Epic Magic Items
RINGS
NONEPIC MAGIC ITEM
Universal Energy Resistance, Minor:
This ring functions as a ring of minor energy resistance for all
types of energy: fire, cold, electricity, acid, and sonic. When
the wearer would normally take such damage, subtract 10 points of
damage per round from the amount before applying. This is a
nonepic magic item.
Caster Level: 15th;
Prerequisites: Forge
Ring, protection from energy; Market Price: 84,000 gp.
d% |
Ring |
Market Price |
01-08 |
Universal energy resistance, greater
|
308,000 gp |
09-13 |
Energy immunity (acid) |
240,000 gp |
14-15 |
Energy immunity (cold) |
240,000 gp |
19-23 |
Energy immunity (electricity) |
240,000 gp |
24-28 |
Energy immunity (fire) |
240,000 gp |
29-33 |
Energy immunity (sonic) |
240,000 gp |
34-38 |
Adamant law |
250,000 gp |
39-43 |
Chaotic fury |
250,000 gp |
44-48 |
Epic wizardry (V) |
250,000 gp |
49-53 |
Ineffable evil |
250,000 gp |
54-58 |
Virtuous good |
250,000 gp |
59-63 |
Rapid healing |
300,000 gp |
64-68 |
Sequestering |
300,000 gp |
69-72 |
Epic wizardry (VI) |
360,000 gp |
73-76 |
Ironskin |
400,000 gp |
77-80 |
Epic wizardry (VII)?
|
490,000 gp |
81-83 |
Weaponbreaking |
600,000 gp |
84-86 |
Epic wizardry (VIII) |
640,000 gp |
87-89 |
?
Epic protection +6 |
720,000 gp |
90-92 |
Epic wizardry (IX)
|
810,000 gp |
93-95 |
Epic
protection +7 |
980,000 gp |
96-97 |
Epic protection +8 |
1,280,000 gp |
98 |
Epic
protection +9 |
1,620,000 gp |
99 |
Epic protection +10 |
2,000,000 gp |
100 |
Universal energy immunity |
2,160,000 gp
|
Epic Ring Descriptions
Standard epic rings are described below.
Adamant Law:? The
wearer of this ring is constantly sheathed in a shield of law
effect. It bestows one negative level on any chaotic creature
that puts it on. The negative level remains as long as the ring
is worn and disappears when the ring is removed. This negative
level never results in actual level loss, but it cannot be
overcome in any way (including restoration spells) while the ring
is worn.
Caster Level: 15th;
Prerequisites: Forge
Ring, Forge Epic Ring, shield of law, creator must be lawful;
Market Price: 250,000
gp.
Chaotic Fury: The
wearer of this ring is constantly sheathed in a cloak of chaos
effect. It bestows one negative level on any lawful creature that
puts it on. The negative level remains as long as the ring is
worn and disappears when the ring is removed. This negative level
never results in actual level loss, but it cannot be overcome in
any way (including restoration spells) while the ring is
worn.
Caster Level: 15th;
Prerequisites: Forge
Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic;
Market Price: 250,000
gp.
Energy Immunity: This
band continually provides the wearer with immunity to a single
type of energy: fire, cold, electricity, acid, or sonic. The
wearer takes no damage from the energy of the specific
type.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, protection from energy; Market Price: 240,000 gp. Epic
Protection: This ring
offers continual magical protection in the form of a deflection
bonus to Armor Class of +6 or higher.
Caster Level: 20th:
Prerequisites: Forge
Ring, Forge Epic Ring, shield of faith, creator’s caster
level must be three times the ring’s bonus; Market Price: 720,000 gp (+6),
980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000
gp (+10).
Epic Wizardry: Like
the ring of wizardry, this ring comes in a variety of types
useful only to arcane spellcasters. The wearer’s arcane
spells per day are doubled for one particular spell level. An
epic ring of wizardry V doubles 5th-level spells, an epic ring of
wizardry VI doubles 6th-level spells, an epic ring of wizardry
VII doubles 7th-level spells, an epic ring of wizardry VIII
doubles 8th-level spells, and an epic ring of wizardry IX doubles
9th-level spells. Bonus spells from high ability scores, school
specialization, or any other source are not doubled.
Caster Level: 23rd (epic
wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII),
32nd (epic wizardry VIII), 35th (epic wizardry IX); Prerequisites: Forge Ring, Forge
Epic Ring, wish; Market
Price: 250,000 gp (epic wizardry V), 360,000 gp (epic
wizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp (epic
wizardry VIII), 810,000 gp (epic wizardry IX).
Ineffable Evil: The
wearer of this ring is constantly sheathed in an unholy aura
effect. It bestows one negative level on any good creature that
puts it on. The negative level remains as long as the ring is
worn and disappears when the ring is removed. This negative level
never results in actual level loss, but it cannot be overcome in
any way (including restoration spells) while the ring is
worn.
Caster Level: 15th;
Prerequisites: Forge
Ring, Forge Epic Ring, unholy aura, creator must be evil;
Market Price: 250,000
gp.
Ironskin: This ring
grants its wearer damage reduction 15/adamantine.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp.
Rapid Healing: This
ring grants a living wearer fast healing 3. It must be worn for
24 hours before its powers activate, and if removed it will not
function again until it has been worn for 24 hours by the same
individual.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp.
Sequestering: This
ring becomes invisible when worn. Upon command, the wearer gains
the benefits of a sequester spell (though he or she does not
become comatose as normal for the spell).
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, sequester; Market Price: 300,000 gp.
Universal Energy
Immunity: This ring functions as a ring of energy immunity
for all types of energy- fire, cold, electricity, acid, and
sonic. The wearer takes no damage from energy of any of these
types.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp.
Universal Energy Resistance,
Greater: This ring functions as a ring of greater energy
resistance for all types of energy-fire, cold, electricity, acid,
and sonic. When the wearer would normally take such damage,
subtract 30 points of damage per round from the amount before
applying.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, protection from energy; Market Price: 308,000 gp;
Cost to Create: 154,000
gp + 13,080 XP.
Virtuous Good: The
wearer of this ring is constantly sheathed in a holy aura effect.
It bestows one negative level on any evil creature that puts it
on. The negative level remains as long as the ring is worn and
disappears when the ring is removed. This negative level never
results in actual level loss, but it cannot be over-come in any
way (including restoration spells) while the ring is worn.
Caster Level: 15th;
Prerequisites: Forge
Ring, Forge Epic Ring, holy aura, creator must be good;
Market Price: 250,000
gp; Cost to Create:
125,000 gp + 12,500 XP.
