Zeitgeist - Magic Items

Weapons

Arsenal of Dhebisu Level 20+ Rare
The greatest warrior of her day snatched a falling star and used it to slay a rakshasa. This shining mote of the heavens is the raw ideal of ‘weapon,’ and thus can take the
form of any killing tool its wielder might need.
Lvl 20
Lvl 25
+4
+5
125,000 gp
625,000 gp
Lvl 30 +6 3,125,000 gp
Weapon: You can change the weapon to any non-firearm weapon as a free action. If you release it for more than a minute, it transforms into a (brilliantly-glowing) rock.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d12 radiant damage per plus and the target is blinded (save ends).
Properties
You are proficient with the weapon in whatever form it takes. If used as a projectile, it produces its own ammunition. The weapon always produces light bright
enough to illuminate in a 20 square radius, but never impedes your vision or that of your allies.
Whenever you spend a standard action to make a weapon attack, before or after the attack you can slide one adjacent creature 1 square.
If you have changed the weapon’s shape each round for at least the past three rounds, and the weapon has not had the same shape twice during that time,
you gain a +1 bonus to attack rolls, damage rolls, defences, and saving throws.


Badger Gun Level 3+ Uncommon
You pull the trigger, and a badger springs forth to attack your foes.
Lvl 3
Lvl 8
Lvl 13
+1
+2
+3
680 gp
3,400 gp
17,000 gp
Lvl 18
Lvl 23
Lvl 28
+4
+5
+6
85,000 gp
425,000 gp
2,125,000 gp
Weapon: Any firearm.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Power x.gif Daily (Free Action)
Trigger: You hit a target with a ranged attack using this gun.
Choose a target within 10 squares of you. That target takes a -2 penalty to melee and ranged attack rolls
Effect: A Dreaming badger appears in an unoccupied square adjacent to the target, and the target is
grabbed by the badger. The badger has your defenses, and hit points equal to half your bloodied value. If
it is destroyed, you lose a healing surge. The badger does not take its own actions. When you use a move
action, you may have the badger use a move action as well. You may spend a standard action to have it
attack. Its attack bonus is equal to your attack bonus with the badger gun. Apply the weapon’s critical
property to the badger’s attacks.


Dreaming Badger
Small fey animal
Ally
Speed 6
Traits
Tenacious Bite
The badger won’t let go of you until it’s dead. Maybe not even then.
The dreaming badger automatically grabs the target you hit when you used the badger gun’s daily power.
The dreaming badger automatically sustains its grab each turn. A creature that is grabbed by the badger takes 5 damage at the start of its turn and is slowed. If the
badger is reduced to 0 hit points, the target no longer takes damage, but it is still slowed until it spends a minor action to shake off the badger’s corpse, which then
disappears back to the Dreaming.
Lvl 11: 10 damage.
Lvl 21: 15 damage.
Standard Actions
S2.gif Badger Bite x.gif At-Will, Basic
Attack: Melee 1 (one creature); Atk vs. AC (uses your attack bonus)
Hit: 1d8+5 damage and the target is grabbed.
Lvl 11: 2d8+5 damage.
Lvl 21: 3d8+5 damage.


Blade of the Ancients Level 7+ Rare
This sword is a macahuitl, a shaft of wood that encased saw-toothed obsidian blades long its edge. Within the
crystals, energies from countless worlds crackle. When you attack, the wood turns briefly to gold
Lvl 7
Lvl 12
Lvl 17
+2
+3
+4
2,600 gp
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Weapon: Greatsword.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 acid, cold, fire, lightning, and thunder damage per plus.
Properties
You gain a +1 item bonus to attack rolls with this sword against creatures with non-“natural” origins.
Power x.gif Encounter (Standard Action)
You create a zone which lasts until the end of the encounter in an Area Burst 1 within 10.
Choose acid, cold, fire, lightning, or thunder. Creatures that end their turn in the zone take
5 damage of the appropriate energy type.
Lvl 12 or 17: Area Burst 2 within 20, 10 damage.
Lvl 22 or 27: Area burst 3 within 50, 15 damage


Defender Weapon Level 5+ Weapon
Leather straps around the crossguard hold beads representing your allies, and you can sense their condition as
they clack against your fingers
Lvl 5
Lvl 10
Lvl 15
+1
+2
+3
1,000 gp
5,800 gp
25,000 gp
Lvl 20
Lvl 25
Lvl 30
+4
+5
+6
125,000 gp
625,000 gp
3,125,000 gp
Weapon: Any.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Properties
During a rest you can attune your weapon to one or more allies. Whenever any of those allies are
within 20 squares, you are aware of any conditions affecting those allies, and whether they are bloodied,
unconscious, dying, or dead.
Power x.gif Daily (Free Action)
Trigger: You hit a target with an attack using this weapon.
Effect: End one condition affecting an ally that the target created. The condition must be one a save can end.


Eschatologist’s Weapon Level 13+ Rare
You cannot lift this weapon easily. Only once you ponder that it might end a life, and you come to terms
with that possibility, is it light enough to carry.
Lvl 13
Lvl 18
+3
+4
17,000 gp
85,000 gp
Lvl 23
Lvl 28
+5
+6
425,000 gp
2,125,000 gp
Weapon: Any.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d8 cold damage per plus, or +1d12 damage per plus against creatures that were once alive but then
died (such as undead or resurrected creatures).
Properties
Property: This weapon cannot deal nonlethal damage.
Property: While holding this weapon, you gain fire resistance equal to 3 + twice the weapon’s enhancement
bonus. You may have all untyped damage dealt by this weapon become cold damage.
Power x.gif Encounter (Free Action)
Trigger: You hit a target with an attack using this weapon.
Effect: The target gains ongoing 10 cold damage (save ends). Whenever it
takes this damage, each creature within 3 squares also takes an equal amount of cold damage.
Lvl 23 or 28: Ongoing 15 cold damage.
Power x.gif Encounter (Minor Action)
You can extinguish any or all non-magical fire within 5 squares, and each ally in
the burst can make a saving throw against any ongoing fire damage that a save can end.


