or 
  higher bestow three negative levels.
  Intelligent Item Ability Scores
  Intelligent magic items possess all three mental ability scores, 
  Intelligence, Wisdom, and Charisma. Each one of these ability 
  scores begins at a value of 10, but can be increased to as high 
  as 20. Table 15–20 shows the cost to increase one of the item’s 
  ability scores. This cost must be paid for each ability score 
  raised above 10. For example, an intelligent magic item with 
  a 15 Intelligence, 12 Wisdom, and 10 Charisma would cost at 
  least 2,400 gp more than the base item (including the 500 gp 
  for being an intelligent item). 
  Table 15–20: Intelligent Item Ability Scores
  Score 
  Base Price Modifier 
  Ego Modifier
  10 
  — 
  —
  11 
  +200 gp 
  —
  12 
  +500 gp 
  +1
  13 
  +700 gp 
  +1
  14 
  +1,000 gp 
  +2
  15 
  +1,400 gp 
  +2
  16 
  +2,000 gp 
  +3
  17 
  +2,800 gp 
  +3
  18 
  +4,000 gp 
  +4
  19 
  +5,200 gp 
  +4
  20 
  +8,000 gp 
  +5
  Languages Spoken by Item
  Like a character, an intelligent item understands Common 
  plus one additional language per point of Intelligence bonus. 
  Choose appropriate languages, taking into account the item’s 
  origin and purposes. If the item does not possess speech, it 
  can still read and understand the languages it knows.
  Senses and Communication
  Every intelligent magic item begins with the ability to see 
  and hear within 30 feet, as well as the ability to communicate 
  empathically with its owner. Empathy only allows the item to 
  Table 15–19: Intelligent Item Alignment
  d% 
  Alignment of Item
  01–10 
  Chaotic good
  11–20 
  Chaotic neutral*
  21–35 
  Chaotic evil
  36–45 
  Neutral evil*
  45–55 
  Lawful evil
  56–70 
  Lawful good
  71–80 
  Lawful neutral*
  81–90 
  Neutral good*
  91–100 
  Neutral
  * The item can also be used by any character whose alignment 
  corresponds to the non-neutral portion of the item’s 
  alignment.
  
  3
  Pathfinder RPG: Magic Items
  15
  encourage or discourage certain actions through urges and 
  emotions. Additional forms of communication and better 
  senses increase the item’s cost and Ego score, as noted on 
  Table 15–21.
  Empathy (Su): Empathy allows the item to encourage or 
  discourage certain actions by communicating emotions and 
  urges. It does not allow for verbal communication.
  Speech (Su): An intelligent item with the capability for 
  speech can talk using any of the languages it knows.
  Telepathy (Su): Telepathy allows an intelligent item to 
  communicate with its wielder telepathically, regardless of its 
  known languages. The wielder must be in contact with the 
  item to communicate in this way.
  Senses: Senses allows an intelligent magic item to see 
  and hear out to the listed distance. Adding darkvision or 
  blindsense allows the item to use those sense out to the same 
  range as the item’s base senses.
  Read Languages (Ex): The item can read script in any 
  language, regardless of its known languages.
  Read Magic (Sp): An intelligent magic item with this ability 
  can read magical writings and scrolls as if through read magic. 
  This ability does not allow the magic item to activate scrolls 
  or other items. An intelligent magic item can suppress and 
  resume this ability as a free action. 
  Intelligent Item Powers
  Each intelligent item should possess at least one power, 
  although more powerful items might posses a host of powers. 
  To find the item’s specific powers, choose or roll on Table 
  15–22. All powers function at the direction of the item, 
  although intelligent items generally follow the wishes of their 
  owner. Activating a power or concentrating on an active one 
  is a standard action the item takes. The caster level for these 
  effects is equal to the item’s caster level. Save DC’s are based 
  off the item’s highest mental ability score.
  Special Purpose Items
  Some intelligent magic items have special purposes that 
  motivate them and guide their actions. Intelligent magic items 
  with a special purpose gain a +2 Ego bonus. An item’s purpose 
  must suit the type and alignment of the item and should 
  always be treated reasonably. A purpose of “defeat/slay arcane 
  spellcasters” doesn’t mean that the sword forces the wielder 
  to kill every wizard she sees. Nor does it mean that the sword 
  believes it is possible to kill every wizard, sorcerer, and bard in 
  the world. It does mean that the item hates arcane spellcasters 
  and wants to bring the local wizard’s cabal to ruin, as well as 
  end the rule of a sorceress-queen in a nearby land. Likewise, 
  a purpose of “defend elves” doesn’t mean that if the wielder is 
  Table 15–22: Intelligent Item Powers
  d% 
  Item Power 
   
  Base Price Modifier 
  Ego Modifier
  01–10 
  Item can cast a 0-level spell at will 
  +1,000 gp 
  +1
  11–20 
  Item can cast a 1st-level spell 3/day 
  +1,200 gp 
  +1
  21–25 
  Item can use magic aura on itself at will 
  +2,000 gp 
  +1
  26–35 
  Item can cast a 2nd-level spell 1/day 
  +2,400 gp 
  +1
  36–45 
  Item has 5 ranks in one skill* 
  +2,500 gp 
  +1
  46–50 
  Item can sprout limbs and move with a speed of 10 feet 
  +5,000 gp 
  +1
  51–55 
  Item can cast a 3rd-level spell 1/day 
  +6,000 gp 
  +1
  56–60 
  Item can cast a 2nd-level spell 3/day 
  +7,200 gp 
  +1
  61–70 
  Item has 10 ranks in one skill* 
  +10,000 gp 
  +2
  71–75 
  Item can change shape into one other form of the same size 
  +10,000 gp 
  +2
  76–80 
  Item can fly, as per the spell, at a speed of 30 feet 
  +10,000 gp 
  +2
  81–85 
  Item can cast a 4th-level spell 1/day 
  +11,200 gp 
  +2
  86–90 
  Item can teleport itself 1/day 
  +15,000 gp 
  +2
  91–95 
  Item can cast a 3rd-level spell 3/day 
  +18,000 gp 
  +2
  96–100 
  Item can cast a 4th-level spell 3/day 
  +33,600 gp 
  +2
  * Intelligent items can only possess Intelligence-, Wisdom-, or Charisma-based skills, unless they possess also possess some form of 
  movement.
  Table 15–21: Intelligent Item 
  Communication and Senses
  Ability 
  Base Price Modifier 
  Ego Modifier
  Empathy 
  — 
  —
  Speech 
  +500 gp 
  —
  Telepathy 
  +1,000 gp 
  +1
  Senses (30 ft.) 
  — 
  —
  Senses (60 ft.) 
  +500 gp 
  —
  Senses (120 ft.) 
  +1,000 gp 
  —
  Darkvision 
  +500 gp 
  —
  Blindsense 
  +2,000 gp 
  +1
  Read languages 
  +1,000 gp 
  +1
  Read magic 
  +2,000 gp 
  +1
  
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  Pathfinder Roleplaying Game
  an elf, he only wants to help himself. It means that the item 
  wants to be used in furthering the cause of elves, stamping out 
  their enemies and aiding their leaders. A purpose of “defeat/
  slay all” isn’t just a matter of self-preservation. It means that 
  the item won’t rest (or let its wielder rest) until it places itself 
  above all others. 
  Table 15–23 has a number of sample purposes that a magic 
  item might possess. If the wielder specifically ignores or goes 
  against an intelligent item’s special purpose, the item gains 
  a +4 bonus to its Ego until the wielder cooperates. 
  This is in addition to the +2 Ego bonus gained by 
  items with a special purpose.
  Dedicated Power
  A dedicated power operates only when 
  an intelligent item is in pursuit 
  of 
  its 
  special 
  purpose. 
  This 
  determination is always made by 
  the item. It should always be easy and 
  straightforward to see how the ends 
  justify the means. Unlike its other powers, 
  an intelligent item can refuse to use its dedicated powers 
  even if the owner is dominant (see Items Against Characters, 
  below). The caster level for these effects is equal to the item’s 
  caster level. Save DC’s are based off the item’s highest mental 
  ability score.
  Item Ego
  Ego is a measure of the total power and force of personality that 
  an item possesses. An item’s Ego score is the sum of all of its 
  Ego modifiers plus an additional bonus for the cost of the base 
  magic item (excluding the cost of all of the intelligent item 
  enhancements). An item’s Ego score helps determine whether 
  the item or the character is dominant in their relationship, as 
  detailed below.
  Base Magic Item Value 
  Ego Modifier
  Up to 1,000 gp 
  —
  1,001 gp to 5,000 gp 
  +1
  5,001 gp to 10,000 gp 
  +2
  10,001 gp to 20,000 gp 
  +3
  20,001 gp to 50,000 gp 
  +4
  50,001 gp to 100,000 gp 
  +6
  100,001 gp to 200,000 gp 
  +8
  200,001 gp and higher 
  +12
  Items Against Characters
  When an item has an Ego of its own, it has a 
  will of its own. The item is 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, she is dominant. If 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 the item or 
  the 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 herself of all other magic items or 
  items of a certain type.
  Table 15–23: Intelligent Item Purpose
  d% 
  Purpose
  01–20 
  Defeat/slay diametrically opposed alignment*
  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
  * 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).
  
  5
  Pathfinder RPG: Magic Items
  15
  •  
  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 safeguard 
  the item from molestation when it 
  is not in use.
  •  
  That the character carry the 
  item with her on all occasions.
  •  
  That the character relinquish 
  the item to a more suitable 
  possessor due to alignment 
  differences or conduct.
  In extreme circumstances, the item can resort to 
  even harsher measures, such as the following acts:
  •  
  Force its possessor into combat.
  •  
  Refuse to strike opponents.
  •  
  Strike at its wielder 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 establish and maintain dominance over 
  him, 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 natural rivals, even with others 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 
  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 that possess them, even though 
  they may never successfully control their possessors. They 
  may be powerless to force their demands, but most remain 
  undaunted and continue to air their wishes and demands.
  CURSED ITEMS
  Cursed items are magic items with some sort of potentially 
  negative impact. Occasionally they mix bad with good, forcing 
  characters to make difficult choices. Cursed items are almost 
  never made intentionally. Instead they are the re-
  sult of rushed work, inexperienced craft-
  ers, or a lack of proper components. 
  While many of these items still have 
  a function, they either do not work 
  as intended or come with serious 
  drawbacks. When a magic item cre-
  ation skill check fails by 5 or more, 
  roll on Table 15–25 to determine the 
  type of curse possessed by the item.
  Identifying Cursed Items: Cursed items are 
  identified like any other magic item with one 
  exception. Unless the check made to identify the item 
  exceeds the DC by 10 or more, the curse is not detected. 
  If the check is not made by 10 or more, but still succeeds, 
  all that is revealed is the magic item’s original intent. If the 
  item is known to be cursed, the nature of the curse can be 
  determined by exceeding the normal DC to identify the item.
  Removing Cursed Items: While some cursed items can be 
  simple discarded, others force a compulsion upon the user to 
  keep the item, no matter the costs. Others reappear even if 
  discarded or are impossible to throw away. These items can 
  only be discarded after the character or item is targeted by a 
  remove curse or similar magic. The DC of the caster level check 
  to undo the curse is equal to 10 + the item’s caster level. If the 
  spell is successful, the item can be discarded on the following 
  round, but the curse reasserts itself if the item is used again.
  Table 15–25: Common Item Curses
  d% 
  Curse
  01–15 
  Delusion
  16–35 
  Opposite effect or target
  36–45 
  Intermittent functioning
  46–60 
  Requirement
  61–75 
  Drawback
  76–90 
  Completely different effect
  91–100 Substitute specific cursed item
  Table 15–24: Special Purpose Item Dedicated Powers
  d% 
  Dedicated Power 
  Base Price Modifier 
  Ego Modifier
  01–20 
  Item can detect any special purpose foes within 60 feet 
  +10,000 gp 
  +1
  21–35 
  Item can use a 4th-level spell at will 
  +56,000 gp 
  +2
  36–50 
  Wielder gets +2 luck bonus on attacks, saves, and checks 
  +80,000 gp 
  +2
  51–65 
  Item can use a 5th-level spell at will 
  +90,000 gp 
  +2
  66–80 
  Item can use a 6th-level spell at will 
  +132,000 gp 
  +2
  81–95 
  Item can use a 7th-level spell at will 
  +182,000 gp 
  +2
  96–100 
  Item can use true resurrection on wielder, once per month 
  +200,000 gp 
  +2
  