Weaponbreaking: A ring
of weaponbreaking is identical to a ring of ironskin, and has one
additional power. Any weapon that successfully strikes the wearer
must also make a Fortitude saving throw (DC 20) or be shattered
into pieces.
Caster Level: 20th;
Prerequisites: Forge
Ring, Forge Epic Ring, iron body, shatter; Market Price: 600,000 gp;
Cost to Create: 300,000
gp + 16,000 XP.
Epic Psionics: This
special crystal ring comes in a variety of types useful only to
psionic characters (characters who have power points per day).
The wearer’s total power points per day are increased,
depending on the ring. The points granted are not bonus
points-while the ring is worn, it actually increases the
wearer’s points per day, but a night’s rest is
required before gaining access to the increased power point per
day total. (Power points are not actually stored in the ring, as
would be the case for a crystal capacitor. Instead, the ring
grants power points by magnifying the manifester’s own
power.)
A ring of epic psionics V increases the wearer’s daily
power points by 43 points, a ring of epic psionics VI grants 63
power points, a ring of epic psionics VII grants 87 power points,
a ring of epic psionics VIII grants 115 points, and a ring of
epic psionics IX grants 147 power points.
Manifester Level: 23rd
(epic psionics V), 26th (epic psionics VI), 29th (epic psionics
VII), 32nd (epic psionics VIII), 35th (epic psionics IX);
Prerequisites: Craft
Universal Item, Craft Epic Universal Item, great emulation;
Market Price: 250,000 gp
(epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp
(epic psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp
(epic psionics IX).
RODS
d% |
Rod |
Market Price |
01-08 |
Epic spellcaster
|
245,000 gp |
09-16 |
Nightmares |
284,000 gp |
17-24 |
Epic splendor |
297,000 gp |
25-31 |
The path |
306,870 gp |
32-38 |
Epic cancellation |
330,000 gp |
39-45 |
Epic negation |
446,000 gp |
46-51 |
Besiegement |
447,745 gp |
52-57 |
Fortification |
465,665 gp |
58-63 |
Epic rulership |
575,000 gp |
64-69 |
Invulnerability |
600,000 gp?
|
70-75 |
Paradise |
610,000 gp |
76-80 |
Restless death |
625,000 gp |
81-85
|
Excellent magic |
650,000 gp ?
|
86 |
Wyrm (white) |
1,458,200 gp |
87 |
Wyrm (brass) |
1,458,200 gp |
88-90 |
Epic absorption |
1,500,000 gp |
91
|
Wyrm (copper) |
1,562,600 gp |
92
|
Wyrm (black) |
1,562,600 gp |
93
|
Wyrm
(bronze) |
1,670,600 gp |
94
|
Wyrm (green) |
1,670,600 gp |
95
|
Wyrm
(blue) |
1,782,200 gp |
96
|
Wyrm (silver) |
1,782,200 gp |
97
|
Wyrm
(gold) |
1,897,400 g9 |
98
|
Wyrm (red) |
1,897,400 gp |
99-100
|
Epic
might |
4,293,432 gp |
EPIC ROD DESCRIPTIONS
Standard epic rods are described below.
Besiegement:? This rod
functions as a +3 light mace. In addition, it is useful for
besieging fortifications. Whenever the wielder makes a charge
attack, the rod improves to a +6 weapon. Twice per day, the rod
can create a battering ram that lasts for 24 rounds. This ram can
strike once per round, dealing 20 points of damage with each hit.
It cannot be used to target individuals, only fortifications. It
can be damaged by normal means (65 hp, AC 22), and disintegrate
or dispel magic destroys it. The rod also has the following
powers: Siege Engine: One heavy catapult, two light catapults, or
three siege towers may be generated with each use of this power.
Each weapon created lasts for 12 hours.? The power can be used
three times per day. Ammunition for 20 shots is included with
each weapon created.
Transmute Rock to Mud:
This power can be used three times per day (caster level 24th,
save DC 17).
Caster Level: 24th;
Prerequisites: Craft
Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist,
passwall,? telepathic bond, transmute rock to mud; Market Price: 447,745 gp;
Cost to Create: 224,025
gp + 14,474 XP.
Epic Absorption: Like
a rod of absorption, this rod draws single-target or ray spells
and spell-like abilities into itself, nullifying the effect and
storing the potential spell levels until the wielder releases the
energy in the form of spells of his or her own. Spells of any
level (including those boosted beyond 9th level by metamagic) can
be absorbed, although epic spells cannot. The rod absorbs a
maximum of 150 spell levels and can thereafter only discharge any
remaining potential it might have. The rod cannot be
recharged.
Caster Level: 23rd;
Prerequisites: Craft
Rod, Craft Epic Rod, Empower Spell, Maximize Spell, empowered
maximized spell turning; Market
Price: 1,500,000 gp.
Epic Cancellation:
This rod’s touch drains an item of all magical properties,
including the magical energy in epic magic items (but not most
artifacts). The item touched gets a Will saving throw (DC 26). If
a creature is holding the magic item at the time, then the item
can use the holder’s Will save bonus in place of its own.
In such cases, contact is established by making a melee touch
attack roll. Upon draining three items, the rod becomes brittle
and useless. Drained items can only be restored by wish, miracle,
or epic spells specifically designed to restore lost power. A rod
of epic cancellation can neutralize a normal sphere of
annihilation without itself being cancelled.
Caster Level: 25th;
Prerequisites: Craft
Rod, Craft Epic Rod, dispel magic; Market Price: 330,000 gp.
Epic Might: This rod
is similar to a rod of lordly might, although it is far more
powerful. It is larger than its normal counterpart, and it is
constructed of adamantine rather than normal metal. It has six
buttons, several spell-like functions, and several mundane uses,
and it can also be used as a magic weapon of various sorts.
The following spell-like functions of the rod can each be used
once per day.
- Dominate Person: Touched foe is recipient of a dominate
person spell, if the wielder so commands (Will save DC 24). The
wielder must choose to use this power and then succeed with a
melee touch attack to activate the power. If the attack fails,
the effect is lost.
- Stun: Upon command, all enemies viewing the rod are stunned,
as per the power word, stun spell (10-foot maximum range, Will
save DC 24). Invoking this power is a standard action.
- Damage: Upon command, the rod deals 10d8 points of damage to
an opponent on a successful touch attack and cures the wielder of
a like amount of damage (Will save DC 26). The wielder must
choose to use this power before attacking, as with dominate
person.
The following weapon uses of the rod have no limits on their
use.
- In its normal form, the rod can be used as a??? ?+6 heavy
mace.
- When button 1 is pushed, the rod becomes a +3 longsword of
fiery blasting.
- When button 2 is pushed, the rod becomes a +8 battleaxe.