Hammer of the Lost Riders Level 16+ Rare
This hammer shatters those who oppose you like fragile ice. But a blizzard swirls at the edge of your vision, and
the longer you tarry from battle, the closer it looms.
Lvl 16
Lvl 21
+4
+5
45,000 gp
225,000 gp
Lvl 26 +6 1,125,000 gp
Weapon: Hammer.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 cold damage per plus, and you are stunned until the end of your next turn and blinded (save ends).
Properties
Property: The first time on your turn that you attack with this weapon, it deals 5 cold damage to you and
each creature within 2 squares. This area grants concealment until the end of your next turn, as it is
filled with a snow storm.
If you have completed one combat encounter since an extended rest, the range expands to 5 squares.
If two combat encounters, the range extends to 20 squares.
Lvl 21 or 26: 10 cold damage.


Malice-Wrought Weapon Level 7+ Uncommon
Though deadly-sharp, this weapon has no adornments, radiates no magic, and its steel is tarnished and lifeless
Lvl 7
Lvl 12
Lvl 17
+2
+3
+4
2,600 gp
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Weapon: Axe, heavy blade, light blade, or spear.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Properties
This item can never be used as an implement.
Its enhancement bonus does not fade in dead magic zones like Danor.
Power x.gif Daily (Free Action)
Trigger: You critically hit a creature with an origin other than natural while using this weapon.
Effect: The creature cannot perceive you until the end of the encounter, or until you attack.


Man-Killing Machete Level
It is a machete, its blade nicked, rusted, and bloodstained. If you’re not careful, it will slice your finger
when it’s still an inch away from the edge.
Lvl 12
Lvl 17
+3
+4
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Weapon: Heavy Blade.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
This weapon is functionally a longsword. When you have it on your person, you may have every light
blade and heavy blade you own share this weapon’s enhancement bonus. If you do, whenever you miss a
humanoid creature with a weapon attack using a light blade or heavy blade, that creature takes 5 damage.
Lvl 22 or 27: 10 damage.


Nock Gun Level 4+ Uncommon
his gun weighs a good thirty pounds. The blast from the seven barrels tears the target to shreds, but also knocks
you to the ground.
Lvl 4
Lvl 9
Lvl 14
+1
+2
+3
840 gp
4,200 gp
21,000 gp
Lvl 19
Lvl 24
Lvl 29
+4
+5
+6
105,000 gp
525,000 gp
2,625,000 gp
Weapon: Carbine or Musket.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d12 damage per plus.
Properties
This weapon has seven barrels, but must be muzzle-loaded, and cannot use cartridge ammunition.
When you attack, you fire all bullets simultaneously. If you fire more than one bullet, you take a –2
penalty to your attack roll, and for each loaded bullet beyond the first, the weapon’s short range is reduced
by 1 square, and its long range by 2. For example, firing all seven bullets reduces the range by 6 and 12
squares, respectively. If you hit, you deal +1d6 damage per additional bullet.
Whether you hit or miss, make an Endurance check (DC 17, plus 4 per bullet fired beyond the first).
If you fail, you drop the weapon and take a –2 penalty to weapon attacks with that arm until you take a short
rest. If you fail by 5 or more, you are also knocked prone, and deafened and dazed until the end of your
next turn.


Razorburst Weapon Level 12+ Uncommon
Pairing Drakran magic and Danoran science, this weapon’s blade is edged with hovering, jagged teeth
that glint in the light. Upon activation these teeth saw back and forth in a keening blur, liable to sever
something vital.
Lvl 12
Lvl 17
+3
+4
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Weapon: Axe, Heavy Blade, Light Blade, Spear.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d10 damage per plus.
Power x.gif Encounter (Free Action)
Trigger: You damage an enemy with this weapon and afterwards the target has
fewer HP than the weapon’s level. (The GM should cue you in to this.)
Effect: The weapon shrieks as its bladed teeth saw back and forth as a mechanism near the hilt
unspools. The target must make a saving throw. On a success, the target loses an extremity of its choice—
hand, foot, arm, or leg. On a failure, the attacker chooses which extremity the target loses.
Creatures without extremities are unaffected. A severed arm or hand prevents use of anything that
they were holding or carrying. A severed foot slows the target. A severed leg renders the target prone.


Sonic Staff Level 17+ Rare
This metal polearm has complex flanged baffles along its haft, and it ends with a faintly glowing two-tined cap, like a tuning fork. When struck, it reverberates
near-deafeningly, and by adjusting its components you can tune it to the destructive resonance of an object.
Lvl 17
Lvl 22
+4
+5
65,000 gp
325,000 gp
Lvl 27 +6 1,625,000 gp
Weapon: Staff or Polearm.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage thunder per plus and the target is deafened until the end of the encounter.
Properties
Property: Whenever you make a Strength check to break a door or other object, you
gain an item bonus to the check equal to the staff’s enhancement bonus.
Power x.gif Daily (Standard Action)
Attack: Close Burst 1 or close blast 3. If you use the burst, you are included in the attack’s area. Staff’s level +3 vs. Fortitude.
Level 22 or 27: Close Burst 2 or close blast 5.
Hit: The target is knocked prone and pushed 3 squares. It is deafened until the end of the encounter and takes ongoing 10 thunder damage (save ends).
Level 22: Ongoing 15 thunder damage.
Level 27: Ongoing 20 thunder damage.


