Dragonshard Items

 

Siberys Dragonshard Items

 

Crafting Siberys Shard Items: Creating a magic item that incorporates a Siberys dragonshard is generally similar to making any other magic item of an equivalent kind. Naturally, a dragonshard is a required part of the raw materials cost, and the dragonshard must usually be attuned to a particular mark before it can be fashioned into a focus item. A dragonmarked character can only attune a dragonshard to the mark of his own house, not any other mark. Attuning a dragonshard requires one day (added to the creation time for a shard item), but has no cost in gp or xp. Once the dragonshard has been attuned, crafting the item follows the same process as crafting any other magic item.

 

Altar of Resurrection: This marble slab acts as a channel for the powers of the mark of healing. A character who possesses the heal ability of the greater mark of healing or the mass heal ability of the siberys mark can sacrifice one of their daily uses to cast resurrect on a creature lying on the altar. The material components of the spell are still needed. Moderate conjuration; CL 13; Craft Wonderous Item; resurrection, creator must have the mark of healing; price 13000gp; weight 2000lbs.

Astral Beacon: Tied to the mark of passage, this object acts as a magical beacon to Orien heirs slipping through the astral plane. A character with the dimension door ability of the lesser mark or the teleport ability of the greater mark can use that ability to a maximum distance equal to twice their normal maximum if their target is within 10’ of an astral beacon. Moderate Conjuration; CL 10; Craft Wonderous Item; teleport, creator must have the mark of passage; price 40000gp;weight 2lbs.

Bag of Bounty: Small dragonshards are embedded in the lining of this bag, which is tied to the mark of hospitality. If a character possesses the create food and water ability of the lesser mark, the bag allows him to use his ability 2 more times in a day. Faint Conjuration; CL 5; Craft Wonderous item; create food and water, creator must have the mark of hospitality; price 10000gp; weight 1lb.

Blasting Chime: This items functions normally for any creature but a character with the least mark of detection can use it one additional time per day. When activated (this can be done 3x/day), it releases a 120’ line of sonic energy that deals 6d6 sonic damage to every creature in the area of effect (Ref DC15 for half). Variant: Thunderbolt chime: sends a 120’ line of electrical energy doin 6d6 to all creatures in the area of effect (Ref DC17 for half)

Moderate Invocation: CL 6th; Craft Wonderous Item; creator must have least mark of detection; Price 19440gps; Cost 9720gps, 778xps, 10 days; Weight 4lbs

Bracelet of Comfort: This  bauble enhances the mark of hospitality. If the wearer uses the lesser mark’s: leomund’s secure shelter, it gains the following benefits: Duration of shelter increased by 12 hours, Shelter always formed of stone, Temperature is always 70 degrees inside, there are 8 Beds, 8 Chairs, a dining table, a writing desk, a bookshelf, a mirror and a covered latrine, The caster can set the tone for décor and include wall hangings and carpets etc. Faint conjuration; CL 5; Craft Wonderous item; leomund’s secure shelter, creature must have mark of hospitality; Price 30000gp.

Channeling Rods:

Empower Channeling Rod: A wielder of this rod can use up to three dragonmark spell like abilities per day that are empowered as though by the empower spell feat. Strong (No School); CL 17; Craft Rod, Empower Spell; Creator must have a dragonmark at least as powerful as the rod’s power; Price 1500gp (least), 4500gp (lesser), 16250gp (greater), 36500gp (siberys).

Enlarge Channeling Rod: A wielder of this rod can use up to three dragonmark spell like abilities per day that are enlarged as though by the enlarge spell feat. Strong (No School); CL 17; Craft Rod, Enlarge Spell; Creator must have a dragonmark at least as powerful as the rod’s power; Price 500gp (least), 1500gp (lesser), 5500gp (greater), 12250gp (siberys).

Extend Channeling Rod: A wielder of this rod can use up to three dragonmark spell like abilities per day that are extended as though by the extend spell feat. Strong (No School); CL 17; Craft Rod, Extend Spell; Creator must have a dragonmark at least as powerful as the rod’s power; Price 500gp (least), 1500gp (lesser), 5500gp (greater), 12250gp (siberys).

Maximize Channeling Rod: A wielder of this rod can use up to three dragonmark spell like abilities per day that are maximized as though by the maximize spell feat. Strong (No School); CL 17; Craft Rod, Maximize Spell; Creator must have a dragonmark at least as powerful as the rod’s power; Price 2500gp (least), 7000gp (lesser), 27000gp (greater), 60750gp (siberys).

Quicken Channeling Rod: A wielder of this rod can use up to three dragonmark spell like abilities per day that are quickened as though by the quicken spell feat. Strong (No School); CL 17; Craft Rod, Quicken Spell; Creator must have a dragonmark at least as powerful as the rod’s power; Price 6000gp (least), 17500gp (lesser), 37750gp (greater), 85000gp (siberys).