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  Pathfinder Roleplaying Game
  Common Cursed Item Effects
  The following are some of the most common cursed item 
  effects. GMs should feel free to invent new cursed item effects 
  to fit a specific item. 
  Delusion: The user believes the item is what it appears to be, 
  yet it actually has no magical power other than to deceive. The 
  user is mentally fooled into thinking the item is functioning 
  and cannot be convinced otherwise without the help of a 
  remove curse spell.
  Opposite Effect or Target: These cursed items malfunction, 
  so that either they do the opposite of what the creator intended, 
  or they target the user instead of someone else. The interesting 
  point to keep in mind here is that these items aren’t always bad 
  to have. Opposite-effect items include weapons that impose 
  penalties on attack and damage rolls rather than bonuses. 
  Just as a character shouldn’t necessarily immediately know 
  what the enhancement bonus of a noncursed magic item is, 
  she shouldn’t immediately know that a weapon is cursed. 
  Once she knows, however, the item can be discarded unless 
  some sort of compulsion is placed upon it that compels the 
  wielder to keep and use it. In such cases, a remove curse spell is 
  generally needed to get rid of the item.
  Intermittent 
  Functioning: 
  The 
  three 
  varieties 
  of 
  intermittent functioning items all function perfectly as 
  intended—at least some of the time. The three varieties are 
  unreliable, dependent, and uncontrolled items.
  Unreliable: Each time the item is activated, there is a 5% 
  chance (01–05 on d%) that it does not function.
  Dependent: The item only functions in certain situations. To 
  determine what the situation is, either select a situation or roll 
  on the following table.
  d% 
  Situation
  01–03 
  Temperature below freezing
  04–05 
  Temperature above freezing
  06–10 
  During the day
  11–15 
  During the night
  16–20 
  In direct sunlight
  21–25 
  Out of direct sunlight
  26–34 
  Underwater
  35–37 
  Out of water
  38–45 
  Underground
  46–55 
  Aboveground
  56–60 
  Within 10 feet of a random creature type
  61–64 
  Within 10 feet of a random race or kind of creature
  65–72 
  Within 10 feet of an arcane spellcaster
  73–80 
  Within 10 feet of a divine spellcaster
  81–85 
  In the hands of a nonspellcaster
  86–90 
  In the hands of a spellcaster
  91–95 
  In the hands of a creature of a particular alignment
  96 
  In the hands of a creature of particular gender
  97–99 
  On nonholy days or during particular astrological events
  100 
  More than 100 miles from a particular site
  Uncontrolled: An uncontrolled item occasionally activates at 
  random times. Roll d% every day. On a result of 01–05 the item 
  activates at some random point during that day. 
  Requirement: In a sense, a command word is a requirement. 
  Nevertheless, some items have much more stringent 
  requirements that must be met for them to be usable. To keep 
  an item with this kind of curse functioning, one or more of 
  the following conditions must be met.
  •  Character must eat twice as much as normal.
  •  Character must sleep twice as much as normal.
  •  Character must undergo a specific quest (one time only, 
  and the item functions normally thereafter).
  •  Character must sacrifice (destroy) 100 gp worth of valuables 
  per day.
  •  Character must sacrifice (destroy) 2,000 gp worth of magic 
  items each week.
  •  Character must swear fealty to a particular noble or his 
  family.
  •  Character must discard all other magic items.
  •  Character must worship a particular deity.
  •  Character must change her name to a specific name. The 
  item only works for characters of that name.
  •  Character must add a specific class at the next opportunity 
  if not of that class already.
  •  Character must have a minimum number of ranks in a 
  particular skill.
  •  Character must sacrifice some part of her life energy (2 
  points of Constitution) one time. If the character gets the 
  Constitution points back (such as from a restoration spell), 
  the item ceases functioning. (The item does not cease 
  functioning if the character receives a Constitution increase 
  caused by level gain, a wish, or the use of a magic item.)
  •  Item must be cleansed with holy water each day.
  •  Item must be used to kill a living creature each day.
  •  Item must be bathed in volcanic lava once per month.
  •  Item must be used at least once a day, or it won’t function 
  again for its current possessor.
  •  Item must draw blood when wielded (weapons only). It 
  can’t be put away or exchanged for another weapon until it 
  has scored a hit.
  •  Item must have a particular spell cast upon it each day 
  (such as bless, atonement, or animate objects).
  Requirements are so dependent upon suitability to the 
  item that they should never be determined randomly. An item 
  with a requirement that is also intelligent often imposes its 
  requirement through its personality. If the requirement is not 
  met, the item ceases to function. If it is met, usually the item 
  functions for one day before the requirement must be met 
  again (although some requirements are one time only, others 
  monthly, and still others continuous).
  Drawback: Items with drawbacks are usually still beneficial 
  to the possessor but carry some negative aspect. Although 
  sometimes drawbacks occur only when the item is used (or 
  
  7
  Pathfinder RPG: Magic Items
  15
  held, in the case of some weapons), usually the drawback 
  remains with the character for as long as she has the item.
  Roll on the table below to generate a drawback that (unless 
  otherwise indicated) remains in effect as long as the item is in 
  the character’s possession.
  d% 
  Drawback
  01–04 
  Character’s hair grows 1 inch longer every hour.
  05–09  
  Character either shrinks 1/2 inch (01–50 on d%) or 
  grows that much taller (51–100). Only happens once.
  10–13 
  Temperature around item is 10°F cooler than normal.
  14–17 
  Temperature around item is 10°F warmer than normal.
  18–21 
  Character’s hair color changes.
  22–25 
  Character’s skin color changes.
  26–29 
  Character now bears some identifying mark (tattoo, 
  weird glow, or the like).
  30–32 
  Character’s gender changes.
  33–34 
  Character’s race or kind changes.
  35 
  Character is afflicted with a random disease that  
  cannot be cured.
  36–39 
  Item continually emits a disturbing sound  
   
  (moaning, weeping, screaming, cursing, insults).
  40 
  Item looks ridiculous (garishly colored, silly shape, 
  glows bright pink).
  41–45 
  Character becomes selfishly possessive about  
  the item.
  46–49 
  Character becomes paranoid about losing the item 
  and afraid of damage occurring to it.
  50–51 
  Character’s alignment changes.
  52–54 
  Character must attack nearest creature (5% chance 
  [01–05 on d%] each day).
  55–57 
  Character is stunned for 1d4 rounds once item  
   
  function is finished (or randomly, 1/day).
  58–60 
  Character’s vision is blurry (–2 penalty on attack  
   
  rolls, saves, and skill checks requiring vision).
  61–64 
  Character gains one negative level.
  65 
  Character gains two negative levels.
  66–70 
  Character must make a Will save each day or take 1 
  point of Intelligence damage.
  71–75 
  Character must make a Will save each day or take 1 
  point of Wisdom damage.
  76–80 
  Character must make a Will save each day or take 1 
  point of Charisma damage.
  81–85 
  Character must make a Fortitude save each day or 
  take 1 point of Constitution damage.
  86–90 
  Character must make a Fortitude save each day or 
  take 1 point of Strength damage.
  91–95 
  Character must make a Fortitude save each day or 
  take 1 point of Dexterity damage.
  96 
  Character is polymorphed into a specific creature  
  (5% chance [01–05 on d%] each day).
  97 
  Character cannot cast arcane spells.
  98 
  Character cannot cast divine spells.
  99 
  Character cannot cast any spells.
  100 
  Either pick one of the above that’s appropriate or 
  create a drawback specifically for that item.
  SPECIFIC CURSED ITEMS
  The following are provided as specific examples of cursed 
  items. Instead of prerequisites, each cursed item is associated 
  with one or more ordinary magic items, whose creation might 
  result in the cursed item. Cursed items can be sold, if the 
  curse is not known to the buyer, as if they were the item they 
  appear to be. Deceiving a buyer in this way is often considered 
  a severe crime.
  Cursed suits of armor and weapons can actually come in 
  many forms and the examples listed here are merely the most 
  common. For example, a cursed –2 sword, might appear as a +3 
  shortsword or a +1 dagger, with a similar negative instead of the 
  listed –2.
  Table 15–26: Specific Cursed Items
  d% 
  Item
  01–05 
  Incense of obsession
  06–15 
  Ring of clumsiness
  16–20 
  Amulet of inescapable location
  21–25 
  Stone of weight
  26–30 
  Bracers of defenselessness
  31–35 
  Gauntlets of fumbling
  36–40 
  –2 sword, cursed
  41–43 
  Armor of rage
  44–46 
  Medallion of thought projection
  47–52 
  Flask of curses
  53–54 
  Dust of sneezing and choking
  55 
  Helm of opposite alignment
  56–60 
  Potion of poison
  61 
  Broom of animated attack
  62–63 
  Robe of powerlessness
  64 
  Vacuous grimoire
  65–68 
  Spear, cursed backbiter
  69–70 
  Armor of arrow attraction
  71–72 
  Net of snaring
  73–75 
  Bag of devouring
  76–80 
  Mace of blood
  81–85 
  Robe of vermin
  86–88 
  Periapt of foul rotting
  89–92 
  Sword, berserking
  93–96 
  Boots of dancing
  97 
  Crystal hypnosis ball
  98 
  Necklace of strangulation
  99 
  Poisonous cloak
  100 
  Scarab of death
  AMulEt of InESCAPABlE loCAtIon
  Aura moderate abjuration; Cl 10th
  Slot neck; Weight 1/2 lb.
  
