Insane Deals

March 29th, 2017

Josh Zaback

Magic Market Archive

It’s Madness Week here at Necromancers of the Northwest, and all this week we’ve been driving you crazy with themes of insanity. This week’s Magic Market is no different, offering you trinkets that are sure to drive you bonkers, and at prices so competitive, it is almost insane.


CRIMSON CROWN OF MADNESS            PRICE 120,000 gp
Slot head; CL 7th; Weight 10 lbs.
Aura moderate enchantment

These crowns, said to be cursed by some, are made of jasper and feature jagged and irregular points that emit sparks smelling faintly of human blood in occasional, unpredictable bursts. When worn, the crown seems to weigh a great deal.

These magic crowns carry a powerful curse that prevents them from being removed without the wearer first benefiting from a break enchantment spell. The wearer of a crimson crown of madness is immune to compulsion effects, but is afflicted with terrible madness. Each day at dawn, the target is affected by a random madness. The wearer never receives a saving throw to resist this madness or recover from this madness, and suffers a –4 penalty to saves against any of its effects. Whenever the wearer gains a new madness in this fashion, he loses any previous madness gained in this way. More information on madnesses can be found in Pathfinder Roleplaying Game Horror Adventures.

Construction Requirements       Cost 60,000 gp

Create Wondrous Item, confusion


Slot —; CL 7th; Weight
Aura moderate enchantment

This periwinkle powder smells at once of sweet baked goods and overcooked eggs, and sticks to virtually any surface, making it difficult to handle. As such, it is usually contained in paper cartridges, glass bottles, or gourds coated with a special lubricant.

Insanity powder, much as its name implies, drives those that it comes in contact with quite mad, and in very short order. The powder can be packaged as shot for a firearm, in which case it counts as a single piece of ammunition and is loaded the same way, but when fired expands in a 15-foot cone. It can also be packaged and thrown as a grenade-like weapon, in which case it has a range increment of 10 feet, and, upon striking its destination, explodes in a 10-foot radius burst. In either case, creatures caught in the area must succeed on a Reflex save (DC 15) or be coated in the powder. A creature coated in the powder must succeed on a Will save (DC 15) each round it is covered, or be confused for 1 round. If a creature rolls a natural 1 on this saving throw or ingests the powder, it gains a random lesser madness, instead. When used in this fashion, the powder normally persists for 1d6 rounds before losing efficacy, but it can be destroyed by submersion in water or acid.

Construction Requirements       Cost 250 gp

Create Wondrous Item, confusion


NET OF THE MIND         PRICE 53,320 gp
Slot none; CL 9th; Weight 6 lbs.
Aura moderate enchantment

Made from spider silk and copper wire, these nets have a thin membrane of shimmering gossamer between each of the sturdy strands that hold it together. Those caught within the net feel the horrific and ceaseless crawling of insects within their mind and body.

These +1 nets destroy the resolve of those caught within them. Any creature entangled by the net suffers a –5 penalty to Will saves while entangled within the net, as the maddening feeling of crawling insects dulls her resolve. Additionally, each round a creature remains entangled in the net, she must succeed on a saving throw against the DC of each madness she is suffering from. On a failure, the DC of that madness increases by a further +1. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

None of a net of the mind’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 26,820 gp

Create Wondrous Item, mind fog