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Wizbolt's Discount Magic PDF
Wizbolt's Discount Magic PDF
We have a Discord!
Expanded Inventory, 100% Fan made
Loadstone - 5 Gold
A stone that can fit onto the stock of the average crossbow, label reads ‘Loadstone, for when
you really need to keep shooting!’
- When activated allows the user to load a crossbow bolt as a free action, requires a standard
action to activate.
4-You momentarily gain the hand of Midas, and anything you touch turns into gold! On further
inspection though, objects you touch are just coated in yellow paint...
5-You summon a devil for one round. Not long enough for him to do anything, but with every
subsequent summoning he becomes increasingly annoyed.
6-Roll again. If you roll a 6 again, roll again. If you somehow roll three 6's in a row, the staff
glows magnificently and you may make a wish as per the Wish spell! On making a wish there's
a 44% chance the staff will shatter
A small grass whistle, a bit firm and warm to the touch but otherwise plays satisfying tunes.
- When played with a Perform [Winds] check of over 10, the whistle bursts into flames as per the
burning hands spell, with the cone starting on and thus affecting the user’s head. After the
whistle has burned away it becomes a clear crystal whistle of masterwork quality.
- Pan can grow to accommodate any meal and evenly spreads heat. However meat thrown into
the pan sears to show a detailed image of the creature’s death, including the killer.
- Geoffrey is simply a very effective butler. He can maintain any given base of operations,
operate any vehicle with a +8 to relevant driving checks, assist in cooking with a +4 bonus to the
proper chef, and do any mundane butler task. Once per day he can be called from anywhere to
your side with a designated item provided you had it stored somewhere or stored the money to
buy it. Also has a limitless supply of banana humbugs, they provide no nutritional value but are
quality candies.
A pair of metal doodads with sharp prongs on one side. They spark when touched together.
- Allows the wearer to cast Lightning Bolt 5 times per day by focusing the electricity running
through their brain with CL 5. The wearer’s brain is slightly electrocuted by doing this as the
lightning comes out of their face, causing one round of confusion. This is counted as an
extraordinary ability.
- Medium sized construct that can use bardic performances as a 5th level Bard. Can also use a
Theme Song, focusing it’s bardic performance to only apply to one target (Can’t be used if
performance is already singular). This doubles the bonuses granted or adds +2 to the save DC.
A dusty tome with the author’s name worn away and pages mixed with loose sheets.
- Reader becomes shaken after reading, a Perform [Oratory] check can spread this effect to
listeners with a DC equal to the check. By every 2 the check is over their save they are shaken
for an additional round. Creatures living near the ocean take a -4 to their saves. If read while on
the ocean with no land in view it causes frightened instead and conjures illusions accompanying
the stories.
- Blunderbuss that has infinite ammunition. That ammunition is confetti. This gun only deals 1
point of damage and creates a 15ft cone of colorful confetti with a satisfying popping sound.
Critical hits force the target to laugh uncontrollably, they are treated as helpless and suffocating
until someone spends a standard action to clear them of confetti.
- +3 greatsword, intelligent with the mind of an brutal sociopath. Can be summoned from
anywhere in the world by shouting it’s name. It arrives in a gout of hellfire and makes the user’s
steps leave burning footprints. Causes the user to pick up as Chaotic Evil for alignment
detection
A set of thick full plate armor decorated with dwarven art of a person in the armor wrestling
down terrible beasts.
- +3 Full Plate armor, renders the wearer immune to any effects that move or grapple them
unless they wish for it to do so. Effects that teleport the wearer must penetrate SR 22 to work
(Unless wearer wants to be affected)
A fine leather glove sized for a halfling. It is decorated with a keyhole the back and palm.
- When worn the wearer may open any door and walk through to any other door they know to
exist. If the exit door is locked then they will need to insert the key into the glove’s keyhole to
open it, however the opening door does not need to be unlocked.
A strange sack that appears to have had the opening sewn shut, and has two tuby ‘arms’ on the
sides. It looks to be somewhat full of a soft material.
- When bought the arms of the bag raise up in a gesture for a hug. Items placed within it’s
reached will be hugged by the bag. Items hugged in this way can not be larger than medium
sized, however are weightless to the carrier of the bag, as are items touching the held item.
Items balanced on each other stay well enough, allowing the bag to be treated as a Type II bag
of holding. Only difference being the objects are not stored in any way and are still at their full
volume. The bag is also very sad if you don’t personally give it a hug to show you appreciate it’s
work once in a while, it’s doing its best to keep your things for you.
A wonderfully carved axe made from some sort of rainbow colored wood and a flowing axe
head that shimmers with colors.
- Normally a normal Battleaxe, able to cast Persistent image five times a day. Will save DC is
equal to the user’s craft [Painting] check and lasts for a number of rounds equal to half the
check. Illusion can only take up a 5ft radius around the user, but is otherwise the same as the
spell. While this effect is active the axe is treated as a +2 battleaxe, if a creature disbelieves the
illusion the bonus is lost against that target, instead acting as if it has the Furyborn
enchantment.
Lonely man’s friend - 120 Gold
- When held to the ear enables communication with the Lonely man. Just a really lonely man in
a dark place, happy to talk and a bit desperate/scared that everyone forgot about him. He
doesn’t know where he is, how he got there, who Wizbolt is, or how he found his device. If
asked about the device he begins to panic as he does not know where or how he found and it
and only remembers it in the instant the speaker’s voice was heard. Can be asked for advice on
any subject, treated as having half the user’s HD+1 to any relevant checks. Speaks all
languages, even secret and sign languages (Don’t ask how that works over voice)
A simple leather robe with an oiled exterior and a very roomy chest area. Smells like water.
