CHAPTER 4:EPIC MAGICITEMSCaster <strong>Level</strong>: 20th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, protection from elements; Market Price: 240,000 gp.<strong>Epic</strong> Protection: This ring offers continual magicalprotection in the form of a deflection bonus to ArmorClass of +6 or higher.Caster <strong>Level</strong>: 20th: Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, shield of faith, creator’s caster level must be threetimes the ring’s bonus; Market Price: 720,000 gp (+6),980,000 gp (+7), 1,280,000 gp (+3), 1,620.000 gp (+9),2,000,000 gp (+10).<strong>Epic</strong> Wizardry: Like the ring of wizardry, this specialring comes in a variety of types usefulonly to arcane spellcasters. Thewearer’s arcane spells per day aredoubled for one particular spelllevel. An epic ring of wizardry Vdoubles 5th-level spells, an epicring of wizardry VI doubles 6thlevelspells, an epic ring of wizardryVII doubles 7th-levelspells, an epic ring of wizardryVIII doubles 8th-level spells,and an epic ring of wizardry IXdoubles 9th-level spells. Bonusspells from high ability scores,school specialization, or any othersource are not doubled.Caster <strong>Level</strong>: 23rd (epic wizardry V),26th (epic wizardry VI), 29th (epic wizardryVII), 32nd (epic wizardry VIII),35th (epic wizardry IX); Prerequisites:Forge Ring, Forge <strong>Epic</strong> Ring, wish;Ring of UniversalElemental ImmunityMarket Price: 250,000 gp (epic wizardry V), 360,000 gp (epicwizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp(epic wizardry VIII), 810,000 gp (epic wizardry IX).Ineffable Evil: The wearer of this crimson ring isconstantly sheathed in an unholy aura effect. It bestowsone negative level on any good creature that puts it on.The negative level remains as long as the ring is wornand disappears when the ring is removed. This negativelevel never results in actual level loss, but it cannot beovercome in any way (including restoration spells) whilethe ring is worn.Caster <strong>Level</strong>: 15th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, unholy aura, creator must be evil; Market Price:250,000 gp.Ironskin: This plain band of black iron grants itswearer damage reduction 10/+5.Caster <strong>Level</strong>: 20th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, iron body; Market Price: 400,000 gp.Rapid Healing: The wearer of this ring of bonegrants a living wearer fast healing 3. It must be wornfor 24 hours before its powers activate, and if removedit will not function again until it has been worn for 24hours by the same individual.Caster <strong>Level</strong>: 20th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, regenerate; Market Price: 300,000 gp.Sequestering: This crystalline ring becomes invisiblewhen worn. Upon command, the wearer gains the benefitsof a sequester spell (though she does notbecome comatose as normal for the spell).Caster <strong>Level</strong>: 20th; Prerequisites: ForgeRing, Forge <strong>Epic</strong> Ring, sequester; MarketPrice: 300,000 gp.Universal Elemental Immunity:This ring appears to be fashionedfrom four lengths of pure element:acid, fire, cold, electricity.The stone set in the band emitsa rumble like distant thunderonce every day. When worn, itfunctions as a ring of elementalimmunity for all types of energy—fire, cold, electricity, acid, andsonic. The wearer takes no damagefrom energy of any of these types.Caster <strong>Level</strong>: 20th; Prerequisites: ForgeRing, Forge <strong>Epic</strong> Ring, protection from elements;Market Price: 2,160,000 gp.Universal Elemental Resistance, Major: Thisring functions as a ring of major elemental resistance for alltypes of energy—fire, cold, electricity, acid, and sonic.When the wearer would normally take such damage,subtract 30 points of damage per round from theamount before applying.Caster <strong>Level</strong>: 20th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, protection from elements; Market Price: 216,000 gp;Cost to Create: 108,000 gp + 12,160 XP.Virtuous Good: The wearer of this pure golden ring isconstantly sheathed in a holy aura effect. It bestows onenegative level on any evil creature that puts it on. Thenegative level remains as long as the ring is worn and disappearswhen the ring is removed. This negative levelnever results in actual level loss, but it cannot be overcomein any way (including restoration spells) while thering is worn.NONEPIC MAGIC ITEMUniversal Elemental Resistance, Minor: This ring functionsas a ring of minor elemental resistance for all types of energy:fire, cold, electricity, acid, and sonic. When the wearer wouldnormally take such damage, subtract 15 points of damage perround from the amount before applying.This is a nonepic magic item.Caster <strong>Level</strong>: 15th; Prerequisites: Forge Ring, protection fromelements; Market Price: 144,000 gp.136
