Bunko's Bargain Basement: Magic Items That Are a Steal!

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"Yessir, step right up, ladies and gentlemen! Cedric P. Bunko, at your service...and welcome to Bunko's Bargain Basement! What, you may ask, is a Bunko's Bargain Basement? Why, only the finest clearinghouse for magical bargains in seventeen dimensions!

"You see, my friends, every adventurer worth his or her iron rations knows that the right tools make all the
difference between life and death. But the problem is, adventurers are a busy lot, and they don't always have time to shop around for bargains...and, strictly between you and me, friends, there are a lot of overpriced magical gadgets out there, and people willing to sell them for far more than they're worth.

"Not so here at Bunko's! Here, we stock only the items which really give you bang for the buck...either those items that are dirt cheap but effective, or the items that may cost a bit more but give you more than you pay for! Satisfaction is guaranteed at Bunko's!

"For your shopping convenience, items are organized in departments. Of course, we're always on the lookout for new merchandise...if you have a suggestion for an item we should stock, please feel free to offer it up!

"And now, without further ado, on to the departments...






Necklaces, Collars, and Amulets


Amulet of Retribution (BoED, 56,000 gp) Force a no save/no SR Shield Other effect onto any creature that attacks you

Antimagic Torc (Und 73) 25,000 gp: Does pretty much what it sounds like. Casts AMF at 11th CL once per day. Great for fighters.

Collar of Umbral Metamorphosis (ToM, 10,800 gp) gain the Dark Creature template for 10 min a day; +8 hide, +6 move silently, +10 ft move speed, cold resistance 10, superior low light vision and darkvision 60 ft.

Deathglance Locket (Dragon Compendium 134) 3,860gp If you are being scryed on, you can hit the pesky voyeur for 10d6 damage 1/day

Hand of Glory (DMG, 8,000 gp) In addition to casting Daylight and See Invisibility, allows the wearer to wear and benefit from an extra ring. How often can you buy an Epic feat for 8,000 gp?


Hand of the Mage (DMG, 900gp) Unlimited Mage Hand for 900 gp--not bad at all.

Phylactery of Change (Arms and Equip, 11,200 gp) Allows you to polymorph self with unlimited duration

Reliquary Holy Symbol (MiC, 1000 gp) Provides up to 3 extra turn undead attempts per day.



Belts and Girdles

Belt of Battle (MiC, 12,000 gp): Provides 3 charges per day which may be spent for extra actions: 1 charge for a move action, 2 for a standard action, 3 for a full action.

Belt of Magnificence (Miniatures Handbook, 25k-200K) +2-+6 to all stats

Belt of Many Pockets (Complete Arcane, p. 147, 11,000) Provides 64 miniature bags of holding around your waist, each able to store 1 cubic foot of material that weighs up to 10 pounds. It can store your familiar indefinitely, and retrieving objects doesn't provoke AoOs.

Monks Belt (DMG, 13000 gp) Wears AC and unarmed damage is treated as a monk of five levels higher. Belt allows one additional stunning attack per day (must have stunning fist feat to get additional attack).


Cloaks, Capes, and Mantles

Cloak of Elemental Protection (Minatures Handbook, 1,000 gp) Resist energy 10 as an immediate action.

Mantle of Second Chances (6,000 gp) 1/day reroll

Najjar's Cloak of Weaponry (PGtF, 2,500 gp) Store 25 lbs of nonliving material that can fit under a cloak. Will not rupture if sharp objects are placed within.

Starmantle Cloak (BoED, 132,000 gp) Protects from non-magical weapons and provides a DC 15 reflex save vs attacks made by magic weapons








Hats, Headbands, and Caps

Admirals Bicorne (Stormwrack, 50k) +5 unnamed bonus to Charisma rolls, +5 leadership, +5 Profession (sailor), +2 morale bonus to attacks, saves and skill checks, amplify your voice 100’.