- When button 2 is pushed, the rod becomes a +8 battleaxe.
- When button 3 is pushed, the rod becomes a +10 shortspear or
+10 longspear.
The following mundane uses of the rod also have no limits on
their use.
- Climbing pole/ladder: When button 4 is pushed, a spike that
can anchor in granite is extruded from the ball, while the other
end sprouts three sharp hooks. The rod lengthens to anywhere
between 5 and 150 feet in a single round, stopping when button 4
is pushed again. Horizontal bars 3 inches long fold out from the
sides, 1 foot apart, in staggered progression. The rod is firmly
held by the spike and hooks and can bear up to 10,000 pounds. The
wielder can retract the pole by pushing button 5.
- The ladder function can be used to force open doors. The
wielder plants the rod’s base 30 feet or less from the
portal to be forced and in line with it, then pushes button 4.
The force exerted has a Strength bonus of +24.
- When button 6 is pushed, the rod indicates magnetic north and
gives the wielder a knowledge of his or her approximate depth
beneath the surface or height above it.
Caster Level: 30th;
Prerequisites: Craft
Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic
Arms and Armor, cure critical wounds, inflict critical wounds,
bull’s strength, fireball, dominate person, power word
stun; Market Price:
4,293,432 gp; Cost to
Create: 2,151,372 gp + 52,841 XP.
Epic Negation: This
rod negates the spell or spell-like function or functions of
magic items, including epic magic items (but not artifacts). The
wielder points the rod at the magic item, and a beam shoots forth
to touch the target device, attacking as a ray (a ranged touch
attack). The ray negates any currently active item function and
has a 75% chance to negate any other spell or spell-like
functions of that device, regardless of the level or power of the
functions, for 2d4 rounds. To negate instantaneous effects, the
rod wielder needs to have readied an action. The target item gets
no saving throw or means to resist this effect. The rod can
function three times per day.
Caster Level: 24th;
Prerequisites: Craft
Rod, Craft Epic Rod, dispel magic, limited wish or miracle;
Market Price: 446,000
gp.
Epic Rulership: This
rod appears to be a royal scepter worth at least 25,000 gp in
materials and work-manship alone. The wielder can command the
obedience and fealty of creatures within 360 feet when he or she
activates the device (a standard action). Creatures totaling 900
Hit Dice can be ruled, but creatures with Intelligence scores of
17 or higher are entitled to a Will saving throw (DC 29) to
negate the effect. Ruled creatures obey the wielder as if he or
she were their absolute sovereign. Still, if the wielder gives a
command that is contrary to the nature of the creatures
commanded, the magic is broken. The rod can be used for 1,500
total minutes before crumbling to dust. This duration need not be
continuous.
Caster Level: 25th;
Prerequisites: Craft
Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened
mass charm; Market
Price: 575,000 gp; Cost
to Create: 300,000 gp + 15,500 XP.
Epic Spellcaster: This
magnificent adamantine rod grants its wielder a +10 insight bonus
on Spellcraft checks made to cast epic spells for as long as he
or she holds or carries the rod.
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod; Market
Price: 245,400 gp.
Epic Splendor: This
rod grants its wielder a +8 enhancement bonus to Charisma for as
long as he or she holds or carries the item. Three times per day,
the rod creates and garbs him or her in clothing of the finest
fabrics, plus adornments of fur and jewels. Apparel created by
the rod can remain in existence up to 24 hours. The value of the
garb ranges from 70,000 to 100,000 gp (1d4+6 x10,000 gp)-10,000
gp for the fabric, 50,000 gp for the furs, and the rest for jewel
trim (maximum of 40 gems, maximum value 1,000 gp each). In
addition, the rod can, once per week, create a palatial mansion
in any floor plan the user desires. The mansion is palatial, able
to accommodate up to 250 people, housing them in private chambers
and serving them fine banquets. The mansion lasts for three days,
after which time it, and everything originally in it (including
items removed from the mansion), disappear.
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod, fabricate, mage’s magnificent mansion;
Market Price: 297,400
gp; Cost to Create:
191,200 gp + 12,124 XP.
Excellent Magic: Once
per day when casting a nonepic or epic spell that has an
experience point component, the rod supplies up to 2,000 XP, not
the caster. If more experience points are required to cast the
spell, the caster provides them. As a special use of the rod, the
caster can substitute the power inherent in the rod for the
experience point development cost of an epic spell. Doing so
drains all the power from the rod, rendering it useless.
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod; Market
Price: 650,000 gp; Cost
to Create: 325,000 gp + 26,000 XP.
Fortification: This
rod functions as a +3 light mace. In addition, it is useful for
the construction and defense of fortifications. Whenever the
wielder is benefiting from cover, the rod improves that to
nine-tenths cover (+10 cover AC bonus and +4 cover Reflex save
bonus; failure on the save results in half damage and success
results in no damage). Three times per day, the rod can create
food and water, as per the cleric spell, for twenty-four people.
The rod also has the following powers: Fortify: Four times per
day, a stone wall can be created that is 12 inches thick, 10 feet
high, and 30 feet long. This wall has a parapet and battlements
across the top. (Alternatively, the power can be used to mend a
broken existing wall. The gap to be filled can be no more than
300 square feet in area.) In addition, once per day, a great door
of iron can be created that is set into one of the newly created
walls. This door, 4 inches thick, may be a double door, a
drawbridge, or a portcullis, as chosen by the wielder. Siege
Engine: One heavy catapult, two light catapults, or three
ballistae may be generated with each use of this power. The power
can be used four times per day. Ammunition for 20 shots is
included with each weapon created.
Caster Level: 24th;
Prerequisites: Craft
Rod, Craft Epic Rod, Craft Magic Arms and Armor, inter-posing
hand, create food and water, major creation, wall of iron, wall
of stone; Market Price:
465,665 gp; Cost to
Create: 231,985 gp + 14,634 XP.
Invulnerability: When
held, this rod grants its wielder the following powers.
- +5 enhancement bonus to natural armor.
- +5 resistance bonus on saving throws.
- Damage reduction 15/adamantine.
- Immunity to critical hits.
- Spell resistance 32.
Caster Level: 20th;
Prerequisites: Craft
Rod, Craft Epic Rod, iron body, resistance, spell resistance;
Market Price: 600,000
gp.
Nightmares: Anyone who
comes within 20 feet of the wielder of this rod feels a grave
sense of unease. Each person so affected must make a Will save
(DC 17) or suffer the effects of a nightmare spell the next time
he or she falls asleep. The wielder is immune to this effect.
