Weekly Wonders - Villainous Magic Items
Weekly Wonders - Villainous Magic Items
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Credits
Designers
Alex Riggs, Joshua Zaback
Editor
Rosa Gibbons
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Introduction information on cannons), except that all ammunition fired
from the cannon deals half fire damage and half electricity
damage, instead of its normal damage type. This damage
It seems that the bad guys always get the most fun is not halved before hardness is applied when damaging
toys to play with. Whether it’s ancient artifacts of ultimate objects.
evil, cutting edge technology that no one else can stand up Additionally, the cannon can be supercharged when
against, powerful magical gifts from demonic or infernal the spikes draw blood from a humanoid creature. As a move
benefactors, or just plain old piles of cash, it seems that action that provokes attacks of opportunity, a humanoid
the resources of evil are always quite a bit greater than creature can press his hand or other part of his body against
those of good. This book provides a number of useful tools the spikes, suffering 1 point of piercing or slashing damage.
for dastardly deeds and wicked wants. In true villainous Alternatively, an unwilling adjacent creature can be forced
style, each of these items is over the top and loaded with upon the spikes with successful bull rush or grapple combat
evil flavor—ranging from the unsettlingly creepy to the maneuver. A supercharged cannon spews small bolts of red
deliciously sadistic—to suit your most reprehensible needs. lighting from the spikes surrounding it, dealing 1d6 points of
electricity damage to creatures making melee attacks against
the cannon with metal weapons, natural attacks, or unarmed
strikes. Additionally, while supercharged, the cannon can
New Magic Items fire bolts of magical energy; though it needs no ammunition
to do this, it must be recharged after every shot in a fashion
The following magic items are presented in that works identically to reloading. The energy bolts fired
alphabetical order. by the cannon explode in a 40-foot-radius spread, dealing
10d6 points of damage which is half fire damage and half
DETESTED SPEAR PRICE 100,302 gp electricity damage to all creatures and unattended objects in
the area. A successful Reflex save (DC 14) halves this damage.
Slot none; CL 17th; Weight 6 lbs. Creatures and objects which fail this Reflex save catch on fire,
Aura strong transmutation suffering an additional 1d6 points of fire damage each round
This spear appears quite common, even poorly until they put out the fire. See the Pathfinder Roleplaying
constructed and possibly unfit for a soldier, but in fact, its Game Core Rulebook for more information about catching on
simple appearance belies powerful profane magic. In order fire. The doom cannon remains supercharged for one minute.
to create one of these weapons, one must strike a saint or Some of a doom cannon’s unique abilities count
prophet, and bathe the point of the spear in that holy man’s as an enhancement bonus equivalent, and it is treated as a
blood for 13 hours while reciting the dread names of long +2-equivalent weapon for the purposes of the cost of further
forgotten fiends. improving its magical abilities.
An unusual magical weapon, a detested spear carries
no enhancement bonus to attack and damage, though it Construction Requirements Cost 46,800 gp
does possess an exceptionally deadly ability. Whenever the Craft Magic Arms and Armor, fireball, lightning bolt
wielder of this spear successfully hits a creature and rolls a
natural 8 for damage (or the maximum damage result, if the
spear is of an unusual size or otherwise does not use a d8 for MASK OF TORMENT PRICE 1,500 gp
its damage), the target gains 1 negative level. Additionally,
whenever the spear confirms a critical hit, the target of the Slot head; CL 13th; Weight 1 lb.
critical hit gains 2 additional negative levels (these stack with Aura moderate necromancy
any negative levels gained because of any 8’s rolled for the This heinous black mask is carved to resemble the
damage roll). face of a devil, with its wide toothy mouth forced open by a
Some of a detested spear’s unique abilities count tight mesh of finger thick iron bars that allow the wearer to
as an enhancement bonus equivalent, and it is treated as a breathe, if just barely. The eyes are opaque, and the interior is
+4-equivalent weapon for the purposes of the cost of further ringed with uncomfortable spikes.
improving its magical abilities. A torture and interrogation device, the mask of
torment can be verbally commanded to inflict psychic pain
Construction Requirements Cost 50,302 gp on the creature who is wearing it. Placing the mask on an
Craft Magical Arms and Armor, enervation unwilling creature is difficult and time-consuming, requiring
that the target be helpless. Once donned, a command word
can be spoken as a standard action which inflicts 1d10 points
DOOM CANNON PRICE 87,300 gp of damage to the creature wearing the mask. Additionally, for
every 10 points of damage inflicted by the mask, the target
Slot —; CL 5th; Weight 5,000 lbs. suffers a cumulative -1 penalty on Will saves for so long as he
Aura faint evocation wears the mask, and for 24 hours thereafter. Once donned,
This massive cannon is made from black iron and the mask is difficult to remove, requiring a successful Escape
is ringed with bands of red metal spikes, which give it an Artist check (DC 20 + the binder’s CMB).
almost comically dangerous appearance. Though capable of
firing standard cannon balls, due to the magical nature of Construction Requirements Cost 750 gp
the weapon’s typical projectiles, the inner workings of the Craft Wondrous Item, eye bite
cannon have been reinforced and are capable of withstanding
temperatures of several thousand degrees.