Blindfold of True Darkness (Arms and Equipment, 9k) 60’ blindsight and immunity to gaze attacks

Hat of Anonymity (Arms and Equip, 34.05k) gives continuous non-detection and +10 hide

Hat of Disguise (1.8k) +10 disguise

Headband of Conscious Effort (MIC 109, 2000gp) For an arcane caster, it's pretty much an auto-success on a Fort save once per day

Psicrown of Astral Legion (ExP, 47.25k) 9th level Astral Constructs at ML 18


Masks, Goggles, and Blindfolds

Eyes of the eagle (2.5k) +5 spot

Goggles of Minute seeing (1.25k) +5 search

Mask of lies (Arms and Equip, 17k) Change self at will and continuous undetectable alignment and +5 bluff

Monocle of Perusal (MIC 117, 6,500gp) Identify 1/day and gives +5 to appraise

Sundark Goggles (races of dragon, 10g) immunity to light blindness, -1 spot, +2 against gazes


Boots, Shoes, and Sandals

Boots of Temporal Acceleration (MiC, 43,000 gp) Effectively creates a two-round Time Stop once per day.

Steadfast Boots (MiC, 1400 gp) +4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you.


Bracers, Gloves and Gauntlets


Bracers of the Hunter (Secrets of Xen'drik, 8,500 gp) +5 competence bonus on Hide checks, +2 competence bonus on initiative checks and +1d6 damage to sneak attack or sudden strike.

Gauntlets of War (CC 139, 4,000 gp) +1 damage to melee attacks, +3 if you worship a deity with access to the War domain. +1 damage for 4,000 gp is so-so; +3 is fantastic.

Gloves of the Master Strategist (Ghostwalk, 3,600 gp) True Strike 1/day and functions like gloves of storing

Glove of Storing (DMG, 10,000 gp)

Gloves of Taarnahm the Vigilant (PGtF, 10,000 gp) Gives any weapon you are holding throwing and returning weapon qualities.






Weapons and other Pointy Things

Blurstrike (RotW, p170, +2 enchancement) Treats your opponent as flat-footed for the first attack each round for up to 10 rounds per day.

Bow of the Wintermoon (CD, p93, 36,300 gp) +4 frost composite Drow bane longbow. Adjusts pull to the owners str. Only usable by worshippers of Corellon Larethian.


Eager (A&EG 96, +2 Bonus) Gives you a +2 typeless initiative bonus even when you're not wielding it - even if you never do wield it. (You can also draw it as a free action even if you don't have Quickdraw, but no one cares about that.) A +1 eager dagger is only 18,000.

Furious (OA 125, +2 Bonus) – Increase to stats that you get from raging while wielding the weapon.

Holy (+2 enchantment)

Holy Surge (DMG II, 2,000 gp) an extra 2d6 holy damage Charisma times per day

Initiative (Oriental Adventures, 10,000 gp) +2 luck bonus on Initiative


Magebane (CAr 143, +1 Bonus) – When wielded against a spellcaster or invocation user, +2 extra enhancement and +2d6 dmg.

Parrying (Expanded Psionics HB, 8000 gp) +1 insight bonus to AC and ALL saving throws

Smoking Weapon (LoD, pg 180, +1 enchantment), real concealment that doesn’t effect the users vision and a localized stinking cloud to discourage grappling.

Spell Storing (+1 enchantment) Magical Hypodermics: 50 tiny arrows +1 storing can hold buffs or healing spells of third level or below. 160gp per arrow.

Souldrinking (BoVD 112, +4 Bonus) Weapon bestows a negative level when it does damage. Extra goodies when you critical hit.

Splitting (CoR, pg 42, +3 enchantment) Doubles your number of attacks;if you make one attack, you get to make a second at your highest bonus.

Sudden Stunning Weapon (DMGII, pg 261, 2000 gp) reflex save to stun to a weapon. DC and uses per day are based on charisma

Sun Sword (Expedition to Castle Ravenloft, 3000 gp) The no-frills version of this weapon is a +1 bastard sword that can be wielded as a short sword, making it an excellent and affordable off-hand weapon.

Targath (Ebberon CS, p127) arrow gives you a +2 resistance bonus to fort saves against disease for a measely three gp.



Armor and Shields

Armor of Mobility (Draconminicon,16.16k) mobility feat

+X Mithral Twilight (Book of Exalted Deeds, PHB2) Chain Shirt. Armor for anyone(except Monks or Ninjas). No Check Penalty, no ASF, no movement penalties.

Soulfire (BoED 112, +4 Bonus) Immune to death spells, magical death effects, energy drain, and any negative energy effects.


Rings and Things

Flesh ring of Scorn (MiC, 8,000 gp) 3 charges per day. Automatically confirms a critical threat against an opponent, but also deals damage to the wearer.