Collar of the Wild Bond: This leather collar, studded with small dragonshards is attuned to the mark of handling. Each collar has an associated key, a small dragonshard embedded disc. If a character has the dominate animal ability of the lesser mark of handling, he can use the disc and collar to dominate the animal and not use his ability for the day. This effect remains as long as the animal wears the collar and stays in range (100’ + 10’ per character level). Faint enchantment; CL 5; Craft Wonderous Item; dominate animal, creator must have mark of handling; price 5000gp

Diadem of Focused Passage: This silver circlet enhances the powers of the mark of passage. It increases the users effective level for his dragonmark by 2. In addition if he has the teleport ability of the greater mark, it allows him to treat any target site as one step more familiar for determining how well he arrives at his target. Moderate Conjuration; CL 10; Craft wonderous item; teleport, creator must have mark of passage; price 15000gp.


Diadem of Sharpened Senses: Formed from brass, this circlet focuses the powers of the mark of detection. If the wearer possesses the mark, he gains the following benefits: Use least mark abilities at will, if he has the lesser mark he can use any lesser abilities 3 times per day, when using detect scrying he gains a +5 bonus on his opposed caster level check to id the scryer, he gains a +2 bonus to listen, spot, and search checks. Faint divination; CL 7; Craft Wonderous Item; detect scrying, creator must have mark of detection; price 10000gp

Dragonmark Focus: This is an amulet holding a small Siberys shard. This shard is attuned to enhance the power of a specific dragonamrk. When worn by a person with the same dragonmark, it increases the wearer;s effective casting level for is spell like ability. The bonus can be from 1 to 4 depending on the purity of the crystal. Moderate Transmutation; CL 6; Craft Wonderous item, creator must have the dragonmark to which the cryatal is attuned; price 1500gp (+1), 3000gp (+2), 6000gp (+3), 12000gp (+4).

Dragonmark Rod: This is a rod made of densewood with iron bands around the ends and a densewood carving of one of the 12 dragonmarks on the top. The rod only functions for a creature that has the dragonmark carved on its end. Furthermore, the abilities of the staff are limited by the level of dragonmark the wielder owns. A wielder with the lesser mark can use the least and lesser abilities but not the greater.As a standard action, you can activate the rod, you can use the least abilites 3x/day, the lesser 2x/day and the greater once per day. All spell-like abilities associated with your dragonmark are available with the rod, if an expensive material component or focus is needed, you must provide it.

Moderate Conjuration; CL 12th; Craft Rod, creator must have the greater or siberys dragonmark associated with the rod. Weight 2lbs.

Dragonmark

Price (Gps)

Cost

(Gps)

Cost (Xps)

Days

 

Dragonmark

Price (Gps)

Cost

(Gps)

Cost (Xps)

Days

Detection

35000

17500

1400

35

 

Passage

50000

25000

2000

50

Finding

45000

22500

1800

45

 

Scribing

30000

15000

1200

30

Handling

40000

20000

1600

40

 

Sentinal

50000

25000

2000

50

Healing

55000

27500

2200

55

 

Shadow

60000

30000

2400

60

Hospitality

50000

25000

2000

50

 

Storm

55000

27500

2200

55

Making

45000

22500

1800

45

 

Warding

55000

27500

2200

55

Dragonmark Sceptre: A Dragonmarked character carrying the sceptre can use the Least Dragonamrk ability one additional time per day. Dragons have differing views on this item and some may attempt to destroy all they see, as they may influence the prophesy.

Strong Transmutation; CL 15; Craft Wonderous Item, Least Dragonmark; Price 1000gp; Weight 1lb.

Dragonshard Pommel Stone: This dragonshard can be enchanted as if it were a weapon (+1 to +5, special properties). By itself, it has little value, but if it is added to a masterwork weapon (1 minute to apply), the weapon takes on the enchantment of the Pommel stone. If the Pommel stone is attached to a weapon that is already enchanted, the magic of the Stone overrides the magic of the weapon. If the stone is attached to an Epic Weapon, Weapon of Legacy or Artifact, it will have no effect. Aweapon can only have one pommel stone attached to it at one time. The exception is a double weapon that can have 2 stones but the effect of one stone only applies to one side. The Base Price of a dragonshard Pommel Stone is 125% of the base price of a weapon that has the same abilities.

Craft Wonderous Item.

Dragonshard Resevoir: This is a ring that can store the energies of a dragonmark. If a dragonmarked character wears it for at least 24hrs, he can use his dragnomark ability one additional time per day. The purity of the siberys crystal determines which level of dragonmark the ring can effect. Moderate Transmutation; CL 17; Forge Ring, creator must have a dragonmark at least as powerful as the resevoir; Price 7000gp (least mark), 25000gp (lesser mark), 50000gp (greater mark), 80000gp (siberys mark).

Fuel Shard: These shards are attuned to specific dragonmarks and specific strengths of dragonmarks. Either way they are one use items. They enhance the ability of your dragonmark on one of three ways: You can increase the variable numeric effects of the dragonmark by one half (as if affected by an empower spell feat), you can double the duration of the effect as the extend spell feat, or you can increase any associated DC by 2. You can only use one fuel shard at a time.