Caster level: 15th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, holy aura, creator must be good; Market Price:250,000 gp; Cost to Create: 125,000 gp + 12,500 XP.Weaponbreaking: A ring of weaponbreaking is identicalto a ring of ironskin, and has one additional power. Anyweapon that successfully strikes the wearer must alsomake a Fortitude saving throw (DC 20) or be shatteredinto pieces.Caster <strong>Level</strong>: 20th; Prerequisites: Forge Ring, Forge <strong>Epic</strong>Ring, iron body, shatter; Market Price: 600,000 gp; Cost toCreate: 300,000 gp + 16,000 XP.RODSMuch like their nonepic counterparts, epic rods run thegamut of magical configurations and qualities.TABLE 4–19: EPIC RODSd% Rod Market Price01–08 <strong>Epic</strong> spellcaster 245,000 gp05–16 Nightmares 284,000 gp17–24 <strong>Epic</strong> splendor 297,000 gp25–31 The path 306,870 gp32–38 <strong>Epic</strong> cancellation 330,000 gp39–45 <strong>Epic</strong> negation 446,000 gp46–51 Besiegement 447,745 gp52–57 Fortification 465,665 gp58–63 <strong>Epic</strong> rulership 575,000 gp64–69 Invulnerability 600,000 gp70–75 Paradise 610,000 gp76–80 Restless death 625,000 gp81–85 Excellent magic 650,000 gp86 Wyrm (white) 1,458,200 gp87 Wyrm (brass) 1,458,200 gp88–90 <strong>Epic</strong> absorption 1,500,000 gp91 Wyrm (copper) 1,562,600 gp92 Wyrm (black) 1,562,600 gp93 Wyrm (bronze) 1,670,600 gp94 Wyrm (green) 1,670,600 gp95 Wyrm (blue) 1,782,200 gp96 Wyrm (silver) 1,782,200 gp97 Wyrm (gold) 1,897,400 gp98 Wyrm (red) 1,897,400 gp99–100 <strong>Epic</strong> might 4,293,432 gp<strong>Epic</strong> Rod DescriptionsStandard epic rods are described below.Besiegement: This rod functions as a +3 light mace.In addition, it is useful for besieging fortifications.Whenever the wielder makes a charge attack, the rodimproves to a +6 weapon. Twice per day, the rod cancreate a battering ram that lasts for 24 rounds. This ramcan strike once per round, dealing 20 points of damagewith each hit. It cannot be used to target individuals,only fortifications. It can be damaged by normalmeans (65 hp, AC 22), and disintegrate or dispel magicdestroys it.The rod also has the following powers:Siege Engine: One heavy catapult, two light catapults,or three siege towers may be generated with each use ofthis power. The power can be used three times per day.Ammunition for 20 shots is included with each weaponcreated. See the Siege Engines section in Chapter 5 ofthe DUNGEON MASTER’s Guide for more information. Eachweapon created last for 12 hours.Transmute Rock to Mud: This power can be used threetimes per day (caster level 24th, save DC 17).Caster <strong>Level</strong>: 24th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, Craft Magic Arms and Armor, Bigby’s clenched fist,passwall, Rary’s telepathic bond, transmute rock to mud; MarketPrice: 447,745 gp; Cost to Create: 224,025 gp + 14,474 XP.<strong>Epic</strong> Absorption: Like a rod of absorption, this roddraws single-target or ray spells and spell-like abilitiesinto itself, nullifying the effect and storing the potentialspell levels until the wielder releases the energy inthe form of spells of her own. Spells of any level(including those boosted beyond 9th level by metamagic)can be absorbed, although epic spells cannot. Therod absorbs a maximum of 150 spell levels and canthereafter only discharge any remaining potential itmight have. The rod cannot be recharged.Caster <strong>Level</strong>: 23rd; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, Empower Spell, Maximize Spell, empowered maximizedspell turning; Market Price: 1,500,000 gp.<strong>Epic</strong> Cancellation: This rod is similar in appearanceto a rod of cancellation, but more powerful. Its touch drainsan item of all magical properties, including the magicalenergy in epic magic items (but not most artifacts). Theitem touched gets a Will saving throw (DC 26). If a creatureis holding the magic item at the time, then the itemcan use the holder’s Will save bonus in place of its own.In such cases, contact is established by making a meleetouch attack roll. Upon draining three items, the rodbecomes brittle and useless. Drained items can only berestored by wish, miracle, or epic spells specificallydesigned to restore lost power. A rod of epic cancellation canneutralize a normal sphere of annihilation without itselfbeing cancelled.Caster <strong>Level</strong>: 25th; Prerequisites: Craft Rod, Craft <strong>Epic</strong>Rod, dispel magic; Market Price: 330,000 gp.<strong>Epic</strong> Might: This rod is similar to a rod of lordly might,although it is far more powerful. It is larger than itsnormal counterpart, and it is constructed of adamantinerather than normal metal. It has six buttons, severalspell-like functions, and several mundane uses, and itcan also be used as a magic weapon of various sorts.The following spell-like functions of the rod can eachbe used once per day.• Dominate Person: Touched foe is recipient of a dominateperson spell, if the wielder so commands (Will save DC24). The wielder must choose to use this power andthen succeed with a melee touch attack to activate thepower, if the attack fails, the effect is lost.• Stun: Upon command, all enemies viewing the rodare stunned, as per the power word, stun spell (10-footmaximum range, Will save DC 24). Invoking this poweris a standard action.• Damage: Upon command, the rod deals 10d8 points ofdamage to an opponent on a successful touch attackCHAPTER 4:EPIC MAGICITEMS137
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318Indexability increases 6abominat