Vendetta Bullet Level 5+ Rare
When a man escapes murder or suffers the death of those he cares for, he can etch the name of the ones
responsible onto ammunition, giving physical form to his vengeful desires.
Lvl 5
Lvl 10
Lvl 15
+1
+2
+3
50 gp
200 gp
1,000 gp
Lvl 20
Lvl 25
Lvl 30
+4
+5
+6
5,000 gp
25,000 gp
125,000 gp
Ammunition: Firearm bullet.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Properties
When you fire this bullet and are targeting the creature whose name is etched on the bullet, if you hit,
the attack is a critical hit. If you miss, you instead get a normal hit. If a vendetta bullet has been used against a
given target in an encounter, no other vendetta bullets will be effective against the target for the rest of that
encounter, even if they’re fired by other people.
Vendetta bullets can only be created by someone who owes fierce vengeance to an enemy, and even then
that aggrieved person can only create one vendetta bullet per enemy, and only if he knows the enemy’s
name. He can never create a second vendetta bullet against the same person, and if he passes the bullet
to someone else, a given shooter can only ever benefit from one such bullet per target. These bullets can
be created by people with no magical training; their creation only requires an intense will for revenge.

Implements

Alleviating Holy Symbol Level 15+ Uncommon
The platinum medallion has three concentric rings. The
inner rings float in place, unconnected to the rest of the symbol.
Lvl 15
Lvl 20
+3
+4
25,000 gp
125,000 gp
Lvl 25
Lvl 30
+5
+6
625,000 gp
3,125,000 gp
Implement: Holy symbol
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d4 damage per plus, and any negative conditions created by attacks that creature has made end.
Power x.gif Daily (Standard Action)
Choose a creature within 10 squares. End all negative conditions affecting that
creature. Until the end of your next turn, that creature is immune to negative conditions.


Codex of the Little People Level 16+ Rare
Illuminations of children, pixies, and other small people adorn pages of information on critical but oft-overlooked minutiae on dozens of topics: art, food, games, music,
fringe political theories, obscure science, and the like. In the hands of its owner, these pages can reveal arcane formula of wizard spells.
Lvl 16
Lvl 21
+4
+5
45,000 gp
225,000 gp
Lvl 26 +6 1,125,000 gp
Implement: Tome.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d4 damage per plus.
Properties
Creatures disregard your presence if there are other people present. You are considered to have concealment against any creature that can see one of your
allies. This concealment incurs the normal penalty to enemy attacks, and lets you hide in plain sight. This generally doesn’t affect anyone who knows your name (or
pseudonym), or anyone whom you’ve spoken to or had notable social interaction with.


Lucky Dice Ki Focus Level 11+ Common
Keep these two six-sided dice in your pocket. They’re good luck.
Lvl 11
Lvl 16
+3
+4
9,000 gp
45,000 gp
Lvl 21
Lvl 26
+5
+6
225,000 gp
1,125,000 gp
Implement: Ki Focus.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Properties
Any character can use these dice as if he were proficient in ki foci.
When you roll these dice, they can yield any number you want. Numbers outside the range of
2-to–12 will be quite suspicious.
Pick one d20 you own and only ever use it for attack rolls with this ki focus. Don’t let anyone touch it
but you. If it rolls badly, you’re allowed to make “cleansing” rolls to get the bad numbers out. If you violate
these rules, bury the offending die and purchase a new die to replace it. This has no mechanical effect in the
game, but trust me, this ki focus is lucky.


Staff of Arson Level 7+ Rare
Carved from an ember-glowing beam of scorched wood, this staff desires to spread the flames that formed it.
Lvl 7
Lvl 12
Lvl 17
+2
+3
+4
2,600 gp
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Implement: Staff.
Enhancement Bonus: attack rolls and damage rolls
Critical: None
Properties
Critical hits by allies within 3 squares of you deal ongoing 5 fire damage (save ends).
Level 12: Ongoing 7 fire.
Level 17: Ongoing 10 fire.
Level 22: Allies within 5 squares; ongoing 12 fire.
Level 27: Allies within 5 squares; ongoing 15 fire.
Power x.gif At-Will (Minor Action; 1/round)
Choose a zone that deals fire damage, or a creature suffering ongoing fire damage. A square adjacent to
that creature or zone becomes a zone until the end of the encounter. Any creature that enters the new
zone or ends its turn there takes fire damage equal to the amount dealt by the fire.


Staff of the Ancients Level 9+ Rare
This wooden staff is covered in a spiral of symbols that denote the primal elements of air, earth, fire, and water.
When you attack, it turns briefly to gold.
Lvl 9
Lvl 14
Lvl 19
+2
+3
+4
4,200 gp
21,000 gp
105,000 gp
Lvl 24
Lvl 29
+5
+6
525,000 gp
2,625,000 gp
Implement: Staff.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 acid, cold, fire, lightning, and thunder damage per plus.
Power x.gif Encounter (Free Action)
) Trigger: You make an attack roll with a power that deals acid, cold, fire, lightning, or thunder damage.
Effect: You may reroll the attack roll.
Power x.gif Daily (Standard Action)
You use an attack power with the acid, cold, fire, lightning, or thunder keyword that an enemy you can see used in
the last round. You choose the targets using your own space as the origin, but you use the enemy’s attack bonus.