  8
  Pathfinder Roleplaying Game
  DESCrIPtIon
  This device is typically worn on a chain or as a brooch. It appears, 
  to magical analysis, to prevent location, scrying or detection, 
  or influence by detect thoughts or telepathy, as per an amulet of 
  proof against detection and location. Actually, the amulet gives the 
  wearer a –10 penalty on all saves against divination spells. 
  CrEAtIon
  Magic Items amulet of proof against detection and location
  ArMor of ArroW AttrACtIon
  Aura strong abjuration; Cl 16th
  Slot body; Weight 50 lb.
  DESCrIPtIon
  Magical analysis indicates that this 
  armor is a normal suit of 
  +3 full plate. However, the 
  armor is cursed. It works 
  normally with regard to melee 
  attacks but actually serves to 
  attract ranged weapons. The wearer 
  takes a –15 penalty to AC against any 
  attack by a ranged weapon. The true 
  nature of the armor does not reveal 
  itself until the character is fired upon 
  in earnest. 
  CrEAtIon
  Magic Items +3 full plate
  ArMor of rAgE
  Aura strong necromancy; Cl 16th
  Slot body; Weight 50 lb.
  DESCrIPtIon
  This armor is similar in appearance to armor of 
  command and functions as a suit of +1 full plate. 
  However, when it is worn, the armor causes the 
  character to take a –4 penalty to Charisma. All 
  unfriendly characters within 300 feet have a +1 
  morale bonus on attack rolls against her. The 
  effect is not noticeable to the wearer or those 
  affected. In other words, the wearer does not immediately notice 
  that donning the armor is the cause of her problems, nor do foes 
  understand the reason for the depth of their enmity.
  CrEAtIon
  Magic Items armor of command, +1 full plate
  BAg of DEVourIng
  Aura moderate conjuration; Cl 17th
  Slot none; Weight 15 lb.
  DESCrIPtIon
  This bag appears to be an ordinary sack. Detection for magical 
  properties makes it seem as if it were a bag of holding. The sack 
  is, however, a lure used by an extradimensional creature—in fact, 
  one of its feeding orifices.
  Any substance of animal or vegetable nature is subject to 
  “swallowing’’ if thrust within the bag. The bag of devouring is 90% 
  likely to ignore any initial intrusion, but any time thereafter that 
  it senses living flesh within (such as if someone reaches into the 
  bag to pull something out), it is 60% likely to close around the 
  offending member and attempt to draw the whole victim in. The 
  bag has a +8 bonus on combat maneuver checks made to grapple. 
  If it pins a creature, it pulls them inside as a free action
  The bag can hold up to 30 cubic feet of matter. It acts as a bag 
  of holding type I, but each hour it has a 5% cumulative chance of 
  swallowing the contents and then spitting the stuff out in some 
  nonspace or on some other plane. Creatures drawn 
  within are consumed in 1 round. The 
  bag destroys the victim’s body and 
  prevents any form of raising 
  or resurrection that requires 
  part of the corpse. There 
  is a 50% chance that a wish, 
  miracle, or true resurrection spell 
  can restore a devoured victim to life. 
  Check once for each destroyed creature. 
  If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
  CrEAtIon
  Magic Items bag of holding (any type)
  BootS of DAnCIng
  Aura strong enchantment; Cl 16th
  Slot feet; Weight 1 lb.
  DESCrIPtIon
  These boots initially appear and function as 
  one of the other kinds of magic boots. But when 
  the wearer is in (or fleeing from) melee combat, 
  boots of dancing impede movement, making him 
  behave as if irresistible dance had been cast 
  upon him. Only a remove curse spell enables 
  the wearer to be rid of the boots once their 
  true nature is revealed. 
  CrEAtIon
  Magic Items boots of elvenkind, boots of levitation, boots of 
  speed, boots of striding and springing, boots of teleportation, 
  boots of the winterlands, winged boots
  BrACErS of DEfEnSElESSnESS
  Aura moderate conjuration; Cl 16th
  Slot arms; Weight 1 lb.
  DESCrIPtIon
  These appear to be bracers of armor +5 and actually serve as such 
  until the wearer is attacked in anger by an enemy with a Challenge 
  Rating equal to or greater than her level. At that moment and 
  thereafter, the bracers cause a –5 penalty to AC. Once their curse 
  is activated, bracers of defenselessness can be removed only by 
  means of a remove curse spell. 
  
  9
  Pathfinder RPG: Magic Items
  15
  CrEAtIon
  Magic Items bracers of armor +5
  BrooM of AnIMAtED AttACk
  Aura moderate transmutation; Cl 10th
  Slot none; Weight 3 lb.
  DESCrIPtIon
  This item is indistinguishable in appearance from a normal 
  broom. It is identical to a broom of flying by all tests short of 
  attempted use.
  If a creature attempts to fly using the broom, the broom does a 
  loop-the-loop with its hopeful rider, dumping him on his head from 
  1d4+5 feet off the ground (no falling damage, since the fall is less 
  than 10 feet). The broom then attacks the victim, swatting the face 
  with the straw or twig end and beating him with the handle end.
  The broom gets two attacks per round with each end (two swats 
  with the straw and two with the handle, for a total of four attacks 
  per round). It attacks with a +5 bonus on each attack roll. The straw 
  end causes a victim to be blinded for 1 round when it hits. The 
  handle deals 1d6 points of damage when it hits. The broom has AC 
  13, 18 hit points, and hardness 4. 
  CrEAtIon
  Magic Items broom of flying
  CryStAl HyPnoSIS BAll
  Aura moderate divination; Cl 17th
  Slot none; Weight 7 lb.
  DESCrIPtIon
  This cursed item is indistinguishable from a normal crystal 
  ball. However, anyone attempting to use the scrying 
  device becomes fascinated for 1d6 minutes, and a 
  telepathic suggestion is implanted in his mind 
  (Will DC 19 negates).
  The user of the device believes that the 
  desired creature or scene was viewed, 
  but actually he came under the influence 
  of a powerful wizard, lich, or even some 
  power or being from another plane. Each 
  further use brings the crystal hypnosis ball 
  gazer deeper under the influence of the 
  controller, either as a servant or a tool. Note that 
  throughout this time, the user remains unaware of 
  his subjugation. 
  CrEAtIon
  Magic Items crystal ball
  DuSt of SnEEzIng AnD CHokIng
  Aura faint conjuration; Cl 7th
  Slot none; Weight —
  DESCrIPtIon
  This fine dust appears to be dust of appearance. If cast into the 
  air, it causes those within a 20-foot spread to fall into fits of 
  sneezing and coughing. Those failing a DC 15 Fortitude save take 
  2d6 points of Constitution damage immediately. In addition, 
  those failing a second DC 15 Fortitude save 1 minute later are 
  dealt 1d6 points of Constitution damage. Those who succeed on 
  either saving throw are nonetheless disabled by choking (treat as 
  stunned) for 5d4 rounds. 
  CrEAtIon
  Magic Items dust of appearance, dust of tracelessness
  flASk of CurSES
  Aura moderate conjuration; Cl 7th
  Slot none; Weight 2 lb.
  DESCrIPtIon
  This item looks like an ordinary beaker, bottle, container, 
  decanter, flask, or jug. It may contain a liquid, or it may emit 
  smoke. When the flask is first unstoppered, all within 30 feet must 
  make a DC 17 Will save or be cursed, taking a –2 penalty on attack 
  rolls, saving throws, and skill checks until a remove curse spell is 
  cast upon them. 
  CCrEAtIon
  Magic Items decanter of endless water, efreeti bottle, eversmoking 
  bottle, iron flask
  gAuntlEtS of fuMBlIng
  Aura moderate transmutation; Cl 7th
  Slot hands; Weight 2 lb.
  DESCrIPtIon
  These gauntlets may be of supple leather or heavy protective 
  material suitable for use with armor. They appear to be any sort of 
  magic gauntlet or glove. The gauntlets perform according to their 
  appearance until the wearer finds herself under attack 
  or in a life-and-death situation. At that time, the 
  curse is activated. The wearer becomes fumble-
  fingered, with a 50% chance each round of 
  dropping anything held in either hand. The 
  gauntlets also lower Dexterity by 2 points. 
  Once the curse is activated, the gloves can 
  be removed only by means of a remove 
  curse spell, a wish, or a miracle. 
  CrEAtIon
  Magic Items gauntlet of rust, gloves of arrow 
  snatching, glove of storing, gloves of swimming 
  and climbing
  HElM of oPPoSItE AlIgnMEnt
  Aura strong transmutation; Cl 12th
  Slot head; Weight 3 lb.
  DESCrIPtIon
  This metal cap looks like a typical helmet. When placed upon 
  the head, however, its curse immediately takes effect (Will DC 
  15 negates). On a failed save, the alignment of the wearer is 
  radically altered to an alignment as different as possible from 
  
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  Pathfinder Roleplaying Game
  the former alignment—good to evil, chaotic to lawful, neutral 
  to some extreme commitment (LE, LG, CE, or CG). Alteration in 
  alignment is mental as well as moral, and the individual changed 
  by the magic thoroughly enjoys his new 
  outlook. A character who succeeds on 
  his save can continue to wear the helmet 
  without suffering the effect of the curse, 
  but if he takes it off and later puts it 
  on again, another save is required. The 
  curse only works once; that is, a character 
  whose alignment has been changed 
  cannot change it again by donning the 
  helmet a second time.
  Only a wish or a miracle can restore 
  a character’s former alignment, and 
  the affected individual does not make 
  any attempt to return to the former alignment. 
  In fact, he views the prospect with horror and 
  avoids it in any way possible. If a character of a 
  class with an alignment requirement is affected, 
  an atonement spell is needed as well if the curse 
  is to be obliterated. When a helm of opposite 
  alignment has functioned once, it loses its magical 
  properties. 
  CrEAtIon
  Magic Items hat of disguise, helm of comprehend languages and 
  read magic, helm of telepathy
  InCEnSE of oBSESSIon
  Aura moderate enchantment; Cl 6th
  Slot none; Weight —
  DESCrIPtIon
  These blocks of incense appear to be incense of meditation. If 
  meditation and prayer are conducted while incense of obsession 
  is burning nearby, its odor and smoke cause the user to become 
  totally confident that her spell ability is superior, due to the 
  magic incense. The user is determined to use her spells at every 
  opportunity, even when not needed or useless. The user remains 
  obsessed with her abilities and spells until all have been used or 
  cast, or until 24 hours have elapsed. 
  CrEAtIon
  Magic Items incense of meditation
  MACE of BlooD
  Aura moderate abjuration; Cl 8th
  Slot none; Weight 8 lb.
  DESCrIPtIon
  This +3 heavy mace must be coated in blood every day, or else its 
  bonus fades away until the mace is coated again. The character 
  using this mace must make a DC 13 Will save every day it is within 
  his possession or become chaotic evil. 
  CrEAtIon
  Magic Items +3 heavy mace
  MEDAllIon of tHougHt ProjECtIon
  Aura faint divination; Cl 7th
  Slot neck; Weight —
  DESCrIPtIon
  This device seems like a medallion of thoughts, even 
  down to the range at which it functions, except that 
  the thoughts overheard are muffled and distorted, 
  requiring a DC 15 Will save to sort them out. 
  However, while the user thinks she is picking up 
  the thoughts of others, all she is really hearing 
  are figments created by the medallion itself. 
  These illusory thoughts always seem plausible 
  and thus can seriously mislead any who rely 
  upon them. What’s worse, unknown to her, 
  the cursed medallion actually broadcasts her 
  thoughts to creatures in the path of the beam, 
  thus alerting them to her presence. 
  CrEAtIon
  Magic Items medallion of thoughts
  nECklACE of StrAngulAtIon
  Aura strong conjuration; Cl 18th
  Slot neck; Weight —
  DESCrIPtIon
  A necklace of strangulation appears to be a rare and wondrous 
  piece of magical jewelry and can only be identified as a cursed 
  item when placed around a character’s neck. The necklace 
  immediately constricts, dealing 6 points of damage per round. 
  It cannot be removed by any means short of a limited wish, wish, 
  or miracle and remains clasped around the victim’s throat even 
  after his death. Only when he has decayed to a dry skeleton (after 
  approximately one month) does the necklace loosen, ready for 
  another victim. 
  CrEAtIon
  Magic Items necklace of adaptation, necklace of fireballs, periapt of 
  health, periapt of proof against poison, periapt of wound closure
  nEt of SnArIng
  Aura moderate evocation; Cl 8th
  Slot none; Weight 6 lb.
  DESCrIPtIon
  This net provides a +3 bonus on attack rolls but can only be used 
  underwater. Underwater, it can be commanded to shoot forth up 
  to 30 feet to trap a creature. If thrown on land, it changes course 
  to target the creature that threw it.
  CrEAtIon
  Magic Items +3 net
  PErIAPt of foul rottIng
  Aura faint abjuration; Cl 10th
  Slot neck; Weight —
  DESCrIPtIon
  This engraved gem appears to be of little value. If any character 
  