Ring of Freedom of Movement. (DMG, 40,000 gp) Gives continuous protection from paralysis, Solid Fog, Slow, and Web to name but a few effects. It also makes you immune to grappling, which is really, really nice

Ring of Mighty Summons (Complete Mage, 14,000 gp) Max HP on summoned creatures, but reduced duration.

Ring of Sustenance (DMG, 2,500 gp) immunity to eating and drinking and only need 2 hours of sleep a day.

Ring of the Beast (CC 141, 8,000 gp) Your Summon Nature's Ally spells count as the next highest level SNA, assuming you can cast a spell of that level. Cast SNA, use a spell slot one level lower.

Spellguard Rings (Complete Mage, 4,000 gp for 2) Caster wears one and ally the other. Ally is immune to caster's spell 3/day.


Wands, Staves, and Rods

Eternal Wand (MIC 159, 460-10,900gp) – Lets you use a 0-3rd lvl spell twice a day. Eternal Wands cost a little more than a normal wand, and don't let you burn through huge numbers of charges per day, but they're wonderful for all-day buffs you plan to cast every day.

Lesser Rod of Metamagic-extend (3,000 gp)

Metamagic Wandgrip (Complete Mage, 6,000 gp) Allows the wearer to apply metamagic to a wand spell three times per day, at the cost of extra charges.

Rod of Magical Precision (Complete Mage, 12,000 gp)

Rod of Many Wands (Complete Mage, 27,000 gp) Allows the firing of up to three wands simultaneously as a standard action, at the cost of extra charges.

Wand of Cure Light Wounds (750g) Highly efficient gp-to-hp healing ratio.


Wand of Flame Blade (PH 231 for spell, 4,500gp) Flaming Scimitar in your hands uses melee touch attacks when you attack. The poor man's lightsaber.

Wand of Lesser Vigor (750 gp, SC 229 for spell) One of the most efficient gp-to-hp healing devices available.


Miscellany

Bead of Force (3,000 gp) 5d6 damage plus Otilike's Resilient Sphere.

Boccobs Blessed book: (12,500 gp) Costs 12,500 gp. Contains 1,000 pages. Does not require the user to spend the usual 25gp per page materials costs. You pay 12,500gp for 25,000gp worth of spellbook. The portability is a bonus.


Candle of Invocation (8,400 gp) Somebody seems to have forgotten about the 1,000 XP price tag on the "calling creatures" usage of the Gate spell. Since this item is at CL 17, you can call a 34 HD monster and control it for 17 rounds.

Cube of Force (62,000 gp) Not cheap, but it can protect you against everything. That's worth the big bucks.

Decanter of Endless Water (9,000 gp) The Decanter has a thousand uses beyond just providing drinking water. Put out fires with it. Use it as a jet propulsion system for a small boat. Create sophisticated hydraulic technologies using it as a power source. Combine it with Water Walking to produce an instant bridge.

Dust of sneezing and choking (2,500 gp) The fact that Dust of Sneezing and Choking will stun the opponent even if they make their saving throw makes it deadly--so deadly that it's likely to be banned in many campaigns. If not, take advantage!

Heward's Fortifying Bedroll (Complete Mage, 3,000 gp) Allows casters to regain spells with only one hour of sleep, rather than the usual 8.

Hewards Handy Haversack (2000 gp) Holds less than a Bag of Holding, but also costs less, and the retrieval function is very valuable.

Ioun Stone, Gray (DMG, 25 gp) With continual flame, becomes a hands-free perpetual light source

Ioun Stone, Orange (DMG, 30000 gp) +1 caster level

Aspect Mirror, (Complete Scoundrelm 4000 gp/Mirror) The mirrors are magically attuened to scry on the location or owner of any of the other in the set (Up to 5.) Standard action to activate you can scry and hold a two way conversation with someone holding the other mirror, and there is no limit on uses.

Quaal’s feather token – tree (400gp)

Quiver of Ehlonna (1800 gp) Nice for arrows, nicer for wands and staves. The Artificer's best friend! It's not a bad idea to create it in a non-standard form, if permissible, to prevent smart enemies from sundering every quiver they see.

Scabbard of Keen Edges (DMG, 16000 gp)

Silent portal disk (350gp, Magic of Faerun p165):
Any door you put the disk on makes no sound, no creaking when you open it, no cracking if you smash the lock. Your DM will hate your rogue. If you cast "animate object" on the door, you will have the first door ninja ever. You could also whack people with the door and the hit wouldn't make a noise.

