Sundries of the Sands

August 28th, 2018

Josh Zaback

Magic Market Archive

While finding magic items at desert bazaars is no strange occurrence, finding desert-themed items in general is quite rare. This week’s new Magic Market brings you a variety of items that bring the power, mystery, and majesty of the desert into your hands. Take up these awesome relics and bring the desert home.


ARMOR OF DESERT THIRST                        PRICE 48,160 gp
Slot armor; CL 7th; Weight 15 lbs.
Aura moderate transmutation

This suit of polished leather armor is exceptionally comfortable and feels lighter than normal clothing. Usually bright white to reflect the sun’s rays, this armor deepens to a dark blue and becomes stronger and harder the more exhausted and thirsty the wearer becomes.

A suit of armor of desert thirst functions as a suit of +1 leather armor, but becomes more powerful the more exhausted the wearer becomes. If the wearer is fatigued, she gains a +2 dodge bonus to AC, and is also able to run or charge. If the wearer is exhausted, the dodge bonus to AC is increased to +6, and she gains a +30-foot enhancement bonus to her move speed.

Additionally, if the wearer has at least 1 point of nonlethal damage resulting from starvation, thirst, or an environmental condition such as extreme heat or cold, she gains the benefits of endure elements, and if the wearer is also exhausted, she gains the benefits of a freedom of movement spell.

Some of an armor of desert thirst’s unique abilities count as an enhancement bonus equivalent, and it is treated as a +6-equivalent armor for the purposes of the cost of further improving its magical abilities.

Construction Requirements                                   Cost 24,160 gp

Craft Magic Arms and Armor, haste, freedom of movement


CACTUS RING                                              PRICE 80,000 gp
Slot ring; CL 13th; Weight
Aura strong transmutation

This ornate brass band is woven with subtle patterns suggesting sand dunes and palm trees, and is adorned with a large emerald cut in the shape of a three-armed cactus. Whenever the wearer’s body comes into contact with sand, the emerald shines with an inner light, betraying its magical nature.

A cactus ring has a number of useful magical properties. The wearer of the ring requires very little to sustain himself, and can survive on a mere 8 ounces of water per week. The wearer must continually wear the ring for at least 1 full week before this ability takes effect.

Additionally, the wearer of the cactus ring gains the benefits of endure elements, but only for hot environments. Likewise, the wearer’s movement is never affected by sand, including quicksand; he can move over such hazards at full speed, and can take 10 on Acrobatics and Swim checks made to move over or through sand, including quicksand.

Further, as a standard action, the wearer of a cactus ring can transform into a giant saguaro. He can use this ability at will, and this effect functions as the spell tree shape, except that the form assumed is always a giant saguaro. In addition, once per day, as a full-round action, the wearer can transform into a giant saguaro-like monster, as with the spell plant shape III. If he does, he assumes the form of a huge bipedal cactus and gains a movement speed of 40 feet, DR 5/piercing, fire resistance 20, and 2 slam attacks. These slam attacks each deal 3d6 points of bludgeoning and piercing damage, and creatures hit by the slam become sickened with pain for 1 round unless they succeed on a DC 19 Reflex save. Multiple instances of this effect do not stack on the same creature. This transformation lasts for 1 minute.

Construction Requirements                                    Cost 40,000 gp

Forge Ring, create food and water, endure elements, freedom of movement, plant shape III, tree shape


DESERT GEM                                                   PRICE 3,000 gp
Slot none; CL 13th; Weight
Aura strong transmutation

While this magical gem appears to be nothing more than a ruby of exceptional clarity, a trained observer will note that the gem is soft and malleable, able to be crushed by a human hand. The gem sparkles in sunlight, revealing a vein of gleaming golden crystals running through it.

This gem can be crushed to dust in order to create a burst of magical energy, transforming the nearby terrain and climate into that of a sun-scorched desert for a short time. The ground in a 60-foot-radius burst becomes covered with sand to depth of 5 inches, making the whole area difficult terrain. Additionally, the air temperature rises to 120 degrees, making it uncomfortably hot for most characters (see the Pathfinder Roleplaying Game Core Rulebook for more information on the effects of temperature). The affected area also counts a desert for the purposes of special abilities, class features, and spells which reference terrain, such as a ranger’s favored terrain class feature. The area remains so transformed for 1 hour before reverting to its natural state. The gem’s magic does not affect water, and this item has no effect underwater.

Construction Requirements                                    Cost 1,500 gp

Craft Wondrous Item, control weather, major creation


SANDSTORM                                                PRICE 25,320 gp
Slot none; CL 9th; Weight 12 lbs.
Aura moderate transmutation

This beautiful two-handed axe features mirrored blades of exceedingly thin, sharp metal, which extend from the weapon in ribbon-like curves. The handle, as well as the blades, are made from magically hardened bronze, with red and yellow tassels dangling from the highest and lowest points of the weapon’s staff.

In addition to functioning as a +1 flaming greataxe, a sandstorm canproduce violent winds and bursts of sand which obscure vision. Whenever the wielder successfully confirms a critical hit, the target is knocked prone unless she succeeds on a Reflex save (DC = 15 + the wielder’s Strength modifier). Additionally, the target’s space becomes filled with wind and sand, which persists in those squares for 1d6 rounds. Creatures in the area can only move at half speed, and their vision is completely obscured beyond 5 feet by the sand. So long as the wind persists, prone characters must succeed at a DC 10 Strength check in order to stand. Meanwhile, the sand obscures creatures within the area from outside attackers: creatures in the area have concealment (20% miss chance) from adjacent attackers that are outside the area, and have total concealment (50% miss chance) from non-adjacent attackers outside the area.

Construction Requirements                                    Cost 12,820 gp

Craft Magic Arms and Armor, gust of wind, control wind