  11
  Pathfinder RPG: Magic Items
  15
  keeps the periapt in her possession for more than 24 hours, she 
  contracts a terrible rotting affliction that permanently drains 1 
  point of Dexterity, Constitution, and Charisma every week. The 
  periapt (and the affliction) can be removed only by application 
  of a remove curse spell followed by a cure disease and then a 
  heal, miracle, limited wish, or wish spell. The rotting can also be 
  countered by crushing a periapt of health and sprinkling its dust 
  upon the afflicted character (a full-round action), whereupon the 
  periapt of foul rotting likewise crumbles to dust. 
  CrEAtIon
  Magic Items periapt of health, periapt of proof against poison, 
  periapt of wound closure
  PoISonouS CloAk
  Aura strong abjuration; Cl 15th
  Slot shoulders; Weight 1 lb.
  DESCrIPtIon
  This cloak is usually made of a wool, although it can be made of 
  leather. A detect poison spell can reveal the presence of poison 
  impregnated in the cloak’s fabric. The garment can be handled 
  without harm, but as soon as it is actually donned the wearer 
  takes 4d6 points of Constitution damage unless she succeeds on a 
  DC 28 Fortitude save. 
  Once donned, a poisonous cloak can be removed only with a 
  remove curse spell; doing this destroys the magical property of the 
  cloak. If a neutralize poison spell is then used, it is possible to revive 
  the victim with a raise dead or resurrection spell, but not before. 
  CrEAtIon
  Magic Items cloak of arachnida, cloak of the bat, cloak of 
  etherealness, cloak of resistance +5, major cloak of displacement
  PotIon of PoISon
  Aura moderate conjuration; Cl 12th
  Slot none; Weight —
  DESCrIPtIon
  This potion has lost its beneficial magical abilities and become a 
  potent poison. The imbiber must make a DC 16 Fortitude save or 
  take 1d10 points of Constitution damage. A minute later he must 
  save again (DC 16) or take 1d10 points of Constitution damage. 
  CrEAtIon
  Magic Items any potion
  roBE of PoWErlESSnESS
  Aura moderate transmutation; Cl 13th
  Slot body; Weight 1 lb.
  DESCrIPtIon
  A robe of powerlessness appears to be a magic robe of another 
  sort. As soon as a character dons this garment, she takes a –10 
  penalty to Strength and  either Intelligence, Wisdom, or Charisma 
  (if the character is a spellcaster, the robe targets the characters 
  primary spellcasting score, otherwise it targets Intelligence), 
  forgetting spells and magic knowledge accordingly. The robe can 
  be removed easily, but in order to restore mind and body, the 
  character must receive a remove curse spell followed by heal. 
  CrEAtIon
  Magic Items robe of the archmagi, robe of blending, robe of bones, 
  robe of eyes, robe of scintillating colors, robe of stars, robe of 
  useful items
  roBE of VErMIn
  Aura moderate abjuration; Cl 13th
  Slot body; Weight 1 lb.
  DESCrIPtIon
  The wearer notices nothing unusual when the robe is donned, 
  and it functions normally. However, as soon as he is in a situation 
  requiring concentration and action against hostile opponents, the 
  true nature of the garment is revealed: the wearer immediately 
  suffers a multitude of bites from the insects that magically infest 
  the garment. He must cease all other activities in order to scratch, 
  shift the robe, and generally show signs of the extreme discomfort 
  caused by the bites and movement of these pests.
  The wearer takes a –5 penalty on initiative checks 
  and a –2 penalty on all attack rolls, saves, and skill 
  checks. If he tries to cast a spell, he must 
  make a Spellcraft check (DC 20 + spell level) 
  or lose the spell. 
  CrEAtIon
  Magic Items robe of the archmagi, robe of 
  blending, robe of bones, robe of eyes, robe of 
  scintillating colors, robe of stars, robe of useful 
  items
  rIng of CluMSInESS
  Aura strong transmutation; Cl 15th
  Slot ring; Weight —
  DESCrIPtIon
  This ring operates exactly like a ring of 
  feather falling. However, it also makes 
  the wearer clumsy. She takes a –4 
  penalty to Dexterity and has a 
  20% chance of spell failure 
  when trying to cast any 
  arcane spell that has a 
  somatic component. 
  (This chance of 
  spell failure 
  stacks with 
  other 
  
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  Pathfinder Roleplaying Game
  arcane spell failure chances.) 
  CrEAtIon
  Magic Items ring of feather falling
  SCArAB of DEAtH
  Aura strong abjuration; Cl 19th
  Slot neck; Weight —
  DESCrIPtIon
  This small pin appears to be any one of various beneficial 
  amulets, brooches, or scarabs. However, if it is held 
  for more than 1 round or carried in a living creature’s 
  possessions for 1 minute, it changes into a horrible 
  burrowing beetlelike creature. The thing tears through 
  any leather or cloth, burrows into flesh, and reaches 
  the victim’s heart in 1 round, causing death. A DC 25 
  Reflex save allows the wearer to tear the scarab away 
  before it burrows out of sight, but he still takes 3d6 points of 
  damage. The beetle then returns to its scarab form. Placing 
  the scarab in a container of wood, ceramic, bone, ivory, or 
  metal prevents it from coming to life and allows for long-term 
  storage of the item. 
  CrEAtIon
  Magic Items amulet of mighty fists, amulet of natural armor, 
  amulet of the planes, amulet of proof against detection and 
  location, brooch of shielding, golembane scarab, scarab of 
  protection
  SPEAr, CurSED BACkBItEr
  Aura moderate evocation; Cl 10th
  Slot none; Weight 3 lb.
  DESCrIPtIon
  This is a +2 shortspear, but each time it is used in melee 
  against a foe and the attack roll is a natural 1, it damages its 
  wielder instead of her intended target. When the curse takes 
  effect, the spear curls around to strike its wielder in the back, 
  automatically dealing the damage to the wielder. The curse even 
  functions when the spear is hurled, and in such a case the damage 
  to the hurler is doubled. 
  CrEAtIon
  Magic Items +2 shortspear
  StonE of WEIgHt (loADStonE)
  Aura faint transmutation; Cl 5th
  Slot none; Weight 1 lb.
  DESCrIPtIon
  This stone appears to be a dark, smoothly polished stone. It 
  reduces the possessor’s base land speed to one-half of normal. 
  Once picked up, the stone cannot be disposed of by any 
  nonmagical means—if it is thrown away or smashed, it reappears 
  somewhere the possessor’s person. If a remove curse spell is cast 
  upon a loadstone, the item may be discarded normally and no 
  longer haunts the individual. 
  CrEAtIon
  Magic Items ioun stone, stone of alarm, stone of controlling earth 
  elementals, stone of good luck
  –2 SWorD, CurSED
  Aura strong evocation; Cl 15th
  Slot none; Weight 4 lb.
  DESCrIPtIon
  This longsword performs well against targets in practice, 
  but when used against an opponent in combat it causes its 
  wielder to take a –2 penalty on attack rolls.
  All damage dealt is also reduced by 2 points, but never 
  below a minimum of 1 point of damage on any successful 
  hit. The sword always forces that character to employ 
  it rather than another weapon. The sword’s owner 
  automatically draws it and fights with it even when  
  she meant to draw or ready some other weapon. The 
  sword can be gotten rid of only by means of limited wish, wish, 
  or miracle. 
  CrEAtIon
  Magic Items +2 longsword
  SWorD, BErSErkIng
  Aura moderate evocation; Cl 8th
  Slot none; Weight 12 lb.
  DESCrIPtIon
  This item appears to have the characteristics of a +2 
  greatsword. However, whenever the sword is used in battle, 
  its wielder goes berserk (gaining all the benefits and 
  drawbacks of the barbarian’s rage ability). He attacks the 
  nearest creature and continues to fight until unconscious 
  or dead or until no living thing remains within 30 feet. 
  Although many see this sword as a cursed object, others 
  see it as a boon. 
  CrEAtIon
  Magic Items +2 greatsword
  VACuouS grIMoIrE
  Aura strong enchantment; Cl 20th
  Slot none; Weight 2 lb.
  DESCrIPtIon
  A book of this sort looks like a normal one on some mildly 
  interesting topic. Any character who opens the work and reads so 
  much as a single word therein must make two DC 15 Will saves. 
  The first is to determine if the reader takes 1 point of permanent 
  Intelligence and Charisma drain. The second is to find out if the 
  reader takes 2 points of permanent Wisdom drain. To destroy 
  the book, a character must burn it while casting remove curse. If 
  the grimoire is placed with other books, its appearance instantly 
  alters to conform to the look of those other works. 
  CrEAtIon
  Magic Items blessed book, manual of bodily health, manual of 
  gainful exercise, manual of quickness of action, tome of clear 
  thoughts, tome of leadership and influence, tome of understanding
  
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  Pathfinder RPG: Magic Items
  15
  ARTIFACTS
  Artifacts are extremely powerful. Rather than merely another 
  form of magical equipment, they are the sorts of legendary 
  relics that whole campaigns can be based on. Each could be 
  the center of a whole set of adventures—a quest to recover it, 
  a fight against an opponent wielding it, a mission to cause its 
  destruction, and so on.
  The secret to creating artifacts is long lost, and as a result, 
  they cannot be created by any mortal means. Unlike normal 
  magic items, artifacts are not easily destroyed. Instead of 
  construction information, each artifact includes one possible 
  means by which it might be destroyed.
  No table has been included to randomly generate specific 
  artifacts, since these items should only enter a campaign 
  through deliberate choice on your part.
  Minor Artifacts
  Minor artifacts are not necessarily unique items. Even so, 
  they are magic items that no longer can be created, at least by 
  common mortal means.
  Book of InfInItE SPEllS
  Aura strong (all schools); Cl 18th
  Slot none; Weight 3 lb.
  DESCrIPtIon
  This work bestows upon any character of any class the ability to 
  use the spells within its pages. However, any character not already 
  able to use spells gains one negative level for as long as 
  the book is in her possession or while she 
  uses its power. A book of infinite spells 
  contains 1d8+22 pages. The nature 
  of each page is determined by 
  a dice roll: 01–50, arcane spell; 
  51–100, divine spell. 
  Determine the exact spell 
  randomly.
  Once a page is turned, it can never be 
  flipped back—paging through a book of infinite 
  spells is a one-way trip. If the book is closed, it 
  always opens again to the page it was on before the 
  book was closed. When the last page is turned, the 
  book vanishes.
  Once per day the owner of the book can cast the spell to which 
  the book is opened. If that spell happens to be one that is on the 
  character’s class spell list, she can cast it up to four times per day. 
  The pages cannot be ripped out without destroying the book. 
  Similarly, the spells cannot be cast as scroll spells, nor can they be 
  copied into a spellbook—their magic is bound up permanently 
  within the book itself.
  The owner of the book need not have the book on her person in 
  order to use its power. The book can be stored in a place of safety 
  while the owner is adventuring and still allow its owner to cast spells 
  by means of its power.
  Each time a spell is cast, there is a chance that the energy 
  connected with its use causes the page to magically turn despite all 
  precautions. The chance of a page turning depends on the spell the 
  page contains and what sort of spellcaster the owner is.
  Condition 
  Chance of Page turning
  Caster employing a spell usable 
  10%
  by own class and level
  Caster employing a spell not usable 
  20%
  by own class and level 
  Nonspellcaster employing divine spell 
  25%
  Nonspellcaster employing arcane spell 
  30%
  Treat each spell use as if a scroll were being employed, for 
  purposes of determining casting time, spell failure, and so on. 
  DEStruCtIon
  The book of infinite spells can be destroyed when the current page 
  contains the erase spell, by casting the spell on the book itself.
  DECk of MAny tHIngS
  Aura strong (all schools); Cl 20th
  Slot none; Weight —
  DESCrIPtIon
  A deck of many things (both beneficial and baneful) is usually found 
  in a box or leather pouch. Each deck contains a number of cards 
  or plaques made of ivory or vellum. Each is engraved with glyphs, 
  characters, and sigils. As soon as one of these cards is drawn from 
  the pack, its magic is bestowed upon the 
  person who drew it, for better or worse.
  The character with a deck of many 
  things who wishes to draw a card 
  must announce how many cards she 
  will draw before she begins. Cards 
  must be drawn within 1 hour of 
  each other, and a character can 
  never again draw from this deck 
  any more cards than she has 
  announced. If the character does 
  not willingly draw her allotted number (or if she is 
  somehow prevented from doing so), the cards flip out of 
  the deck on their own. If the jester is drawn, the possessor of the 
  deck may elect to draw two additional cards.
  Each time a card is taken from the deck, it is replaced (making it 
  possible to draw the same card twice) unless the draw is the jester or 
  the fool, in which case the card is discarded from the pack. A deck of 
  many things contains 22 cards. To simulate the magic cards, you may 
  want to use tarot cards, as indicated in the second column of the 
  accompanying table. If no tarot deck is available, substitute ordinary 
  playing cards instead, as indicated in the third column. The effects 
  of each card, summarized on the table, are fully described below.
  Balance: The character must change to a radically different 
  alignment. If the character fails to act according to the new 
  alignment, she gains a negative level.
  