Survival pouch (Races of the Wild, 5,000 gp) Provides you transportation, hauling capability, food, instant campfire and/or torches, shelter, water, rope, shovel, bow & arrows.

Tooth of Savnok (Tome of Magic, 2000 gp) Move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load.




Non-Magical Bargains


Eggshell grenade (OA, 10gp) blind your target (no save) and area around him (DC < 15)

Masterwork Tools (50gp) These are frequently overlooked, and they shouldn't be. Buy a book to aid you in a Knowledge skill, or a snappy outfit to aid your Diplomacy check.

Trollbane (Dungeonscape, 90gp) Used to coat a weapon. Makes weapon ignore any regeneration for one strike. (Half Black Dragon War Troll, meet flight of Trollbaned arrows. Buh-bye.)
Flesh ring of Scorn (BoVD) allows an evil outsider to automatically confirm all criticals against good opponents for a mere 8000GP
For all those sneaky characters out there the Collar of Umbral Metamorphosis from Tome of Magic is definitely a must. For 10,800 gp you can gain the Dark creature template for 10 min a day.

In addition to such goodies as +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, you even get the ex. ability to Hide In Plain Sight which is the real winner.

If you need more than 10min/day, you can have a continuous collar for 22,000gp.
The smoking weapon enhancement from 3.0 (Lords of Darkness) is utterly great on armour spikes - real concealment that doesn't effect the users vision + a localized stinking cloud to discourage grappling, all for the low price of a +1 enhancement...
For all those sneaky characters out there the Collar of Umbral Metamorphosis from Tome of Magic is definitely a must. For 10,800 gp you can gain the Dark creature template for 10 min a day.

In addition to such goodies as +8 Hide, +6 Move Silently, +10 ft move speed (all unnamed), cold resistance 10, superior low light vision, and Darkvision 60ft, you even get the ex. ability to Hide In Plain Sight which is the real winner.

If you need more than 10min/day, you can have a continuous collar for 22,000gp.

WOW! Incredible find!
I think that an Orange Ioun Stone is worth it's cost, simply because of how useful caster levels are. Same goes for a Ring of Arcane Might, but it has the opportunity cost of using a ring slot.
I think the Splitting enhancement, from Champions of Ruin, is also extremely underpriced at a +3 bonus. Compare it to Speed, also a +3 enhancement: Speed gives you one additional attack at your highest bonus, if and only if you make a full attack. Splitting, on the other hand, flat-out doubles your number of attacks. If you make one attack, you get to make a second at your highest bonus. If you make a full attack, you get to (in essence) make a second full attack. Better still, unlike Speed, Splitting doesn't burn up your ammunition any more quickly. Fire an Arrow of Slaying, get a second Arrow of Slaying for free.

Now that's a bargain worthy of Bunko's.
Oldies but goodies:
Lesser Rod of Metamagic - Extend (3,000 gp)
Quaal's Feather Token - Tree (400 gp)
Dust of Sneezing and Choking (2,500 gp)

I like cheap wands too, like a wand of Embrace the Wild or Entangle.
what does the feather token do
Quall's Feather Token:
Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is useable once.
...
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot heigh, 40-foot top diameter). This is an instantaneous effect.
sry i cant remember the name but in tomb of magic one of the teeth in the binders section of items is awesome

for 2000gp a toothe which replaces your own which allows you to move normally in medium and heavy armor :0
Telos I believe your refering to Teeth of Dahlver-Nar. In specific the tooth of Savnok.

Savnok: you move at your normal speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
2000 gp

For my submission, I would have to say the best bang for its buck is the:

Monk's Belt:
This simple rope belt, when wrapped around a character's waist confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. if the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk's AC bonus.
Price: 13,000 gp Weight 1 lb.
The Blurstrike property from RotW is pretty awesome for rogues and other sneak attackers- a +2 enhancement that treats your opponent as flat-footed for the first attack each round? If you have a few d6s worth of SA, it's definitely worth it.


