Items and Artifacts

Thanks to the new artificer class, Eberron presents a wealth of opportunities to use new and distinctive magic items. The following items can be created by PCs, placed as treasure, or used by enemy NPCs.

This section is provided courtesy of Wevrik the Wonder-wright, reknowned artificer and businessman.

New Device for the Efficacious Revelation of Unseen Miscreants!
Ever-Watchful Eye from the workbench of Wevrik the Wonder-wright

How often has your peaceful encampment been threatened by the ruthless attacks of cowardly foes under cover of invisibility? Well, no more! Rest easy under the protection of this never-resting sentinel! The device, cunningly worked in the shape of an ever-watchful eye, consists of two parts. The outer metal casing is painstakingly engraved according to your specifications with the level of detail you have come to expect and is available in steel, silver, gold, or platinum (price may vary with material selection). The removable lens is composed of the finest hand-carved Sarlona quartz. To activate, simply insert a fresh lens and place the Eye over the area you wish to protect--no surface necessary; it floats in mid-air and is guaranteed to stay where you place it! If an invisible foe approaches within 40 feet, the Eye will emit an ear piercing shriek (custom messages available on request for a small extra fee) and make the villain visible to all!

Cost: 25,450 gp (a bargain at twice the price!). Replacement lenses 1450 gp ea. (ask about our bulk rates). Airship delivery available in some areas.

Moderate Evocation (body alone faint Divination, Transmutation); CL: 8th; Create Wondrous Item, levitate, see invisible (body); magic mouth, invisibility purge (lens)

An Item of Inestimable Value in the Preservation of Vitality!
Safeguarding Amulet from the workbench of Wevrik the Wonder-wright

We’ve all been there—standing toe to toe with Order of the Emerald Claw cultists when one of the treacherous fiends lands a lucky blow from behind. You sink to the ground, your vital essence spilling away while your friends fight on, unaware or unable to help. Is this the end? It doesn’t have to be! The Safeguarding Amulet (inscribed with the holy symbol of your choice for a nominal extra charge) opens to reveal a reservoir charged with Sustentation Fluid. The amulet will detect when you are at death’s door and give you enough vitality to make your way to safety.

Cost: 2,250 gp (you cannot afford to be without this literally life-saving item!). Replacement charges of Sustentation Fluid: 250 gp ea.

When wearer drops to 0 HP or less he is healed 1d8+5 hp. Opening the amulet and adding a new charge of Sustentation Fluid is a full-round action. Any potion of healing may be substituted for the Sustentation Fluid.

Faint Conjuration (without Sustentation Fluid faint necromancy); CL 5; Create Wondrous Item, Brew Potion, deathwatch, cure light wounds

Caparison for the Gentleman or Lady of High Fashion
Ever-changing Garment from the workbench of Wevrik the Wonder-wright

The battle against evil can take you from one side of Khorvaire to the other and beyond. And this poses a dilemma for the aficionado of finer things—how to keep up with the latest styles? Are they wearing horizontal or vertical stripes in Sharn this year? Will the gold and corollax feather headdress you picked up in Riedra be appropriate in Mror? Worry no longer! Wevrik has you covered—literally! At first glance, this special accoutrement magique does not appear to be anything special—simply boots, breeches, tunic and a cap of common manufacture. But once donned, at your command they adapt themselves to the mode of dress most appropriate and appealing to the area—this apparel actually gleans the latest fashions from the minds of those around it! What’s more, you never have to worry about ruining that vital first impression with a soiled or torn habiliment—the Ever-changing Garment cleans and mends itself!

Cost: 5,300 gp (pays for itself after just one season!)

The garment can be commanded to adapt to whatever is the highest fashion in the view of the majority of sentient beings within 120’. This grants a +2 compotence bonus to Charisma-related checks made to influence the attitude of NPCs. This ability can be activated up to 3x/day and the change to the clothing remains in effect until commanded to change again. The mending and self-cleaning functions can each be activated once per day. The entire garment must be worn to be effective and takes up the head, body, and feet slots.

Faint Illusion, Divination, Transmutation; CL5; Create Wondrous Item, detect thoughts, disguise self, mending, prestidigitation

Implement for Rendering Docile the Most Ferocious of Creatures
Soothing Net from the workbench of Wevrik the Wonder-wright

There are times when the big game hunter is not necessarily seeking a new trophy or to fill his larder. Sometimes it’s better to “bring ‘em back alive.” We can help you do just that! This fantastic net, woven of nearly unbreakable Q’Barran spider silk, when triggered will magically calm any animal that it is thrown over or walks upon it. Once your quarry is in a receptive emotional state, the net will deepen the enchantment, making it amenable to any peaceful usage. For those seeking more exotic game, Wevrik offers a net fabricated to function against any creature.

Cost: 12,750 gp (animal only version), 14,760 gp (any creature version)

Up to 3x/day, the net may be activated by a command word to trigger the next time a creature walks over or is covered by the net. The calm emotions effect has a Will save DC 16 and lasts for 6 rounds. The charm animal effect has a Will save DC 18 (20 if the creature failed to save against the calm emotions effect, and lasts for up to an hour). A creature entangled in the net that saves against the calm emotions effect has a +5 to its save against the charm effect. The effects end immediately if the affected creature is attacked in any way, and the creature gets a new saving throw each round that it remains in the net. The net has Escape DC 21, Break DC 27 and 7 HP with 2 Hardness.

Moderate (animal version Faint) Enchantment; CL 7; Create Wondrous Item, calm emotions, charm animal or charm monster



This article was written by Chris "Hanuman47" Bowling.