Strong Conjuration; Craft Wonderous Item, creator must have the dragomark that the shard is attuned to.;Weight 1lb

Dragonmark

CL

Price (Gps)

Cost

(Gps)

Cost (Xps)

Days

Least

12

225

113

9

1

Lesser

14

702

351

28

1

Greater

15

1602

801

64

2

Siberys

17

3402

1701

136

3

Gloves of the Locksmith: Heavy leather gloves studded with dragonshards and bearing the mark of house Kundarak. When worn by a character with the arcane lock of the least mark, they allow the wearer to cast arcane lock 3x/day. In addition, the caster can attach up to 3 separate keys to the spell effect. As a general rule the customer gets 2 keys and the third is kept in the house kundarak enclave. The gloves can only be used three times per day, no matter who wears them. Moderate abjuration; CL 5; Craft wonderous item; least mark of warding; price 10000gps.

Helm of the Sentinal: A multitude of eyes are engraved on the surface of this helmet. The pupils are tiny dragonshards attuned to the mark of sentinal. Once per day, the wearer can create a contingency effect that triggers one of his marks of sentinal spell like abilities when certain conditions are met. The contingency is negated if the helmet is removed. Strong Abjuration; CL 11; Craft Wonderous Item; contingency, creator must have the mark of sentinal; price 20000gp; weight 3lbs.


Holy Symbol: This is a holysymbol crafted from precious metals and has a Siberys dragonshard in the center of it. Each holy symbol is attuned to a specific dragonmark at the time of its creation. When a cleric uses the holy symbol’s ability, the shard glows with a golden hue. You can activate the holy symbol as you use it with a turning attempt. You can do this a number of times a day equal to your Cleric level + his Cha modifier. You rebuke creatures that have the same dragonmark that the symbol is attuned to. Strong Abjuration; CL 13; Craft Wonderous Item; repulsion; Cost: 1500gps, 120xps, 3 days; Price: 3000gps; Weight: 1lb.

Houseward: This item enhances the effect of the following mark of warding abilities: alarm, guards and wards, misdirection, mordenkainen’s faithful hound and nondetection. If the ability is used on an area that contains a houseward or a person or object that is within 20’ of a houseward, it’s duration is increased by a factor of 24,  to a number of days per character level rather than hours. Strong abjuration; CL 12; Craft wonderous Item, extend spell; guards and wards, creator must have mark of warding; price 25000gp;  weight 40lbs.

Image Projector: This item only function for a character with the minor image ability of the least mark of shadow. Using the device, you can record actual images for up to one minute and play them back at a later time, or record an illusion created by your minor image ability and play it back as well, either way, you can designate the image to play once or loop over and over again for 10 minutes. Moderate Conjuration; CL 5th; Craft Wonderous Item, creator must have the least mark of shadow; Price 1200gps, Cost 600gps, 48xps, 2 days. Weight 1lb.

Inquisitive Goggles: A dragonshard is positioned between the lenses of these cumbersome goggles making them a boon to the Tharashk inquisitive.  To access the abilites of the goggles, the user must have the lesser, greater or siberys mark of finding. If this condition is met, the wearer can use the goggles to see trace auras left by living creatures. This ability provides the following benefits: When examining an object, a DC(15+ number of days past) spot check will reveal the aura of the last creature that touched it. If the inquisitive is familiar with the creature, he can id the owner, otherwise he can just tell the type. If he succeeds the check by 10, he can tell gender and race, 20 or more and the creature counts as a known or familiar creature for the purposes of the locate creature spell. Transmutation affects that alter the apparaent race defeat the abilities of the goggles but illusory magic does not. Once the wearer has id’d the aura, he gains a +5 survival bonus to track the creature as long as he wears the goggles. When the wearer uses locate creature, the goggles allow him to follow recent movements of his target. If the target creature has passed through the spells effect within 24 hours, the inquisitive can detect the path it took. The wearer gains a +2 bonus on all sense motive checks made while wearing the goggles. Strong divination: CL 12; Craft Wonderous Item; find the path, creator must have mark of finding; price 16000gp.

Keycharm: While they are trivially simple to produce, these charms are critically important to the warding services of house Kundarak. When a character uses the mark of warding to cast alarm, arcane lock, explosive runes or fire trap, he can invest ownership of the spell into a keycharm. Whoever holds the keycharm is considered to be the caster of the spell for the purposes of bypassing its effects (or receiving a mental alarm). The charm has no inherent powers of its own and if the spell it is tied to expires, it is considered a mundane item, although a dragonmarked character could bind it to a new spell. Faint abjuration; CL 1; Craft Wonderous Item; rary’s telepathic bond, creator must have the mark of warding; price 150gp.

Lightning Reins: Modelled after the reins a mundane coach driver uses to control the horses pulling the coach, These long leather thongs are affixed to the helm of a house orien lightning rail coach. By gripping the lightning reins, a character with the dimension door ability of the lesser mark of passage can telepathically control the air elemental bound into the coach, forcing it to move the coach as the dragonmarked heir desires. Since it must follow the trail of conductor stones, there is little control other than the speed of travel. An uncontrolled coach either quickly comes to a halt or accelerates until it leaves the pathway and crashes into the ground. Strong conjuration; CL 12; Craft Wonderous Item; dimension door, planar binding, creator must have mark of passage; price 8000gp; weight 1lb.

