Last week, we gave you five new magic items based on five of the new, unique bloodlines from our latest book, A Necromancer’s Grimoire: Sorcerous Lineages. That, of course, left five more bloodlines that are itemless. But, not for long! Below are the missing five magic items from the other half of the sorcerous families.
COLLAR OF THE EIGEN
Aura moderate transmutation; CL 11th
Slot neck; Price 12,000 gp; Weight 5 lbs.
Construction Requirements Craft Wondrous Item, animate objects; Cost 6,000 gp
Formed of simple steel and enchanted by one of the saner Eigen, this simple charm is favored by their brethren who create powerful golem servants.
When placed around the neck of any creature of the construct type, it causes the wearer to suffer no chance of going berserk for the first 3 rounds of any combat or other stressful situation. This collar has no effect on constructs without the berserk special quality.
COLLAR OF THE ZARTOL
Aura strong enchantment; CL 17th
Slot neck; Price 60,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, dominate monster; Cost 30,000 gp
Crafted of braided black leather, this collar has the power to bind an outsider to the will of the one who places it around his throat.
When this collar is placed around the throat of an outsider, and again each day at dawn for as long as the collar is worn, the wearer must make an opposed Charisma check against the character that placed the collar on him. If the character that placed the collar wins the opposed check, then the outsider is affected as though by the spell dominate monster until the next dawn. If the outsider wins the check by 4 or less, then he is free to do as it pleases until the next dawn, with the following exceptions: he cannot leave the plane he is currently on, he cannot attack the character who first put the collar on him (though could attack the allies or loved ones of that character) and he cannot remove the collar. If the outsider wins the opposed Charisma check by 5 or more, the collar turns to dust and the outsider is freed.
A collar of the Zlo cannot be placed upon an unwilling creature unless it has the helpless or pinned conditions. Placing a collar of the Zlo on such a creature is a full-round action that provokes attacks of opportunity.
MANACLES OF THE FAULKHOR
Aura faint necromancy; CL 1st
Slot -; Price 13,000 gp; Weight 10 lbs.
Construction Requirements Craft Wondrous Item, ray of enfeeblement; Cost 6,500 gp
These black iron manacles grow more powerful as they see more use.
A pair of manacles of the Faulkhor has no power until a living creature is reduced to 0 hit points while restrained by them. Once this happens, the magic of the manacles of the Faulkhor activates, make it more difficult for future creatures bound by them to escape. Any creature bound by the manacles suffers a -1 penalty to both his Strength and Dexterity scores for each creature that has been reduced to 0 hit points while bound by the manacles, to a maximum penalty of -10. This ability cannot reduce a creature’s Strength or Dexterity score below 1. If a full week goes by without a creature being reduced to 0 hit points while bound by the manacles of the Faulkhor, they lose their magic and the user must begin the process again.
SADDLE OF THE HO’LAH
Aura faint varied; CL 1st
Slot -; Price 18,000 gp; Weight 25 lbs.
Construction Requirements Craft Wondrous Item,creator must have an animal companion; Cost 9,000 gp
This worn leather saddle allows a mage who sits in it to readily empower his mount with magic.
Whenever the user of the a saddle of the Ho’lah casts a spell with a range of personal while mounted on a creature equipped with the saddle, he may choose to have that spell affect the mount as well.
Aura faint transmutation; CL 1st
Slot shoulders; Price 13,000 gp; Weight 1 lb.
Construction Requirements Craft Wondrous Item, magic fang; Cost 6,500 gp
This cloak was sewn together by Samarkin mages to increase their prowess while shifting.
Whenever the wearer of a wild skin is transformed into a creature of the animal type by a spell of the polymorph subschool, he gains a bonus to attack and damage rolls equal to 1/2 the level of the spell (rounded down, minimum +1).