Three times per day, the wielder can utter a command word that
causes the rod to emit a horrid, inhuman scream. Up to twenty of
the closest creatures within a 30-foot radius who hear this
terrible wail believe that their worst nightmares have become
reality and suffer the effects of a wail of the banshee spell (DC
23).
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod, nightmare, permanency, wail of the banshee;
Market Price: 284,000
gp.
Paradise: This item
creates a nondimensional space, similar in effect to a rod of
security. However, the rod’s possessor and up to 999 other
creatures can stay in complete safety for up to 1,000 days
divided by the number of creatures affected. Natural healing
takes place at five times the normal pace. The rod functions like
its nonepic counterpart in all other ways.
Caster Level: 24th;
Prerequisites: Craft
Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened
gate; Market Price:
610,000 gp.
The Path: This rod
serves as an aid to trailblazing and travel. It grants the
wielder a +30 enhancement bonus on Wilderness Lore checks for
tracking and Intuit Direction checks. The handle of the rod is
hollow, functioning like a telescope. When the wielder peers
through it, the limits of vision are three times normal (and
spotting distances for encounters are tripled). In addition, the
telescoping handle enables the wielder to view things as though
affected by a true seeing spell. The rod also has the following
powers. Map: Three times per day a section of the rod unrolls
like a scroll from a tube, revealing a map of the surrounding
area, centered on the location of the rod. The area shown on the
map covers an area as small as 50 feet in radius to as large as
24 miles in radius, zooming in or out with a set of command
words. The map reveals natural topography and all types of
structures (even hidden ones), but it will not show the location
of creatures.
Passage: Three times per
day, this power allows the wielder and up to five others in a
20-foot radius to move unhindered through natural plant growth or
bodies of water (as per the freedom of movement spell).
Bridge: Once per day,
this power allows the user to create a 5-foot-wide, 40-foot-long
stone cause-way across chasms and canyons. The bridge created
lasts for 1 hour.
Pass without Trace: Once
per day, this power can be used on the wielder and twenty others,
for 21 minutes. It is otherwise as the spell of the same name
(caster level 24th).
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod, find the path, freedom of movement, pass
without trace, wall of stone; Market Price: 306,870 gp.
Restless Death: The
holder of this rod can rebuke or control undead as if he or she
were four levels higher. (The rod doesn’t grant the ability
to rebuke or control undead if the holder doesn’t already
have it.) In addition, the wielder may speak a command word to
cast animate dead. Any skeletons or zombies animated by the
rod’s power are automatically controlled by the rod, up to
the rod’s maximum limit of 42 HD, and they follow the
orders of the rod’s wielder. These undead don’t count
toward the wielder’s limit of controlled undead. Finally,
the wielder can speak a second command word to cast slay living
(heightened to 10th level; DC 25).
Caster Level: 21st;
Prerequisites: Craft
Rod, Craft Epic Rod, animate dead, control undead, slay living;
Market Price: 625,000
gp.
Wyrm: Any of the
various rods in this series functions as a +5 quarterstaff. Upon
casting the rod to the ground (a standard action) and uttering a
command word, the rod grows into a specific type of dragon
(depending on the specific type of rod) by the end of the round.
The dragon created is a wyrm and obeys the commands of the owner.
The dragon returns to rod form (a full-round action) whenever the
wielder desires, or whenever it moves farther than 500 feet from
the owner. If the dragon form is slain, it returns to rod form
and cannot be activated again for three days. A wyrm rod only
functions if the possessor is of the same alignment as the dragon
type.
Caster Level: 34th
(white or brass), 35th (black or copper), 36th (green or bronze),
37th (blue or silver), 38th (red or gold); Prerequisites: Craft Rod, Craft Epic
Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor,
Improved Heighten Spell, improved heightened polymorph, creator
must be same alignment as dragon type; Market Price: 1,458,200 gp (brass or
white), 1,562,600 gp (black or copper), 1,670,600 gp (bronze or
green), 1,782,200 gp (blue or silver), 1,897,400 gp (gold or
red); Cost to Create:
729,400 gp + 24,576 XP (brass or white), 781,600 gp + 25,620 XP
(black or copper), 835,600 gp + 26,700 XP (bronze or green),
891,400 gp + 27,816 XP (blue or silver), 949,000 gp + 28,968 XP
(gold or red).
SCROLLS
To generate an epic scroll randomly, first roll on Table: Scroll
Types to determine whether the spells are arcane or divine. An
epic scroll contains 1d8 spells. For each spell, roll on Table:
Epic Scroll Spell Levels to determine its level and then on the
appropriate section of Table: Actual Spell Levels to determine
the spell’s actual level and total metamagic level
adjustments. To determine the specific metamagic level
adjustments, roll on the appropriate section of Table: Metamagic
Level Adjustment to Spells. To determine the spell, use the
appropriate sections of the nonepic scroll tables.
Table:
Scroll Types
d% roll |
Type |
01–70 |
Arcane |
71–100 |
Divine |
Table: Epic Scroll Spell Levels
d%
|
Spell Level
|
Spell’s Caster Level
|
Market Price1
|
XP Cost
|
01-26
|
10th
|
21st
|
5,250 gp
|
1,210 XP
|
27-46
|
11th
|
22nd
|
6,050 gp
|
1,242 XP
|
47-61
|
12th
|
23rd
|
6,900 gp
|
1,276 XP
|
62-71
|
13th
|
24th
|
7,800 gp
|
1,312 XP
|
72-79
|
14th
|
25th
|
8,750 gp
|
1,350 XP
|
80-85
|
15th
|
26th
|
9,750 gp
|
1,390 XP
|
86-90
|
16th
|
27th
|
10,800 gp
|
1,432 XP
|
91-94
|
17th
|
28th
|
11,900 gp
|
1,476 XP
|
95-97
|
18th
|
29th
|
13,050 gp
|
1,522 XP
|
98-99
|
19th
|
30th
|
14,250 gp
|
1,570 XP
|
100
|
Roll again and add +102
|
Spell level +11
|
Varies
|
Varies
|
1
Market price does not include
price of material components or XP costs for
spell.
|
2
This result is cumulative if
rolled multiple times |
Table: Actual Spell Level |
10th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-03
|
1st-level spell plus metamagic (9) |
04-08 |
2nd-level spell plus metamagic (8)?
|
09-15 |
3rd-level spell plus metamagic (7) ?
|
16-24 |
4th-level spell plus metamagic (6) |
25- 35 |
5th-level spell plus metamagic (5) ?
|
36-48 |
6th-level spell plus metamagic (4) |
49-63 |
7th-level spell plus metamagic (3)?
|
64-80??
|
8th-level spell plus metamagic (2) ??? |
81-99 |
9th-level spell plus metamagic (1)?