Pen of the Living Parchment: This narrow darkwood rod has a small dragonshard embedded in its tip. A character with the arcane mark or the least mark of scribing can use the pen to incribe permanent arcane marks on the flesh of a living creature. These are commonly used by the courts to mark criminals and exiles. It takes one minute to use the pen effectively and the target creature must be restrained, unconscious or willing to allow the mark. A single mark can cover an area no larger than 2”x2” and it can be an image or a message. The marks are difficult to remove, requiring the use of break enchantment, limited wish, miracle or wish. The DC for the break enchantment is 18. Removing a mark is a crime under the Galifar Code of Justice, so finding someone to remove may prove difficult. Placing a criminal mark on an innocent creature is a serious crime under Galifar law, and the Blackened book is assigned to track down anyone believed to be guilty of this form of forgery. Faint Universal; CL 5; Craft wonderous item; least mark of scribing; price 22500gps.

Pen of the Scribe: This long ink pen, formed of silver and copper with a thin dragonshard at its core, is an invaluable tool for the scribes of house sivis. In the hands of a character with the mark of scribing it has the following powers: It never runs out of ink, the user can change the color of the ink as a free action by speaking the desired color in gnomish. It doubles the speed at which a character can write. A character cannot use the pen to scribe a scroll or record a spell in a spellbook, but it does increase the speed at which the character can use illusory script or the forgery skill. It provides a +5 to forgery checks. Faint Illusion; CL 5; Craft Wonderous Item; illusory script, creator must have mark of scribing; price 2500gp.

Prospector’s Rod: This short rod of cold iron is the key to house tharashk’s mining operations. A prospector’s rod amplifies the locate object ability of the least mark of finding. If the wielder uses this ability while holding the rod, he gains the following benefits: The duration of the effect is extended, continuing for as long as the user concentrates on the desired object, the user can specify a quantity of material to search for. When the user makes contact with a source, he must make a DC10 wisdom check to estimate the size of deposit he found. The range of the ability is tripled, the rod cannot be used to locate specific items, it can find gold but not a gold bracelet in the shape of a serpent. Faint divination; CL 5; Craft rod, locate object,creator must have the mark of finding; price 7400gps; weight 3lbs.


Reparation Apparatus: This item only functions for a character with the repair light damage ability of the least mark of making or the repair serious damage of the lesser mark of making. If worn by such a character when using any repair ability, the caster level is increased by 4.

Moderate transmutation; CL 7; Craft wonderous Item, creator must have the least mark of making; Price 3000gps; Cost 1500gps, 120xps, 3 days; Weight 1lb.

Rings of Shared Suffering: These rings are created in pairs. A character who posesses the mark of sentinal can at any time, command his ring to cast a shield other spell with the wearer of the other ring as the recipient. If both wearers have the mark of sentinal, they can both initiate the shield other and both characters gain the AC and saving throw  bonuses and damage from any attack on ether is split evenly between the two. The range of this effect is unlimited. A character who possesses the least mark of sentinal receives damage reduction 1/ against damage channelled through the ring, lesser marks provide DR2, greater DR3 and siberys DR5. Faint abjuration; CL 10; Forge Ring, enlarge spell; shield other, creator must have mark of sentinal; price 40000gps (for a pair).

Sceptre of Wild Dominion: This densewood rod enhances the power of the mark of handling. While wielding the sceptre, a characer gains the following benefits: The caster level and DC of the dragonmark abilities increase by 2, you can use spell like abilities that normally only affect animals on magical beasts. Moderate transmutation; CL 8; Craft Rod; dominate animal, creator must have mark of handling; price 35000gp; weight 2lbs.

Scrystone: A character with the scrying ability of the lesser mark of shadow or the greater scrying ability of the siberys mark can use this item instead of a mirror as the focus of his power. It allows a user to communicate telepathically with a willing creature whose image appears in the scrystone, sending and receiving mental images for the duration of the spell like ability. Strong divination; CL 12; Craft Wonderous Item; greater scrying, creator must have the mark of shadow; price 25000gps; weight 1lb.

Sentinal’s Shield: This is a quality that can be added to any shield. When worn by a character with the least mark of sentinal, this shield grants the ability touse protection from arrows (10/magic), 3x/day. By taking a standard action the character can transfer this protection to another creature. If the bearer already has the ability to use protection from arrows, he can use it an additional 3x/day, using his character level as the casting level. Faint abjuration; CL 3; Craft magic arms and armor; least mark of sentinal; price +4200gps.

Shadow Eye: Shadow eyes can only be used by elves with the lesser or siberys mark of shadow. A shadow eye consists of 2 sets of dragonshard slivers bound with copper bands. The eyes have no intrinsic power themselves but are simply targets for scrying. The holder of a shadow eye can target the other part of the pair with scrying or greater scrying with no chance of failure.