I think the Splitting enhancement, from Champions of Ruin, is also extremely underpriced at a +3 bonus. Compare it to Speed, also a +3 enhancement: Speed gives you one additional attack at your highest bonus, if and only if you make a full attack. Splitting, on the other hand, flat-out doubles your number of attacks. If you make one attack, you get to make a second at your highest bonus. If you make a full attack, you get to (in essence) make a second full attack. Better still, unlike Speed, Splitting doesn't burn up your ammunition any more quickly. Fire an Arrow of Slaying, get a second Arrow of Slaying for free.

Now that's a bargain worthy of Bunko's.

Holy $h1T!!!!11!!1!!!11!
Amulet of Retribution (BoED): Force a no save/no SR Shield Other effect onto any creature that attacks you for only 56,000 gp? Yes, please.

Candle of Invocation (DMG): Somebody seems to have forgotten about the 1,000 XP price tag on the "calling creatures" usage of the Gate spell. Since this item is at CL 17, you can call a 34 HD monster and control it for 17 rounds for only 8,400 gp.
This is an absolutely brilliant thread. Keep it going.

I personally think that scabbards of keen edges are worth the 16k, thus freeing up enhancements on the weapons.
Ring of sustenance - 2500 gp, immunity to annoying things like eating and drinking and you only need to sleep for 2 hours a day. May not be insanely powerful, but it gives you a lot of endurance for long adventures, and having 6 extra hours a day to do **** is useful.
Every character with a +2 charisma bonus should have a Sudden Stunning Weapon from the DMGII. +2000 for a reflex save to stun? Sign me up. Especially good for Paladins.
could you elaborate on this sudden stunning ability
i agree with the ring of sustenance
neth. it costs +2000 to add a reflex save to stun to a weapon. The DC and uses per day are based on charisma. I really can't get more specific without violating the CoC or TOS.
i thought thats what you meant, but i wasn't sure
the only other thing i wanna know are
is it a high reflex save
and can it be applied to range(i doubt it)
im playing a beguiler in my campaign and im very interested
our warmage would prob be too
Oh, how could we forget the Starmantle Cloak? Protects from non-magical weapons and a DC 15 Reflex save vs attacks made by magic weapons? Even someone with a poor Reflex save could make that by the time you could afford one of these babies (132,000 GP isn't exactly cheap). Its a hefty price tag, but its like buying an Aston Martin - worth every penny.

Heward's Handy Haversack? Its a lot cheaper than equivalent amount of storage in Bags of Holding and has an extra ability to boot.
I like travel cloak(i forgot) or Instruments of the Bards (MoF) and the ever-evil...


hot potato of healing
constant use cure minor wounds (fast healing 1 !) for less than 1000
Caelic could you maybe compile this as a list in your post? Would be cool!
Blindfold of True Darkness (Arms & Equipment Guide): 60' blindsight, continuous use item, for 9,000 gp.
Here's a few I try to get on all of my characters unless, for whatever reason, a specific character doesn't benefit from the item:

Survival Pouch from Races of the Wild. 5000g gets you transportation, hauling capability, food, instant campfire and/or torches, shelter, water, rope, shovel, bow & arrows. You can actually feed more than 5 people a day if you bring out the mule and butcher that (just be ready to give your jaw a workout, I'm sure that's tough meat).

Ring of Sustenance

Belt of Hidden Pouches (survival pouch can hang from this I figure), also from Races of the Wild: It's hard for thieves to steal things if they don't know they are there, the "hidden pouches" are actually more of a dimensional space you teleport items to with a command word. There aren't any way to access those hidden pouches. It has real pouches for more mundane things like food, tools, a few silvers to avoid suspicion from pick pockets, etc.

Wand of Magic Mouth. Wand of Prestidigitation. Both are very useful spells.
I'll be compiling these at some point; there are a lot of old favorites here, and a number I hadn't really thought about!

A more controversial item...note that this only works if your DM allows the Spell Storing ability to be applied to ammunition, which is questionable...

Magical Hypodermics: 50 tiny arrows +1 of Spell Storing. Load 'em up with your favorite buff or healing spells of third level or below, then jab yourself with the appropriate 'needle' when you need to. At 160 gp per arrow, they're a lot cheaper than potions.
Magical Hypodermics: 50 tiny arrows +1 of Spell Storing. Load 'em up with your favorite buff or healing spells of third level or below, then jab yourself with the appropriate 'needle' when you need to. At 160 gp per arrow, they're a lot cheaper than potions.

Nice.

