
Greater Magic Items
Skill, Magical/Alchemical
Enchanting items with permanent powers that renew each day.
From the book
Greater magic items carry permanent powers that renew themselves every day. Materials are the same as for minor magic items; the enchantment takes two months plus two weeks per level of the spell being bound in, succeeding 99% of the time. They usually sell for at least twice the materials plus 2,000 GP per week of work, and no caster may make or use one containing a spell restricted to another profession.
Amulets of at least 7 oz of gold, silver or copper, set with particular stones, protect constantly while worn: against curses, death magic, disease (95%), drowning, drunkenness, magical influence and possession. Medallions are coin-shaped, of about an ounce of metal. Astrological ones, usable once a day, hold a planetary or zodiac spell, each planet bound to its own metal and ink color, such as gold and yellow for the Sun or lead and black for Saturn; medallions of Divine Magic raise Charisma, Dexterity, Strength or Will while worn.
Rings reproduce dozens of spells, often three times a day, from levitation, invisibility and flight to teleportation, spell turning and the summoning of a bound demon, devil, elemental or undead. Miscellaneous items include the bag of holding, boots of fast traveling and of dancing, a flying broom, many magic cloaks, the crystal ball (which risks madness after 10 minutes of gazing), drums of courage and fear, a magic carpet carrying seven people, a rope of tangling and the seeing stone.
At a glance
- Skill group
- Magical/Alchemical
- Materials
- As Minor Magic Items
- Time
- 2 months +2 weeks per level of the enchanted spell
- Chance of success
- 99%
- Price
- At least twice materials +2,000 GP per week
- Learned by
- Astrologer (12), Druid (12), Mage (13), Magician (12), Mystic (11), Necromancer (13), Savant (13), Shaman (12), Sorcerer (11), Thaumaturge (12), Witch (12), Witchdoctor (12), Wizard (11)