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  Pathfinder Roleplaying Game
  Comet: The character must single-handedly defeat the next 
  hostile monster or monsters encountered, or the benefit is lost. 
  If successful, the character gains enough XP to attain the next 
  experience level.
  Donjon: This card signifies imprisonment—either by the 
  imprisonment spell or by some powerful being. All gear and spells 
  are stripped from the victim in any case. Draw no more cards.
  Euryale: The medusa-like visage of this card brings a curse that 
  only the Fates card or a deity can remove. The –1 penalty on all 
  saving throws is otherwise permanent.
  Fates: This card enables the character to avoid even an 
  instantaneous occurrence if so desired, for the fabric of reality is 
  unraveled and respun. Note that it does not enable something to 
  happen. It can only stop something from happening or reverse a 
  past occurrence. The reversal is only for the character who drew 
  the card; other party members may have to endure the situation.
  Flames: Hot anger, jealousy, and envy are but a few of the 
  possible motivational forces for the enmity. The enmity of the 
  outsider can’t be ended until one of the parties has been slain. 
  Determine the outsider randomly, and assume that it attacks the 
  character (or plagues her life in some way) within 1d20 days.
  Fool: The payment of XP and the redraw are mandatory. This card 
  is always discarded when drawn, unlike all others except the Jester.
  Gem: This card indicates wealth. The jewelry is all gold set with 
  gems, each piece worth 2,000 gp, and the gems  are worth 1,000 
  gp each. 
  Deck of Many Things
  Plaque 
  tarot Card 
  Playing Card 
  Summary of Effect
  Balance 
  XI. Justice 
  Two of spades 
  Change alignment instantly.
  Comet 
  Two of swords 
  Two of diamonds 
  Defeat the next monster you meet to gain one level.
  Donjon 
  Four of swords 
  Ace of spades 
  You are imprisoned.
  Euryale 
  Ten of swords 
  Queen of spades 
  –1 penalty on all saving throws henceforth.
  The Fates 
  Three of cups 
  Ace of hearts 
  Avoid any situation you choose, once.
  Flames 
  XV. The Devil 
  Queen of clubs 
  Enmity between you and an outsider.
  Fool 
  0. The Fool 
  Joker (with trademark) 
  Lose 10,000 experience points and you must draw again.
  Gem 
  Seven of cups 
  Two of hearts 
  Gain your choice of 25 pieces of jewelry or 50 gems.
  Idiot 
  Two of pentacles 
  Two of clubs 
  Lose 1d4+1 Intelligence. You may draw again.
  Jester 
  XII. The Hanged Man 
  Joker (without trademark) 
  Gain 10,000 XP or two more draws from the deck.
  Key 
  V. The Hierophant 
  Queen of hearts 
  Gain a major magic weapon.
  Knight 
  Page of swords 
  Jack of hearts 
  Gain the service of a 4th-level fighter.
  Moon 
  XVIII. The Moon 
  Queen of diamonds 
  You are granted 1d4 wishes.
  Rogue 
  Five of swords 
  Jack of spades 
  One of your friends turns against you.
  Ruin 
  XVI. The Tower 
  King of spades 
  Immediately lose all wealth and property.
  Skull 
  XIII. Death 
  Jack of clubs 
  Defeat dread wraith or be forever destroyed.
  Star 
  XVII. The Star 
  Jack of diamonds 
  Immediately gain a +2 inherent bonus to one ability score.
  Sun 
  XIX. The Sun 
  King of diamonds 
  Gain beneficial medium wondrous item and 50,000 XP.
  Talons 
  Queen of pentacles 
  Ace of clubs 
  All magic items you possess disappear permanently.
  Throne 
  Four of staves 
  King of hearts 
  Gain a +6 bonus on Diplomacy checks plus a small keep.
  Vizier 
  IX. The Hermit 
  Ace of diamonds 
  Know the answer to your next dilemma.
  The Void 
  Eight of swords 
  King of clubs 
  Body functions, but soul is trapped elsewhere.
  Idiot: This card causes the drain of 1d4+1 points of Intelligence 
  immediately. The additional draw is optional.
  Jester: This card is always discarded when drawn, unlike all others 
  except the Fool. The redraws are optional.
  Key: The magic weapon granted must be one usable by the 
  character. It suddenly appears out of nowhere in the character’s hand.
  Knight: The fighter appears out of nowhere and serves loyally 
  until death. He or she is of the same race (or kind) and gender as 
  the character.
  Moon: This card sometimes bears the image of a moonstone gem 
  with the appropriate number of wishes shown as gleams therein; 
  sometimes it depicts a moon with its phase indicating the number 
  of wishes (full = four; gibbous = three; half = two; quarter = one). 
  These wishes are the same as those granted by the 9th-level wizard 
  spell and must be used within a number of minutes equal to the 
  number received.
  Rogue: When this card is drawn, one of the character’s NPC 
  friends (preferably a cohort) is totally alienated and made forever 
  hostile. If the character has no cohorts, the enmity of some 
  powerful personage (or community, or religious order) can be 
  substituted. The hatred is secret until the time is ripe for it to be 
  revealed with devastating effect.
  Ruin: As implied by its name, when this card is drawn, all 
  nonmagical possessions of the drawer are lost.
  Skull: A dread wraith appears. The character must fight it alone—
  if others help, they get dread wraiths to fight as well. If the character 
  
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  Pathfinder RPG: Magic Items
  15
  is slain, she is slain forever and cannot be revived, even with a wish 
  or a miracle.
  Star: The 2 points are added to any ability the character 
  chooses. They cannot be divided among two abilities. 
  Sun: Roll for a medium wondrous item until a useful 
  item is indicated.
  Talons: When this card is drawn, every magic item 
  owned or possessed by the character is instantly and 
  irrevocably lost.
  Throne: The character becomes a true leader in people’s 
  eyes. The castle gained appears in any open area she wishes 
  (but the decision where to place it must be made within 1 
  hour).
  Vizier: This card empowers the character drawing it with the 
  one-time ability to call upon a source of wisdom to solve any 
  single problem or answer fully any question upon her request. 
  The query or request must be made within one year. Whether 
  the information gained can be successfully acted upon is 
  another matter entirely.
  The Void: This black card spells instant disaster. The 
  character’s body continues to function, as though comatose, 
  but her psyche is trapped in a prison somewhere—in an 
  object on a far plane or planet, possibly in the possession of 
  an outsider. A wish or a miracle does not bring the character 
  back, instead merely revealing the plane of entrapment. Draw 
  no more cards. 
  DEStruCtIon
  The deck of many things can be destroyed by losing it in a 
  wager with a deity of law. The deity must be unaware of 
  nature of the deck.
  PHIloSoPHEr’S StonE
  Aura strong transmutation; Cl 20th
  Slot none; Weight 3 lb.
  DESCrIPtIon
  This rare substance appears to be an ordinary, sooty piece 
  of blackish rock. If the stone is broken open (break DC 20), 
  a cavity is revealed at the stone’s heart. This cavity is lined with 
  a magical type of quicksilver that enables any character with at 
  least 10 ranks in Craft (alchemy) to transmute base metals (iron 
  and lead) into silver and gold. A single philosopher’s stone can 
  turn from up to 5,000 pounds of iron into silver, or up to 1,000 
  pounds of lead into gold. However, the quicksilver becomes 
  unstable once the stone is opened and loses its potency  
  within 24 hours, so all transmutations must take place within 
  that period.
  The quicksilver found in the center of the stone may also be put 
  to another use. If mixed with any cure potion while the substance 
  is still potent, it creates a special oil of life that acts as a true 
  resurrection spell for any dead body it is sprinkled upon. 
  DEStruCtIon
  The philosopher’s stone can be destroyed by being placed in the 
  heel of a titan’s boot for at least one entire week.
  SPHErE of AnnIHIlAtIon
  Aura strong transmutation; Cl 20th
  Slot none; Weight —
  DESCrIPtIon
  A sphere of annihilation is a globe of absolute blackness, 
  a ball of nothingness 2 feet in diameter. The object 
  is actually a hole in the continuity of the multiverse. 
  Any matter that comes in contact with a sphere is 
  instantly sucked into the void, gone, and utterly 
  destroyed. Only the direct intervention of a deity can 
  restore an annihilated character.
  A sphere of annihilation is static, resting in some spot as if 
  it were a normal hole. It can be caused to move, however, by 
  mental effort (think of this as a mundane form of telekinesis, 
  too weak to move actual objects but a force to which the 
  sphere, being weightless, is sensitive). A character’s ability to 
  gain control of a sphere of annihilation (or to keep controlling 
  one) is based on the result of a control check against DC 30 
  (a move action). A control check is 1d20 + character level + 
  character Int modifier. If the check succeeds, the character 
  can move the sphere (perhaps to bring it into contact with an 
  enemy) as a free action.
  Control of a sphere can be established from as far away as 40 
  feet (the character need not approach too closely). Once control 
  is established, it must be maintained by continuing to make 
  control checks (all DC 30) each round. For as long as a character 
  maintains control (does not fail a check) in subsequent rounds, 
  he can control the sphere from a distance of 40 feet + 10 feet per 
  character level. The sphere’s speed in a round is 10 feet +5 feet for 
  every 5 points by which the character’s control check result in that 
  round exceeded 30.
  If a control check fails, the sphere slides 10 feet in the direction 
  of the character attempting to move it.
  If two or more creatures vie for control of a sphere of 
  annihilation, the rolls are opposed. If none are successful, the 
  sphere slips toward the one who rolled lowest.
  See also talisman of the sphere (below). 
  DEStruCtIon
  Should a gate spell be cast upon a sphere of annihilation, there is a 
  50% chance (01–50 on d%) that the spell destroys it, a 35% chance 
  (51–85) that the spell does nothing, and a 15% chance (86–100) 
  that a gap is torn in the spatial fabric, catapulting everything 
  within a 180-foot radius into another plane. If a rod of cancellation 
  touches a sphere of annihilation, they negate each other in a 
  tremendous explosion. Everything within a 60-foot radius takes 
  2d6x10 points of damage. Dispel magic and mage’s disjunction have 
  no effect on a sphere.
  StAff of tHE MAgI
  Aura strong (all schools); Cl 20th
  Slot none; Weight 5 lb.
  DESCrIPtIon
  A long wooden staff, shod in iron and inscribed with sigils and 
  
