Labyrinths & Liontaurs
Contents

Notes

Casting Items

The magic items on this page vary widely in appearance and function, but they all have two major powers: (1) they add spells to your known spells list, and (2) they give you bonus slots, as from a high casting ability score. Many also have special secondary magical powers or uses.

Casting items grant you one to three spells to add to your known spells list. Each granted spell has a spell level; if that level is equal to or lower than your caster level — and you already have a spell of the item's type on your known spells list — then add the item's spell to your known spells list. If your caster level is too low to cast a granted spell, do not add it to your known spells list.

In addition, if you are a Tier Two Adventurer, a casting item adds +1 to your spell slots daily, at the highest slot level you possess, exactly as from having a high casting stat. If you are a Tier Three Hero, you gain +2 slots. If you are a Tier Four Legend, you gain +3 slots.

To gain these benefits, you simply need to have the soul-linked casting item in your personal possession.

Special secondary powers vary from item to item. Some have no secondary power. Some are use-activated. Others require a command word and must be wielded to be activated. When activating a casting item's special power, use your caster level, relevant ability score, class ability, feats, etc.

Every casting item is associated with a type of magic: arcane, divine, or natural. You can only soul-link with a casting item if you know a first-level or higher spell of the item's type. Casting items only work if they are soul-linked, and you can only link to one at a time. You can swap out which casting item you choose to link when you level up. As with all items that you soul-link, it costs you experience points to do so. You cannot use a casting item if you are lower than character level 6.

The given value of each casting item below is the purchase price if bought (half that if sold, per the general rule). It is the amount tracked against a PC's allowed wealth per level for characters at Tyro and Adventurer Tier (though of course a Tyro cannot use a casting item). For a Hero Tier PC, the ding to allowed wealth by level is double the listed value; for Legends, the ding is thrice the listed value.

Construction Requirements To create a casting item, you must have the Craft Casting Items feat. The caster level (CL) of the item (important in magic item creation) is equal to the spell level of the highest level spell it grants. In addition, the spells bestowed by the item are the spells required for construction. The cost in gems to create a casting item is one half of its value, and the xp cost is one tenth of that.

All casting items fall into one of these categories: Orbs | Rods | Staves | Miscellany.

Orbs

An orb is a magical sphere, 1d12 inches in diameter and 1d12 pounds in weight; roll randomly for each. Orbs are made of any material, including gold, lead, ivory, precious stone, glass, and more (orbs that grant natural spells are never made of metal). They may be hollow or solid, though it is clearly foolish to break one to find out. All orbs, regardless of make, have hardness 20 and 25 hit points. When thrown, an orb is a masterwork magic ranged weapon with the Summonable power, inflicting 1d6 bludgeoning damage (1d4 for small PCs) with a range increment of 20 feet. An orb held in hand does not interfere with somatic components.

Ball of Holy Canon

Aura evocation; CL 14

Slot —; Value 30,000 gp

Spells: consecrate (divine 4), holy smite (divine 8), holy word (divine 14)

Special: You must honor a good-aligned god to soul-link this orb. It grants you a +4 enhancement bonus on Knowledge (religion) checks related to the canon (lore, history, theology, etc.) of your god. In addition, once per day, after speaking a command phrase, you may lob the ball of holy canon at enemies within short range (25 feet plus 5 feet per two caster levels). Within a 15-foot radius of the place the ball lands, enemies must make a reflex save versus DC13 plus your even (Column B) Charisma modifier. If you actually make a ranged attack and hit an enemy with the ball as an improvised weapon, it takes the usual bludgeoning damage and saves at -2. Enemies who save are unaffected. Those who fail have the immediate choice of changing their alignment permanently to good and converting to your religion, or taking 1d6 damage per caster level.

Orb of Guidance

Aura divination; CL 9

Slot —; Value 22,000 gp

Spells: augury (divine 4), divination (divine 7), commune (divine 9)

Special: You gain guidance as a cantrip you know. When thrown, this orb inflicts nonlethal damage, lethal against undead.

Orb of Restoring

Aura conjuration and necromancy; CL 7

Slot —; Value 16,000 gp

Spells: goodberry (natural 1), nap stack (natural 5), reincarnate (natural 7).