- When worn, any time the wearer finds a plot relevant object, person, event, or piece of
information a red herring (the fish) will appear in the robe. Best not tell the PCs about this effect.
- When worn as a part of any sleeves the wearer is treated as ambidextrous for: Hand shaking,
signature writing, bowing, card dealing, bowling, and wintergarten playing. Also may reach into
their sleeves to retrieve items stored in the cufflinks as a swift action, stowing an item is a full
round action for anything larger than a deck of cards. Cufflinks can hold up to 400lbs with
limitless volume. Though items larger than the wearer takes an additional minute to stow per
size category larger (And it looks rather silly, stuffing them into your sleeves).
A caravan larger than Wizbolt’s. You’re not sure how to appeared there, even Wizbolt isn’t sure
how it did.
- The wagon is a Huge vehicle on the outside with a place for seating that is protect from
weather as well as the interior is, and moves without the need of a beast of burden. It still
requires a driver of some sort. The inside is treated as the Secure Shelter spell, with only six
bunks and chairs, a small kitchen near the fireplace, six small dressers each with a mirror.
Currently stocked with a month’s worth of firewood. Interior including furniture is very well made
with an odd purplish wood and red velvets. Can sometimes be conjured while thought about, or
just at random. Unseen Servant likes to gently caress inhabitants on rare occasions, particularly
those who look upset.
A guillotine large enough to behead a large creature. An unnerving aura emanates from it.
- Functional guillotine, when a creature vulnerable to a coupe de grace is placed inside it will
remove their heads. Does not need to be sharpened and can be packed and unpacked in 1d10
minutes. However the person doesn’t die, their head becomes permanently detachable, not
even divine intervention can repair the damage (Loosely attached, about as well as a plastic
suction cup on a wall). Also a sentient magic item that is sad it can’t do the one thing it was
made to do. Very depressed, can sometimes be heard telepathically whimpering (It doesn’t
have control, it is sorry for when it happens. Don’t abuse your guillotine.)
- Grants the wearer the ability to conjure a pair of boxing gloves from the pockets of the
trousers. While wearing these boxing gloves they are unable to use their hands for fine
manipulation but are treated as having Improved Unarmed Strike. The boxing gloves can only
deal nonlethal damage and can use the wearer’s perform [Sing] check as an attack roll, dealing
1d8 of damage for a medium creature. Confirmed criticals knock the target unconscious until the
wearer takes off their boxing gloves.
- Can be used as a normal double barrel shotgun but can’t be enchanted normally. When not
loaded it can always fire a blast of confetti, making a fun party noise. Deals only 1d4 damage
when used in this manner but critical hits cause the target to explode in a gruesome, violent,
gory mess acting as a coup de grace (Damage die increases to normal for this). The target’s
allies have to make a will save DC 22 to not be frightened of the user. For this it does not make
the party noise or confetti.
A mysterious set of garments. You don’t know what they mean but maybe there is something
afoot with this garb.
- Pocket contains a cryptogram, which can be deciphered into a hex code, that gives the
location of an image. Hidden within the image is a secret phrase, rearranging the phrase
creates a sentence which is an instruction to find a new location. The new location has a statue
and a message on the plaque, crack the plaque’s riddle as it relates to the statue and find the
box. The box will contain several items that must be arranged in the correct manner which will
form a key. Refer back to the image, find where that image was taken from and place the key in
the secret hole under the third chair from the right. The way is now opened, you will be faced
with many puzzles to test your will to complete this challenge. At the end there is a major artifact
(Don’t tell the PCs! Also why would you use this?).
A missing poster without a portrait. The reward is one million gold for the Missing Man.
- Carrying it allows the owner to perceive the Missing Man. The Missing Man is a creature that
wanders throughout reality missing to most creatures, causing chaos and abducting lost
creatures. Finding a way to attack him will be hard, since he does not technically exist, but does.
His trail could be found anywhere and nowhere, tracking will be difficult.
- Context (And DM) sensitive. Can be used at any time at least to escape immediate harm, least
for as long as you can tolerate the magical realm. Usable 3 times, each use after causes 1d12
Wisdom damage (Can’t go negative).
A tortoise wearing thick iron plate armor. It has an unshakable aura. Feed it fruits and veggies.
- Weighs 35lbs, but while carried somewhere gives the carrier +2 Natural/Armor bonus to AC.
This type can apply as either, as beneficial to the carrier. It cannot survive in bags of holding or
similar items, it is still a live tortoise.
- Treat as a Throwing Returning Ogre Hook with a 40ft range. Both the thrower and target are
dragged 5ft towards each other each hit. 1% chance on every attack to pull an outsider out of
any good aligned plane. They do not appreciate having a hook in them.
- Must be worn as armor and a weapon. Treat as a set of +1 Chainmail and a Spiked Chain that
has an additional 5ft of reach. Kills with the chains add +1 fire damage to the weapon, stacking
infinitely. For every 3 points of fire damage gained the wearer takes 1 point per attack. Has a
1% of dragging an outsider out of any evil aligned plane, they do not appreciate being lashed by
chains.
- Very impractical belt that contains every common tool and one set of masterwork tools chosen
by the DM. Wearer takes a -2 to acrobatic checks and increase the dex penalty of armor by 1.
Can be enchanted though.
- Can be thrown as a swift action to blind the target (DC = melee attack roll) and allow the user
to move up to their speed. They must yell ‘Pocket sand!’ while doing so. One use.
