Hello everyone and welcome to another great edition of Magic Market. This week it is Sorcerer Week, and we’ve been desperately trying to convince you to purchase our excellent new release, A Necromancer’s Grimoire: Sorcerous Lineages, a collection of some new sorcerer bloodlines done the right way. To further that goal, I’m going to present to you some new magic items reminiscent of each of the great magical houses found in the book. Well, actually, just five of them. What about the other five? Well, don’t worry, you’ll get to see their items, too, but you’ll have to wait until next week. Rather than dwell on that, though, why not check out these sweet new magic items? Or maybe pick up a copy of the book that inspired them all, A Necromancer’s Grimoire: Sorcerous Lineages. It’s only $4.99!
New Magic Weapon
Aura faint abjuration; CL 5th
Slot -; Price 3,310 gp; Weight 5 lbs.
Construction Requirements Craft Magic Arms and Armor, dispel magic; Cost 1,810 gp
These beautifully wrought silver shuriken bear images of fire, earth, wind, and water and are favored by members of Clan Shokar for their magical properties.
In addition to functioning as +1 shuriken,any character damaged by a Shokar shuriken suffers a -2 penalty to his spell resistance for 1 minute. Multiple hits with Shokar shuriken stack, both increasing the penalty to spell resistance and extending the duration of the effect to 1 minute from the last successful hit with a Shokar shuriken.
SCEPTER OF THE AL’SABAI
Aura faint divination; CL 1st
Slot -; Price 8,000 gp; Weight 1 lb.
Construction Requirements Craft Rod, detect plants and animals, creator must have 1 rank in Survival; Cost 4,000 gp
This ornate scepter is twisted and serpentine and bears the heads of three snakes: a viper, an adder, and a python. It is favored by the desert-dwelling Al’Sabai, and can be used to find oases.
The exact effects of a scepter of the Al’Sabai depend on the bearer’s surroundings, but activating its magic is always a standard action that provokes attacks of opportunity. When the scepter is used while the bearer is on land, he immediately becomes aware of any source of water within 10 miles, as well as the direction of all such sources, and how much water is present at each location (in terms of how many Medium creatures it could sustain for 1 day).
If the bearer activates the scepter while he is on or in a body of water (including while he is on a boat or similar craft) he instead becomes aware of the location, distance, and approximate size of any landmass within 10 miles.
New Wondrous Items
AMULET OF THE LUMINA
Aura strong universal; CL 12th
Slot neck; Price 20,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, creator must be at least level 12; Cost 10,000 gp
This amulet forces the wearer to use his magic to serve the moral goals of the Church of Lumina.
This amulet grants a +2 bonus to the wearer’s caster level when casting spells with the good descriptor, as well as a separate +1 bonus when casting spells from the healing subschool. These bonuses stack. At the same time, however, the amulet imposes a -1 penalty to the wearer’s caster level when casting a spell which deals damage, and a -2 penalty to the wearer’s caster level when casting a spell with the evil descriptor. Donning or removing an amulet of the Lumina requires a purification ritual which takes 1 minute to perform. The amulet can also be removed with a break enchantment spell or more powerful magic.
Aura moderate enchantment; CL 10th
Slot -; Price 1,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, modify memory; Cost 500 gp
Thought to have been originally invented by a member of the Sivix conspiracy, this dreaded vial contains a potion which has the power to transfer memories.
Any character that drinks the potion contained within a vial of bottled memories immediately begins to leak a black ichor from one ear. This ichor contains the imbiber’s memories of the events of the past hour, and can either be consumed directly, or stored in a vial for later use. This does not cause the imbiber to lose the transcribed memories, and in fact preserves them in liquid form, should the character’s memory be altered (such as by a modifiy memory spell or similar ability).
Any character who imbibes the black memory ichor immediately enters a trancelike state where he views the memories transcribed thereon. If a character who originally had these memories imbibes the liquid after losing the memories, the memories are restored to him exactly as they were before, rather than simply being shown to him in a vision.
CHARM OF THE LILITIAN
Aura faint enchantment; CL 1st
Slot -; Price 9,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, command; Cost 4,500 gp
This charm is a simple silver earring which attracts people to the wearer, originally thought to have been created by a Lilitian courtesan down on her luck.
This simple silver earring creates a minor compulsion that makes characters want to meet the wearer. Whenever a non-hostile intelligent creature comes within 10 feet of the wearer, that creature must succeed on a Will save (DC 11 + the wearer’s Charisma modifier) or stop what he is doing and walk over and greet the wearer and attempt to engage the wearer in conversation. Regardless of whether or not the saving throw is successful, any creature that has been subject to this ability is immune to it for the next 24 hours. This is a mind-affecting compulsion effect.