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  Pathfinder Roleplaying Game
  runes of all types, this potent artifact contains many spell powers 
  and other functions. Unlike a normal staff, a staff of the magi holds 
  50 charges and cannot be recharged normally. Some of its powers 
  use charges, while others don’t. A staff of the magi does not lose 
  its powers if it runs out of charges. The following powers do not 
  use charges:
  • Detect magic
  • Enlarge person (Fortitude DC 15 negates)
  • Hold portal
  • Light
  • Mage armor
  • Mage hand
  The following powers drain 1 charge per usage:
  • Dispel magic
  • Fireball (10d6 damage, Reflex DC 17 half)
  • Ice storm
  • Invisibility
  • Knock
  • Lightning bolt (10d6 damage, Reflex DC 17 half)
  • Passwall
  • Pyrotechnics (Will or Fortitude DC 16 negates)
  • Wall of fire
  • Web
  These powers drain 2 charges per usage:
  • Monster summoning IX
  • Plane shift (Will DC 21 negates)
  • Telekinesis (400 lb. maximum weight; Will DC 19 negates)
  A staff of the magi gives the wielder spell resistance 23. If this 
  is willingly lowered, however, the staff can also be used to absorb 
  arcane spell energy directed at its wielder, as a rod of absorption 
  does. Unlike the rod, this staff converts spell levels into charges 
  rather than retaining them as spell energy usable by a spellcaster. 
  If the staff absorbs enough spell levels to exceed its limit of 50 
  charges, it explodes as if a retributive strike had been performed 
  (see below). The wielder has no idea how many spell levels are cast 
  at her, for the staff does not communicate this knowledge as a rod 
  of absorption does. (Thus, absorbing spells can be risky.)
  DEStruCtIon
  A staff of the magi can be broken for a retributive strike. Such an 
  act must be purposeful and declared by the wielder. All charges 
  in the staff are released in a 30-foot spread. All within 10 feet of 
  the broken staff take hit points of damage equal to 8 times the 
  number of charges in the staff, those between 11 feet and 20 
  feet away take points equal to 6 times the number of charges, 
  and those 21 feet to 30 feet distant take 4 times the number of 
  charges. A DC 23 Reflex save reduces damage by half. 
  The character breaking the staff has a 50% chance (01–50 on d%) 
  of traveling to another plane of existence, but if she does not (51–
  100), the explosive release of spell energy destroys her (no saving 
  throw). Only specific items, including the staff of the magi and the 
  staff of power are capable of a retributive strike. 
  tAlISMAn of PurE gooD
  Aura strong evocation [good]; Cl 18th
  Slot none; Weight —
  DESCrIPtIon
  A good (LG, NG, CG) divine spellcaster who possesses this item 
  can cause a flaming crack to open at the feet of an evil (LE, NE, 
  CE) divine spellcaster who is up to 100 feet away. The intended 
  victim is swallowed up forever and sent hurtling to the center of 
  the earth. The wielder of the talisman must be good, and if he 
  is not exceptionally pure in thought and deed, the evil character 
  gains a DC 19 Reflex saving throw to leap away from the crack. 
  Obviously, the target must be standing on solid ground for this 
  item to function. 
  A talisman of pure good has 6 charges. If a neutral (LN, N, CN) 
  divine spellcaster touches one of these stones, he takes 6d6 points 
  of damage per round of contact. If an evil divine spellcaster touches 
  one, he takes 8d6 points of damage per round of contact. All other 
  characters are unaffected by the device. 
  DEStruCtIon
  The talisman of pure good can be destroyed by placing it in the 
  mouth of a holy man, who died while committing a truly heinous 
  act of his own free will.
  tAlISMAn of tHE SPHErE
  Aura strong transmutation; Cl 16th
  Slot none; Weight 1 lb.
  DESCrIPtIon
  This small adamantine loop and handle are useless to those 
  unable to cast arcane spells. Characters who cannot cast arcane 
  spells take 5d6 points of damage merely from picking up and 
  holding a talisman of this sort. However, when held by an 
  arcane spellcaster who is concentrating on control of a sphere 
  of annihilation, a talisman of the sphere doubles the character’s 
  modifier on his control check (doubling both his Intelligence 
  bonus and his character level for this purpose).
  If the wielder of a talisman establishes control, he need check 
  for maintaining control only every other round thereafter. If control 
  is not established, the sphere moves toward him. Note that while 
  many spells and effects of cancellation have no effect upon a sphere 
  of annihilation, the talisman’s power of control can be suppressed or 
  canceled. 
  DEStruCtIon
  A talisman of the sphere can only be destroyed by throwing the 
  item into a sphere of annihilation.
  tAlISMAn of ultIMAtE EVIl
  Aura strong evocation [evil]; Cl 18th
  Slot none; Weight —
  DESCrIPtIon
  An evil (LE, NE, CE) divine spellcaster who possesses this item can 
  cause a flaming crack to open at the feet of a good (LG, NG, CG) 
  divine spellcaster who is up to 100 feet away. The intended victim 
  is swallowed up forever and sent hurtling to the center of the 
  
  17
  Pathfinder RPG: Magic Items
  15
  earth. The wielder of the talisman must be evil, and if she is not 
  exceptionally foul and perverse in the sights of her evil deity, the 
  good character gains a DC 19 Reflex save to leap away from the 
  crack. Obviously, the target must be standing on solid ground for 
  this item to function. 
  A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) 
  divine spellcaster touches one of these stones, she takes 6d6 points 
  of damage per round of contact. If a good divine spellcaster touches 
  one, she takes 8d6 points of damage per round of contact. All other 
  characters are unaffected by the device. 
  DEStruCtIon
  If a talisman of ultimate evil is given to the newborn child of a 
  redeemed villain, it instantly crumbles to dust.
  Major Artifacts
  Major artifacts are unique items—only one of each such item 
  exists. These are the most potent of magic items, capable of 
  altering the balance of a campaign.
  Unlike all other magic items, major artifacts are not easily 
  destroyed. Each should have only a single, specific means of 
  destruction.
  AxE of tHE DWArVISH lorDS
  Aura strong conjuration and transmutation; Cl 20th
  Slot none; Weight 12 lb.
  DESCrIPtIon
  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 4 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. 
  DEStruCtIon
  The Axe of the Dwarvish Lords rusts away to nothing if it is ever 
  used by a goblin to behead a dwarven king.
  CoDEx of tHE InfInItE PlAnES
  Aura strong transmutation; Cl 30th
  Slot none; Weight 3 lb.
  DESCrIPtIon
  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). 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 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. 
  d% 
  Catastrophe 
  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. 
  26–50 
  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. 
  DEStruCtIon
  The Codex of the Infinite Planes is destroyed if one page is torn out 
  and left on every plane in existence. Note that tearing out a page 
  immediately triggers a catastrophe.
  tHE orBS of DrAgonkInD
  Aura strong enchantment; Cl 20th
  Slot none; Weight 5 lb.
  DESCrIPtIon
  Each of these fabled Orbs contains the essence and personality of 
  an ancient dragon of a different variety (one for each of the major 
  ten different chromatic and metallic dragons). The bearer of an 
  Orb can, as a standard action, dominate dragons of its particular 
  variety within 500 feet (as dominate monster), the dragon being 
  forced to make a DC 25 Will save to resist. Spell resistance is not 
  useful against this effect. Each Orb of Dragonkind bestows upon 
  the wielder the AC and saving throw bonuses of the dragon within. 
  These values replace whatever values the character would otherwise 
  have, whether they are better or worse. These values cannot be 
  modified by any means short of ridding the character of the Orb. A 
  character possessing an Orb of Dragonkind is immune to the breath 
  weapon—but only the breath weapon—of the dragon variety keyed 
  to the Orb. Finally, a character possessing an Orb can herself use 
  
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  Pathfinder Roleplaying Game
  the breath weapon of the dragon in the Orb three times per day.
  All Orbs of Dragonkind can be used to communicate verbally 
  and visually with the possessors of the other Orbs. The owner 
  of an Orb knows whether there are dragons within 10 miles at 
  all times. For dragons of the Orb’s particular variety, the range 
  is 100 miles. If within 1 mile of a dragon of the Orb’s variety, 
  the wielder can determine the exact location and age of the 
  creature. The bearer of one of these Orbs earns the enmity 
  forever of all dragonkind for profiting by the enslavement of 
  one of their kin, even if she later loses the item. Each Orb also 
  has an individual power that can be invoked once per round at 
  10th caster level.
  • Black Dragon Orb: Fly (Will DC 17 negates).
  • Blue Dragon Orb: Haste (Fortitude DC 17 negates).
  • Brass Dragon Orb: Teleport (Will DC 19 negates).
  • Bronze Dragon Orb: Scrying (Will DC 18 negates).
  • Copper Dragon Orb: Suggestion (Will DC 17 negates).
  • Gold Dragon Orb: The owner of the gold Orb can call upon any 
  power possessed by one of the other Orbs—including the dominate 
  and breath weapon abilities but not AC, save bonuses, or breath 
  weapon immunity—but can only use an individual power once per 
  day. She can use dominate on any other possessor of an Orb within 
  1 mile (Will DC 23 negates).
  • Green Dragon Orb: Spectral hand.
  • Red Dragon Orb: Wall of fire.
  • Silver Dragon Orb: Cure critical wounds (Will DC 18 half).
  • White Dragon Orb: Protection from energy (cold) (Fortitude  
  DC 17 negates)
  DEStruCtIon
  An orb of dragonkind immediately shatters if it is caught in the 
  breath weapon of a dragon who is a blood relative of the dragon 
  trapped within. This causes everyone within 90 feet to be struck by 
  the breath weapon of that dragon, released as the orb explodes.
  tHE SHADoWStAff
  Aura Strong conjuration; Cl 20th.
  Slot none; Weight 1 lb.
  DESCrIPtIon
  This artifact was crafted centuries ago, weaving together the 
  wispy strands of shadow itself into a twisted black staff. The 
  Shadowstaff makes the wielder slightly shadowy and incorporeal, 
  granting him a +4 bonus to AC and Reflex saves (which stacks 
  with any other bonuses). However, in bright light (such as that 
  of the sun, but not a torch) or in absolute darkness, the wielder 
  takes a –2 penalty on all attack rolls, saves, and checks. The 
  Shadowstaff also has these powers.
  • Summon Shadows: Three times per day the staff may summon 
  2d4 shadows. Immune to turning, they serve the wielder as if called 
  by a summon monster V spell cast at 20th level.
  • Summon Nightshade: Once per month, the staff can summon 
  an advanced shadow demon that serves the wielder as if called by a 
  summon monster IX spell cast at 20th level.
  • Shadow Form: Three times per day the wielder can become a 
  living shadow, with all the movement powers granted by the gaseous 
  form spell. 
  • Shadow Bolt: Three times per day the staff can project a ray 
  attack that deals 10d6 points of cold damage to a single target. The 
  shadow bolt has a range of 100 feet. 
  DEStruCtIon
  The Shadowstaff fades away to nothingness if it is exposed to true 
  sunlight for a continuous 24 hour period.
  MAGIC ITEM CREATIoN
  To create magic items, spellcasters use special feats, which 
  allow them to invest time and money into an item’s creation. 
  At the end of this process, the spellcaster must make a single 
  skill check (usually Spellcraft, but sometimes other skills) to 
  finish the item. If an item type has multiple possible skills, 
  you choose which skill to make the check with. The DC to 
  create a magic item is 5 + the listed minimum caster level 
  for the item. Failing this check means that the item does not 
  function and the materials and time are wasted. Failing this 
  check by 5 or more results in a cursed item (see Cursed Items 
  for more information).
  Note that all items have prerequisites in their descriptions. 
  These prerequisites must be met for the item to be created. 
  Most of the time, they take the form of spells that must be 
  known by the item’s creator (although access through another 
  magic item or spellcaster is allowed). The DC to create a magic 
  item increases by +5 for each prerequisite the caster does not 
  meet. The only exception to this is the requisite item creation 
  feat, which is mandatory.
  