A hammer - 5 Gold
Not great, but when its all you got you’ll make it work.
- Normally a hammer that only detects as magical. When the owner has nothing else on their
person except a set of non-magical armor or clothing (Not both) it becomes a +5 Speed
Furyborn club with a critical of 15-20/x4.
A pair of socks. One is striped with many colors, the other is argyle. Strangely they match well.
- All magic items worn by and within 10ft of the wearer can only be detected as magical, no
other details are possible to ascertain. Wearer is under a constant Nondetection spell and may
turn it off or on as a free action.
- A full size boulder, compacted in a way that interrupts extradimensional spaces like bags of
holding and portable holes. If this stone ever comes into contact with such an item it explodes
into a gargantuan boulder.
- When throw in the air in a dry area (Anywhere without sufficient humidity or water in the
immediate vicinity) the dust absorbs the dryness and produces 100 gallons of water. Single use.
- When bought the tonic disappears, DC 21 perception to find it. It hid behind the buyer’s leg.
Any time the tonic is not being watched it hides somewhere on or near the owner with a stealth
of +10. Does nothing when drunk, but tastes like something familiar but you can’t quite place it.
A pair of oversized classes connected to a large wooden nose complete with bristle mustache.
- Grants the wearer a +10 to disguise and can be used to apply a disguise as a swift action
using only the +10. However you are wearing them, and people may ask you to remove them.
A opaque vial.
- Contains a tiny rolled up paper saying ‘You’ve made some’. Can be given to another creature,
if read applies a -1 morale penalty to attack rolls, will saves, and the DC to intimidate them.
Lasts 1 day. Reusable if you retrieve the vial.
- Symbol of a forgotten god, allows the wearer to make an additional attack at their full BAB, this
can be used with any other extra attacks from other equipment. If used with a ranged weapon
instead it allows for four attacks at full BAB, stacking as well. When used in this way it increases
the reload of the weapon up to a full round action, or doubled if greater, though only after the
final attack.
- Allow the reader to qualify for two weapon fighting (And similar/related feats) using their
strength modifier instead of their dexterity. As a book it can be read any amount of times,
however once read the reader can’t go back to using dexterity through sheer shame knowing
there are better paths in life.
A half fist sized chunk of hand candy. Wizbolt warns it’s curse is difficult to remove.
- The first creature to suck on has it’s gob is permanently stopped. That is to say they can not
verbalize or make any sound through their mouth. They now require two hours of tedious effort
to try and eat or drink even small morsels, and cannot cast spells with verbal components. A
dispel curse can remove this temporarily with a DC of 22, allowing normal gob use for 24 hours.
A wish or miracle spell can remove this curse without a check.
A box for each of you, lovingly wrapped in colorful paper with a bow on top, there are even
candies and a bell on the boxes! The least he could do for such wonderful customers.
- Only give out once a year now, for the season. Each player gets a single Wizbolt item either
chosen at random or selected by the DM. Just try to keep them within the same range, unless
some were particularly nasty customers.
- When the wearer falls asleep their consciousness enters a strange landscape, unique to the
individual. After one night of this they gain the ability to wake from sleep at will, and can be
alerted of outside influences in their dreams with a DC 14 Wisdom check. However after having
this benefit the wearer is left unrested and odd, taking a -4 to diplomacy, sense motive, bluff,
and perception checks, a -2 to all will saves against creatures of the same type (If applicable
subtype), and a +1 to intimidate. They also become narcophilic, requiring an additional 4 hours
of sleep to be rested (For creatures that do not normally sleep, they do for this purpose.), this
can’t be reduced by sleep related effects but is removed by a full sleep without the pajamas.
- Powerful sleeping ‘aid’, potent enough to cause sleep even in creatures normally unable to
sleep. After ingesting one pill the eater must make a DC 23 Will save or be put to sleep in 1d6
rounds. Creatures normally immune need only a DC 18 save and have 3d6 rounds before the
drops take effect. Drops can be dissolved in drinks easily, or crushed over food items to be used
as a poison. Sleep induced by the drops is always restful and counteracts any effects that
prevent restful sleeping.
- Pretty tasty candies on their own, but when given to any primate with an Intelligence of 3 or
lower they treat the giver as if they were friendly.
A bottle filled with a chunky slurry. The bottle looks like the bottom half was once a jar. Wizbolt
warns its permanent.
- Once drunk the drinker’s form warps and twist, developing animal features. They gain 1d6
features from the following list (Chosen randomly): Burrow 30ft, Fly 90ft [Good], Climb 90ft,
Blindsense 30ft, Darkvision 60ft, Low-light vision, Scent, Poison, Pounce, Rake, Web, Breath
Weapon (DM chooses which, can be any on an animal or magical beast), Grab, Constrict,
Spikes, Roar, +30ft Movement speed, or an effect from an animal/magical beast at the DM’s
choosing. The drinker’s type becomes Magical Beast, technically now a chimera with parts
fitting their new abilities. This is permanent barring a Reincarnate spell or similar race change
effect.
- Once drunk the drinker will not need sleep and can sustain themselves on almost entirely tea,
only needing food of a creature three sizes smaller than they are, but taking up water as if a size
larger. Gain a +8 alchemical bonus against sleep effects. Only makes a single cup.
- Can be used as a standard action, whispering into it calls in a Dor Strike. This acts as the
Volcanic Storm spell (Cl 7th), except all damage is bludgeoning and does not cause a penalty to
perception checks. Instead if maximum damage is rolled every enemy in the area of effect is
pulled in to Dor’s doors, never to be seen again. The volcanic rock in the spell is replaced with
doors appearing and falling from the air. So. Many. Doors. These doors shatter on impact and
can’t be entered. Usable 5/day.
