CHAPTER 4:EPIC MAGICITEMScreature without the proper key, the interdimensionalportals are not visible (through true seeing or similarmagic reveals their presence).Caster <strong>Level</strong>: 21st; Prerequisites: Craft Wondrous Item,Craft <strong>Epic</strong> Wondrous Item, gate; Market Price: 378,000 gp;Weight: 1 lb.Gloves of <strong>Epic</strong> Dexterity: These tightfitting,thin leather gloves are very flexibleand allow for delicate manipulation.They add an enhancement bonusof +8 or higher to the wearer’sDexterity score.Caster <strong>Level</strong>: 20th; Prerequisites:Craft Wondrous Item, Craft<strong>Epic</strong> Wondrous Item, cat’s grace;Market Price: 640,000 gp (+8),1,000,000 gp (+10), 1,440,000gp (+12); Weight: —.Headband of <strong>Epic</strong> Intellect:This device is a light cordwith a small diamond set so thatit rests upon the forehead of thewearer. The headband adds anenhancement bonus of +8 orhigher to the wearer’sIntelligence score.Caster <strong>Level</strong>: 20th; Prerequisites:Craft WondrousItem, Craft <strong>Epic</strong> WondrousItem, commune or legendlore; Market Price: 640,000gp (+8), 1,000,000 gp (+10),1,440,000 gp (+12); Weight: —.Horseshoes of the PeerlessSteed: These horseshoes magicallyadhere to the feet of anyhoofed creature. Anyone riding the creature gains a +10competence bonus on Ride checks and is treated ashaving ranks in the appropriate Ride skill (and thus doesnot take the –5 penalty for riding an unfamiliar mount).The horseshoes grant the creature (or its rider, as appropriate)the effects of the Trample, Ride-By Attack, andSpirited Charge feats. The wearer of the horseshoes gainsspell resistance 32 against enchantment effects. In addition,the ground speed of the creature wearing the horseshoesdoubles.Caster <strong>Level</strong>: 20th; Prerequisites: Craft Wondrous Item,Craft <strong>Epic</strong> Wondrous Item, Ride skill, haste, spell resistance;Market Price: 217,000 gp; Weight: 1 lb. each.Mantle of <strong>Epic</strong> Spell Resistance: This embroideredgarment is worn over normal clothing or armor. It grantsthe wearer spell resistance 40.Caster <strong>Level</strong>: 29th; Prerequisites: Craft Wondrous Item,Craft <strong>Epic</strong> Wondrous Item, spell resistance; Market Price:290,000 gp. Weight: 1 lb.Mantle of Great Stealth: The wearer of this neutralgray cloak gains a +30 bonus on Hide and Move Silentlychecks. The wearer’s outline is blurry and indistinct,Cloak of <strong>Epic</strong>Charismagranting one-half concealment (20% miss chance) at alltimes (as the blur spell). The mantle also grants nondetectionto its wearer (as the spell).Caster <strong>Level</strong>: 20th; Prerequisites: CraftWondrous Item, Craft <strong>Epic</strong> WondrousItem, blur, invisibility, nondetection, silence;Market Price: 242,000 gp; Weight: 1 lb.Periapt of <strong>Epic</strong> Wisdom: This largepearl set on a platinum chain grants anenhancement bonus of +8or higher to the wearer’sWisdom score.Caster <strong>Level</strong>: 20th; Prerequisites:Craft Wondrous Item,Craft <strong>Epic</strong> Wondrous Item, communeor legend lore; Market Price:640,000 gp (+8), 1,000,000 gp(+10), 1,440,000 gp (+12); Weight: —.INTELLIGENTITEMSJust like nonepic magic items, epicmagic items sometimes possessintelligence of their own. Suchitems are fully sentient and should betreated as NPCs. The Random <strong>Epic</strong>Magic Items section earlier in thischapter details the chances that epicarmor, shields, rings, rods, staffs, wondrousitems, and weapons might beintelligent. In short, a ring, rod, staff,wondrous item, armor, or shieldhas a 1% chance to he intelligent, aranged weapon has a 5% chance tobe intelligent, and a melee weaponhas a 15% chance to he intelligent.Rather than using the tables in the DUNGEON MASTER’sGuide, use the tables below to determine the properties ofan intelligent item: the number of powers, unusual properties,alignment, and special purpose of the item (if any).Of the three mental ability scores, two scores are favored(2d6 + some number) and one is completely random(3d6). Choose which scores get assigned which number,or roll 1d4 and determine randomly according to the followingtable.TABLE 4–26: MENTAL ABILITY SCORES FOR INTELLIGENTITEMS1d4 High Score Medium Score Low Score1 Intelligence Charisma Wisdom2 Intelligence Wisdom Charisma3 Wisdom Intelligence Charisma4 Charisma Intelligence WisdomAs with any intelligent magic item, you should try todesign unusual epic magic items along special themesand for specific campaign purposes, using the tables asguidelines and for inspiration. Just because you roll a146