A doom cannon functions like a normal cannon
(see Pathfinder Roleplaying Game: Ultimate Combat for
2
RING OF LIFE SAPPING PRICE 60,000 gp the rod vary with each use, and inflict random maladies upon
the designated victim. When the wielder activates a rod of
Slot ring; CL 17th; Weight — random suffering, roll 1d4 to determine what effect it has on
Aura strong necromancy the target.
This gorgeous platinum band is set with a 1: The skull’s eyes briefly light with fire, then burn out
thumbnail-sized pigeon-blood ruby which glows with a an instant later. The target must succeed on a Fortitude
powerful light in deep darkness. Though a beautiful piece save (DC 10 + 1/2 the wielder’s Hit Dice + the wielder’s
of jewelry on its own, these magical rings require a second Intelligence, Wisdom, or Charisma modifier) or be
piece of jewelry in order to function, and are often sold with blinded for 1d6 rounds.
an accompaniment, typically a plain ring or cheap string of 2: The demon emits an ear-piercing peal of laughter.
pearls. The target must succeed on a Will save (DC 10 + 1/2 the
By touching this ring to a piece of jewelry, the wielder’s Hit Dice + the wielder’s Intelligence, Wisdom,
wearer of a ring can curse a piece of jewelry for as long as he or Charisma modifier) or be confused for 1d6 rounds.
continues to wear the ring. The cursed jewelry transfers the 3: The hag whispers dread words, and cords and vines
life-force of its wearer to the wearer of the ring of life sapping. spring from nowhere to bind the victim. The target must
A creature wearing the ring of life sapping does not age so succeed on a Reflex save (DC 10 + 1/2 the wielder’s Hit
long as another creature wears the cursed jewelry; instead, Dice + the wielder’s Intelligence, Wisdom, or Charisma
the subject wearing the cursed jewelry ages in the ring of modifier) or become entangled and rooted to the spot for
life sapping wearer’s stead, effectively causing the subject 1d6 rounds, after which time he remains entangled until
to age 2 days for every 1 day she would normally age. This he spends a full-round action removing the bindings.
effect is subtle enough that it cannot generally be noticed 4: The dragon spouts a bolt of fire at the victim. Treat this
by the wearer of the cursed ring. Creatures attempting to as a ranged touch attack, which, if successful, deals 6d6
identify the cursed ring with detect magic can detect a faint points of fire damage to the target.
necromancy aura, and a DC 37 Spellcraft check reveals the The rod can be used any number of times per day,
nature of the curse. The cursed ring functions on any day that but the wielder must wait one minute between uses.
it is worn for at least 1 hour.
Additionally, once per day, as a swift action, the Construction Requirements Cost 24,000 gp
wearer of a ring of life sapping can transfer some of the Craft Rod, blindness/deafness, confusion, entangle, scorching
cursed jewelry wearer’s vitality to himself, causing the ray
subject to suffer 1d4 points of damage to each ability score,
while the wearer of the ring of life sapping gains a temporary
enhancement bonus to each ability score equal to the damage SALAMANDER PLATE PRICE 17,650 gp
inflicted this way. These bonuses last for 1 hour. While this
Slot armor; CL 5th; Weight 50 lbs.
effect is much more noticeable than the cursed ring’s other
Aura faint varied
effect, there is still no indication to the wearer of the cursed
The crimson steel which forms this wicked-
ring what the source of the lost vitality is.
looking full plate is always hot to the touch, though the
Finally, the wearer of a ring of life sapping is
wearer is protected by a special mesh worn under the spiky
constantly aware of the cursed jewelry and knows its distance
interlocking plates. The helm is actually carved from the skull
and direction so long as it remains on the same plane. The
of a salamander, and the gauntlets are spiked bronze, stolen
wearer of the ring of life sapping also knows whether or not
from the Plane of Fire.
it is being worn. The ring’s magic does not function if the
This constantly burning armor offers its wearer
wearer of the cursed jewelry is on a different plane. If the
significant protection, functioning as a suit of +2 full plate
wearer of a ring of life sapping ever removes the ring, curses
and keeping the wearer safe from excessive heat, allowing
another piece of jewelry, or dies, all previously cursed jewelry
him to exist comfortably in environments as hot as 300° F
ceases to be affected by the ring of life sapping. A remove
without worry of overheating. The armor itself is unaffected
curse spell cast on the cursed jewelry also ends the effect
by fire damage of any kind (although it grants its wearer no
prematurely.
protection against fire damage, other than as a result of a hot
Construction Requirements Cost 30,000 gp environment), and the wearer is immune to the heat metal
Forge Ring, energy drain spell and similar effects.