Orb of Retainers

Aura conjuration and abjuration; CL 11

Slot —; Value 20,000 gp

Spells: unseen servant (arcane 1), phantom steed (arcane 5), mage's faithful hound (arcane 11)

Orb of Storms

Aura conjuration and evocation; CL 15

Slot —; Value 28,000 gp

Spells: sleet storm (natural 5), call lightning storm (natural 10), fire storm (natural 15).

Special: You gain personal stormcloud as a cantrip you know. In addition, if you use this orb as an improvised weapon, the orb inflicts an extra 1d4 electrical damage when thrown.

Pearl of the Sirens

Aura transmutation; CL 8

Slot —; Value 16,000 gp

Spells: touch of the sea (natural 2), water breathing (natural 5), control water (natural 8).

Rods

Rods are scepter-like devices that usually have one spell to bestow on an owner, and almost always have a special magical power as well. Rods weigh 1 pound if they are useless in combat; 3 pounds if they can be used as a light mace, and 5 pounds if they can be used as a heavy mace (see below). They range from 2 feet to 3 feet long and are usually made of iron or some other metal; they resize to suit your size, but the weight remains the same. These sturdy items have 15 hit points and hardness 10. A rod held in hand does not interfere with somatic components.

Immovable Rod

Aura abjuration; CL 10

Slot —; Value 12,000 gp

Spells: wall of force (arcane 10)

Special: This rod looks like a flat bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. This rod can be used as if it were a +1 masterwork light mace.

RandoRod

Aura varies; CL 12

Slot —; Value 10,000 gp

Spells: varies

Special: This thin, fragile-looking rod has two identical ends; each time it is activated, its appearance and the material from which it is made changes! It does not add a single specific spell to a user's known spell list. Instead, it must first be activated in combat (against a true foe, not by sparring with an ally). You can activate this rod once per round in combat by pointing it at both yourself and at an enemy. Roll 1d3 for arcane, divine, or natural; that's the spell type. Roll a d12 to determine spell level. Then roll randomly to pick a spell of that type and level. The game master may choose to secretly preroll random spells to hasten game play, although it is fun to roll it yourself. After you determine the spell, decide if it will affect you (or one of your items) or the enemy target (or one of its items). If your target is outside your range or not a legal target for that spell, nothing happens, otherwise the random spell takes effect, as if you had cast it, using your caster level and relevant casting ability score, feats, etc. — but you do not use up a spell slot. Until the next time you activate this rod, or for the rest of the day, that random spell is on your known spell list, even if you did not previously have a spell of that type on your list — and if the spell's level is equal to or less than your caster level. This rod cannot be used as a weapon.

Rod of Passage

Aura varies; CL 13

Slot —; Value 20,000 gp

Spells: phase door (arcane 13)

Special: On command, once per day, you can use this rod to create a physical passage through solid material. The passage is 5 feet deep per two caster levels, and lasts for one hour per caster level. If the wall's thickness is more than the depth of the passage created, then the rod simply makes a niche or short tunnel. When the effect ends, creatures within the passage are ejected out the nearest exit. This rod can be used as if it were a +1 masterwork light mace.

Rod of Sanctuary

Aura conjuration; CL 9

Slot —; Value 12,000 gp

Spells: temple of sanctuary (divine 9)

Special: After your turn in battle ends, and if you are holding this rod in hand, the first opponent attempting to directly attack you must make a Will save to do so, against a DC base 10 + your even (Column B) Charisma modifier. If the save succeeds, the opponent can attack normally and is unaffected. If the save fails, the opponent can't follow through with the attack, that part of its action is lost, and it can't directly attack you until the start of your next turn. This rod can be used as if it were a +1 masterwork light mace, but it deals only nonlethal damage.

Rod of Shocking Grasp

Aura evocation; CL 1

Slot —; Value 6,000 gp

Spells: shocking grasp (arcane 1)

Special: This sturdy metal rod has a metal hand at one end. When you cast shocking grasp with this rod in your hand, you can use the rod's hand to make your touch attack. If your touch attack misses, the rod will hold the charge for you until you do hit with another attempt, so that you can cast other spells before then. It will hold the charge until discharged or the day ends. This rod cannot be used as a weapon.