- Can be used once per day, creates a short life anti door. Such doors allow the user to walk
into a space of inverse reality 20ftx40ftx20ft in size. The inverse reality they enter is created as
an opposite of the area around the anti door, and may be drastically different both to the normal
reality and what has been seen previously. Anti doors remain until the user returns to reality.
A droopy sack with a dark bluish tinge. This sack knows true sadness.
- Can be used as part of an intimidate check, granting a +2 to the check to whoever is holding it.
Those who become shaken by the intimidate check increase the shaken penalties by -1, due to
feeling really sad.
A belt bag that comes with a trendy belt. Seems the current fashion is technicolor polkadots.
- Once per week the bag generates a mundane outfit suited to current trends. Grants a +2 to
diplomacy or bluff checks to convince others you are up to date with fashion. Outfit can be sold
for 10 gold, but you must wait a full week before the next one can be made.
- Once per day can be opened, acting as Daylight centered on the bag. Always gives off the
same light as a candle, due to it not being a very well made bag of sunshine.
An effeminate purse. Standing on a pair of very manly muscular legs, striking a manly pose.
- Treat as an animated small sized object, with an unarmed strike instead of slam. Str 18, Dex
14, No Con/Int, Wis 3, Cha 15. Unarmed strike deals 1d6+Str damage, BAB = that of the buyer.
Can wear magic boots. Also acts as a bag of holding, being able to hold as much as a medium
creature with it’s Str score inside it’s tiny bag body.
A pocket that could be easily incorporated into any garment. Looks very, very crisp.
- Can be used as a masterwork dagger in all ways, except with the weaknesses of being made
of cloth. Deals 1 damage every round to objects or creatures stored inside of it (Diminutive-Fine
sized), being able to wear down hardness/DR. Can be torn to used as an emergency weapon
as a standard action, +30 bluff to convince others it is not a weapon. Because nobody should
ever think that a pocket is a weapon.
- Holy symbol of Jeff, god of Biscuits. Can function as any other holy symbol or eaten as a
delicious treat. Also makes an effective improvised weapon, dealing 1 bleed damage on a crit
per every +5 BAB the user has.
A bag that appears to be empty but has a band of Grey, Rust, and Tan around the opening.
- Can act as any of the three bag of Tricks, rolling a d3 to decide. Animals thrown out always
have a jester’s hat on and spend their first full round action doing a minor act of jestering. 50/50
chance that is is very entertaining.
A mass of green plasma with a white stripe moving through it. It pulses with energy.
- Grants +4 Size bonus to STR, user may fly 40ft [Poor]. When flying their arms turn to wings
and cannot be used. Once bought the blessing is absorbed into the user but may be expelled
over a minute of concentration.
“Totally not magical Ruby” - 8,500 Gold
- Occasionally when the owner of the stone makes a sarcastic remark the remark becomes real.
Ex: “That boss was so easy, I wish we could fight him again” summons said boss.
- The mouth can be told a message and given instruction on when to say it, or to give an alarm
when a specific thing happens within it’s 50ft blindsight. Speaks with a thick cockney accent and
is a general cunt, can yell loud enough to be heard 200ft away. Washing it with soap prevents it
from saying profanities for 24 hours.
An eyeball, its misshapen, red on one side, and has a thick cataract over the other.
- Can be activated by gently pressuring it, creating an ethereal hound around it. The hound is
small sized and can be commanded to run to and survey an area for up to 24 hours. The hound
has a max speed of 300ft while running, and is counted as incorporeal to attacks but due to the
solid eye it can not move through objects. If attacked the body dissipates and the eye must be
recovered, otherwise it returns after 24 hours and the owner is given visions of what the hound
saw over the next two hours, being treated as fascinated. The hound can only be summoned
once per week.
- If the doll is on the owner’s person at time of death their soul is absorbed into the doll, acting
as the Reincarnate spell except coming back as an accursed doll. -2 Str, +2 Dex, no Con score,
construct type, Tiny sized. Half HD DR/Piercing, no special vision, +8 to disguise as an
inanimate doll. If the doll dies the soul is always revived as a new incarnation of the doll
regardless of spell used, unless it is a wish or miracle.
- Can be used as a swift action, allowing a trip attempt at a target within 15 ft. Said trip attempt
uses the user’s CMB however the target doesn’t gain any benefits from size or extra legs to
their CMD. Single use. Also makes a good sauce on fried foods.
- What is whispered into the ear of one head is spoken by the other. Provided they are on the
same plane they work regardless of distance. Sometimes they worry about their third brother.
A pudgy green toad with orange lips. You’re irritated just looking at it.
- Can be prodded as a move action, producing an annoying screech people are sick of the
instant they hear it. Causes all within a 20ft radius to lose their next action as they shake their
head in shame. The user must make a DC 20 will save to not leave the encounter out of shame.
Single use. Mostly because you don’t want to have it after one use.
An absolutely massive blade of grass, the bottom frayed and woven into a handle.
Technobauble - 40 Gold
- Does absolutely nothing on it’s own. However it grants a +4 bonus to bluff and intimidate
checks when held by someone with 16 or more Intelligence from them ‘explaining’ its many
functions.
- When spoken to in a language other than common the ring slowly converts everything said
into common. Can be rubbed against writings for the same effect. Takes 1 second per letter.
