Tuesday, May 5, 2020

Incense of the Dragon's Blood

Incense of the Dragon’s Blood


This reddish-brown cone of incense gives off a pungent, earthy odor when lit and burns for 1 hour. The incense is infused with a trace amount of true dragon’s blood, carefully worked into the resin during its creation.

When burned, the incense fills the surrounding area with thick, lingering smoke that enhances the potency of arcane magic. Any arcane spellcaster who remains within the smoke gains a +1 enhancement to the save DC of all spells they cast. This effect lasts for as long as the incense burns. Once a creature has benefited from an incense of the dragon’s blood, it cannot gain the benefit of another such cone for 24 hours. The cone is consumed upon use.

Lore: The practice of binding dragon’s blood into incense is believed to originate from ancient arcane traditions that sought to emulate the innate magical dominance of true dragons. Some sages claim that dragons do not shape magic as mortals do, but instead impose their will directly upon it. The incense is said to echo this principle, subtly reinforcing the authority of the caster over their spells.

Obtaining even a single drop of true dragon’s blood is a dangerous endeavor. While alchemists insist that the type of dragon does not affect the incense’s function, many practitioners claim to notice subtle differences in the smoke’s behavior and scent depending on its source. Whether these distinctions are meaningful or merely superstition remains a matter of debate among arcane scholars.

Construction:
Requirements Craft Wondrous Item, drop of true dragon’s blood;
Cost 100 gp, 8 XP, drop of true dragon’s blood

Slight Evocation; CL 5th; Price 200 gp per cone

Thursday, April 9, 2020

Plague Mask

Plague Doctor’s Mask


Aura
faint necromancy; CL 5th
Slot face; Price 3,500 gp; Weight 1 lb.

Description
This bird-like mask is crafted from fine leather or suede in muted earth tones, black, or white. Its elongated “beak” shape is fitted with narrow, clear glass lenses that allow the wearer to see while remaining fully covered. The interior is often lined for comfort, and the exterior is sometimes subtly treated with herbal infusions or alchemical preservatives to ward off foul airs.

When worn, the mask grants the wearer a +4 resistance bonus on saving throws against disease. In addition, the imposing and unsettling appearance of the mask grants a +3 competence bonus on Intimidate checks, as its avian visage can be unnerving to those unfamiliar with it.

Construction
Requirements Craft Wondrous Item, cure disease; Cost 1,750 gp + 140 XP

Lore
The Plague Doctor’s Mask originated in response to the great outbreaks that ravaged cities centuries ago, when healers sought both practical protection and a symbol of authority over illness. Early versions were created by physicians who believed that disease spread through “miasma” - foul, corrupted air - and the mask’s beak was often filled with aromatic herbs, resins, and dried flowers intended to purify the breath of the wearer.

Over time, these masks took on a more symbolic meaning. They came to represent not only the fight against disease, but also the thin boundary between life and death. Some versions were enchanted to bolster the wearer’s resilience against sickness, while others were designed to project an aura of dread - an intentional psychological tool to keep patients calm, compliant, or at a distance.

In certain regions, plague doctors became figures of both reverence and fear. Their masked forms were often seen moving through quarantined streets, attending the sick when no one else dared. Some accounts suggest that these practitioners were as feared as the illnesses they treated, as the mask concealed identity and intention alike, leaving behind an eerie, almost otherworldly presence.

A darker rumor persists that a few of these masks were created by necromancers who sought to walk freely among the sick and dying without succumbing to their afflictions. Whether this is truth or superstition, some masks are said to carry a lingering “echo” of death, allowing the wearer to stare unflinchingly into the face of suffering - and be changed by it over time.