Rod of Splendor

Aura enchantment; CL 5

Slot —; Value 26,000 gp

Spells: suggestion (arcane 5)

Special: This fantastically bejeweled rod grants you a +2 enhancement bonus to your Charisma score. Once per day, the rod garbs you in magically created clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence for 24 hours. However, if you attempt to sell or give away any part of it, use it for a spell component, or the like, that part immediately disappears. The same applies if any part of it is forcibly taken from you. The garb grants you a +2 circumstance bonus to Disguise checks to impersonate a noble or wealthy individual. This rod can be used as if it were a +1 masterwork heavy mace.

Staves

A staff is a long shaft that usually stores two or three spells. A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24. Staves can always be used in combat as a masterwork quarterstaff that resizes to suit you. A staff held in hand does not interfere with somatic components.

Staff of Curing

Aura conjuration; CL 12

Slot —; Value 24,000 gp

Spells: cure moderate wounds (divine 3), breath of life (divine 9), cure many moderate wounds (divine 12)

Staff of Fire

Aura evocation; CL 8

Slot —; Value 18,000 gp

Spells: produce flame (natural 1), flame blade (natural 4), wall of fire (natural 8)

Special: Used as a weapon, this staff inflicts an extra 1d4 fire damage.

Staff of Goodness

Aura conjuration, divination, evocation; CL 6

Slot —; Value 16,000 gp

Spells: gift of the liontaurs (divine 1), archon's aura (divine 6)

Special: This staff can only be used by those of good alignment. It glows with dim light in a 5 foot radius when an evil-aligned creature is within 25 feet and is in line of sight. Used as a quarterstaff against evil creatures, it gains a +1 enhancement bonus to attacks and damage.

Staff of Sleep

Aura enchantment; CL 11

Slot —; Value 24,000 gp

Spells: sleep (arcane 1), deep slumber (arcane 6), cloak of dreams (arcane 11)

Staff of the Woodlands

Aura conjuration, transmutation; CL 10

Slot —; Value 20,000 gp

Spells: tree shape (natural 3), grove of respite (natural 7), tree stride (natural 10)

Staff of Ice

Aura abjuration, conjuration, evocation; CL 11

Slot —; Value 26,000 gp

Spells: icicle dagger (arcane 2), wall of ice (arcane 7), cone of cold (arcane 11)

Special: Used as a weapon, this staff inflicts an extra 1d4 cold damage.

Miscellany

These items function as do all casting items, but their shape varies widely. Some take up a body slot when soul-linked. They make poor improvised weapons, if they can be used as such at all.

Cloak of Etherealness

Aura conjuration; CL 13

Slot shoulders; Value 9,000 gp

Spells: ethereal jaunt (arcane 13)

Lenses of Comprehend Languages and Read Magic

Aura divination; CL 1

Slot eyes; Value 4,500 gp

Spells: comprehend languages (arcane 1)

Special: You gain read magic as a cantrip you know.

Medallion of Thought

Aura divination; CL 10

Slot neck; Value 9,000 gp

Spells: detect thoughts (arcane 3), telepathic bond (arcane 10)

Prayer Beads

Aura conjuration and enchantment; CL 5

Slot neck; Value 9,000 gp

Spells: bless (divine 1), remove blindness/deafness (divine 5), remove disease (divine 5)

Seven League Boots

Aura conjuration; CL 9

Slot feet; Value 8,000 gp

Spells: teleport I (arcane 9)

Special: You can cast teleport I without using a spell slot, with a standard action and a somatic component (taking a step). When you do so, you cannot travel more than 21 miles, you cannot bring any creature with you (aside from your own companion that you are touching), and you must have both line of sight and line of effect to your destination. You can teleport in this way once per round, but if the teleportation results in "Off Target" or "Similar Area" or "Mishap," then you do not move, you waste your action, and the item cannot be used in this way until the next day.

Tablecloth of Plenty

Aura conjuration; CL 12

Slot —; Value 20,000 gp

Spells: create food and water (divine 5), heroes feast (divine 12)

Special: If you lay this tablecloth on a table or on the ground as if for a picnic while casting either of the two spells granted, it resizes to fit the number of people to be fed. When spread in this way, for up to an hour, vermin will depart and not approach within 20 feet of the tablecloth.