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The Diamond Throne
bonus of half his highest normal base attack bonus. This ability’s effects do not stack with similar effects, such as those from the Rapid Reload feat. Moderate transmutation; Caster Level 5th; Craft Magic Arms and Armor, heightened lesser ability boost; Price: +1 bonus. Runic: A runethane can place upon this weapon a single rune that does not count against his total number of runes that can exist at once. If the rune is of the touch-trigger variety, it automatically has a password known to the runethane. The rune functions normally in all other respects. Moderate transmutation; Caster Level 5th; Craft Magic Arms and Armor, creator must be a runethane; Price: +1 bonus.
Specific Weapons Blade of Poisons: This greenish-black, steel +1 short sword is always coated with a virulent poison. The poison deals 1d4 points of Constitution damage immediately and again a minute later. The Difficulty Class for the poison is 16. Faint evocation; Caster Level 5th; Craft Magic Arms and Armor, advance poison, venomblade; Price: 67,310 gp. Bow of Screams: When anyone pulls back on this bloodred +2 longbow, it screams as if it were alive. Likewise, arrows flying from the bow also make a shrill screaming sound. Anyone struck by an arrow from this bow must make a Fortitude saving throw (DC 13) or suffer 1 point of temporary Constitution damage. Faint evocation; Caster Level 3rd; Craft Magic Arms and Armor, scream; Price: 16,375 gp. Ice Javelin: This blue-white, wooden +1 javelin turns to ice as soon as it is thrown. It inflicts 1d6 additional points of cold damage when it strikes. If the attack roll results in a miss but would succeed against the target’s touch Armor Class, the javelin inflicts no normal damage, but the 1d6 points of cold damage still affect the foe. Faint evocation; Caster Level 3rd; Craft Magic Arms and Armor, icebolt; Price: 340 gp. Lifethief: This battle-axe heals the wielder half the damage it inflicts on a foe (including bonuses from magic or Strength) three times per day. Faint necromancy; Caster Level 5th; Craft Magic Arms and Armor, Craft Constant Item, steal health; Price: 20,310 gp. Magnetic Sword: This nondescript +1 longsword has a magnetic hilt and a selectively magnetic blade. When attacking a foe in metal armor (not leather jack, studded leather jack, hide, or dragonscale armor) the sword strikes with a –1 attack penalty (as it is more likely to hit armor than a vital unarmored spot) but a +4 damage bonus (as it strikes with more force). A wielder wearing a metal gauntlet gains a +10 circumstance bonus to resist disarm attempts. Faint transmutation; Caster Level 3rd; Craft Magic Arms and Armor, magnetism; Price: 6,315 gp. Slowing Whip: Each hit from this brown leather +1 whip reduces a struck foe’s speed by 5 feet. The loss lasts 10 rounds. Faint evocation; Caster Level 3rd; Craft Magic Arms and Armor, lesser drain away speed; Price: 14,301 gp.
Single-Use Items Any character can use single-use items, but they always require some physical action (drinking a potion, breaking a seal, or rubbing on a salve) that provokes an attack of opportunity. When the item is created, the creator usually makes all the choices about the parameters of the spell (the target is the person drinking the potion, and so on). The caster level of the item determines level-based aspects. However, a creator can choose to leave some of these parameters up to the end user (allowing the creation of a charm that, when rubbed, allows the user to cast distraction on anyone he wishes within range). This option doubles the cost involved. Single-use items conform as nearly as possible to the spell they contain. For example, a spell that requires a foe’s truename still requires it when made into a potion. For twice the price, the user can specify the truename, rather than the creator.
Detonations Detonations are single-use items meant to affect another creature, usually an unwilling target(s). These magic items can take a wide variety of shapes: stone idols, runic plates, and so on. When they detonate, they do not damage a target with shrapnel, but instead affect the target with the spell they hold inside. Sometimes a creator places a touch or ranged touch (or ray) attack spell in the detonation, or even a spell with no attack roll. These all function as ranged touch attacks in the detonation, where the detonation has a range increment of 10 feet; resolve missed attacks using the grenadelike weapons rules in Monte Cook’s Arcana Unearthed, Chapter Seven. (This becomes particularly important for such area effect attacks as sorcerous blast.) Multiply the price of placing a touch spell into a detonation by 1.5, since it is effectively becoming a ranged touch attack. A few sample detonations, in order of ascending price: Detonation Name Caster Level Disorient 1st Mind stab 1st Charm 1st Shock 1st Touch of disruption 1st Touch of pain 1st Boil 3rd Lesser drain away speed 3rd Dazzlesphere 3rd Dispel magic 5th Sorcerous blast 5th Lesser resilient sphere 7th Sorcerous blast 10th Enfeebled mind 9th Freeze 11th Caustic burst 13th Finger of destruction 13th Vitrification 13th Psychic blast 15th Spell magnet 15th
Price 37 gp 50 gp 75 gp 75 gp 75 gp 75 gp 300 gp 300 gp 450 gp 750 gp 750 gp 1,400 gp 1,500 gp 2,250 gp 3,300 gp 4,550 gp 4,550 gp 4,550 gp 9,000 gp 13,500 gp