  19
  Pathfinder RPG: Magic Items
  15
  While item creation costs are handled in detail below, 
  note that normally the two primary factors are the caster 
  level of the creator and the level of the spell or spells put 
  into the item. A creator can create an item at a lower caster 
  level than her own, but never lower than the minimum 
  level needed to cast the needed spell. Using metamagic 
  feats, a caster can place spells in items at a higher level 
  than normal.
  Magic supplies for items are always half of the base price 
  in gp. For many items, the market price equals the base price. 
  Armor, shields, weapons, and items with a value independent 
  of their magically enhanced properties add their item cost to 
  the market price. The item cost does not influence the base 
  price (which determines the cost of magic supplies), but it 
  does increase the final market price.
  In addition, some items cast or replicate spells with costly 
  material components. For these items, the market price equals 
  the base price plus an extra price for the spell component 
  costs. The cost to create these items is the magic supplies cost 
  plus the costs for the components. Descriptions of these items 
  include an entry that gives the total cost of creating the item.
  The creator also needs a fairly quiet, comfortable, and 
  well-lit place in which to work. Any place suitable for 
  preparing spells is suitable for making items. Creating an 
  item requires 8 hours of work per 1,000 gp in the item’s 
  base price (or fraction thereof ), with a minimum of at least 
  8 hours. Potions and scrolls are an exception to this rule; 
  they can take as little as 2 hours to create (if their base price 
  is 250 gp or less). Scrolls and potions whose base price is 
  more than 250 gp, but less than 1,000 gp, take 8 hours to 
  Table 15–27: Estimating Magic Item Gold Piece Values
  Effect  
  Base Price  
  Example
  Ability bonus (enhancement)  
  Bonus squared x 1,000 gp  
  Belt of Dexterity +2
  Armor bonus (enhancement)  
  Bonus squared x 1,000 gp  
  +1 chainmail
  Bonus spell  
  Spell level squared x 1,000 gp  
  Pearl of power
  AC bonus (deflection)  
  Bonus squared x 2,000 gp  
  Ring of protection +3
  AC bonus (other)1  
  Bonus squared x 2,500 gp  
  Ioun stone, dusty rose prism
  Natural armor bonus (enhancement)  
  Bonus squared x 2,000 gp  
  Amulet of natural armor +1
  Save bonus (resistance)  
  Bonus squared x 1,000 gp  
  Cloak of resistance +5
  Save bonus (other)1  
  Bonus squared x 2,000 gp  
  Stone of good luck
  Skill bonus (competence)  
  Bonus squared x 100 gp  
  Cloak of elvenkind
  Spell resistance  
  10,000 gp per point over SR 12; SR 13 minimum 
  Mantle of spell resistance
  Weapon bonus (enhancement)  
  Bonus squared x 2,000 gp  
  +1 longsword
  Spell Effect  
  Base Price  
  Example
  Single use, spell completion  
  Spell level x caster level x 25 gp  
  Scroll of haste
  Single use, use-activated  
  Spell level x caster level x 50 gp  
  Potion of cure light wounds
  50 charges, spell trigger  
  Spell level x caster level x 750 gp  
  Wand of fireball
  Command word  
  Spell level x caster level x 1,800 gp  
  Cape of the mountebank
  Use-activated or continuous  
  Spell level x caster level x 2,000 gp2  
  Lantern of revealing
  Special  
  Base Price Adjustment  
  Example
  Charges per day  
  Divide by (5 divided by charges per day)  
  Boots of teleportation
  No space limitation3  
  Multiply entire cost by 2  
  Ioun stone
  Multiple different abilities  
  Multiply higher item cost by 2  
  Helm of brilliance
  Charged (50 charges)  
  1/2 unlimited use base price  
  Ring of the ram
  Component  
  Extra Cost  
  Example
  Armor, shield, or weapon  
  Add cost of masterwork item  
  +1 composite longbow
  Spell has material component cost  
  Add directly into price of item per charge4  
  Wand of stoneskin
  Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
  1 Such as a luck, insight, sacred, or profane bonus.
  2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the 
  spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour 
  duration or greater, divide the cost in half.
  3 An item that does not take up one of the spaces on a body costs double.
  4 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it 
  had 50 charges.
  
  20
  Pathfinder Roleplaying Game
  create, just like any other magic item. The character must 
  spend the gold at the beginning of the construction process. 
  Regardless of the time needed for construction, a caster can 
  create no more than one magic item per day. This process 
  can be accelerated to 4 hours worth of work per 1,000 gp in 
  the item’s base price (or fraction thereof) by increasing the 
  DC to create the item by +5.
  The caster can work for up to 8 hours each day. He 
  cannot rush the process by working longer each day, 
  but the days need not be consecutive, and the caster 
  can use the rest of his time as he sees fit. If the 
  caster is out adventuring, he can devote 4 hours 
  each day to item creation, although he only nets 2 
  hours worth of work. This time is not spent in one 
  continuous period, but rather during lunch, morning 
  preparation, and during watches at night. If time 
  is dedicated to creation, it must be spent in 4-hour 
  blocks of uninterrupted time. This work is generally 
  done in a controlled environment, where distractions 
  are at a minimum, such as a laboratory or shrine. 
  Work that is performed in a distracting or dangerous 
  environment nets only half the amount of progress 
  (just as with the adventuring caster).
  A character can work on only one item at a time. If 
  a character starts work on a new item, all materials 
  used on the under-construction item are wasted.
  The secrets of creating artifacts are long lost.
  Magic Item Gold Piece Values
  Many factors must be considered when determining 
  the price of new magic items. The easiest way to come 
  up with a price is to match the new item to an item that is 
  already priced, using that price as a guide. Otherwise, use the 
  guidelines summarized on Table 15–27.
  Multiple Similar Abilities: For items with multiple 
  similar abilities that don’t take up space on a character’s 
  body, use the following formula: Calculate the price of the 
  single most costly ability, then add 75% of the value of the 
  next most costly ability, plus one-half the value of any other 
  abilities.
  Multiple Different Abilities: Abilities such as an attack 
  roll bonus or saving throw bonus and a spell-like function 
  are not similar, and their values are simply added together 
  to determine the cost. For items that do take up a space on 
  a character’s body, each additional power not only has no 
  discount but instead has a 50% increase in price.
  0-Level Spells: When multiplying spell levels to determine 
  value, 0-level spells should be treated as 1/2 level.
  Other Considerations: Once you have a cost figure, reduce 
  that number if either of the following conditions applies:
  Item Requires Skill to Use: Some items require a specific skill 
  to get them to function. This factor should reduce the cost 
  about 10%.
  Item Requires Specific Class or Alignment to Use: Even more 
  restrictive than requiring a skill, this limitation cuts the cost 
  by 30%.
  Prices presented in the magic item descriptions (the gold 
  piece value following the item’s caster level) are the market 
  value, which is generally twice what it costs the creator to 
  make the item.
  Since different classes get access to certain spells at 
  different levels, the prices for two characters to make the same 
  item might actually be different. An item is only worth two 
  times what the caster of lowest possible level can make it for. 
  Calculate the market price based on the lowest possible level 
  caster, no matter who makes the item.
  Not all items adhere to these formulas directly. The 
  reasons for this are several. First and foremost, these few 
  formulas aren’t enough to truly gauge the exact differences 
  between items. The price of a magic item may be modified 
  based on its actual worth. The formulas only provide 
  a starting point. The pricing of scrolls assumes that, 
  whenever possible, a wizard or cleric created it. Potions 
  and wands follow the formulas exactly. Staves follow 
  the formulas closely, and other items require at least 
  some judgment calls.
  Creating Magic Armor
  To create magic armor, a character needs a heat 
  source and some iron, wood, or leatherworking 
  tools. He also needs a supply of materials, the 
  most obvious being the armor or the pieces of the 
  armor to be assembled. Armor to be made into 
  magic armor must be masterwork armor, and the 
  masterwork cost is added to the base price to determine 
  final market value. Additional magic supplies costs for the 
  materials are subsumed in the cost for creating the magic 
  armor—half the base price of the item.
  Creating magic armor has a special prerequisite: The 
  creator’s caster level must be at least three times the 
  enhancement bonus of the armor. If an item has both an 
  enhancement bonus and a special ability, the higher of the 
  two caster level requirements must be met. Magic armor or 
  a magic shield must have at least a +1 enhancement bonus to 
  have any armor or shield special abilities.
  If spells are involved in the prerequisites for making the armor, 
  the creator must have prepared the spells to be cast (or must know 
  the spells, in the case of a sorcerer or bard) and must provide any 
  material components or focuses the spells require. The act of 
  working on the armor triggers the prepared spells, making them 
  unavailable for casting during each day of the armor’s creation. 
  (That is, those spell slots are expended from the caster’s currently 
  prepared spells, just as if they had been cast.)
  Creating some armor may entail other prerequisites 
  beyond or other than spellcasting. See the individual 
  descriptions for details.
  
  21
  Pathfinder RPG: Magic Items
  15
  Crafting magic armor requires one day for each 1,000 gp 
  value of the base price.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  Skill Used in Creation: Spellcraft or Craft (armorsmithing).
  Creating Magic Weapons
  To create a magic weapon, a character needs a heat source 
  and some iron, wood, or leatherworking tools. She also 
  needs a supply of materials, the most obvious being the 
  weapon or the pieces of the weapon to be assembled. Only 
  a masterwork weapon can become a magic weapon, and the 
  masterwork cost is added to the total cost to determine 
  final market value. Additional magic supplies costs for the 
  materials are subsumed in the cost for creating the magic 
  weapon—half the base price of the item based upon the 
  item’s total effective bonus.
  Creating a magic weapon has a special prerequisite: 
  The creator’s caster level must be at least three times the 
  enhancement bonus of the weapon. If an item has both an 
  enhancement bonus and a special ability, the higher of the 
  two caster level requirements must be met. A magic weapon 
  must have at least a +1 enhancement bonus to have any melee 
  or ranged special weapon abilities.
  If spells are involved in the prerequisites for making 
  the weapon, the creator must have prepared the spells to 
  be cast (or must know the spells, in the case of a sorcerer 
  or bard) but need not provide any material components 
  or focuses the spells require. The act of working on 
  the weapon triggers the prepared spells, making them 
  unavailable for casting during each day of the weapon’s 
  creation. (That is, those spell slots are expended from  
  the caster’s currently prepared spells, just as if they had 
  been cast.)
  At the time of creation, the creator must decide if the weapon 
  glows or not as a side-effect of the magic imbued within it. 
  This decision does not affect the price or the creation time, 
  but once the item is finished, the decision is binding.
  Creating magic double-headed weapons is treated as 
  creating two weapons when determining cost, time, XP, and 
  special abilities.
  Creating some weapons may entail other prerequisites 
  beyond or other than spellcasting. See the individual 
  descriptions for details.
  Crafting a magic weapon requires one day for each 1,000 gp 
  value of the base price.
  Item Creation Feat Required: Craft Magic Arms and Armor.
  Skill Used in Creation: Spellcraft, Craft (bowmaking) (for 
  magic bows and arrows), or Craft (weaponsmithing) (for all 
  other weapons).
  Creating Potions
  The creator of a potion needs a level working surface and at 
  least a few containers in which to mix liquids, as well as a source 
  of heat to boil the brew. In addition, he needs ingredients. The 
  costs for materials and ingredients are subsumed in the cost 
  for brewing the potion—25 gp x the level of the spell x the level 
  of the caster.
  All ingredients and materials used to brew a potion must 
  be fresh and unused. The character must pay the full cost for 
  brewing each potion. (Economies of scale do not apply.)
  The imbiber of the potion is both the caster and the target. 
  Spells with a range of personal cannot be made into potions.
  The creator must have prepared the spell to be placed in 
  the potion (or must know the spell, in the case of a sorcerer or 
  bard) and must provide any material component or focus the 
  spell requires.
  Material components are consumed when he begins 
  working, but a focus is not. (A focus used in brewing a potion 
  can be reused.) The act of brewing triggers the prepared spell, 
  making it unavailable for casting until the character has 
  rested and regained spells. (That is, that spell slot is expended 
  from the caster’s currently prepared spells, just as if it had 
  been cast.) Brewing a potion requires 1 day.
  Item Creation Feat Required: Brew Potion.
  Skill Used in Creation: Spellcraft or Craft (alchemy)
  Potion Base Prices (By Brewer’s Class)
  Spell level Clr, Drd, Wiz 
  Sor 
  Brd 
  Pal, rgr*
  0 
  25 gp 
  25 gp 
  25 gp 
  —
  1st 
  50 gp 
  50 gp 
  50 gp 
  50 gp
  2nd 
  300 gp 
  400 gp 
  400 gp 
  400 gp
  3rd 
  750 gp 
  900 gp 
  1,050 gp 
  1,050 gp
  * Caster level is half class level.
  Prices assume that the potion was made at the minimum 
  caster level. The cost to create a potion is half the base price.
  Creating Rings
  To create a magic ring, a character needs a heat source. He 
  also needs a supply of materials, the most obvious being 
  a ring or the pieces of the ring to be assembled. The cost 
  for the materials is subsumed in the cost for creating the 
  ring. Ring costs are difficult to determine. Refer to Table 
  17–2 and use the ring prices in the ring descriptions as a 
  guideline. Creating a ring generally costs half the ring’s 
  market price.
  Rings that duplicate spells with costly material components 
  add in the value of 50 x the spell’s component cost. Having 
  a spell with a costly component as a prerequisite does not 
  automatically incur this cost. The act of working on the ring 
  triggers the prepared spells, making them unavailable for 
  casting during each day of the ring’s creation. (That is, those 
  spell slots are expended from the caster’s currently prepared 
  spells, just as if they had been cast.)
  Creating some rings may entail other prerequisites beyond 
  or other than spellcasting. See the individual descriptions 
  for details.
  
