Selid-Dinian Magic Items

Weapons

The following are additions normally crafted by Istarian Church for city defense or religious defense.

·         

Potions

Wands / Staves / Rods

Wondrous Items

·        Shikars:

·        Shikars are rolled leaves of enchanted tobacco that, when smoked, bestow spell-like properties upon the consumer. Any spell with a Target/Range as Self or Specific Creature (much like potions) and a duration other than instantaneous can be prepared in a Shikar. One exception to this rule is any Cure spell may be cast into a Shikar, the effects of which apply directly after the consumption of the Shikar. The cost of making a Shikar is twice that as the creation costs of a scroll and the spell to be placed upon the Shikar must be an Extended Spell (taking up one spell slot higher with the use of the Extend Spell Feat) and a Maximized Spell (taking up an additional two spell slots, for a total of three, as by the Maximize Spell Feat). The highest-level spell that can be placed within a Shikar is a 5th level spell. Smoking a Shikar takes half an hour per the base level of the spell with a minimum of 15 minutes for a 0 level spelled Shikar. Once the Shikar is consumed the spell is cast upon the smoker and lasts for 24 hours (if applicable). One must smoke the Shikar uninterrupted for its duration or else the magic is lost (i.e. interruptions due to combat, the Shikar getting wet, etc.) and anything that would normally cause the spell to end does so (I.e. attacking while under an invisibility spell).

·        After the effects of a Shikar wear off the consumer must make a Fortitude (DC 15+spell level) or suffer 1 point per spell level of temporary Constitution damage. The exception to this is any Cure Shikar.

·        CL 3rd+; Craft Wondrous Item, Extend Spell Feat, Maximize Spell Feat, + Spell to be imbued into the Shikar; Price: Twice the cost of a Scroll with the same spell + 1 lb of fine tobacco (10 gp value); Weight: .1 lbs.

Common Shikars:

1st Level

2nd Level

Change Self ; 60 gp, 1 day
Cure Light Wounds ; 60 gp, 1 day
Enlarge ; 60 gp, 1 day
Hide from Animals ; 60 gp 1 day
Hide from Undead ; 60 gp, 1 day
Mage Armor ; 60 gp, 1 day
Reduce ; 60 gp 1, day
Shield ; 60 gp, 1 day

Aid ; 310 gp, 1 day
Barkskin ; 310 gp, 1 day
Blur ; 310 gp, 1 day
Bull's Strength ; 310 gp, 1day
Cat's Grace ; 310 gp, 1 day
Cure Moderate Wounds ; 310 gp, 1 day
Darkvision ; 310 gp, 1 day
Invisibility ; 310 gp, 1 day
Mirror Image , 310 gp, 1day
See Invisibility , 310 gp, 1 day
Undetectable Alignment ; 310 gp, 1 day

3rd Level

4th Level

Cure Serious Wounds ; 760 gp, 1 day
Displacement ; 760 gp, 1 day
Fly ; 760 gp, 1 day
Gaseous Form ; 760 gp, 1 day
Haste ; 760 gp, 1 day
Nondetection ; 760 gp, 1 day
Protection from Elements ; 760 gp, 1day
Slow ; 760 gp, 1 day
Tongues ; 760 gp, 1 day
Water Breathing ; 760 gp, 1 day
Water Walk ; 760 gp, 1 day

Cure Critical Wounds ; 1410 gp, 2 days
Detect Scrying ; 1410 gp, 2 days
Discern Lies ; 1410 gp, 2 days
Freedom of Movement ; 1410 gp, 2 days
Improved Invisibility ; 1410 gp, 2 days
Stone Skin ; 1410 gp, 2 days

5th Level

Passwall ; 2260 gp, 3 days
Cure Critical Wounds ; 2260 gp, 3 days
Ethereal Jaunt ; 2260 gp, 3 days
Righteous Might ; 2260 gp, 3 days
Spell Resistance ; 2260 gp, 3 days
True Seeing ; 2260 gp, 3 days

 

Unique Items