Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters and even alternate class features. This week I have a bunch of new magic eyewear for all comers.
Eyes of Madness
Aura moderate enchantment; CL 7th
Slot eyes; Price 56,000 gp; Weight —
These two crystal lenses fit over the user's eyes. The wearer is able to use confusion (one target per round) merely by meeting a target's gaze. Those failing a DC 16 Will save are confused as per the spell. Both lenses must be worn for the magic item to take effect.
Requirements Craft Wondrous Item, confusion; Cost 28,000 gp
Eyes of Shared Sight
Aura faint divination; CL 5th
Slot eyes; Price 24,000 gp for two pairs; Weight —
Each pair of lenses has a corresponding set. When both sets are worn, the wearers can use a command word to switch which pair of lenses they are seeing the world through. This functions similarly to clairaudience/clairvoyance, except you cannot choose to receive audio information and you can only see through the other pair of lenses.
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 12,000 gp for two pairs
Goggles of Precise Targeting
Aura faint divination and transmutation; CL 4th
Slot eyes; Price 12,000 gp; Weight —
These goggles allow their wearer to see farther, thus granting him or her greater accuracy. They grant a +1 competence bonus on attack rolls and damage rolls with ranged attacks against targets that are more than 30 feet away from the wearer. The wearer gains a +5 competence bonus on all Perception checks.
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, clairaudience/clairvoyance, Far Shot; Cost 6,000 gp
Aura faint divination; CL 3rd
Slot eyes; Price 7,000 gp; Weight —
Appearing as a pair of normal spectacles, spellsight spectacles grant their wearer the ability to see magical auras as if using detect magic and read any magical writing. The wearer gains a +5 competence bonus on all Spellcraft checks.
Requirements Craft Wondrous Item, detect magic, read magic; Cost 3,500 gp