|
100 |
Any |
11th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-03
|
1st-level spell plus metamagic (10) |
04-08 |
2nd-level spell plus metamagic (9)?
|
09-15 |
3rd-level spell plus metamagic (8) ?
|
16-24 |
4th-level spell plus metamagic (7) |
25- 35 |
5th-level spell plus metamagic (6) ?
|
36-48 |
6th-level spell plus metamagic (5) |
49-63 |
7th-level spell plus metamagic (4)?
|
64-80??
|
8th-level spell plus metamagic (3) ??? |
81-99 |
9th-level spell plus metamagic (2)?
|
100 |
Any |
12th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-05
|
2nd-level spell plus metamagic (10) |
06-12
|
3rd-level spell plus metamagic (9)?
|
13-21
|
4th-level spell plus metamagic (8) ?
|
22-32
|
5th-level spell plus metamagic (7) |
33-45
|
6th-level spell plus metamagic (6) ?
|
46-60
|
7th-level spell plus metamagic (5) |
61-77
|
8th-level spell plus metamagic (4)?
|
78-99
|
9th-level spell plus metamagic (3) ??? |
100
|
Any |
13th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-08
|
3rd-level spell plus metamagic (10) |
09-18
|
4th-level spell plus metamagic (9)?
|
19-30
|
5th-level spell plus metamagic (8) ?
|
31-44
|
6th-level spell plus metamagic (7) |
45-60
|
7th-level spell plus metamagic (6) ?
|
61-78
|
8th-level spell plus metamagic (5) |
79-99
|
9th-level spell plus metamagic (4)?
|
100 |
Any |
|
|
14th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-11
|
4th-level spell plus metamagic (10) |
12-24
|
5th-level spell plus metamagic (9)?
|
25-39
|
6th-level spell plus metamagic (8) ?
|
40-56
|
7th-level spell plus metamagic (7) |
57-75
|
8th-level spell plus metamagic (6) ?
|
76-99
|
9th-level spell plus metamagic (5) |
100 |
Any |
15th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-15
|
5th-level spell plus metamagic (10) |
16-33
|
6th-level spell plus metamagic (9)?
|
34-53
|
7th-level spell plus metamagic (8) ?
|
54-75
|
8th-level spell plus metamagic (7) |
76-99
|
9th-level spell plus metamagic (6) ?
|
100 |
Any |
16th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-18
|
6th-level spell plus metamagic (10) |
19-41
|
7th-level spell plus metamagic (9)?
|
42-68 |
8th-level spell plus metamagic (8) ?
|
69-99
|
9th-level spell plus metamagic (7) |
100 |
Any |
17th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-25
|
7th-level spell plus metamagic (10) |
26-60
|
8th-level spell plus metamagic (9)?
|
61-99
|
9th-level spell plus metamagic (8) ?
|
100 |
Any |
18th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-41
|
8th-level spell plus metamagic (10) |
42-99
|
9th-level spell plus metamagic (9)?
|
100 |
Any |
19th-Level Spell
d% |
Spell Level and Metamagic Level
Adjustment |
01-99
|
9th-level spell plus metamagic (10) |
100 |
Any |
|
Table: Metamagic Level Adjustment to
Spells |
Metamagic (1)
d% |
Metamagic Effects |
01-10
|
Enlarge Spell |
21-40 |
Extend Spell |
41-80 |
Heighten Spell (+1 level) |
81-100 |
Silent Spell |
Metamagic (2)
d% |
Metamagic Effects |
01-25
|
Empower Spell |
26-50 |
Heighten Spell (+2 levels) |
51-55 |
Roll on Metamagic (1) and add Enlarge Spell |
56-65 |
Roll on Metamagic (1) and add Extend Spell |
66-90 |
Roll on Metamagic (1) and add Heighten Spell (+1 level) |
91-100 |
Roll on Metamagic (1) and add Silent Spell |
Metamagic (3)
d% |
Metamagic Effects |
01-25
|
Heighten Spell (+3 levels) |
26-50 |
Maximize Spell |
51-65 |
Roll on Metamagic (1) and add Empower Spell |
66-70 |
Roll on Metamagic (2) and add Enlarge Spell |
71-75 |
Roll on Metamagic (2) and add Extend Spell |
76-95 |
Roll on Metamagic (2) and add Heighten Spell (+1 level) |
96-100 |
Roll on Metamagic (2) and add Silent Spell |
Metamagic (4)
d% |
Metamagic Effects |
01-15
|
Enhance Spell |
16-40 |
Heighten Spell (+4 levels) |
41-55 |
Quicken
Spell |
56-65 |
Roll on
Metamagic (1) and add Maximize Spell |
66-75 |
Roll on
Metamagic (2) and add Empower Spell |
76-80 |
Roll on
Metamagic (3) and add Enlarge Spell |
81-85 |
Roll on
Metamagic (3) and add Extend Spell |
86-95 |
Roll on
Metamagic (3) and add Heighten Spell (+1 level) |
96-100 |
Roll on
Metamagic (3) and add Silent Spell |
Metamagic (5)
d% |
Metamagic Effects |
01-30
|
Heighten Spell (+5 levels) |
31-40 |
Roll on
Metamagic (1) and add Enhance Spell |
41-55 |
Roll on
Metamagic (1) and add Quicken Spell |
56-65 |
Roll on
Metamagic (2) and add Maximize Spell |
66-75 |
Roll on
Metamagic (3) and add Empower Spell |
76-80 |
Roll on
Metamagic (4) and add Enlarge Spell |
81-85 |
Roll on
Metamagic (4) and add Extend Spell |
86-95 |
Roll
on Metamagic (4) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (4) and add Silent Spell |
Metamagic (6)
d% |
Metamagic Effects |
01-30
|
Heighten Spell (+6 levels) |
31-40 |
Roll on
Metamagic (2) and add Enhance Spell |
41-55 |
Roll on
Metamagic (2) and add Quicken Spell |
56-65 |
Roll on
Metamagic (3) and add Maximize Spell |
66-75 |
Roll on
Metamagic (4) and add Empower Spell |
76-80 |
Roll on
Metamagic (5) and add Enlarge Spell |
81-85 |
Roll on
Metamagic (5) and add Extend Spell |
86-95 |
Roll
on Metamagic (5) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (5) and add Silent Spell |
|
|
Metamagic (7)
d% |
Metamagic Effects |
01-25
|
Heighten Spell (+7 levels) |
26-45
|
Intensify Spell
|
46-55 |
Roll on
Metamagic (3) and add Enhance Spell |
56-65 |
Roll on
Metamagic (3) and add Quicken Spell |
66-75 |
Roll on
Metamagic (4) and add Maximize Spell |
75-80 |
Roll on
Metamagic (5) and add Empower Spell |
81-85 |
Roll on
Metamagic (6) and add Enlarge Spell |
86-90 |
Roll on
Metamagic (6) and add Extend Spell |
91-95 |
Roll
on Metamagic (6) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (6) and add Silent Spell |