- Functions as a +1 Greatclub, weighing twice the normal amount. The star decorations can
overflow with magic, opening a portal to the Hammerspace. Hammerspace can carry 100lbs of
goods per point of strength of the user. On confirmed critical hits the hammer effectively
swallows the target, 1d6 per round, AC 20, Hardness 5 HP 30.
- When used summons a brightly colored door with a pair of eyes on top that watches the area.
Inside the door acts as an extradimensional space containing a small foyer down a short few
steps, bathing area with warm and cold water, a reading room, and a bedroom for one. The
eyes outside can alert whoever is inside of someone approaching and describe what is outside
the door. Anything left inside is retained exactly as it was between summonings, the door
vanishes once it is unobserved.
- When used as a full round action calls a small goat with a peculiar look. Goat has 1 in all
mental scores but otherwise the stats of the Dretch. Can not bleat as a goat but makes sounds
of common farm animals.
Three little balls of a splotchy red and white candy. Smells like cinnamon
- When eaten causes the user to gush blood from their eyes and mouth, as well as any wounds
from their body. This deals 1 point of bleed damage + 1 for every 5 points of damage done by
sources other than bleeding. This effect can either cause a target to appear terrifying or be
given with an appropriate check to grant a +8 to intimidate checks. Particularly vicious creatures
such as evil outsiders or those of the Chaotic evil alignment are immune to the former, but are
affected if they eat the candy.
A simple book with no title or author. Wizbolt advises against opening it yourself.
- When opened causes itself and the creature who opened it to catch fire, dealing 2d4 fire
damage initially and burning for 1d6 until extinguished.
A red lens fit into a downward facing lantern. Comes filled with 2 hours worth of oil.
- When lit and hung creates an unsettling red light. Grants whoever sits in the light a devilish
appearance, giving a +2 to intimate, Perform [Oratory], Bluff, and any checks relating to twisting
laws in the speaker’s favor. For every hour in the light the speaker must make a DC 12+1 per
hour will save or shift one step towards lawful evil. If the creature is already lawful evil increase
the bonuses given by +1.
A golden amulet with a shining rounded ruby set in it. It seems to be calling out to be worn.
- Grants technical immortality, allowing a soul to be stored indefinitely and transfer into the body
of whoever wears it. The soul of the body is destroyed when the amulet’s enters. If the amulet is
removed the soul returns to it. Currently contains the soul of a mad wizard, well meaning but
hazardously unaware. The only way to remove the soul is by using the Trap the Soul spell while
the amulet’s soul is in a body. If the amulet is removed or not at least being held by the chain by
its body, the body dies and cannot be reanimated.
This rusty iron ring appears to show a dusty landscape within it, changing as it’s moved. Poking
a finger through it seems very warm. The ring can stretch very slowly and closes much faster.
- Acts as the Gate spell to the Empty World. However requires 1 minute of work expanding the
ring large enough to fit through if medium, halving or doubling time for each size category larger
or smaller. The Empty World itself consists of a vast plane of tall buildings made of a strange
stone with scatterings of strange metals, glass, and materials of unknown origin. Temperature is
always considerably warmer than the material plane, as well as having a much thinner
atmosphere. Any time a creature suffers fatigue they take 1 point of damage for each minute
under fatigue and cannot recover by normal means aside from magic. The world is entirely
devoid of life, only wandered by scarce flying constructs that attack on sight. You may make
perception checks through the ring albeit at a -10 penalty from the dust and small view point.
A journal with a sturdy seal. Wizbolt cannot tell you any of what’s contained inside and advises
against looking yourself. He thinks it could be dangerous, probably close your eyes if someone
else opens it.
- Weighs twice as much as a normal large sized buckler, can be used as a normal buckler for a
large creature or a heavy steel shield by a medium one. Otherwise a +1 shield that allows the
user to parry massive projectiles by succeeding a Feint check opposed to the attack roll. This
can only be used by massive projectiles such as from massive creatures, thrown boulders,
catapult shots, ballista bolts, and cannon fire. Can also be used once per month to parry an
avalanche, mudslide, rockslide, or similar event with a DC 30 feint check. When parried the
avalanche slides up to 1,000 feet out of it’s path and does not harm those in the avoided area.
Tesla aspergillum - 1,600 Gold
A battle aspergillum which rattles when shaken. Wizbolt warns not to get it wet.
- A Shocking Battle aspergillum which always deals and extra +1 electricity damage. If it gets
wet all those touching it takes 4d6 electricity damage and are stunned for 1 round, after which
the item stops functioning magically. It can take light rainfall if covered but is otherwise very
sensitive.
A long parchment, its blank. Seems like it could hold a lot of stories.
- Acts as a +2 Greatsword made of parchment, once its bought it fills itself in with stories on the
owner’s battles. Can be used with weapon finesse. If the user has a profession [Writer] or craft
[Calligraphy] skill with 8 ranks or more they may use those skills in place of attack rolls when
using the war scroll.
A decrepit tome without an author, Wizbolt lets you flip through the first few pages. Seems to be
how to make yourself vanish. It has many chapters, labelled as names in different handwriting.
- When read the reader gains the ability to effectively remove themselves from everyone they
know or have interacted with. This disjoints the character from any adventuring party as the
magic of the book distances them. The DC to track or find information about the user increases
by +40, and cannot be located or learned of through magic without a DC 30+HD of the missing
caster level check. Those who knew the character remember them as normal, as they vanish
through mundane means and do not alter memories unless another ability would allow them to
do so.
A simple broadsword, it carries a ferocious aura. It’s said to be haunted by the spirit of an
undying warrior.