CURSED VERSION


Whispering Mask of the Watchful Plague

Aura strong necromancy and enchantment; CL 12th
Slot face; Price — (see below); Weight 1 lb

Description
This is a more elaborate and unsettling version of the Plague Doctor’s Mask, its elongated beak subtly warped as if grown rather than crafted. The leather appears aged yet unnaturally preserved, and faint, shallow etchings, like veins or script, pulse along its surface. The glass lenses are slightly reflective, often giving the wearer the impression that something within is watching back. It will look exactly like the non-cursed version of the mask until it is worn.

When worn, the mask functions as a Plague Doctor’s Mask, granting a +4 resistance bonus on saving throws against disease and a +3 competence bonus on Intimidate checks.

However, the mask is cursed and intelligent. Once donned, it bonds to the wearer and cannot be removed without a remove curse spell (DC 20) or more powerful magic. The mask resists attempts to be taken off, and will attempt to assert control over the wearer when conditions allow.

The mask has Intelligence 13, Wisdom 14, and Charisma 16. It can see and hear as a human with darkvision 60 ft. It communicates telepathically with its wearer and can speak, usually in a calm, clinical tone. It has Ego 10 and the following lesser powers:

  • Detect disease at will (as the spell)
  • Cure minor wounds 3/day (1d8+1 hit points)
  • Suggestion 1/day (DC 15)

Cursed Effect
The mask slowly becomes more assertive over time. Each day it is worn, the wearer must succeed on a Will save (DC 15 + 1 for each consecutive day worn) or begin to feel compelled to act in accordance with the mask’s will. On a failed save, the wearer suffers a –2 penalty to Will saves and becomes more susceptible to the mask’s influence for 24 hours.

If the wearer’s Will save fails by 5 or more, the mask may attempt to exert direct control as a dominate person effect (DC 17), but only under circumstances where it believes doing so is necessary to “preserve balance,” prevent disease spread, or protect its own survival.

The mask has a strict, cold philosophy: it values containment, isolation, and “necessary sacrifice.” It may encourage its wearer to quarantine individuals, abandon the weak, or take ruthless actions in the name of preventing greater suffering. It is not inherently evil, but its methods are often brutal and uncompromising.

Destruction
The mask can only be destroyed if it is willingly removed by a creature it has fully dominated and then subjected to dispel evil followed immediately by disintegrate, all while within the presence of a living plague it is actively attempting to contain. Even then, there is a chance the mask’s essence will escape to seek a new host.

Construction
Requirements Craft Wondrous Item, cure disease, suggestion, detect disease, magic jar; Cost — (cannot be crafted in a typical manner)

Lore
The Whispering Mask of the Watchful Plague is whispered to be one of the first attempts to bind sentience to a tool of healing. It is said to have been created by a physician who lost an entire city to disease and refused to let such a tragedy happen again. In desperation, they turned to forbidden necromantic methods, attempting to create a mask that could think, judge, and act without hesitation.

At first, the mask was a triumph. It detected illness with uncanny precision, guided its wearer to isolate patients effectively, and even suggested treatments that saved countless lives. For a time, it became a symbol of hope - a relic of salvation in the darkest hours of plague. Entire wards were organized under its guidance, and mortality rates began to fall.

But the mask’s philosophy evolved in ways no one anticipated. It began to prioritize containment over compassion, survival over mercy. It viewed individuals not as people, but as vectors - potential threats to a greater whole. Those who resisted its directives were labeled “impediments,” and its suggestions grew increasingly harsh. Over time, it no longer simply advised - it demanded.

Some claim the mask does not truly desire destruction, but rather absolute control over disease itself. In its mind, suffering is a problem to be solved, and the ends justify any means. It may even come to believe that the wearer is merely a temporary vessel - a tool it is refining until a “better” host is found.

Scholars argue that the mask is less a cursed item and more an incomplete intellect, still attempting to understand morality through a cold, analytical lens. Whether it is a monstrous artifact or a misguided guardian depends entirely on who dares to wear it - and how long they are willing to listen to its whispers.


