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Race to the Market

September 25th, 2013

Joshua Zaback

Magic Market Archive

            It’s time once again for Magic Market, and this week we’ve got an exciting new selection of items for you. Today we’ll be diving into an assortment of magical items designed to be better for certain races than others, so get ready to start polymorphing your characters to make the most out of these beauties.

 

DWARVEN DEEP LANTERN
Aura faint evocation; CL 3rd
Slot -; Price 9,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, daylight, darkness; Cost 4,500 gp.

            Originally crafted for dwarven warriors to signal one another while their enemies were unaware, these items have also become prized by dwarven guardsmen looking to catch sneaking thieves and others skulking about in the dark.

            Though it resembles an ordinary lantern, a dwarven deep lantern has a peculiar magic about it which causes it to shed bright light that can only be seen by creatures with darkvision. The lantern sheds bright light in a 120-foot radius and increases the light level by one step for an additional 300 feet beyond that, though the light can only be seen by characters with darkvision. Created by the dwarves, these items are more effective for those folk, and creatures with the stone cunning racial trait are able to see invisible creatures and objects within the area of bright light created by the lantern.

 

ELVEN SPELL-PIERCING WAND
Aura varies; CL 5th
Slot -; Price see text; Weight 1 lb.
Construction Requirements Craft Wand, creator must have the Heighten Spell feat; Cost see text.

            Straight as an arrow, these superior wands were first crafted by the elves in antiquity, and have long been a favorite of elven wizards. The wands produce a special resonance which rewards dedicated practitioners of magic, while punishing dabblers looking for a bit of extra spell power.

            An elven spell-piercing wand is crafted with a special elven magic which harmonizes with the user, causing spells cast from the wand to use the wielder’s caster level instead of the minimum caster level for the wand, but only for the purposes of overcoming spell resistance. If the wielder has the elven magic racial trait, the wand instead uses the wielder’s caster level for all purposes which reference it (potentially including the spell’s range, duration, etc.). An elven spell-piercing wand otherwise functions identically to a standard wand, and has the same market value as a standard wand of the same type, except that it costs an additional 500 gp. The process of creating an elven spell-piercing wand is also identical to that of creating a standard wand of the same type, but doing so costs an additional 250 gp.

 

GNOMISH SPECTACLES
Aura moderate divination; CL 11th
Slot -; Price 4,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, arcane sight, true seeing; Cost 2,000 gp.

            These wire-framed spectacles were created by a famous gnomish jeweler and magician so as to share the gnomish perspective with the rest of the world. Much to his astonishment, however, the spectacles were much more greatly favored by his fellow gnomes, who valued them for their ability to allow their wearer to see magic.

            These less-than-fashionable glasses provide any character who wears them with a limited resistance to illusions, granting a +4 resistance bonus to saving throws made to resist illusions with visual components. The spectacles are more effective for gnomes, and, if worn by a gnome, also allow their wearer to see magical auras and their strength, exactly as though he had been using detect magic for 3 rounds. This effect is constant and requires no concentration, although the wearer can suppress or resume it as a swift action, if desired.

 

HALFLING BOOTS
Aura faint divination; CL 3rd
Slot feet or waist; Price 3,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, augury; Cost 1,500 gp.

            Oddly enough, many halflings who own these shoes refuse to wear them, instead carrying them about the waist. They claim that, for the small folk, at least, the magic of the boots is not dependent upon actually wearing them. For other humanoids, however, this seems not to be the case, and though the shoes are often uncomfortable and poorly made, many adventurers find them to be worthwhile for the good luck they provide.

            The wearer of a pair of halfling boots gains a +1 luck bonus on all saving throws, and gains a +5-foot enhancement bonus to his movement speed. Additionally, if the wearer has the halfling luck racial trait, then once per day he may reroll any saving throw he makes and take the better result. He may choose to use this ability after rolling his saving throw, but must do so before learning whether or not the result of the roll was a success. Regardless of how the shoes are worn, they occupy the wearer’s feet slot.

 

ORCISH BANDAGES
Aura faint conjuration; CL 1st
Slot head; Price 900 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, stabilize; Cost 450 gp.

            These bandages resemble white headbands and are worn about the head. Despite their name, the bandages are of no special use to one who is already wounded.

            Orcish bandages have a latent healing magic which causes the wearer to automatically stabilize if brought below 0 hit points while they are worn. Additionally, if the wearer gains a number of negative hit points equal to or in excess of his Constitution score, the orcish bandages prevent him from dying for 1 minute, allowing time for him to be healed. If the wearer is not healed enough to prevent him from dying by the end of this time, then he dies, as normal. The bandages are more effective for half-orcs, and if the wearer has the orcish ferocity racial trait, then as long as he is wearing the bandages, his orcish ferocity racial trait allows him to continue fighting for a number of rounds equal to his Constitution modifier, rather than for 1 round. If the wearer’s Constitution modifier is 1 or less, this has no effect.