- +1 Longsword normally. If the wielder is ever slain while holding the sword a stone springs
from the ground and wraps the body in chains to appear as if it is standing. Perception DC 35 to
tell the owner is actually dead. Anyone who attempts to strike the body has the offending limb(s)
severed and the sword is rendered mundane.
A small device, looks very real from the front aside from a clearly mechanical aperture.
- Grants Darkvision 60ft, however the darkvision is able to see in full color. Though while using
the color vision cause a -2 to visual perception checks due to using only one eye. Functions as
a spyglass as well, and halving perception checks due to distance.
A snake head with miniature human heads budding off of it. The smalls heads seem to still be
alive but do not speak.
- Can be held forward to cause a Gaze attack, all who fail the DC 22 Will save are affected by a
Stone to Flesh spell. The targets can willingly fail the save. Its also very unsettling to hold, and
own in general. Seriously.
A bag of kibble with a three headed dog on the front. It seems very happy.
- Three uses, causes any dog to gain two new heads, to become a three headed hound. The
dog(s) is not harmed in any way and all three heads work in tandem without fighting at all times.
This grants the dog additional bite attacks as normal. Works on all canines, and said creatures
find the food delicious. Can’t cause a dog to have more than three heads, however it is still
delicious dog food and they would appreciate have the remaining uses being dedicated to
individual treats instead of regular food.
A one man sled. You may never need it but if you do you’ll really, really need it.
- Can be ridden to safely sled across lava. The rider is immune to any damage from being close
to lava or even the small parts that may hit their body, though not if they crash into a significant
amount or a similar amount falling on them.
Death token - 5,000 Gold
A sickly blue coin with a skull on one side and strange runes on the other.
- Single use, when a creature carrying the token dies they are revived 1 hour later as if by the
Raise Dead spell. In that one hour period they get to meet the god(s) of death or the afterlife
they would’ve gone too, who may not be pleased about them getting out of dying.
A square bottle of a golden liquid with specks of red that form wailing faces. Wizbolt warns its
permanent.
- When drunk immediately causes 1d6 Permanent Wisdom damage and 1 minute of Confusion.
Once the confusion wears off the drinker is left plagued by visions of the future, being constantly
under the effect of Anticipate Peril and See Beyond. They may cast Divination, Locate Object,
Clairaudience/Clairvoyance, Scrying, and Vision as spell like abilities at will, however each use
causes 1 point of Wisdom drain. Each cast has a 10% chance of causing the drinker to suffer
from Insanity as the spell, or a random madness (If in play) with a DC of 23. The DC to remove
the curse is DC 25.
A bag of ungodly sweet candies of all flavors. They have a strong scent that carries a sensation
of whimsy and carelessness.
- Must consume all the candies in the bag to activate. After all have been eaten the eater is
covered in a shining layer of sparkling colored sugar as suiting their personality, coming out
transformed into an overly sweet version of themselves, adorned with colors and a typically
sweet items that match their new personality. They gain +4 Charisma and become twisted
versions of themselves, overly cheery and constantly excited with their deepest desires
becoming their dominant traits. Each day they must have a DC 12 Will save or be affected by
the Mania madness with the urge to spread their candy infection with others (A full round action,
avoided with a DC 16 Will save). However they become immutable, immune to mind affecting
effects, figments, and charisma damage/drain.
Song of Rage - 9,200 Gold
A small sheet of paper with only a small part of the musical score on it revealed. Just thinking
the notes makes you angry.
- Once read the song vanishes from the paper and is burned into the reader’s mind. They may
mentally recite the song as a move action to be affected by Rage as per the spell. They may
stack the spells’ effects up to four times (AC penalty only increases to -4), however each time
they must make a DC 14 Will save (+2 for each consecutive use) or be unable to tell friend from
foe. If they fail this save they immediately gain +8 Str and Con, DR 5/-, and attack whoever is
closest to them including animal companions or familiars.
A 6 inch tall figurine of a knight. It turns it’s head towards you and points a plastic sword to your
nose.
- Initially unfriendly, though can be affected by diplomacy as normal. Cannot speak, 4 HP, AC
18. Can move at 10ft move speed and will perform any task it can, however it’s sword deals
only a single point of damage and is molded to it’s hand, leaving one free tiny little hand.
Strangely it has an interest in cook books.
This shiny black wok is large enough to cover your back, along with any backpack with space to
spare. Heavy, but very sturdy.
- Acts as a Heavy adamantine Shield, however it grants a passive +1 Shield bonus to AC when
worn on the back allowing both hands to be used. Counts as a masterwork tool for cooking
checks, and whenever the wearer is hit by a fire effect that blasts them (Not walking into fire or
coming from a passive source) the shield blocks all damage save 1 per damage die rolled as
the shield heats up. It remains heated, losing 1 point of damage per minute to cool down, any
creature in contact with the shield takes the heated damage once per round.
A pair of white cloth gloves, slightly sweaty. It’s said the original wearer displayed true bravery at
every turn.
- When worn the wearer may wield any light source as a melee attack against incorporeal
undead. The attack deals 1d6 per 15ft of bright light or 30ft of normal light it provides, + the
wearer’s Will save (If they have any bonus against fear apply this to damage as well). They lose
any immunity to fear they have and become automatically shaken for 1 round upon seeing
incorporeal undead or otherwise detecting them. The light attack is untyped damage and
bypasses all defenses the target has (DR, Spell resistance, even AC)
Unassuming round leather boots, the bottom soles are worn from decades of use and dusted
with the soil of countless worlds yet the top is polished to a pleasing shine. These boots will
serve you well.