Metamagic (8)
d% |
Metamagic Effects |
01-30
|
Heighten Spell (+8 levels) |
31-45
|
Roll on Metamagic (1) and add
Intensify Spell
|
46-55 |
Roll on
Metamagic (4) and add Enhance Spell |
56-65 |
Roll on
Metamagic (4) and add Quicken Spell |
66-75 |
Roll on
Metamagic (5) and add Maximize Spell |
75-80 |
Roll on
Metamagic (6) and add Empower Spell |
81-85 |
Roll on
Metamagic (7) and add Enlarge Spell |
86-90 |
Roll on
Metamagic (7) and add Extend Spell |
91-95 |
Roll
on Metamagic (7) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (7) and add Silent Spell |
Metamagic (9)
d% |
Metamagic Effects |
01-30
|
Heighten Spell (+9 levels) |
31-45
|
Roll on Metamagic (2) and add
Intensify Spell
|
46-55 |
Roll on
Msetamagic (5) and add Enhance Spell |
56-65 |
Roll on
Metamagic (5) and add Quicken Spell |
66-75 |
Roll on
Metamagic (6) and add Maximize Spell |
75-80 |
Roll on
Metamagic (7) and add Empower Spell |
81-85 |
Roll on
Metamagic (8) and add Enlarge Spell |
86-90 |
Roll on
Metamagic (8) and add Extend Spell |
91-95 |
Roll
on Metamagic (8) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (8) and add Silent Spell |
Metamagic (10)
d% |
Metamagic Effects |
01-30
|
Heighten Spell (+10 levels) |
31-45
|
Roll on Metamagic (3) and add
Intensify Spell
|
46-55 |
Roll on
Metamagic (6) and add Enhance Spell |
56-65 |
Roll on
Metamagic (6) and add Quicken Spell |
66-75 |
Roll on
Metamagic (7) and add Maximize Spell |
75-80 |
Roll on
Metamagic (8) and add Empower Spell |
81-85 |
Roll on
Metamagic (9) and add Enlarge Spell |
86-90 |
Roll on
Metamagic (9) and add Extend Spell |
91-95 |
Roll
on Metamagic (9) and add Heighten Spell (+1 level) |
96-100 |
Roll
on Metamagic (9) and add Silent Spell |
|
STAFFS
Staffs have 50 charges when created, and they can’t be
recharged.
Staffs use the wielder’s ability score and relevant
feats to set the DC for saves against their spells in such cases
where those values would be higher than the listed values for the
staffs.
d% |
Staff |
Market
Price |
01-09 |
Spheres
|
228,375 gp |
10-18 |
Mighty
force |
265,000 gp |
19-27 |
Walls |
275,625 gp |
28-36 |
Winter |
292,500 gp |
37-45 |
Prism |
326,812 gp |
46-54 |
Rapid
barrage |
417,750 gp |
55-63 |
Planar
might |
460,000 gp |
64-71 |
Domination |
464,400 gp |
72-79 |
Fiery power |
500,000 gp |
80-87 |
Nature’s fury |
500,000 gp |
88-95 |
Hierophants |
501,187 gp |
96-98 |
Cosmos |
683,487 gp |
99-100 |
Necromancy |
1,505,312 gp |
Epic Staff Descriptions
Standard epic staffs are described below.
Cosmos:? This staff
allows use of the following spells.
- Chain lightning (intensified, 1 charge, DC 29)
- Meteor swarm (intensified, 1 charge, DC 34)
- Sunburst (intensified, 1 charge, DC 32)
Caster Level: 27th;
Prerequisites: Craft
Staff, Craft Epic Staff, Intensify Spell, chain lightning, meteor
swarm, sunburst; Market
Price: 683,437 gp.
Domination: This staff
allows use of the following heightened spells.
- Dominate monster (1 charge, DC 33)
- Demand (1 charge, DC 32)
- Mass charm monster (1 charge, DC 32)
- Geas (heightened, 1 charge, DC 33)
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, Heighten Spell, demand, dominate
monster, geas, mass charm monster; Market Price: 464,400 gp.
Fiery Power: This +5
flaming quarterstaff grants its wielder fire resistance 30
whenever held. In addition, it has the following
powers.
- Wall of fire (extended, 1 charge, DC 18)
- Delayed blast fireball (intensified to 240 points of damage,
2 charges, DC 22)
- Meteor swarm (heightened to 12th, 2 charges, DC 30)
- Summon monster IX (extended, 2 charges, elder fire elemental
only) A staff of fiery power can be broken in a retributive
strike. The breaking of the staff must be purposeful and declared
by the wielder. All charges currently in the staff are instantly
released in a 30-foot- radius globe. All within 10 feet of the
broken staff take points of damage equal to eight times the
number of charges in the staff, those between 11 feet and 20 feet
away take six times the number of charges in damage, and those 21
feet to 30 feet distant take four times the number of charges in
damage. Successful Reflex saving throws (DC 17) reduce the damage
sustained by half. The character breaking the staff has a 50%
chance of traveling to another plane of existence; if he or she
does not, the explosive release of spell energy destroys him or
her. After all charges are used up from the staff, it remains a
+5 quarterstaff with no special abilities. (Once empty of
charges, it cannot be broken in a retributive strike.)
Caster Level: 25th;
Prerequisites: Craft
Staff, Craft Epic Staff, Extend Spell, Heighten Spell, Improved
Heighten Spell, Intensify Spell, Spell Focus (Evocation),
continual flame, delayed blast fireball, meteor swarm, protection
from energy, summon monster IX, wall of fire; Market Price: 500,000 gp.
The Hierophants: This
staff allows use of the following spells.
- Creeping doom (enlarged, extended, 1 charge, DC 23)
- Command plants (enlarged, extended, 1 charge, DC 25)
- Elemental swarm (intensified, 2 charges, DC 34)
- Shambler (intensified, 2 charges, DC 34)
Caster Level: 27th;
Prerequisites: Craft
Staff, Craft Epic Staff, Enlarge Spell, Extend Spell, Intensify
Spell, creeping doom, command plants, elemental swarm, shambler;
Market Price: 501,187
gp.
Mighty Force: This
staff has three powers.
- Shield (quickened, 1 charge, may be activated once per
round)
- Forcecage (1 charge)
- Crushing hand (1 charge)
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, Quicken Spell, crushing hand, forcecage,
shield; Market Price:
265,000 gp.