Craft Wonderous Item, Scrying, creator must have lesser or siberys mark of shadow; Price: 400gps/pair; Cost: 200gps, 16xps, 1 day; Weight: -

Sky Forge: A sky forge allows a character with the fabricate ability of the greater mark of making to use this ability on 100 cubic feet of material or 10 cubic feet of mineral material (10x the norm). The forge is a small anvil made of cold iron and alchemical silver, with a ring of small dragonshards around one larger shard. Strong Conjuration; CL 12; Craft Wonderous Item; fabricate, creator must have mark of making; price 27200gps; weight 35lbs.

Speaking Stone: This device is the key to long dstance communication across Khorvaire, powering the message stations of house sivis. A character who possesses the whispering wind ability of the least mark of scribing can use a speaking stone to send a message to any other speaking stone, the sender must know the location of the other stone however. This effect is similar to the whispering wind effect, but the message moves at 1 mile per minute and has no maximum range or length. In a Sivis message station, a gnome is always on duty by the speaking stone, listening for any messages that may come in and scribing them upon reciept. Large cities, such as Sharn, may contain multiple stone stations, major stations often contain more than one stone. Faint transmutation; CL 5; Craft Wonderous Item; whispering wind, creator must have mark of scribing; price 1000gp; weight 30lbs.

Truth Chime: This small bell with a small dragonmark ‘sceptre’ to strike it, works for any creature that tries it, but it is completely ineffective against characters with the least mark of detection. A Truth chime can be activated once per day, it generates an area with a 30’ radius that dispels magic with a dispel check of 1d20+10. Also, the creature that activated the chime gains true seeing for one round. Variant: Recalling Chime: All house medani members in range are recalled to a special reception room in the warning guild. This can be done only 2x/week.

Moderate Divination; CL 10; Craft Wonderous Item, creator must have least mark of detection; Price 36000gps; Cost 18000gps, 1440xps, 18 days; Weight 4lbs.

Wheel of Wind and Water: This ornately carved wooden wheel resembles the helm of a mundane sailing ship, but it is mounted at the helm of an elemental galleon or house Lyrander airship. By gripping the wheel, a character with the wind’s favor ability of the lesser mark of storm can telepathically control the elemental bound into the vessel, forcing it to move the vessel as the dragonmark heir desies. If a wheel of wind and water is mounted on a mundane ship, a character with the wind’s favor ability can create an area of ideal conditions around the vessel and sail it at a rate of 6 miles per hour. Strong Conjuration; CL 12; Craft Wonderous Item; control winds, planar binding, creator must have mark of storm; price 8000gp; weight 30lbs.

 


Quori Embedded Objects: Kalashtar and and the Inspired Lords have devised a way to craft siberys shards into psionic items. There are several available to the Inspired but none but one work for player characters.

 

Crystaline Eye: The bearer may see by means of this shard as if it were a third eye. A crystalline eye shard is often embedded in the palm of the hand allowing the bearer to see around corners or over barriers by extending only his hand. A character doing this is considered having improved cover. In addition, characters viewing his surroundings through the crystal is not affected by gaze attacks. If a character has at least 4 crystalline eys spread around his body and exposed at all times, he gains the benefit of all around vision. This grants a +4 bonus on search and spot, and the character cannot be flanked. Faint Clairsentience; ML 3; Craft Universal Item; clairvoyant sense; price 9000gps.

 


Eberron Shard Items

 

Crafting Eberron Shard Items: Crafting an item that incorporates an Eberron shard requires first attuning the shard to the spell it will hold. Attuning a shard is equivalent to creating a wonderous item with a value of 100gps. This requires one day of work and the craft wonderous item feat and a cost of 50gps + 4xp. For an item like an everbright lantern , which is nothing more than a permanent spell cast upon an attuned shard, this cost is added to the cost of the other material components of the item and represents the only magic item creation involved in making the item. For an item such as an eternal wand, the cost of attuning the shard is added to the cost to create the item, and its equivalent market value (100gps) is added to the market price of the item. In addition to the items listed here, the following items are commonly made with eberron shard: ring of spell storing, ring of counterspells, ring od wizardry, rod of absorption, metamagic rods, pearl of power, and beads of karma (on a string of prayer beads). In addition, intelligent magic items often incorporate eberron shards.

 

Amulet of Life: These finely crafted silver amulets embedded with an eberron shard in the center are created by clerics of Il Yannah (also known as The Path of Light). The amulets are often given to dedicated followers of the Path of Light to protect them in their journeys to mental and physical perfection. The amulets come in three strengths, least, lesser and greater. A lesser amulet has the powers of a least plus its additional abilities, as does a greater amulet have the powers of a lesser and least. Most times only least amulets are awarded, however through trials and deeds, the status of the amulet can increase in power (Least becomes Lesser, etc).

Least: Wearer is immune to Disease and Poison.

Lesser: Wearer is immune to the following effects; Blindness, Confusion, Dazed, Dazzled, Deafness, Exhaustion, Fatigue, Feeblemind, Insanity, Nausea, Sickened, and Stunned.

Greater: Wearer is immune to Attribute Drain/Damage, Negative Levels, Death Effects.