- Wearer is always under the effects of Freedom of Movement. This is a non magical effect that
can only be dispelled or suppressed by godly intervention. In addition they ignore all falling
damage and may leap up to 30ft in the air and land as a full round action dealing 1d6+Str per
10ft fallen to any creature they land on (As a ranged touch attack). The Str is multiplied as well.
Wearer grows a full mustache every morning and is affected by Geas/Quest to save any nobility
in trouble provided they’re aware of it.
An old lap dog with blue-grey fur. It introduces itself with an exotic accent and licks its lips.
- Doesn’t talk much, but while cooking it provides useful advice. When giving advice it grants a
+2 to cooking related checks, however if asked for a recipe it will give you a recipe to follow
along with, granting a +4 instead. Otherwise a normal dog, make his last few years comfortable.
- After being worn for 24 hours the wearer gains the benefit of the Brilliant Planner feat however
they need to only be near a settlement, spend half the time, and half the gold to prepare their
plan. This allows them to prepare a plan in settlements they’re unable to enter normally. Causes
strange speech and the wearer to bear a constant and irremovable large grin while the plan is
available. Taking the glasses off is only possible when a plan is not available.
- +1 Holy Longsword. While the wielder is at full HP or more they may use to as a ranged
weapon with a 20ft range as a beam of energy comes from the blade. However the blade is
fragile, having Hardness 3 and HP 20. With each attack in any form it takes 1 point of damage,
when broken it will regenerate to full HP after 24 hours. If destroyed the hilt reforms the sword in
1 week. If it scores a critical attack against a creature with the evil subtype the user may embed
the sword in the creature, petrifying it until a good aligned creature of the wielder’s HD or more
removes the sword.
A bushel of mint leaves, it gives you a decent cut when you try to touch the leaves.
- Acts as a +1 short spear, if damaged it regenerates at 1 HP per hour. Can be used to deal
slashing damage as well.
A big fucking hammer made of wood with a pink and yellow star design on the two faces. The
handle has some sort of mechanism in it.
- +3 Earthbreaker, deals damage as if it were huge, imposing a -2 attack when used by medium
creatures (Increasing normally for smaller or larger than Large). Critical attacks cause the
mechanism to reveal a rocket in the hammer, granting a free bullrush with a bonus equal to the
damage dealt by the attack with a backlash of 8 damage to the wielder. This bullrush does not
provoke, can knock targets upwards by 5ft by sacrificing 5ft of horizontal movement, and does
not move the user.
Hat of Holding, Type II - 4,575 Gold
A pointy cap with two small pouches on a band around it. Wide brimmed and well made.
- Acts as a bag of Holding Type II, except it must be worn as a head slot item and weighs only
2lbs. Carrying it for any longer than 1 minute without setting it down on a surface or hook for at
least 1 hour causes it to weigh 3x the weight it currently is holding until worn as a hat for 1 hour.
A large red maple leaf that holds its shape remarkably well. Holds a faint whiff of incense.
- Acts as a +1 Shortsword normally. While used by someone who worships a god of the moon
or nature acts as a +2 Bane Evil Shortsword, which causes evil and undead creatures killed by it
to fade away to nothing.
A long arm severed at the shoulder, skin tight to the bone. The hand has only three fingers and
grabs lightly at the air.
- Acts as a +2 reach weapon sized for a medium creature, dealing 1d6 piercing and slashing
damage. Can be ‘wielded’ by any creature able to hold the shoulder as it animates itself when
swung, grasping and clawing at the target. The wielder may make 2 free attacks of opportunity
using the weapon, stacking with combat expertise and similar effects, however they must be
used with the weapon. The weapon can attack within it’s entire area of reach.
A standard revolver, bearing a large staring eye just above the handle on either side of the gun,
and a mouth in front of the trigger. It says hello.
- +2 revolver, however it speaks in a surreal fashion. When purchased it will speak “Ownership
has transferred? You should know I’m eager to serve as your arm. Just know when you fire your
finger will be within reach of my tongue.” Otherwise functions as an effective revolver that
requires no ammo, which licks the user’s finger once per round when used to attack and
remembers the face of every creature it shoots. It has a perfect memory and will go on lengthy
speeches to describe the creature’s appearance and thoughts. If a creature dies to it after 48
hours there will be a new rambling revolver nearby the body.
- When drunk acts as the Ethereal Jaunt spell, however when drunk they immediately move in
an upward slant, moving 5ft up for every 10ft forward, in whatever direction they were facing in a
single round. For the next minute they are left in a stupor, being Fascinated regardless of
regular immunities. When the effect ends DC 14 Fort save to avoid addiction as a moderate
drug.
- A sentient medium sized ooze, 20ft move speed, with 12 HP, 8 Str, 12 Dex, 12 Con, 2 Int, 6
Wis, and 14 Cha, Neutral good alignment. Acts similarly to a dog and bonds first with whoever
purchased it or treats it kindly and isn’t of an Evil alignment. Has a 1d6 slam attack performed
by pseudopods, however it will never deal damage to a living creature unless said creature
poses and immediate threat to those who’ve bonded with it. Otherwise is playful and friendly,
and can harmless carry one medium sized creature in it’s body but will only do so as play or to
remove them from harm. Has a +8 diplomacy and being within reach of it grants a +4 vs fear
effects.
- When used the device vanishes. The next time any of the creatures in the user’s ‘Party’ dies
they are as a group presented the option to return to the last time they rested (Such as to
recover spells). Doing so sends them back in time, with the same equipment they had then,
however they do remember the events leading up to the death. Once used the save point is
expended.