The Tyrant’s Eye Level 18+ Rare
You get only a glimpse of this pale scarred orb—a giant, withered eye—and then your whole body feels like it’s burning away.
Lvl 18
Lvl 23
+4
+5
85,000 gp
425,000 gp
Lvl 28 +6 2,125,000 gp
Implement: Orb.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 force damage per plus.
Properties
To be used safely, this orb must be kept tightly wrapped and covered with a rune-stitched black cloth at all times. It seems to twitch while held, as if the eye is
looking for enemies.
The orb can be used as an implement normally even while covered. Uncovering the orb is a minor action. Covering it securely is a standard action.
If the wrapping is uncovered or even loosened, intense magical force blasts out and tears the covering away, making it nigh impossible to aim. Any creature that
starts its turn within line of sight of the uncovered orb takes 20 force damage. The eye cannot affect creatures it can’t see, so darkness and hiding can protect
creatures. The eye’s passive Perception is equal to 10 plus half its level.

Armour

Coat of the Genteel Butcher Level 15+ Common
When you pull this coat off Lorcan Kell, a suit of chainmail falls out, as do about a hundred pounds of
knives and swords.
Lvl 15
Lvl 20
+3
+4
25,000 gp
125,000 gp
Lvl 25
Lvl 30
+5
+6
625,000 gp
3,125,000 gp
Armour: Any.
Properties
You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties,
and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off
as a move action. You can remove the absorbed armor during a short rest.
You can hide any number of weapons and any amount of ammunition inside this coat. They still count
toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily
as a weapon sheathed at your hip.


Frost Giant’s Plate Level 18+ Rare
With a thought, this fist-sized ball of jagged ice begins to spread across you, encasing your body in a frigid suit of plate armour.
Lvl 18
Lvl 23
+4
+5
85,000 gp
425,000 gp
Lvl 28 +6 2,125,000 gp
Armour: Chain, Plate, or Scale
Power x.gif At-Will (Minor Action)
The armor reduces to a 5-pound ball of ice which never melts, or the ice expands to a suit of armor. While wearing the armor, you
have resist 10 cold, and you can use the following power.
Level 23 or 28: Resist 15 cold.
Power x.gif Daily (Standard Action)
Your size becomes large until the end of the encounter. Your reach increases by 1 square. Make a melee basic attack.


Grappler’s Plate Level 12+ Common
The joints of this armour can lock at your command, making your grasp nearly undefeatable.
Lvl 12
Lvl 17
+3
+4
13,000 gp
65,000 gp
Lvl 22
Lvl 27
+5
+6
325,000 gp
1,625,000 gp
Armour: Plate
Properties
You can sustain grabs as a free action. If you do, until your next turn you are immobilized and
creatures take a –2 penalty to their checks to escape your grab.

Arms

Aeriad Bracers Level 6 Uncommon
Made from the shafts and fletching of arrows, these bracers give you slight control over objects in flight.
Arms Slot 1,800 gp
Properties
x.gif When you fall, you may land in any square adjacent to where you would normally fall.
If you deliberately jump down, you may shift 1 square for every 10 ft. you fall.
x.gif You gain a +2 item bonus to damage with a bow or crossbow.


Bracer of Liberty Level 16 Rare
Dozens of links from the chains of slaves were shattered apart and half-melted into the shape of this bracelet. If you lose control of your own will, the links sear with heat
and bring you to your senses.
Arms Slot 45,000 gp
Properties
Whenever you use an attack with the charm keyword or inflict the dominated condition on a creature while wearing this bracer, you take 4d8 fire and
radiant damage.
Power x.gif Encounter (No Action)
Trigger: You or an ally you can see becomes dominated or is otherwise magically compelled to take an action against its will.
Effect: You may choose to take fire and radiant damage equal to half your bloodied value to end the dominated condition or negate the compelled action, though any
other effects attached to it still occur, such as damage. The creature responsible for the mind control takes 4d8 fire and radiant damage.


Hands of Heaven and Hell Level 12 Uncommon
These arm-length fingerless gloves are infused with the pugilist training of the Clergy’s elite godhands, and
tainted by the lightning tongue of a demon.
Arms Slot 13,000 gp
Properties
Once per round when you hit a creature with a melee attack, you may pummel it or another creature
adjacent to you, dealing 2 lightning damage. Each time you pummel this way, the hands of heaven and hell
gain one charge counter, which lasts until the end of the encounter.
Power x.gif Encounter (Minor Action)
Requirement: The hands of heaven and hell must have at least six charge counters.
Effect: If the next attack roll you make hits, you gain a number of temporary HP equal to the
amount of damage you deal.

Feet

Shoes of Reliable Style Level 13 Uncommon
Everywhere you go, people compliment you on your footwear, though it never looks the same two days in
a row.
Feet Slot 17,000 gp
Properties
You and up to ten people whom you consider to be “in your group” always elicit positive comments
about your clothing, especially your shoes. You all can dance with proficiency any type of dance you are invited
to join. You are immune to caltrops. This property does not help characters who are barefoot, however.
Power x.gif At-Will (Standard Action)
You gain the appearance of any humanoid creature of the same size category as you.
You may also have your clothing and equipment physically transform into mundane items for a disguise.

Hands

Gremlin Gloves Level 13 Common
These patchwork gloves quiver slightly in the presence of machines.
Hand Slot 17,000 gp
Properties
Firearms, crossbows, and similar technological items that can be held in one or two hands do not
function while you hold them. Attacks by such weapons made against you must roll two attack rolls and take
the worse result. Larger devices like wagons or engines are unaffected.
Curse
If you eat after midnight and before sunrise while wearing these gloves, you get indigestion and lose a
healing surge. If you get the gloves wet, they won’t fit, and you have to take them off and dry them before you
can put them back on.
Power x.gif Encounter (Standard Action)
Make a Thievery check to disable a device that is up to 5 squares away.
You do not need line of sight or line of effect to the object, but you must know it’s there.