Moderate Conjuration; CL5/11/13; Craft Wonderous Item; Least;Remove Disease, Neutralize Poison;price 35600gps: Lesser; Heal; price 132100gps; Greater; Heal, Greater Restoration; price 324100gps;weight 1lbs.

Aureon Spellshard: This large eberron shard is similar to the spellshards wizards often use to store their spells. Unlike a common spellshard, Aureon’s spellshard holds the equivalent of 500 pages of spells, and a wizard can imprint spells in it without paying the usual material component cost. This spellshard is never found as a randomly generated treasure with spells already imprinted in it. Moderate transmutation; CL 7; Craft Wonderous item; secret page; price 6250gps;weight ½ lb.

Bloodstone Blade: This +1 longsword (although it can be other types of blades), contains an Eberron shard attuned to the Vampiric Touch spell. When you strike a creature with this blade and the creature takes damage, the weapon can deliver the vampiric touch ability as a free action if you desire. The dragonshard acts as a spell storing item and can only hold one spell at a time, however the construction of the blade causes the vampiric touch effect to be empowered when activated (as the Empower spell feat). Strong Evocation and Necromancy; CL12; Craft Magic Arms and Armor, vampiric touch; Price: 12315gp; Cost: 6315gps, 480xps, 12 days; Weight: 4lbs.

Empowered Spellshard: These Eberron shards are attuned to a specific spell of up to 3rd level and attached to a silver chain. The shard functions 3x/day, if it is used as a focus for the spell it is attuned to, it empowers the spell just like the feat.

Moderate no school; CL 9; craft wonderous item, empower spell, the spell to which the shard is to be attuned

Spell Level

CL

Price (Gps)

Cost

(Gps)

Cost (Xps)

Days

1st

9

1500

750

60

2

2nd

9

3000

1500

120

3

3rd

9

6000

3000

240

6

Eternal Wand: An eternal wand holds a spell of 3rd level or less with a maximum caster level of 6th. Unlike a traditional wand that holds 50 charges, an eternal wand allows any character who can cast arcane spells to use the spell contained in it twice per day. Faint (any school); 0 level: CL 1, 1st lvl:CL1, 2nd lvl: CL3, 3rd lvl: CL5;Craft wand, Craft Wonderous Item; the spell contained in the eternal wand; price: 460gps, 820gps, 4420gps, 10900gps.

Everbright Lantern: An everbright lantern combines the effect of a continual flame spell with an eberron shard attuned to that spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination for 60’ and shadowy illumination for 120’. Just like a mundane bullseye lantern, but its light never goes out. Faint evocation; CL 3; Craft Wonderous Item; continual flame; price 212gps; cost 112gp+4xp; weight 3lbs.

Holy Symbol: This is a holysymbol crafted from precious metals and has an Eberron dragonshard in the center of it. Each holy symbol is attuned to a specific outer plane at the time of its creation. When a cleric uses the holy symbol’s ability, the shard glows with a crimson hue. You can activate the holy symbol as you use it with a turning attempt. You can do this a number of times a day equal to your turning/rebuking ability for the day. You rebuke creatures that are natives of the same plane that the symbol is attuned to. Moderate Abjuration; CL 7; Craft Wonderous Item; dismissal; Cost: 4500gps, 360xps, 9 days; Price: 9000gps; Weight: 1lb.

Scrying Shard: A large eberron shard attuned to the scrying spell can serve as a portable focus for that spell. A character of any class can cast scrying using a scrying shard as a focus. Moderate divination; CL 7; Craft Wonderous item; scrying; price 1100gps; weight 1lb.

Truelight Lantern: This lantern is crafted of flametouched iron with an eberron shard inside. It functions as a normal everbright lantern but once per day it can be activated, creating an area of 60’ cone under the effect of a true seeing spell. This effect lasts for 10 minutes.

Moderate Divination; CL 11; Price 36000gps; Cost 18000gps, 1440xps, 36 days; Weight 3lbs.


Khyber Shard Items: These crystal have an affinity for binding, thus any process that requires binding an elemental requires one of these shards.

 

Bracers of Wind: When these bracers are worn, a constant wind swirls around you. Ranged weapon attacks against you take a  –2 penalty (siege weapons are not affected). In addition, you gian a +1 competence bonus to ranged attacks that you make.

Moderate Conjuration; CL 11; Bind elemental, planar binding; Price 10000gps; Cost 5000gps, 400xps, 10 days; Weight 1lb.

Earthplate Armor: This +2 full plate looks ill kempt and dirty but actually has an earth elemental bound to it. Once per day, the wearer can activate the additional abilities of the armor, granting stoneskin and tremorsense (5’) for 90 minutes or until the stoneskin absorbs 90hps.

Moderate Abjuration; CL 9; Bind Elemental, planar binding, stoneskin; Price 41650gps; Cost 21650gps, 1600xps, 40days; Weight 70lbs.

Earth Sled: This vehicle looks like a small barge, 30’ long and 15’ wide. It can carry 5600lbs. It can move over any terrain at full speed, seemingly skimming the surface and leaving a slight furrow. It can scale vertical natural surfaces but not worked stone. A character with any mark of passage can direct the elemental by gripping the handles at the steering podium. The vessel moves at a constant speed of 6mhp.