Special Offer
Cube of True Alchemy - 320,000 Gold
A pure white cube. “This little thing can create any material you want, no limit what so ever!”.
The gnome then holds the cube up in one hand, which then creates a 3ft cube of a crystal which
he claims to be diamond. It looks real and entirely pure.
- It can indeed create anything imaginable in endless amounts, it can even create highly
complex objects in an instant. However it requires the user to know the precise recipe, which is
a alchemical formula. DC 40 Alchemy/arcana to create a featureless cube of a simple material
such as carbon, hydrogen, oxygen, or transition metals. However metals created by this method
are 100% pure, and thus much less usable then if they had the proper impurities. DC 50 to
create usable transition metals, coal, water, breathable air, and other common non organics. DC
70 to create noble metals such as gold, platinum, quicksilver, and copper.
When a recipe is used correctly the DC for that specific item lowers to 30.
To create complex items the user must previously know (lowered DC) for all materials used, and
make an engineering check to create them. Simple items like weapons, armor, and non moving
items are DC 35. Items with few moving parts such as a wagon, crank, crane, or other simple
machines are DC 40. Clockwork items have a DC of 40+ their normal craft DC, for said items
craft clockwork can be used.
Items created are not explicitly magical in nature, but can be used to fill in material requirements
to construct items or constructs.
Organic materials are highly complex and need a DC 60 alchemy/arcana check and a DC 30
nature check with a size limit of medium (However creatures can be scaled down).
Calamity Cannon - 520,000 Gold
An iron cannon decorated with depictions of natural disasters, wars, magical apocalypses, and
so on. Just seeing it is unnerving, especially as wizbolt is pointing the endless black of the
muzzle at you.
“The calamity cannon my good customer! This dangerous little baddy just got delivered to my
caravan from a friend. It has near limitless potential in it’s destructive debauchery. Just set the
dials to your desired flavor of end times, point it up, and watch your enemies cower!”
One dial reads “Off, Natural, Sentient, Magic, Divine, Wipe, Celestial, Foreign, Creator,
Forgotten”, the other “Local, Planet, Plane, Universe, Dimension, Reality, All”. Whatever you
set the first to will set the flavor of the calamity, and the second the scale. The first dial is set to
off, but the second is set to Reality.
This short dagger is covered in runes and has blood seeping through the handle.
“100% guaranteed to kill whatever isn’t as tough as you!”
A normal dagger, except the user may accept psychic damage to deal the same amount to the
target. It has no limits, can do infinite damage. However when the user is killed while wielding it
as a weapon from any source the body and dagger are destroyed, may kill attackers as well. If
the dagger kills anything while doing psychic damage the body is destroyed entirely, being
stretched a and warped until nothing remains.
Green: Beam, hand becomes a lightning rod esque figure and can emit thin green beams
dealing 2d4 damage as a ray touch attack. Can be bounced off mirrors to go around corners
with a -4 per bounce. Shooting certain ancient objects may have effects.
Yellow: Hand glows a bright light, which can disperse normal and magical darkness within 60ft.
Darkness created by greater forces have a much lower effect at 10ft maximum, possibly less.
Blue: Hand is alight with azure flames, attacks with them deal an additional 1d6 holy/fire
damage. Undead slain by this effect are purified and made immune to necromantic effects.
Black: Hand burns with a sickly green and black flare. Activating this causes 1 WIS damage that
returns overnight, caused by alien thoughts invading your mind. Grants an amount of rounds of
rage as per the barbarian class feature equal to your warpriest/cleric/paladin levels. By
accepting 3 more points of WIS damage you may gain a rage power or the ability to do +2d8
unknown damage. Creature killed by this effect do not die, but will slowly begin shifting and
shimmering in form, the final blow having their bodies twist in unnatural ways and shrink until
entirely vanished. You can still hear them for 1d4 rounds after, during which they scream in
terror and pain, ending almost always in an exclamation of prophecy.
A wide tablet of a strange grey material, marked with many small runes over parts that look
almost like buttons. Its inconspicuous otherwise, but Wizbolt assures it makes everything
possible through any forms of reality.
- Can be used to activate cheat codes. Yes, cheat codes, entered as a move action for 5 parts,
standard for 10, full for 15, so on. Detailed below for existing codes
(No checks to activate, the player must find the codes)
+30 Lives - Up, up, down, down, left, right, left, right, B, A
+30 HP to the activator, can only be used twice per party.
Summons a bat shit crazy wizard who spawns shotguns. Everyone within a 200ft radius of the
user is dealt 20d6 bludgeoning/piercing damage, non magical. This includes the user, as
wizards have no sense of morality or allegiance.
A single target within view is completely disconnected from any magical, supernatural, or
extraordinary abilities. Ongoing effects are dispelled, and any equipment becomes mundane. If
the target had the ability to cast magic they lost that ability permanently. If the creature is an
outsider they are destroyed.
Creates a colossal sized greatsword. It might crush some structures but can’t do damage just
from appearing. Non magical, just really big.
Creates a pile of rubber ducks, some painted to look like the players. They squeak.
User is now designated as a god. They gain no benefit or penalty from this, but people are
convinced they are a god. Not compelled to worship them, but still.
A green pipe large enough to fit a person inside. Can be used to warp to any known location
instantly.
User becomes a bane of magic. Magic has no effect, beneficial or harmful. Attacks from them
prevent the victim from using any magic or extraordinary abilities for 1 round.
Creates a pair of supremely power weapons. Although you don’t have enough ammo or rads to
use them.