Hedge Wizard's Gloves Level 4 Uncommon
With a swish and a flick, you float an object across the room.
Hand Slot 840 gp
Power x.gif At-Will (Standard Action)
As the wizard’s mage hand power
Power x.gif At-Will (Standard Action)
As the wizard’s prestidigitation power

Head

Distinguished Top Hat Level 14 Uncommon
This fine top hat even adjusts to match the color of your coat.
Head Slot 21,000 gp
Power x.gif Encounter (Free Action)
Trigger: You become dazed, stunned, or dominated, or are knocked prone.
Effect: You may choose to have the hat fall off. If you do, the condition does not affect you.


Hat of Hats Level 4 Uncommon
You reach your hand into this simple bowler hat, and your hand brushes something fuzzy. Then you pull out
the full outfit of a classic stage magician: white gloves, black suit with tails, black pants, polished white and
black shoes. When you glance back at the hat, it’s changed into a top hat.
Head Slot 840 gp
Power x.gif At-Will (Minor Action)
The hat changes shape to any hat that would fit your head, to a maximum of about three feet in any dimension.
Even if given a hazardous shape, at best it counts as an improvised weapon.
Power x.gif Encounter (Standard Action)
You produce a whole costume of mundane clothes that last for 24 hours, or until you use this power again.
Power x.gif Daily (Standard Action)
You produce a small rabbit, bird, or badger from the hat. The creature is harmless and lasts until the end of the
encounter.


Headband of Roaming Thoughts Level 10 Uncommon
This thin silver circlet captures your thoughts and lets you send them out into other’s minds. You need to be
careful to take it off while you sleep, or else you mind wander into someone else’s head.
Head Slot 5,000 gp
Properties
You gain telepathy 20, but take a –5 penalty to Bluff checks.
Power x.gif Daily (No Action)
Trigger: You start your turn dazed, stunned, or affected by a power with the fear keyword.
Attack: Close Burst 20; level +3 vs. Will.
Target: One creature within burst.
Hit: Your turn ends. The target immediately takes an extra turn under your control.
Miss: The target is affected by the same condition that triggered this power until the start of your next turn.

Neck

Amulet of the Ancients Level 8+ Rare
This stone amulet is engraved with ancient pictograms depicting a tree surrounded by the primal elements of
earth, water, wind, and fire. When you are attacked, the amulet turns briefly to gold
Lvl 8
Lvl 13
Lvl 18
+2
+3
+4
3,400 gp
17,000 gp
85,000 gp
Lvl 23
Lvl 28
+5
+6
425,000 gp
2,125,000 gp
Neck Slot Type.
Enhancement Bonus: Fortitude, Reflex, and Will
Properties
You gain resist acid, cold, fire, lightning, and thunder equal to the amulet’s enhancement bonus.
Power x.gif Encounter (Minor Action)
You may make a saving throw.
Power x.gif Daily (Free Action)
You and each ally within 5 squares gains resist 5 acid, cold, fire, lightning, and thunder until
the end of your next turn.
Lvl 12 or 17: Resist 10.
Lvl 22 or 27: Resist 15.


Amulet of the Impeccable Spy Level 5+ Uncommon
The side of this amulet that faces outward is just a bland copper disk dotted with silver studs, but on the
backside is an eye facing inward, not outward.
Lvl 5
Lvl 10
Lvl 15
+1
+2
+3
1,000 gp
5,800 gp
25,000 gp
Lvl 20
Lvl 25
Lvl 30
+4
+5
+6
125,000 gp
625,000 gp
3,125,000 gp
Neck Slot Type.
Enhancement Bonus: Fortitude, Reflex, and Will
Properties
You are always aware when your Bluff checks and Stealth checks fail to conceal your motives or your
movements from observers, unless the observer is himself hidden from you.
Power x.gif Daily (Move Action)
Choose one of the following:
(1) you instantly apply a nonmagical disguise and can change into any outfit you own or have on hand (this can
even strip clothes off unconscious foes so you can take their costume); or
(2) you make an Athletics or Acrobatics check to escape from a creature or from restraints—you gain a +5
bonus to this roll and treat your result as if you had rolled a 20.


Canary in a Coal Mine Level 3+ Rare
From a gold chain dangles a tiny pendant in the shape of a canary, but it turns black as coal in the presence of
danger.
Lvl 3
Lvl 8
Lvl 13
+1
+2
+3
680 gp
3,400 gp
17,000 gp
Lvl 18
Lvl 23
Lvl 28
+4
+5
+6
85,000 gp
425,000 gp
2,125,000 gp
Neck Slot Type.
Enhancement Bonus: Fortitude, Reflex, and Will
Properties
At the start of each encounter, you get a +5 bonus to all defenses during the surprise round and
until the start of your first non-surprise turn
Power x.gif Daily (Minor Action)
You gain a fly speed equal to your speed until the end of your next turn.


The Humble Hook Artifact
This is but a simple iron pendant, rusted in places, crafted from a fisherman’s hook found in the body of Triegenes, the only man to ascend to godhood. When you don
the necklace, laid bare before you are the humble origins of everyone you meet.
Neck Slot Bonded to Chandrasekhar
Properties
+1 enhancement bonus to Fortitude, Reflex, and Will per 5 character levels of the wearer.
You gain a +2 bonus to Bluff, Diplomacy, Insight, and Intimidate checks. You gain a +2 bonus to saves against fear and gain resist 5 psychic.