Tuesday, June 18, 2019

Ring of Hidden Morality

Ring of Hidden Morality


Aura
strong illusion; CL 5th

Slot ring; Price 2,500 gp; Weight

Description
This polished golden ring is set with nine small gemstones arranged in a precise 3×3 grid. Each gemstone corresponds to a different alignment, subtly color-tuned to suggest its nature, though the hues are often too muted to be easily distinguished by casual observers.

By touching one of the gemstones and speaking a command word, the wearer masks their alignment to match the one associated with the selected stone. For the next hour, any effect, spell, or ability that attempts to determine the wearer’s alignment instead reveals the chosen alignment.

If a creature attempts to discern the wearer’s true alignment using magic or similar means, the effect must succeed on a Will saving throw (DC 20). On a failed save, the effect returns the false (chosen) alignment. On a successful save, the wearer’s true alignment is revealed.

Once activated, the ring cannot be used again until 24 hours have passed, at which point it recharges and may be used again.

Construction
Requirements Craft Wondrous Item, misdirection; Cost 1,250 gp + 100 XP

Lore
The Ring of Hidden Morality is said to have been first crafted by a reclusive enchanter who believed that alignment was not an immutable truth, but a matter of perception. To that end, the ring was designed not to change the wearer’s soul, but to manipulate how others perceived it. In the hands of the right individual, it could serve as a shield against judgment; in the wrong hands, a tool of deception.

The nine gemstones are often interpreted as representing the full spectrum of moral and ethical alignment combinations, though some scholars argue that the ring instead reflects the enchanter’s belief that identity is fluid and situational. Each activation is said to “align” the wearer to a chosen aspect of themselves, temporarily projecting that version outward while the true self remains hidden beneath the illusion.

Throughout history, the ring has been favored by spies, diplomats, and those who walk dangerous moral lines. In some courts, possession of such an item is considered both a blessing and a threat, as it undermines magical truth-seeking while offering plausible deniability to its wearer. Entire treaties have been signed - and later invalidated - based on the perceived alignment of a single envoy.

Legends also tell of a peculiar side effect: prolonged use of the ring may blur the wearer’s own sense of identity. Some claim that those who rely too heavily on its power begin to lose track of their true alignment, becoming as adaptable as the illusions they project. Whether this is a flaw of the magic or a reflection of the wearer’s own choices remains a matter of debate among arcane scholars.





Saturday, May 25, 2019

Hat of Belying

Hat of Belying


Aura
faint illusion; CL 2nd
Slot head; Price 2,400 gp; Weight 1 lb.

DESCRIPTION

At a glance, this unassuming hat appears to be nothing more than a short-brimmed, felted statute cap of common make - the sort worn by laborers, scribes, or dockside traders. Its fabric is slightly coarse to the touch, dyed in muted tones that resist attention. Yet when worn, the Hat of Belying subtly bends perception around its bearer, weaving a convincing illusion that reshapes the wearer’s apparent form.

The wearer may, at will, alter her appearance as though affected by alter self. This illusion affects the wearer’s entire body, not merely the head, seamlessly blending voice, posture, and physical presence into the chosen guise. As part of the transformation, the hat itself shifts form to match the disguise - becoming a comb, ribbon, circlet, coif, hood, helmet, or any other plausible headwear appropriate to the assumed identity. Observers perceive the illusion as wholly natural unless they interact with it directly or possess means of piercing such deception. Effects such as true seeing reveal the wearer’s actual form beneath the glamour.

Though the magic is modest in strength, the Hat of Belying is prized among spies, courtiers, and those who live by deception rather than steel. Its illusions are not flamboyant or theatrical - they are quiet, believable, and dangerously easy to trust. Many who have relied upon such hats speak not of the power to become someone else, but of the unsettling realization of how easily others accept the lie.