Strong Conjuration; CL 12; Bind Elemental, planar binding; Price 24000gps; Cost 12000gps, 960xps, 24 days

Fiery Tunic: This tunic with a fire elemental bound to is grants you Fire resistance 10. It can be activated 3x/day to either provide a fire shield (as the spell) or if you are holding a metal weapon, it will burst into flames, causing an additional 1d6 fire damage. Either effect lasts for 5 rounds.

Moderate Abjuration and Evocation; CL 7; Bind Elemental, fire shield, resist energy, planar binding; Price 48000gps; Cost 24000gps, 1920xps, 48 days; Weight 2lbs.

Gloves of Flame: While wearing these gloves, you are protected against the cold as if by an endure elements spell, you also gain Cold resistance 5. 5x/day, you can activate the gloves and create one of the two following effects: you can deal 1d6+5 fire damage with a melee touch attack or send an arc of flame before you like a burning hands spell, dealing 5d4 fire damage to creatures in a 15’ cone in front of you (Reflex DC11 for half).

Moderate Conjuration; CL 5; Bind Elemental, planar binding; Price 19000gps; Cost 9500gps, 760xps, 19 days; Weight 1lb.

Holy Symbol: This is a holysymbol crafted from precious metals and has a Khyber dragonshard in the center of it. Each holy symbol is attuned to one of the four elements at the time of its creation. When a cleric uses the holy symbol’s ability, the shard glows with a deep blue hue. You can activate the holy symbol as you use it with a turning attempt. You can do this a number of times a day equal to your turning/rebuking ability for the day. You can expend an action point to use the ability one additional time per day. You turn or destroy creatures that are of the opposite element that the holy symbol is attuned to. You can like-wise command, rebuke or bolster creatures of the same elemental type as the symbol. Moderate Abjuration; CL 7; Craft Wonderous Item; dismissal; Cost: 3500gps, 280xps, 7 days; Price: 7000gps; Weight: 1lb.

Nightshard Maul: This +1 Greatclub is studded with khyber shards mined from an area close to where the spirit of a couatl holds a rajah captive. By clutching the handle of this weapon, you can concentrate and use the following abilities: Detect Thoughts (at will), Polymorph (1x/day, only yourself) or Turn Ethereal (1x/day for 5 rnds). When used in melee, it does an additional 1d6 damage to both Good and Evil creatures (Neutral are unaffected by the extra damage), the weapon also is aligned both good and evil to overcome damage reduction. If you are Good or Evil, you take a –1 penalty to all saves when you carry this weapon. Moderate Necromancy and Transmutation; CL7; Craft Magic Arms and armor; Price: 52305gp; Cost: 26305gps, 2080xps, 52 days; Weight: 10lbs.

Ring of the Stalker: This khyber shard is shaped in a ring and has an invisible stalker bound within it. You gain a +5 competence bonus to Listen, Search, Spot and Survival checks made to locate or find one target creature. In addition, 3x/day, you can activate the ring and become invisible to the targeted creature, although other creatures in the area can see you.

Moderate Illusion; CL 10; Bind Elemental. Invisibility, planar binding; Price 15500gps; Cost 7750gps, 620xps, 16 days; Weight -.

Rock Boots: When wearing these boots, the sound you make when walking sounds like rock on rock, as such, you take a –2 penalty to move silently. If you are in contact with the ground, you gain a +4 bonus to strength checks made to resist being bull rushed or tripped. As a free action, you can activate the boots to gain stability for 1 round over difficult terrain, this can be done up to 10x/day. Finally you gain the ability to Stomp, 3x/day. This creates a shockwave in a 20’ cone, creatures in the affected area must make a DC13 reflex save or fall prone.

Moderate Conjuration; CL 11; Bind Elemental, planar binding; Price 3000gps; Cost 1500gps, 120xps, 3 days; Weight 1lb.

Tumbler: This odd conveyance has enough room to carry 12 medium sized creatures. It has an earth elemental bound to it and is used to travel through the earth at a speed of 2mph (it can cross open ground at a speed of 10mph). When going through the earth, it leaves no passage. Any pilot (Profession (Pilot) can operate the vehicle above ground with a DC20 profession check. Underground, a DC 25 profession check is required. The air in the tumbler is magically refreshed and is good for 10 days, after that, the tumbler must sit in open air for 1 hour to recharge. If a move earth spell is cast at a tumbler, it is thrown back 30’ and all within it take 4d6 damage. In addition, the craft is immobile for 1 hour afterward.

Moderate Transmutation; CL 17; Bind Elemental,greater planar binding; Price 200000gps; Cost 100000gps, 8000xps, 200days.

Water Cloak: When wearing this cloak you gain a +5 reflex bonus to avoid any fire damage. You also gain the evasion ability but only for fire effects. 5x/day, you can use the cloak to extinguish all nonmagical fires within 30’ of you. At will, you can use the cloak’s power to counterspell any spell with the fire descriptor. You must succeed on a dispel check (1d20+cloak’s casrer level) against the caster level of the spell to succeed.