Steelsilk Mantle Level 17+ Uncommon
This ornate purple silk cloak is interwoven with enchanted steel threads.
Lvl 17
Lvl 22
+4
+5
65,000 gp
325,000 gp
Lvl 27 +6 1,625,000 gp
Neck Slot Type.
Enhancement Bonus: Fortitude, Reflex, and Will
Power x.gif At-Will (Minor Action)
You can reshape some part of the cloak into any mundane steel object you can hold in one hand, such as a sword, a key, or a cage.
This item detaches from the main cloak, but can be reattached as a free action. You can only have one item detached from the cloak at a time.
Power x.gif Encounter (Immediate Interrupt)
Trigger: An attack targeting your AC hits you.
Effect: The cloak spins into the path of the blow and hardens like a shield. You gain a bonus to your AC against that attack equal to this item’s enhancement bonus.

Wondrous Items

The Absurdist Web Level 19 Rare
You try to unfold this knot of spidersilk the size of a bedsheet, occasionally unearthing a long-dead sparrow or a cricket that waves thanks before hopping away. It’s probably
easier just to wad it up and stick it in your pocket.
Wondrous Item 105,000 gp
Properties
The interior of this ball of web is an extradimensional space roughly equivalent to a ten-foot cube. To place things into this space you must push it into
the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items take at least two
rounds, or more for larger objects, and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.
Those attempting to divine the contents of the web via magic must first succeed an Arcana check (DC 33), which they can only attempt once per day.
Any creature placed into the extradimensional space is placed into stasis for up to a month, needing no food nor water, but still healing at a natural pace. Dead
creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in
the real world.


Bleak Gate Ward Rare
This rusted amulet bears no special inscription or embellishment, only a pressed circle of brass.
Wondrous Item
Properties
This amulet twists the deathly energies of the Bleak Gate and transforms them into a temporary
protective ward. Once the ward enters the Bleak Gate, it crumbles to dust after 24 hours, or if it
leaves the plane, whichever comes first.
While in the Bleak Gate, you gain a +1 to all defenses.
Power x.gif Daily (Free Action)
Trigger: You roll a die and dislike the result.
Effect: You reroll the die and make take the new result. The amulet crumbles to dust.


Communication Rings Level 17 Uncommon
One ring per party member, these charms are crafted from pieces of silver and rusted iron
Wondrous Item 65,000 gp
Properties
Someone carrying one of these rings who knows the proper command word can send allow magical messages he sends to travel between the real world
and the Bleak Gate (and vice versa). The rings don’t themselves provide any way to communicate, just lets such messages travel between the parallel planes.


Experimental Steam Suit Level 8 Rare
Who wants to be the first to strap a steam engine onto your back and wade into battle in a two ton suit of
burnished steel?
Wondrous Item 3,400 gp
Properties
You can climb into or out of this suit by spending two move actions. The suit is inert and too heavy to
move, causing you to be treated as helpless. However, your armor bonus to AC becomes 10 plus the
enhancement bonus of whatever armor you’re currently wearing. Even though the suit is effectively super-
heavy armor, you can use it without proficiency.
Power x.gif Daily (Standard Action)
The suit activates. It can pick up and wield weapons and implements as easily as you. You can walk and run,
but you cannot climb, jump, or swim. Your lifting capacity is quadrupled, and you gain a +2 item bonus to
damage rolls with melee attacks. While the suit is activated, you are treated as wearing heavy armor.
. Whenever an attack hits you, make a saving throw. If you fail 3 saving throws in this way, the steam
suit breaks down, becoming inert, and it must be repaired before it can be activated again. Repairs can
be completed during an extended rest.
Power (fire) x.gif Daily (Standard Action)
You spray oil and ignite it with a primitive flame-thrower.
Attack: Close Blast 5 (creatures in burst). Lvl +3 vs. Reflex.
Hit: 5d6+5 fire damage.
Miss: Half damage.


Figurine of Wondrous Power: Mechanical Carriage Level 11 Uncommon
It’s not exactly horseless, because it’s pulled by mechanical horses.
Wondrous Item 9,000 gp
Power x.gif Encounter (Standard Action)
This two-inch figurine grows to a full-sized armored carriage. Instead
of being drawn by horses, though, it is pulled by mechanical horse legs that churn along at up to twenty
miles per hour, but only over fairly even terrain. It fits up to six people, plus two atop the “driver’s seat,”
but the carriage goes where directed by the figurine’s owner, without actually needing a driver. The owner
can see whatever is ahead or slightly to the side of the carriage as long as he holds the figurine, allowing
him to steer it. Otherwise, the carriage follows general directions but swerves or stops to avoid hazards.


Firesight Eye Level 15 Uncommon
Fires within this gem burn away deceptions and illusions.
Wondrous Item 25,000 gp
Special: If you hold this item it counts as a wondrous item. You can instead wear it as an eye patch (or implant it into your own eye socket), treating it as a head-slot item.
Properties
While you peer through the gem, you gain a +3 bonus to Perception checks to see things.
When you make an area, blast, or burst attack with the fire keyword, you may choose to exclude one creature that is inside the area, or to include one
creature adjacent to the area.
Power x.gif Daily (Minor Action)
Until the end of your next turn, illusions in close blast 10 are suppressed, as is any form of invisibility. They appear to burn away,
revealing the truth.


Golden Icon of Apet Level 10 Rare
This primitive gold medallion has symbols of the planet Apet.
Wondrous Item 5,000 gp
Properties
When you use an action point, once before the end of your next turn you can spend a move action to
teleport yourself or a creature you can see 6 squares. Unwilling creatures can make a save to resist.