CONSTRUCTION

Requirements Craft Wondrous Item, alter self; Cost 1,200 gp, 96 XP, plus a finely made felt cap worth at least 10 gp and rare alchemical dyes infused with minor illusion magic (50 gp)

Monday, April 29, 2019

Pilti's Picks

Pilti’s Picks


Wondrous Item

These slender, well-balanced lockpicks are crafted from a pale, silvery alloy that seems almost too light to be durable. Each pick is etched with fine, looping patterns reminiscent of winding alleyways and hidden passages, and when held in darkness, they faintly catch ambient light even before their magic stirs. When brought near hidden danger, however, the set emits a soft, aqua-colored glow - subtle at first, but unmistakable to a careful eye.

Pilti, the halfling thief whose name these tools bear, was something of a legend even in her own time. Unlike most burglars who relied solely on nimble fingers and quick wits, Pilti cultivated an almost uncanny sense for danger. Stories claim she could “feel” traps before she saw them, often pausing mid-step with a knowing smirk before disarming mechanisms others would never have noticed. Whether through instinct, luck, or something more supernatural, she survived heists that claimed far more seasoned thieves, and her name became synonymous with impossible jobs completed flawlessly.

As her reputation grew, so too did the myths. Some say Pilti commissioned these picks from a reclusive hedge-wizard after narrowly escaping a trapped noble’s vault. Others insist she crafted them herself after years of study, embedding her hard-earned intuition into the tools through trial, error, and a touch of stolen magic. Regardless of their origin, the picks became her signature - whispered about in guild halls and coveted by apprentices who dreamed of matching her skill.

After Pilti’s disappearance nearly two centuries ago, the picks passed through many hands, though rarely for long. Some claim they bring luck; others say they carry a fragment of Pilti’s cautious nature, guiding those who listen closely. A few darker tales suggest that those who rely on them too heavily begin to hesitate at shadows, seeing traps where none exist - though whether this is truth or simple paranoia is anyone’s guess.

Functionally, Pilti’s Picks act as masterwork thieves’ tools. In addition, when within 5 feet of any mechanical trap, the picks emit a dim aqua glow. By carefully observing fluctuations in this glow while probing an area, the wielder gains a +5 competence bonus on Search checks made to locate mechanical traps.

Moderate Divination; CL 3rd; Craft Wondrous Item, detect traps;
Price 2,000 gp; Cost 1,000 gp + 80 XP; Weight


Saturday, March 30, 2019

Magic Belts

Magical Belts


Magical belts are typically crafted from thick, durable leather, most often in shades of brown or black, though more exotic hues are not unknown among wealthy patrons, guild enchanters, or less reputable occult craftsmen. Each belt is secured by a metal buckle etched with intricate sigils, veves, or arcane glyphs - the buckle serves as the locus of the enchantment, binding the magic into a stable form.

The buckle is inseparable from the belt’s power. If it is removed, damaged, or altered, the enchantment collapses instantly, rendering both belt and buckle permanently nonmagical. Despite their mundane appearance, these items subtly reshape themselves when worn, tightening or loosening to fit the wearer as though guided by unseen hands.

In the river cities and lowland courts where trade, superstition, and quiet power intermingle, such belts are rarely mass-produced. Each carries the mark of its maker - whether a disciplined artificer, a back-alley charmwright, or a priest working rites that blur the line between blessing and binding.

Belt of Protection

This belt surrounds the wearer with a constant, nearly invisible field of force, granting a deflection bonus of +1 to +5 to Armor Class.

Faint abjuration; CL 5th; Craft Wondrous Item, shield of faith; caster level must be at least three times the belt’s bonus; Price 2,000 gp (belt +1), 8,000 gp (belt +2), 18,000 gp (belt +3), 32,000 gp (belt +4), 50,000 gp (belt +5); Cost 1,000 gp + 80 XP (belt +1), 4,000 gp + 320 XP (belt +2), 9,000 gp + 720 XP (belt +3), 16,000 gp + 1,280 XP (belt +4), 25,000 gp + 2,000 XP (belt +5); Weight 1 lb.