  22
  Pathfinder Roleplaying Game
  Forging a ring requires 1 day for each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Forge Ring.
  Skill Used in Creation: Spellcraft or Craft (gemcutting).
  Creating Rods
  To create a magic rod, a character needs a supply of 
  materials, the most obvious being a rod or the pieces of the 
  rod to be assembled. The cost for the materials is subsumed 
  in the cost for creating the rod. Rod costs are difficult to 
  determine. Refer to Table 17–2 and use the rod prices in the 
  rod descriptions as a guideline. Creating a rod costs half the 
  market value listed.
  If spells are involved in the prerequisites for making the rod, 
  the creator must have prepared the spells to be cast (or must 
  know the spells, in the case of a sorcerer or bard) but need not 
  provide any material components or focuses the spells require. 
  The act of working on the rod triggers the prepared spells, 
  making them unavailable for casting during each day of the 
  rod’s creation. (That is, those spell slots are expended from the 
  caster’s currently prepared spells, just as if they had been cast.)
  Creating some rods may entail other prerequisites beyond 
  or other than spellcasting. See the individual descriptions 
  for details.
  Crafting a rod requires 1 day for each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Craft Rod.
  Skill Used in Creation: Spellcraft, Craft (blacksmithing), 
  Craft (sculpting), or Craft (weaponsmithing).
  Creating Scrolls
  To create a scroll, a character needs a supply of choice writing 
  materials, the cost of which is subsumed in the cost for 
  scribing the scroll—12.5 gp x the level of the spell x the level 
  of the caster.
  All writing implements and materials used to scribe a scroll 
  must be fresh and unused. A character must pay the full cost 
  for scribing each spell scroll no matter how many times she 
  previously has scribed the same spell.
  The creator must have prepared the spell to be scribed 
  (or must know the spell, in the case of a sorcerer or bard) 
  and must provide any material component or focus the 
  spell requires. A material component is consumed when she 
  begins writing, but a focus is not. (A focus used in scribing a 
  scroll can be reused.) The act of writing triggers the prepared 
  spell, making it unavailable for casting until the character 
  has rested and regained spells. (That is, that spell slot is 
  expended from the caster’s currently prepared spells, just as 
  if it had been cast.)
  Scribing a scroll requires 1 day per each 1,000 gp of the 
  base price. Although an individual scroll might contain more 
  than one spell, each spell must be scribed as a separate effort, 
  meaning that no more than 1 spell can be scribed in a day.
  Item Creation Feat Required: Scribe Scroll.
  Skill Used In Creation: Spellcraft, Craft (calligraphy), or 
  Profession (scribe).
  Creating Staves
  To create a magic staff, a character needs a supply of materials, 
  the most obvious being a staff or the pieces of the staff to be 
  assembled.
  The cost for the materials is subsumed in the cost for 
  creating the staff—400 gp x the level of the highest-level 
  spell x the level of the caster, plus 75% of the value of the 
  next most costly ability (300 gp x the level of the spell x 
  the level of the caster), plus one-half of the value of any 
  other abilities (200 gp x the level of the spell x the level of  
  the caster). Staves are always fully charged (10 charges)  
  when created.
  If desired, a spell can be placed into the staff at less than the 
  normal cost, but then activating that particular spell drains 
  additional charges from the staff. Divide the cost of the spell 
  by the number of charges it consumes to determine its final 
  price. Note that this does not change the order in which the 
  Scroll Base Prices (By Scriber’s Class)
  Spell level 
  Clr, Drd, Wiz 
  Sor 
  Brd 
  Pal, rgr*
  0 
  12 gp 5 sp 
  12 gp 5 sp 
  12 gp 5 sp 
  —
  1st 
  25 gp 
  25 gp 
  25 gp 
  25 gp
  2nd 
  150 gp 
  200 gp 
  200 gp 
  200 gp
  3rd 
  375 gp 
  450 gp 
  525 gp 
  525 gp
  4th 
  700 gp 
  800 gp 
  1,000 gp 
  1,000 gp
  5th 
  1,125 gp 
  1,250 gp 
  1,625 gp 
  —
  6th 
  1,650 gp 
  1,800 gp 
  2,400 gp 
  —
  7th 
  2,275 gp 
  2,450 gp 
  — 
  —
  8th 
  3,000 gp 
  3,200 gp 
  — 
  —
  9th 
  3,825 gp 
  4,050 gp 
  — 
  —
  * Caster level is half class level.
  Prices assume that the scroll was made at the minimum caster level. The cost to create a scroll is half the base price.
  
  23
  Pathfinder RPG: Magic Items
  15
  spells are priced (the highest level spell is still priced first, 
  even if it requires more than one charge to activate). The caster 
  level of all spells in a staff must be the same, and no staff can 
  have a caster level of less than 8th, even if all the spells in the 
  staff are low-level spells.
  The creator must have prepared the spells to be stored (or 
  must know the spell, in the case of a sorcerer or bard) and 
  must provide any focus the spells require as well as material 
  component costs sufficient to activate the spell 50 times 
  (divide this amount by the number of charges one use of 
  the spell expends). Material components are 
  consumed when he begins working, but 
  focuses are not. (A focus used in creating 
  a staff can be reused.) The act of working 
  on the staff triggers the prepared spells, 
  making them unavailable for casting 
  during each day of the staff ’s creation. 
  (That is, those spell slots are expended 
  from the caster’s currently prepared 
  spells, just as if they had been cast.)
  Creating a few staves may entail other 
  prerequisites beyond spellcasting. See the 
  individual descriptions for details.
  Crafting a staff requires 1 day for each 1,000 gp 
  of the base price.
  Item Creation Feat Required: Craft Staff.
  Skill 
  Used 
  in 
  Creation: 
  Spellcraft, 
  Craft 
  (blacksmithing), Craft (sculpting), or Profession 
  (woodcutter).
  Creating Wands
  To create a magic wand, a character needs a small 
  supply of materials, the most obvious being a baton 
  or the pieces of the wand to be assembled. The cost for the 
  materials is subsumed in the cost for creating the wand—375 
  gp x the level of the spell x the level of the caster. Wands are 
  always fully charged (50 charges) when created.
  The creator must have prepared the spell to be stored 
  (or must know the spell, in the case of a sorcerer or bard) 
  and must provide any focuses the spell requires. Fifty of 
  each needed material component are required (one for 
  each charge). Material components are consumed when 
  she begins working, but focuses are not. A focus used in 
  creating a wand can be reused. The act of working on the 
  wand triggers the prepared spell, making it unavailable 
  for casting during each day devoted to the wand’s creation. 
  (That is, that spell slot is expended from the caster’s 
  currently prepared spells, just as if it had been cast.)
  Crafting a wand requires 1 day per each 1,000 gp of the 
  base price.
  Item Creation Feat Required: Craft Wand.
  Skill Used in Creation: Spellcraft, Craft (blacksmithing), 
  Craft (sculpting), or Profession (woodcutter).
  Wand Base Prices (By Crafter’s Class)
  Spell level Clr, Drd, Wiz 
  Sor 
  Brd 
  Pal, rgr*
  0 
  375 gp 
  375 gp 
  375 gp 
  —
  1st 
  750 gp 
  750 gp 
  750 gp 
  750 gp
  2nd 
  4,500 gp 
  6,000 gp 6,000 gp 
  6,000 gp
  3rd 
  11,250 gp 
  13,500 gp 15,750 gp 
  15,750 gp
  4th 
  21,000 gp 24,000 gp 30,000 gp 30,000 gp
  * Caster level is half class level.
  Prices assume that the wand was made at the minimum caster 
  level. The cost to create a wand is half the base price.
  Creating Wondrous Items
  To create a wondrous item, a character usually 
  needs some sort of equipment or tools to work 
  on the item. She also needs a supply of materials, 
  the most obvious being the item itself or the 
  pieces of the item to be assembled. The cost 
  for the materials is subsumed in the cost for 
  creating the item. Wondrous item costs are 
  difficult to determine. Refer to Table 17–2 and 
  use the item prices in the item descriptions 
  as a guideline. Creating an item costs half the 
  market value listed.
  If spells are involved in the prerequisites for making 
  the item, the creator must have prepared the spells to be cast 
  (or must know the spells, in the case of a sorcerer or bard) 
  but need not provide any material components or focuses 
  the spells require. The act of working on the item triggers 
  the prepared spells, making them unavailable for casting 
  during each day of the item’s creation. (That is, those 
  spell slots are expended from the caster’s currently 
  prepared spells, just as if they had been cast.)
  Creating some items may entail other prerequisites 
  beyond or other than spellcasting. See the individual 
  descriptions for details.
  Crafting a wondrous item requires 1 day for each 1,000 gp 
  of the base price.
  Item Creation Feat Required: Craft Wondrous Item.
  Skill Used In Creation: Spellcraft or an applicable Craft or 
  Profession skill check.
  Adding New Abilities
  A creator can add new magical abilities to a magic item with 
  no restrictions. The cost to do this is the same as if the item 
  was not magical. Thus, a +1 longsword can be made into a +2 
  vorpal longsword, with the cost to create it being equal to that of 
  a +2 vorpal sword minus the cost of a +1 longsword.
  If the item is one that occupies a specific place on a 
  character’s body the cost of adding any additional ability to 
  that item increases by 50%. For example, if a character adds 
  the power to confer invisibility to her ring of protection +2, the 
  cost of adding this ability is the same as for creating a ring of 
  invisibility multiplied by 1.5.
  
  24
  Pathfinder Roleplaying Game
  OPEN GAME LICENSE Version 1.0a
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  other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License 
  by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s 
  name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the  
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or  co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the  owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game  Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you are 
  distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any 
  version of this License.
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute.
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor 
  unless You have written permission from the Contributor to do 
  so.
  12. Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc.
  System Reference Document. Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game, Beta Playtest Edition Magic Item 
  Addendum Copyright 2008, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  
SOURCE: textdata/thevault/Pathfinder/Magic Item Addendum.pdf