The Hurricane Violin Level 14 Rare
Enchanted by the arcane acoustics of the Navras Opera House, this violin has a streak of white passing through
its wooden body. A skilled musician can control the wind with a pull of his bow.
Wondrous Item 21,000 gp
Properties
Property: Characters trained to play a violin can use this item as an implement. As an implement, it grants a +3
enhancement bonus to attack rolls and damage rolls. On a critical hit, it deals +3d6 thunder damage.
Property: If a character plays the violin for an hour, he can perform the Control Weather ritual without having
to pay its normal cost. This affects weather in a 2-mile radius. His Nature check to determine the weather’s duration
is modified by Charisma instead of Intelligence. If he stops playing for more than 5 minutes, the effect
ends. This power can only be used once per month.
Property: When the owner acquires the violin, he may choose one Level 1 at-will implement attack power that
deals lightning or thunder damage from any class. He gains that power for as long as he carries the violin.


Messenger Wind Level 6 Uncommon
You cup an invisible orb of winds in your hand. Five golden feathers spin in tiny eddies and currents, and you
pluck one from the tiny miniature cyclone, then release the orb. The winds wait until you whisper to the feather
and call upon them to deliver your message.
Wondrous Item 1,800 gp
Properties
The wind orb can be carried, or it can be left to float at any location, fairly invisible except to those
who know to look for it. Five small golden feathers are attuned to the orb, and any person who has a feather
can call upon the wind’s power as long as they are within thirty miles of the orb.
Power x.gif Encounter (Minor Action)
You call the wind of the orb. It flies 10 mph (20 sq/rd) until it reaches you; it will deliver (at 10 mph) a
message you give it to any other feather. Each feather can be used once per encounter. If multiple creatures
activate feathers, the first resolves before the second begins.


Tyrant’s Teeth Level 14+ Rare
Dagger-sharp fangs ripped from the skull of a tyrant lizard clatter around your neck. When you attack, a ghostly reptilian head appears and snaps down on your target.
Lvl 14 21,000 gp Lvl 24 525,000 gp
Wondrous Item
Properties
Property: You take a –3 penalty to Stealth checks, and your steps make the ground tremble.
Property: If you have taken any energy damage since the end of your last turn, your attacks deal 3 extra damage matching one of the energy types that damaged you.
Power x.gif Daily (Minor Action)
Effect: The next time you hit with an attack before the end of your next turn, the attack deals 1d12 extra damage as a spectral tyrannosaur bites the target.
Level 24: 2d12 extra damage.


The Wayfarer's Lantern Level 5 Rare
The eight-faced cap of this lantern depicts symbols of seven planets and the sun. Eight brass arches beneath
contain a light that glows without flame, held contained without glass. As the light touches you, reality seems to
shift, as if you’re in a whole different world.
Wondrous Item 1,000 gp
Properties
As a minor action the bearer can adjust the lantern to shed dim (5-square radius) or normal light
(10-square radius), or to turn off. It has 10 HP.
The lantern’s greater powers require it be fed special fuel—oil attuned to a particular plane by steeping it in
some item attuned to that plane. Typically this is some form of meteorite that has been ground to dust. An
ounce of this oil burns for 5 minutes.
Each ounce of oil is effectively a consumable item of level 10, 15, or 20 (costing 200, 1,000, or 5,000
gp). The level, based on how much meteor dust the oil contains, determines the strength of the effect. Each
given ounce of oil must be attuned to a specific plane.
Power x.gif At-Will (Standard Action)
Effect: You fill the lantern with oil and light it. The lantern either affects everything it illuminates, or only creatures that you
specifically target. To specifically target a creature you either need line of sight to it when you light the
lantern, or the creature (or its gear or domicile) must be marked with an arcane sigil prior to lighting the
lantern. Targeted creatures that leave the area of the lantern’s illumination are no longer affected, but they
will be affected again if they return to the area.
The lantern’s effects extend 10 squares in every direction, ignoring even total cover or concealment.
A creature with total cover or concealment gains a +5 bonus to defenses to resist the lantern’s effects
because the light is not actually touching him, but the magic can pass through solid objects.
Choose an effect below appropriate to the oil’s planar attunement. Each round make an attack against
each targeted creature or creature in the area, versus the target’s Will defense, with an attack bonus equal
to the level of the oil used. A creature that is hit falls under the lantern’s effect for 5 minutes. If it later
moves beyond the radius of the lantern it is no longer affected, but it will be again as soon as it comes back
into the area.
The lantern’s effect lasts for the full five minutes. It cannot be snuffed prematurely without shattering and
destroying the lantern.
Any. Within a minute a random encounter occurs as creatures native to the plane are drawn to the lantern. The
total XP value of the conjured creatures is equivalent to the XP value of a single creature of the same level as the
oil used. The creatures approach from a random direction. They can affect and be affected by creatures who are
affected by the lantern.
The Dreaming or Bleak Gate. Those affected are physically transported to the coterminous spot in either the land of
the fey or the land of shadows.
Vona. Affected creatures gain a +10 bonus to Insight and Perception checks. Affected creatures with any sort of
vulnerability to radiant energy or sunlight take 5 radiant damage at the beginning of their turns.
Jiese. An affected creature that takes fire damage gains ongoing 5 fire damage if it does not already have ongoing
fire damage. Affected creatures take a –5 penalty on saves to end ongoing fire damage. Objects catch fire more easily.
Alternately, affected creatures become argumentative and hostile. Any creature that remains under the effect for at
least a minute becomes dazed (save ends). While so dazed, if it ends its turn and has not attacked, it must attack or
charge the nearest creature. If it succeeds its save against being dazed, it recognizes that its mind is being affected,
and is immune from the compulsion for 5 minutes. But if it is still in the radius of the lantern after that time, it can be
attacked again.
Avilona. Howling winds blow across affected creatures. At the beginning of your turn roll 1d8 to determine the wind’s
direction. Whenever an affected creature ends its turn, it is slid 1d4 squares in that direction. Alternately, other types
of weather can be called forth, albeit in a limited area.
Av. Any creature under the lantern’s effect for at least a minute becomes slowed (save ends). If it fails its save, it
falls asleep and has vivid shared dreams. If it succeeds it shakes off the effect and is immune for 5 minutes.
Mavisha. The flow of water within the area obeys mental command of sentient creatures. An affected creature
can as a standard action raise, lower, or part water, or increase a vessel’s speed by 10 miles an hour, but it’s not
fast enough to be used as a weapon. Multiple creatures thinking in opposition can rouse the anger of the water,
causing it to manifest as a water elemental of a level equal to that of the oil used or slightly lower.
Urim. Illuminated stone, crystal, and metal becomes harder. Affected creatures gain resist 5 all.
Apet. Affected creatures can teleport 10 squares as a move action, but must remain within the radius of the lantern’s
light.
Nem. Affected creatures are pulled from their bodies into the plane of Nem, a spirit world on the far side of
the Bleak Gate. The world resembles reality but is bereft of occupants and slowly fades away as the disembodied
creature wanders away from the spot where it died. Even if their body moves, the spot where they entered Nem is an
invisible gateway. If they ever stray more than three miles from that gateway, they pass into the afterlife and cannot
be resurrected. This is normally not a factor with the lantern because it will not burn long enough. While in Nem
they cannot see or be seen by living creatures. They gain phasing. This power can be useful for scouting environments.
If their souls leave the area of the lantern, they instantly snap back to the spot where they first entered
Nem. If their bodies are moved from the lantern’s area, their souls snap back into their flesh.