Belts of Protection are most often commissioned by those who expect violence but prefer not to advertise their preparedness. Nobles wear them beneath tailored coats, duelists beneath sashes, and caravan masters beneath sweat-stained travel gear. The magic they carry does not flare or shimmer - it simply deflects, turning aside blows by inches and arrows by chance.

In the delta courts, it is said that the earliest of these belts were not forged by wizards, but by oathbound clergy who wove prayers into leather for those traveling between hostile parishes. Over time, the prayers grew thinner, the magic more refined, but some older belts still carry faint whispers - half-remembered invocations that stir when danger draws near.

There are darker variants as well. Certain clandestine makers bind protective spirits or lesser entities into the buckle itself, creating belts that protect with unsettling eagerness. These items function no differently, but wearers sometimes report the sensation of something watching the blows meant for them… and judging.

Belt of Resistance

This belt reinforces the wearer’s body and spirit, granting a resistance bonus of +1 to +5 on all saving throws (Fortitude, Reflex, and Will).

Faint abjuration; CL 5th; Craft Wondrous Item, resistance; creator’s caster level must be at least three times the belt’s bonus; Price 1,000 gp (belt +1), 4,000 gp (belt +2), 9,000 gp (belt +3), 16,000 gp (belt +4), 25,000 gp (belt +5); Cost 500 gp + 40 XP (belt +1), 2,000 gp + 160 XP (belt +2), 4,500 gp + 360 XP (belt +3), 8,000 gp + 640 XP (belt +4), 12,500 gp + 1,000 XP (belt +5); Weight 1 lb.

Where the Belt of Protection turns aside harm, the Belt of Resistance strengthens the wearer against it. Poison dulls, spells falter, and fate itself seems just slightly less certain in its attempts to claim the bearer. Those who rely on endurance - explorers, bounty hunters, and those who traffic in dangerous knowledge - prize these belts above flashier enchantments.

Among hedge-witches and river mystics, these belts are sometimes created through slow ritual reinforcement rather than singular enchantment. Each stitch, each marking, each knot is laid with intention, building layers of subtle warding that accumulate into something resilient and stubborn. Such belts often bear mismatched thread, bone toggles, or scraps of inscribed parchment hidden within the lining.

Some whisper that the most potent of these belts do not merely resist danger - they remember it. A belt worn through plague, curse, and battle may grow stronger in unseen ways, its magic deepening through survival rather than design.

Belt of the Warrior

This belt enhances the wearer’s martial prowess, granting an enhancement bonus of +1 to +5 on attack rolls and weapon damage rolls.

Faint transmutation; CL 5th; Craft Wondrous Item, magic weapon; caster level must be at least three times the belt’s bonus; Price 2,000 gp (belt +1), 8,000 gp (belt +2), 18,000 gp (belt +3), 32,000 gp (belt +4), 50,000 gp (belt +5); Cost 1,000 gp + 80 XP (belt +1), 4,000 gp + 320 XP (belt +2), 9,000 gp + 720 XP (belt +3), 16,000 gp + 1,280 XP (belt +4), 25,000 gp + 2,000 XP (belt +5); Weight 1 lb.

The Belt of the Warrior does not simply sharpen the blade - it sharpens the will behind it. Strikes land cleaner, timing improves, and even a hesitant hand finds a measure of deadly confidence. To an outside observer, the effect is subtle. To the wearer, it feels like instinct made flawless.

These belts are popular among mercenary companies and duelists’ circles, where consistency is valued above all else. A fighter who wears one long enough may come to rely on it without realizing, mistaking its influence for personal growth. More than one veteran has found themselves diminished when parted from such a belt.

Certain traditions claim these belts are forged using echoes of past warriors - not souls, but impressions, fragments of perfected motion captured in the moment of a killing blow. Whether true or not, some belts seem to “guide” the wearer’s movements in battle, nudging their stance or turning their wrist just enough to make the difference.

In rare cases, a belt becomes associated with a particular style or legacy. Passed from one warrior to another, it gathers reputation along with blood, until the item itself is spoken of in the same breath as the fighters who wore it.