Moderate Conjuration; CL 10; Bind Elemental, planar binding; Price 17000gps; Cost 8500gps, 680xps, 17 days; Weight 1lb.

Water Whip: This whip is a +1 whip but it deals 1d6 lethal damage rather than 1d4 non lethal. As a standard action, you can either make the whip icy cold or scalding hot, doing an additional 1d6 energy (cold/fire) damage. You can alternate between hot and cold as often as you wish but must use a standard action each time. If the weilder of the water whip is disarmed, the whip will immediately flow back into his hand at the beginning of the his next turn, even if another creature is holding it, as long as it is no more than 30’ away. Drawing a water whip is a free action.

Moderate Transmutation; CL 8; Bind elemental, planar binding; Price 30301gps; Cost 15301gps, 1200xps, 31 days; Weight 2lbs.

 

Armor Properties

 

Burning: A large fire elemental is bound into this suit of armor, which smolders with a redish glow. The wearer gains resistance to cold 10. Three times per day the wearer can command the armor to burst into flames. The flames do not harm the wearer, but any creature hitting him takes 2d6 fire damage and also catches on fire unless it succeeds on a DC17 reflex check. Creatures using reach weapons are not affected. The flames last for 11 rounds. Moderate conjuration; CL 11; bind elemental, planar binding; price +90000gps.

Stonemeld: A large earth elemental is bound into this armor, and crystaline structures appear on various areas of its surface. The wearer of this armor gains DR 5/- and can use meld into stone on command three times per day. Moderate conjuration; CL 11; bind elemental, planar binding; price +80000gps.

Underwater Action: A large water elemental is bound into this armor, giving it a milky blue-white appearance. The wearer of the armor can breathe water as if under the effect of a water breathing spell, and the armor imposes no penalty on swim checks. Twice per day the wearer can command the armor to produce a quench effect. Moderate conjuration; CL 11; bind elemental, planar binding; price +86000gps.

Whirlwind: A large air elemental is bound into this armor, which takes on almost a translucent appearance. When the wearer of this armor speaks a command word, the armor allows him to fly at 60’ (good). Once per day the wearer can transform himself and all of his gear into a whirlwind, exactly as if he were a large air elemental, remaining in that form for up to 4 rounds. Moderate conjuration; CL 11; bind elemental, planar binding; price +90000gps.

 

Weapon Properties

 

Burning: A burning weapon has a small fire elemental bound within it, and it has all of the characteristics of a flaming weapon. In addition, any creature struck by it must make a DC11 reflex check or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a full round action to put the flames out. The wielder gains a +2 initiative bonus if he is holding the weapon at the start of a melee. Moderate conjuration; CL 9; bind elemental, lesser planar binding; price +2 bonus.

Earthbound: An earthbound weapon has a small earth elemental bound within it and has a heavy crystalline appearance. As long as the wielder and his opponent are touching the ground, the weapon grants a +2 bonus on attack and damage. If the wielder is flying but his opponent is grounded there is only a +2 bonus to damage. Moderate conjuration; CL 9; bind elemental, lesser planar binding; price +3 bonus.

Finesse: A finesse weapon has a small air elemental bound into it, and has a slightly translucent appearance. This property can only be applied to a light weapon, a rapier, a whip or a spiked chain, and its benefits only apply if the wielder is the size of creature that the weapon was made for. The wielder can use a finesse weapon as if he had the weapon finesse feat. In addition, the weapon grants a +2 to the wielders dexterity score. Moderate conjuration; CL 9; bind elemental, lesser planar binding; price +3 bonus.

Keeper’s Fang: The keeper is the sovreign lord of death and decay. He is aid to have a vast domain beneath the demon wastes, filled with souls snatched away from Dolurrh. A keepers fang weapon has a large Khyber shard embedded in the hilt and has been consecrated by the keeper. If the weapon is used to strike a killing blow, the creatures soul is drawn into the blade and transported into the keepers domain. When this occurs, the creature cannot be brought back to life  using resurrection, raise dead, reincarnate or similar spells. There are tales of brave heroes entering the keepers domain and returning with the traaped souls of their comrades. This is an evil aligned weapon and it bears the runes of the keeper along its length. A DC20 knowledge (religion) check will reveal the nature and purpose of this weapon. Most followers of the sovreign host consider mere possession of a keepers fang to be an abominable act, the use if the weapon is a hideous and unforgiveable crime. Only melee weapon can be keeper’s fangs. Strong necromancy; CL 17; Craft magic arms and armor; align weapon, soul bind; Price +4 bonus.

Waterborn: A small water elemental has been bound into this weapon and it takes on a milky blue-white appearance. If the weapon is a slashing or bludgeoning weapon, this property negates the normal penalty for using it underwater. If it is applied to a piercing weapon, it gains a +2 bonus to attack and damge when both the wielder and his opponent are touching water. If the wielder is on land and the target is in the water, this weapon negates the cover usually given to a creature in the water. Moderate conjuration; CL 9; bind elemental, lesser planar binding; price +1 bonus.