Rituals

Detect Planar Energy
The energy drifts to you like a fragrance on a breeze. You spin and locate the strongest source of the smell, then
set out.
Level: 1
Category: Divination
Time: 10 minutes
Duration: 1 hour
Component Cost: 17 gp
Market Price: 50 gp
Key Skill: Arcana
Choose a plane you have visited, or otherwise have had contact with. For the ritual’s duration you can sense the
direction to and intensity of energies from that plane, to a maximum range of one mile. These energies tend to
fade after a few hours or days, but it is possible to track creatures native to other planes by following their trails.
The ritual can be foiled by strong sources of energy from the same or other planes. For instance, Cauldron Hill
in Flint is a powerful beacon of shadow energy, so you would be unable to pinpoint any sort of foreign energy
there, not even fey or elemental energy.


Mortal Possession
The mages of the Demonocracy used this vile rite to grant new life to dying minions, or to create the perfect infiltrator.
Level: 15
Category: Binding
Time: 1 hour
Duration: 9 days, but see below
Component Cost: Focus worth 1,000 gp
Market Price: 2,500 gp
Key Skill: Arcana
You take one creature and place its soul into the body of another creature. You can only target yourself with this ritual if you have at least one assistant.
The possessor takes control of the vessel’s body, and leaves its own body a soulless, mindless shell. If a Gentle Repose ritual, or similar magic aimed at
placing the possessor’s body in stasis, is not used, the possessor’s original body must be tended (given water, fed, etc.), otherwise it may die of thirst
or starvation.
The creature whose soul is being transferred must be willing. If the vessel creature is also willing, the ritual automatically succeeds.
If the vessel creature is unwilling, the creature must be restrained for the duration of the ritual. When the ritual is complete, make an Arcana check (DC
equal to the vessel’s Will defense). If the two creatures are more than one size category apart, increase the DC by 5. If the check fails, the ritual fails and
further attempts suffer a cumulative –5 penalty.
Even if the ritual succeeds, the vessel’s soul can contest the possessor’s control from time to time by attacking the possessor’s Will. These contests
occur whenever the possessor goes to sleep, when he first becomes bloodied in an encounter, and if he attempts to enter gestalt (see Gestalt on this page).
The chart below lists how much of a bonus the vessel’s soul gets to this attack roll, based on how much you succeeded your initial Arcana check by.
Success by:
0 to 4
5 to 9
10 to 14
15 to 19
20 or more
Attack Roll Bonus:
+15
+10
+5
+2
+0
The focus for the ritual is a woven wreath dipped in gold and adorned with gems, and a smaller bracelet made the same way. The possessor’s original
body must wear the wreath, and the vessel body must wear the bracelet. If either is destroyed or removed, three rounds later the ritual ends. Otherwise,
the ritual lasts 9 days.
When the ritual ends, the possessor’s soul will return to its body if it is on the same plane. If it cannot reach its body, it is drawn into Nem, the Plane of
Ruin, from which it can never return.
Special: If the vessel body has no soul, the duration is permanent, and the possessor can never return to its body. No focus is needed.


Regeneration
Applying sacred ungents to your comrade’s severed wrist, you pray to the gods of life to
restore wholeness to their body. To your companion’s astonishment, your wounded friend’s
hand begins to slowly grow out of the stump of their arm.
Level: 7
Category: Restoration
Time: 4 hours
Duration: Instantaneous
Component Cost: 250 gp for heroic tier characters,
2,500 for paragon tier, and 25,000 for epic tier characters.
Market Price: 520 gp
Key Skill: Heal (no check)
This ritual re-grows a severed limb on a living creature over the course of four hours.

Templates

Name Level
Flavour
Lvl 1
Lvl 6
Lvl 11
+1
+2
+3
360 gp
1,800 gp
9,000 gp
Lvl 16
Lvl 21
Lvl 26
+4
+5
+6
45,000 gp
225,000 gp
1,125,000 gp
Weapon: Any.
Enhancement Bonus: attack rolls and damage rolls
Critical: +1d6 damage per plus.
Properties
Property
Power x.gif Daily (Standard Action)
Power


Name Level
Flavour
Slot 360 gp
Properties
Property
Power x.gif Daily (Standard Action)
Power
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