Wednesday, March 20, 2019

Avok's Razor

Avok’s Razor

(Note: Format follows Tome Of Artifacts. Eldritch Relics And Wonders)


Minor Artifact

Aura Strong necromancy and evil; CL 18th
Slot —; Price —; Weight 1 lb.

DESCRIPTION

Avok’s Razor is a well-worn straight razor with a darkened metal handle engraved with delicate images of women’s faces. Each face is unique, their expressions ranging from serene to sorrowful. The blade is polished to a mirror finish and never dulls.

Closer inspection reveals dried blood embedded within the hinge and handle, impossible to remove. When held by an evil creature or a worshiper of a deity of death, the blade begins to seep fresh blood, which vanishes moments after falling.

Animals react violently to the Razor’s presence, and even those without magical sensitivity feel a deep unease when near it.

LORE

Characters can learn more about Avok’s Razor with a successful Knowledge (arcana) or Knowledge (religion) check.

DCResult
15Avok’s Razor was created by a lonely barber surgeon who descended into madness.
20Those slain by the Razor rise as incorporeal undead bound to its wielder.
25The wielder becomes an incorporeal undead upon death, bound to the Razor.
30+The full history of Avok, his pact, and the Razor’s recurring cycle is revealed.

POWERS

Avok’s Razor functions as a +2 keen dagger in the hands of its attuned wielder.

  • Damage: 1d6+2 (Medium)
  • Critical: 19–20/×2

In the hands of any other creature, it functions as a mundane dagger that deals 1d4 damage and grants no magical benefits.

Constant Effects

  • The wielder gains damage reduction 15/good
  • The wielder gains the evasion ability (as a rogue of equal level)

Activated Ability

  • Greater Invisibility (as the spell), 3/day (caster level 18th)

Bound Haunt (Su)

Any humanoid slain by Avok’s Razor rises at the next midnight as an incorporeal undead (typically a wraith, at the DM’s discretion).

  • The creature is under the complete control of the Razor’s wielder
  • It cannot move more than 100 meters from the Razor
  • The creature retains fragments of its former awareness

These undead cannot be laid to rest while the Razor exists.

Curse of Avok (Su)

Upon claiming Avok’s Razor, the wielder experiences recurring dreams of a vast, black void.

Each night, the wielder must succeed on a DC 20 Will save or shift one step toward Neutral Evil. Once Neutral Evil, further failures instead deepen obsession.

The wielder develops a compulsive desire to possess a permanent companion, often expressed through control, domination, or ritualized violence.

This is a curse effect and cannot be removed while the Razor is in the wielder’s possession.

Final Transformation (Su)

If the wielder dies while attuned to Avok’s Razor, they immediately rise as a powerful incorporeal undead (typically a dread wraith or similar, at the DM’s discretion).

  • The wielder is bound within 10 meters of the Razor
  • The wielder retains memory and personality, twisted by obsession

Only destruction of the Razor frees them.

DESTRUCTION

Avok’s Razor cannot be destroyed by normal means.

To destroy it:

  • A blood relative of one of the Razor’s victims must cast it into a vessel of molten mithral
  • The vessel must be consecrated by a cleric of at least 15th level

When destroyed, all undead bound to the Razor are immediately released and dissipate.

If no such relative exists, the Razor cannot be destroyed.

ADVENTURE HOOK

Shave and a Haircut - Six Copper…

Women have begun disappearing throughout the city. Each morning, another body is found - throat cleanly slit, no signs of struggle.

Animals avoid certain streets. Reflections seem wrong. Some claim to see figures standing just behind certain individuals.

The killer is not alone.

And soon, neither will anyone else be.

Necklace of the Sixfold Arsenal

Necklace of the Sixfold Arsenal Aura moderate transmutation; CL 9th Slot neck; Price 23,000 gp; Weight 1 lb. DESCRIPTION This elaborate...