Another of my old favorites:
The 3.0 DMG had a gray ioun stone that just orbited you, didn't do anything else. I think it cost around 25g? Have a cleric buddy cast Continual Flame on it (or pay to have it done, it's less than 100g IIRC). You have a hands-free, magic item slot-free eternal lightsource.
Going without books so will have to see how the memory works.

Quiver in the Complete Psionics, adds 1d6 of a set energy type to all arrows drawn out. Want to say it wasn't to bad price wise.

Everlasting Rations: ~300gp pouch that make enough food for one person a day. Really only worth it in games where encumbrence/food are closely watched. (ebberon book i think)

Purple Mournload metal: Do your turning level in damage to all undead affected by your turn attempt. Tacks on 500gp to the cost of your holy symbol.

Belt of Dwarvenkind - old one but good one This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects. all for 15k. Compare that to the cost of of Googles of NIght (darkvision 60) for a price of 12k...yea the extra 3k is worth it.
Did anyone already list the Belt of Magnificence, from the Miniatures Handbook?

Also, the Skin of Celestial Embrace [Cψ] (1 lb, 48,000 gp). Grants Half-celestial template once per day, for 15 rounds. Once you've got a few HD under your belt, this is truely amazing. In 15 rounds you can use almost all of the half-celestial's spell-likes: Ressurection, Summon Monster IX, Mass Charm Monster, Hallow, 3xHoly Aura, Holy Word, Dispel Evil, Holy Smite, Remove disease, Cure Serious Wounds, Neutralize Poison, Aid, Detect Evil, Bless, and Protection from Evil.
All cast using your HD and ability scores. I'd call that a steal, especially when you factor in Daylight, Smight Evil, and all the other Half-Celestial goodies.
Every character with a +2 charisma bonus should have a Sudden Stunning Weapon from the DMGII. +2000 for a reflex save to stun? Sign me up. Especially good for Paladins.

Building on that, Holy Surge is nice for an extra 2d6 holy damage Charisma times per day for 2k. Caustic and Flaming Surge are decent for the more typical melee types as they work off of Constitution instead.
Not cheap, but worth every penny: Mirror of Opposition!

(I don't know many DMs who'd let you get away with using that one 4 times/day, though!)
The Quiver of Anariel is a steal for the dedicated archer, especially if your DM will let you replace enhancement bonuses with weapon abiltiies.
Heward's Handy Haversack? Its a lot cheaper than equivalent amount of storage in Bags of Holding and has an extra ability to boot.

Second
I like the "Headband of Conscious Effort" from Complete Adventurer. For an arcane caster, it's pretty much an auto-success on a Fort save once per day - just what you need for avoiding those pesky Disintegrates and poison items. Don't have a free head slot? Even a slotless version is a bargain - 16k gold IIRC.

Oh, and I'm surprised nobody has mentioned Holy yet. Best weapon enhancement ever - it's pretty much a Bane weapon for 50% of the people you fight, and your weapon is good-aligned for getting around damage reduction? Bargain for just +2.
Purple Mournload metal: Do your turning level in damage to all undead affected by your turn attempt. Tacks on 500gp to the cost of your holy symbol.

source? I want this horribly :X
On a similar token, the Magebane weapon enhancement is a deal for a +1 enhancement bonus. Bane against all creatures that cast arcane spells or use arcane spell-like abilities? Sign me up!
Magebane is +2, isn't it?
neth. it costs +2000 to add a reflex save to stun to a weapon. The DC and uses per day are based on charisma. I really can't get more specific without violating the CoC or TOS.

Hm. That looks awfully good on a bard or sorcerer whirling-blade guy.

I know my TK sorceress would love the idea of a sculpted whirling blade that forced a reflex save to stun in addition to just doing damage. Especially since it isn't tied to a +1 enhancement.

The uses per day thing might limit it, depending on how it is worded.
Magebane is +2, isn't it?

Magebane is only +1.

All book-based spellcasters should have a Boccob's Blessed Book.

Bead(s) of Force are a little expensive to be spamming, but have an excellent effect.

A Cube of Force is expensive at 62k, but incredibly useful as well.
All book-based spellcasters should have a Boccob's Blessed Book.

Alternatively, you could try using an Aureon Spellshard, from the Eberron Campaign Setting. Half the price, half the capacity, but being made of crystal helps if you don't want to have to pay extra to make it waterproof, fireproof, etc.
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