Nature’s Fury:
This +5 aberration bane quarterstaff allows use of the following
spells.
- Earthquake (1 charge)
- Whirlwind (heightened to 10th level, 1 charge, DC 25)
- Fire storm (heightened to 10th level, 1 charge, DC
25)
After all charges are used up from a staff of nature’s
fury, it remains a +5 quarterstaff with no special
abilities.
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, Heighten Spell, Improved Heighten Spell,
earthquake, fire storm, summon monster I (or summon
nature’s ally I), whirlwind; Market Price: 500,000 gp.
Necromancy: This staff
allows use of the following spells.
- Circle of death (intensified, 2 charges, DC 29)
- Create greater undead (1 charge)
- Finger of death (improved heightened to 16th, 2 charges, DC
34)
- Soul bind (improved heightened to 16th, 2 charges, DC 34).
The soul trapped through the use of the soul bind spell is
trapped in the staff rather than a gem. Only by breaking the
staff can the souls be freed.
Caster Level: 27th;
Prerequisites: Craft
Staff, Craft Epic Staff, Intensify Spell, Heighten Spell,
Improved Heighten Spell, circle of death, create greater undead,
finger of death, soul bind; Market Price: 1,505,312 gp;
Cost to Create:
1,290,156 gp + 14,303 XP.
Planar Might: The
wielder of this powerful staff is immune to the effects of any
planar alignment traits, as well as the positive-dominant and
negative-dominant traits of a plane. It also allows use of the
following spells.
- Greater planar ally (1 charge)
- Greater planar binding (1 charge)
- Gate (1 charge)
When using the greater planar ally power, the character must
still bargain with the called creature.
In addition to its other powers, a staff of planar might is a +5
outsider bane quarterstaff (roll 1d4 to determine what alignment
of outsiders the staff ’s bane power works against:
1=chaotic, 2=evil, 3=good, 4=lawful). After all charges are used
up from a staff of planar might, it remains a +5 quarterstaff
with no special abilities.
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, gate, greater planar ally, greater
planar binding, protection from energy; Market Price: 460,000 gp.
Prism: This staff
allows use of the following spells.
- Prismatic sphere (extended, 1 charge, DC 25)
- Prismatic spray (extended, 1 charge, DC 22)
- Prismatic wall (extended, 1 charge, DC 23)
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, Extend Spell, prismatic sphere,
prismatic spray, prismatic wall; Market Price: 326,812 gp.
Rapid Barrage: Either
of the staff’s two powers can be activated as a free action
(though the staff may only be activated once per
round).
- Magic missile (intensified, quickened, 1 charge, 5 missiles
dealing 10 points of damage each)
- Fireball (heightened to 6th, enhanced, quickened, 1 charge,
20d6 damage, DC 19)
Caster Level: 25th;
Prerequisites: Craft
Staff, Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify
Spell, Quicken Spell, fireball, magic missile; Market Price: 417,750 gp.
Spheres: This staff
allows use of the following spells.
- Freezing sphere (1 charge, DC 19)
- Resilient sphere (1 charge, DC 16)
- Telekinetic sphere (1 charge, DC 22)
Caster Level: 21st;
Prerequisites: Craft
Staff, Craft Epic Staff, freezing sphere, resilient sphere,
telekinetic sphere; Market
Price: 228,375 gp.
Walls: This staff
allows use of the following spells.
- Wall of iron (1 charge)
- Wall of stone (1 charge)
- Wall of force (1 charge)
Caster Level: 30th;
Prerequisites: Craft
Staff, Craft Epic Staff, Extend Spell, extended wall of force,
wall of iron, wall of stone; Market Price: 275,625 gp.
Winter: This staff
allows the use of the following spells.
- Cone of cold (intensified, 2 charges, DC 28)
- Ice storm (intensified, 2 charges, DC 26)
- Freezing sphere (intensified, 2 charges, DC 29)
- Wall of ice (1 charge)
Caster Level: 24th;
Prerequisites: Craft
Staff, Craft Epic Staff, Extend Spell, Intensify Spell, cone of
cold, ice storm, freezing sphere, wall of ice; Market Price: 292,500 gp.
WONDROUS ITEMS
Anyone can use a wondrous item unless specified otherwise in the
item’s description.
d%
|
Wondrous Item
|
Market Price
|
01-02
|
Horseshoes of the peerless steed
|
217,000
gp
|
03-04
|
Mantle of great
stealth
|
242,000
gp
|
05-06
|
Boots of
swiftness
|
256,000
gp
|
07-08
|
Cabinet of
feasting
|
288,000
gp
|
09-10
|
Mantle of epic
spell resistance
|
290,000
gp
|
11-13
|
Cloak of epic
resistance +6
|
360,000
gp
|
14-15
|
Gate
key
|
378,000
gp
|
16-18
|
Cloak of epic resistance +7
|
490,000
gp
|
19-21
|
Belt
of epic strength +8
|
640,000 gp
|
22-24
|
Bracers of epic health
+8
|
640,000
gp
|
25-27
|
Cloak of epic charisma +8
|
640,000 gp
|
28-30
|
Cloak of epic resistance
+8
|
640,000
gp
|
31-33
|
Gloves of epic dexterity +8
|
640,000 gp
|
34-36
|
Headband of epic intellect
+8
|
640,000
gp
|
37-39
|
Periapt of epic wisdom +8
|
640,000 gp
|
40-42
|
Amulet of epic natural armor
+6
|
720,000
gp
|
43-45
|
Cloak of epic resistance +9
|
810,000 gp
|
46-48
|
Amulet of epic natural armor
+7
|
980,000
gp
|
49-51
|
Belt
of epic strength +10
|
1,000,000 gp
|
52-54
|
Bracers of epic health
+10
|
1,000,000
gp
|
55-57
|
Cloak of epic charisma +10
|
1,000,000 gp
|
58-59
|
Cloak of epic resistance
+10
|
1,000,000
gp
|
60-62
|
Gloves of epic dexterity +10
|
1,000,000 gp
|
63-65
|
Headband of epic intellect
+10
|
1,000,000
gp
|
66-68
|
Periapt of epic wisdom +10
|
1,000,000 gp
|
69-71
|
Bracers of epic armor
+11
|
1,210,000
gp
|
72-74
|
Amulet of epic natural armor +8
|
1,280,000 gp
|
75-76
|
Belt of epic strength
+12
|
1,440,000
gp
|
77-78
|
Bracers of epic armor +12
|
1,440,000 gp
|
79-80
|
Bracers of epic health
+12
|
1,440,000
gp
|
81-82
|
Cloak of epic charisma +12
|
1,440,000 gp
|
83-84
|
Gloves of epic dexterity
+12
|
1,440,000
gp
|
85-86
|
Headband of epic intellect +12
|
1,440,000 gp
|
87-88
|
Periapt of epic wisdom
+12
|
1,440,000
gp
|
89-90
|
Amulet of epic natural armor +9
|
1,620,000 gp
|
91-92
|
Bracers of epic armor
+13
|
1,690,000
gp
|
93-94
|
Bracers of epic armor +14
|
1,960,000 gp
|
95-96 |
Amulet of epic natural armor
+10
|
2,000,000 gp |
97-98
|
Bracers of epic armor +15
|
2,250,000 gp
|
99-100
|
Bracers of relentless
might
|
4,384,000
gp
|
Epic Wondrous Item Descriptions
Standard epic wondrous items are described below.
