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Ishior Items

June 4th, 2015

Joshua Zaback

Magic Market Archive

                We conclude Ishior Week with a selection of brand new magical items designed to interact with this race’s unique, inborn talents. While these items are designed with the ishior in mind, many other characters can benefit from their use, provided they have access to some form of telekinetic power. But why take my word for it? Check them out.

 

DAGGER OF THE ONE-HANDED MAGE               PRICE 8,302 gp

Slot none; CL 5th; Weight 1 lb.
Aura faint evocation

                This well-crafted dagger is both incredibly light and supernaturally sharp, easily cutting through most materials without concern. The dagger itself appears unremarkable when wielded in hand, but glows a light blue when wielded with the magic of a mage hand spell. This +1 dagger is unique among weaponry for its ability to be ability used for combat with even simple spells. Unlike most other objects, when held with a mage hand spell, a dagger of the one-handed mage can make attacks at the user’s normal attack bonus while being wielded by mage hand. These attacks deal 1d4+1 points of damage (regardless of the user’s Strength score).

                None of the dagger of the one-handed mage’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 4,302 gp

Craft Magic Arms and Armor, mage hand

 

ISHIOR HORNED HELM                             PRICE 5,000 gp

Slot head; CL 5th; Weight 3 lbs.
Aura faint evocation

                While many erroneously believe these horned helms to feature the horns of the ishior themselves, they are in fact adorned with plain goat horns. These otherwise unremarkable leather helms are frequently worn by the ishior and come in versions with large holes cut out for the ishior’s horns to poke through, giving the wearer the fearsome appearance of a many-horned human. The magic of these helms enhances telekinetic might, causing the wear to be able to lift and move twice as much weight with the mage hand and telekinesis spells. Additionally, whenever the wearer casts a spell which is not of the summoning subschool and whose effect has a Strength score, that Strength score is increased by +2.

Construction Requirements       Cost 2,500 gp

Craft Magic Arms and Armor, mage hand

 

RAPIER OF THE ZEPHYRBLADE              PRICE 6,320 gp

Slot none; CL 5th; Weight 2 lbs.
Aura faint evocation

                These finely worked rapiers are both stupendously thin and supernaturally strong, being highly resistant to breakage. Often these silvery blades are adorned with a complex crossguard of golden filigree, which is itself emblazoned with small gems. In addition to functioning as a +1 rapier, these magical rapiers allow the wielder to expend panache points as telekinetic energy. By expending 1 panache point, the wielder can generate the effects of an unseen servant spell. If the user is an ishior, this unseen servant has a Strength score equal to the ishior's character level. In either case, the unseen servant lasts for 1 minute.

                None of the rapier of the zephyrblade’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +1-equivalent weapon for the purposes of the cost of further improving its magical abilities.

Construction Requirements       Cost 3,320 gp

Craft Magic Arms and Armor, unseen servant

           

SHIRT OF TELEKINETIC DEFENSE                         PRICE 10,000 gp

Slot none; CL 9th; Weight 1 lb.
Aura moderate transmutation

                This finely woven blue shirt bears all the hallmarks of ishior design, being made to fit tight about the body with loose sleeves and far too much intricate embroidery to be considered tasteful for most cultures. The heavy fabric is both comfortable and warm, making it a fine choice for cold weather climates. Additionally, the shirt is woven with magic rendering the wearer untouchable by telekinetic forces. This has the effect of rendering the wearer immune to the telekinesis and telekinetic sphere spells. As a further quirk of the item’s magic, the shirt of telekinetic defense repels outside attempts to move the wearer against his will, granting a +4 bonus to CMD vs. bull rush, reposition, and trip combat maneuvers, and similar effects that would cause the wearer to be moved against his will.

Construction Requirements       Cost 5,000 gp

Craft Magic Arms and Armor, telekinesis