Additionally, whenever any part of the armor,
including the gauntlets, come into contact with metal, that
ROD OF RANDOM SUFFERING PRICE 48,000 gp metal glows with a molten heat, and is affected as though
by the heat metal spell, unless it succeeds on a DC 13 Will
Slot none; CL 7th; Weight 5 lbs. save. Unlike with heat metal, an object affected by this armor
Aura moderate varied suffers 1 point of damage, ignoring hardness, during each
These rods are made of an eerie red stone and feature round of exposure to the effect.
a short handle, with the middle of the rod being carved to None of a salamander plate’s unique abilities count
resemble three heads: a human skull, a grinning demon, and as an enhancement bonus equivalent, and it is treated as a
a shrieking hag, while a roaring dragon leers ominously from +2-equivalent armor for the purposes of the cost of further
the rod’s head. The rod is extremely heavy for its size and improving its magical abilities.
functions as a +1 club, in addition to its magical properties. Construction Requirements Cost 9,650 gp
In order to activate a rod of random suffering, one Craft Magic Arms and Armor, heat metal, resist energy
must merely point it at a living creature while focusing on
malicious thoughts (a standard action). The actual effects of
3
SARCOPHAGUS OF TRANSPOSITION PRICE 154,000 gp SMOKE HELM PRICE 13,000 gp
Slot —; CL 15th; Weight 100 lbs. Slot head; CL 5th; Weight 3 lbs.
Aura strong necromancy Aura faint transmutation
These golden sarcophagi are shaped in the form of This dark grey helm is stylized to resemble a grinning
a vile god with glowing red eyes and black obsidian daggers oni whose 6 horns are just a shade darker than the rest of the
for teeth. The interior is also gold, but stained red from the helm. A pair of dark lenses fills the narrow eye holes, hiding
blood that trickles constantly from the sarcophagus walls. the wearer’s eyes from the outside world and providing
These terrible devices allow necromancers to moderate protection against sun glare.
transform the recently dead or still living into powerful By speaking a command word, the wearer of this
undead servants. Whenever a body is placed within the helm can cause a thick cloud of poisonous smoke to pour
sarcophagus of transposition, if it has been dead for less than forth from the helm’s horns and surround him. The smoke
1 hour, the body is destroyed over the course of 1d10 minutes fills a 10-foot-radius spread centered on the user, and moves
and replaced by a mummy conjured from the lower planes. with the user. The smoke obscures all vision beyond 5 feet,
The mummy serves the creator loyally and obeys his spoken and creatures within 5 feet have concealment. The helm’s
commands. Mummies created in this way last for 1 day per magic allows the user to see through this fog and lets him
Hit Dice of the body that was placed in the sarcophagus, ignore the concealment it grants.
before crumbling to dust. Additionally, creatures other than the wearer of
Alternatively, a willing or helpless living creature the smoke helm which begin their turn within the smoke
can be placed inside the sarcophagus as a sacrifice. After cloud must succeed on a Fortitude save (DC 12) or become
1d10 minutes, the sacrifice is transported to the Abyss, as if sickened for as long as they remain within the smoke, and for
by the planeshift spell, and a bodak immediately appears 1 minute thereafter. A creature who rolls a natural 1 on this
in its place. The bodak serves the one who placed the saving throw also suffers 1 point of Constitution damage. The
living sacrifice into the sarcophagus for 1 week, or until the smoke persists for 1 minute, and the helm can be activated
sacrificed creature leaves the Abyss or is killed, whichever is at will, though at least 10 minutes must pass between uses. A
longer. Only one bodak can be summoned by a sarcophagus moderate wind (11+ mph) disperses the smoke.
of transformation at a time, regardless of how many sacrifices
are sent to the Abyss. Construction Requirements Cost 6,500 gp
Craft Wondrous Item, darkvision, obscuring mist, ray of
Construction Requirements Cost 77,000 gp sickening
Craft Wondrous Item, create greater undead
4
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