Amulet of Epic Natural
Armor:? This amulet toughens the wearer’s body and
flesh, giving him or her an enhancement bonus to his or her
natural armor of +6 or higher, depending on the type of
amulet.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, barkskin,
creator’s caster level must be three times the
amulet’s bonus; Market
Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp
(+8), 1,620,000 gp (+9), 2,000,000 gp (+10); Weight: -.
Belt of Epic Strength:
This belt adds an enhancement bonus of +8 or higher to the
wearer’s Strength score.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, bull’s strength;
Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Boots of Swiftness:
These shoes grant their wearer a +6 enhancement bonus to
Dexterity. The wearer’s speed doubles (this does not stack
with any magical or supernatural enhancement to speed), he or she
gains the evasion ability (as the rogue class feature), and the
wearer’s jumping distance is not limited by his or her
height. The wearer gains a +20 competence bonus on Balance,
Climb, Jump, and Tumble checks. Three times per day, the wearer
can utter a command word to activate the boots’ haste power
(as the haste spell, lasts 20 rounds).
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, cat’s grace,
expeditious retreat, haste, jump; Market Price: 256,000 gp;
Weight: 1 lb.
Bracers of Epic Armor:
These items surround the wearer with an invisible but tangible
field of force, granting him or her an armor bonus of +11 or
higher, just as though he or she were wearing armor. Both bracers
must be worn for the magic to be effective.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, mage armor,
creator’s caster level must be twice the bracers’
bonus; Market Price:
1,210,000 (+11), 1,440,000 (+12), 1,690,000 gp (+13), 1,960,000
(+14), 2,250,000 gp (+15); Weight: 1 lb.
Bracers of Epic
Health: These grant the wearer an enhancement bonus of +8
or higher to Constitution.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, endurance; Market Price: 640,000 gp (+8),
1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Bracers of Relentless
Might: These bracers grant a +12 enhancement bonus to the
wearer’s Strength and Constitution. The wearer is treated
as two size categories larger than normal (to a maximum of
Colossal) for purposes of combat-related opposed checks that
apply a modifier based on size, such as bull rush, grapple, and
trip.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, bull’s strength,
endurance, enlarge; Market
Price: 4,384,000 gp; Weight: 1 lb.
Cabinet of Feasting:
This cabinet has the ability to produce a feast for up to forty
people, three times per day. Merely opening the doors of the
cabinet reveals platters of food of all types and flavors of the
very freshest sort. The meal has all the qualities and benefits
of that produced by a heroes’ feast spell.
Caster Level: 40th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, heroes’ feast;
Market Price: 288,000
gp; Weight: 20 lb.
Cloak of Epic
Charisma: When worn, this cloak grants a +8 or higher
enhancement bonus to a character’s Charisma score.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, charm monster;
Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.
Cloak of Epic
Resistance: These garments offer magic protection in the
form of a +6 or higher resistance bonus on all saving throws
(Fortitude, Reflex, and Will).
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, resistance,
creator’s caster level must be three times the
cloak’s bonus; Market
Price: 360,000 (+6), 490,000 (+7), 640,000 gp (+8),
810,000 (+9), 1,000,000 gp (+10); Weight: 1 lb.
Gate Key: When
properly operated, the gate key can be used to attune any bounded
space, such as a doorway or a cave opening, to another bounded
space on another plane of existence previously visited by the
wielder. When two bounded spaces are attuned, an interdimensional
portal springs up at each location, and the two portals are
connected. When the wielder creates a pair of portals, he or she
also establishes the necessary key that travelers must have to
access the portal. Possible keys include nothing, a pearl, a
particular hair color, or even the gate key itself. Up to sixty
different pairs of portals can be attuned in this manner. Once
all sixty pairs of portals are created, the key cannot create
additional gates, though it may still be the necessary key to
access some or all of the portals. To any creature without the
proper key, the interdimensional portals are not visible (through
true seeing or similar magic reveals their presence).
Caster Level: 21st;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp;
Weight: 1 lb.
Gloves of Epic
Dexterity: These gloves add an enhancement bonus of +8 or
higher to the wearer’s Dexterity score.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, cat’s grace;
Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.
Headband of Epic
Intellect: This headband adds an enhancement bonus of +8
or higher to the wearer’s Intelligence score.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, commune or legend lore;
Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.
Horseshoes of the Peerless
Steed: These horseshoes magically adhere to the feet of
any hoofed creature. Anyone riding the creature gains a +10
competence bonus on Ride checks and is treated as having ranks in
the appropriate Ride skill (and thus does not take the -5 penalty
for riding an unfamiliar mount). The horseshoes grant the
creature (or its rider, as appropriate) the effects of the
Trample, Ride-By Attack, and Spirited Charge feats. The wearer of
the horseshoes gains spell resistance 32 against enchantment
effects. In addition, the ground speed of the creature wearing
the horseshoes doubles.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell
resistance; Market
Price: 217,000 gp; Weight: 1 lb. each.
Mantle of Epic Spell
Resistance: This garment is worn over normal clothing or
armor. It grants the wearer spell resistance 40.
Caster Level: 29th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, spell resistance;
Market Price: 290,000
gp. Weight: 1 lb.
Mantle of Great
Stealth: The wearer of this cloak gains a +30 bonus on
Hide and Move Silently checks. The wearer’s outline is
blurry and indistinct, granting concealment (20% miss chance) at
all times (as the blur spell). The mantle also grants
nondetection to its wearer (as the spell).
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, blur, invisibility,
nondetection, silence; Market
Price: 242,000 gp; Weight: 1 lb.
Periapt of Epic
Wisdom: This large pearl set on a chain grants an
enhancement bonus of +8 or higher to the wearer’s Wisdom
score.
Caster Level: 20th;
Prerequisites: Craft
Wondrous Item, Craft Epic Wondrous Item, commune or legend lore;
Market Price: 640,000 gp
(+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.
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