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.
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.
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.
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.