specific power doesn’t mean you have to assign it to theitem. Feel free to change or ignore any results that don’tfit your vision of the item.The first step in determining the properties of arandom intelligent epic magic item is to determine itsgeneral capabilities. These are found by rolling d% andconsulting Table 4–27.TABLE 4–27: EPIC ITEM INTELLIGENCE, WISDOM,CHARISMA, AND CAPABILITIESd% Ability Scores Capabilities01–22 Two 2d6+10,one 3d6Three primary abilities, oneextraordinary power23–40 Two 2d6+11,one 3d6Three primary abilities, twoextraordinary powers41–54 Two 2d6+12,one 3d6Four primary abilities, twoextraordinary powers55–64 Two 2d6+14, Four primary abilities, threeone 3d665–71 Two 2d6+16,one 3d672–73 Two 2d6+18,one 3d6extraordinary powersFour primary abilities, threeextraordinary powers, oneawesome powerFour primary abilities, threeextraordinary powers, twoawesome powers74 Roll again, but add 1d6 to each ability score 175–100 Use Table 8–31 in the DUNGEON MASTER’s Guide1Cumulative if rolled multiple times.MARKET PRICE MODIFIEREach intelligent item is a unique combination of sentience,communication, and special powers. The marketprice modifiers given in Table 8–31 in the DUNGEONMASTER’s Guide may not prove sufficient to measure anappropriate market price for such an item. To find themarket price for an epic magic item, use these expandedguidelines, adjusting as necessary to find an appropriatefinal price.Each point of Intelligence bonus, Wisdom bonus, orCharisma bonus increases the item’s market price by100 gp.Any form of communication possessed by the itemincreases its market price by the number shown on Table8–29: <strong>Epic</strong> Item Communication.Each primary ability possessed by the item increases itsmarket price by 2,000 to 10,000 gp (average 6,000 gp).Each extraordinary ability possessed by the itemincreases its market price by 15,000 to 35,000 gp (average25,000 gp).A special purpose increases the item’s market price by50,000 gp.An awesome power increases the item’s market priceby 100,000 gp.INTELLIGENT ITEM ALIGNMENTAny item with Intelligence has an alignment. Makesure that the alignment you choose or determine randomly(using Table 4–28: Item Alignment) matches anyalignment-oriented special abilities of the item (such asholy power).Any character whose alignment is not compatiblewith that of the item gains one negative level for every10 points of the weapon’s Ego (see Item Ego, below) ifhe or she so much as picks up the item. Although thisnever results in actual level loss, the negative levelsremain as long as the item is in hand and cannot beovercome in any way (including restoration spells).These negative levels are cumulative with any otherpenalties the item might already place on inappropriatewielders.TABLE 4–28: ITEM ALIGNMENTd% Alignment of Item01–05 Chaotic good06–15 Chaotic neutral 116 20 Chaotic evil21–25 Neutral evil 126–30 Lawful evil31–55 Lawful good56–60 Lawful neutral 161–80 Neutral good 181–100 Neutral1The item can also be used by any character whose alignmentcorresponds to the nonneutral portion of the item’s alignment(in other words, chaotic, evil, good, or lawful). Thus, anychaotic character (CG, CN, CE) can use an item with chaoticneutral alignment.ITEM COMMUNICATIONLike a character, an intelligent item speaks Common plusone language per point of intelligence bonus. Chooseappropriate languages, taking into account the item’sorigin and purposes. For instance, an intelligent drowmadeweapon would probably speak Elven, and a holyweapon might speak Celestial.An item with multiple modes of communication canuse any of its modes at will.TABLE 4–29: EPIC ITEM COMMUNICATIONd% Communication Mode Market Price Modifier01–10 Semiempathy 1 +1,000 gp11–35 Empathy 2 +2,000 gp36–75 Speech 3 +3,000 gp76–85 Telepathy 4 +5,000 gp86–100 Speech 3 and telepathy 4 +8,000 gp1The possessor receives some signal (a throb or tingle, forexample) when the item’s ability functions.2The possessor feels urges and sometimes emotions from theitem that encourage or discourage certain courses of action.3Speaks Common plus one language per point of Intelligencebonus. Roll d%: 01–05, the item cannot read any languages;06–75, the item can read any language it can speak (+1,000 gpto market price); 76–90, it can read all languages (+2,000 gp tomarket price); 91–100, it can read all languages as well as readmagic (+3,000 gp to market price).4The item can communicate silently with any wielder who hasan Intelligence of 1 or higher, regardless of any language barrier.INTELLIGENT ITEM ABILITIESUsing the number of capabilities determined above, findthe item’s specific abilities by rolling on the appropriatetables below.CHAPTER 4:EPIC MAGICITEMS147
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318Indexability increases 6abominat