Magic Items

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Pre-Made Magic

This page contains a listing of the pre-made magic items available in Epic Path. GM's are encouraged to allow players to create new items using the magic item creation rules, and, if the new items seem like they might be commonplace among discerning adventurers, include them in the pre-made magic items of their campaign.

The principle advantage of a pre-made magic item over those created custom is availability. Pre-made magic items have a chance to be available in a magic shop (this percentage chance is listed in the Money and Merchants page). Custom items must always be created, which takes a minimum of 1 week and often longer, whether it is made by a PC or an NPC. While large settlements will have magic item craftsmen who specialize in creating custom magic items, they demand payment up front and make the players wait for their item to be made.

Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete details. In any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).


Wearable Magic Items

Armor Slot Magic Items

Belt Slot Magic Items

Body Slot Magic Items

Chest Slot Magic Items

Eyes Slot Magic Items

Feet Slot Magic Items

Hands Slot Magic Items

Head Slot Magic Items

Headband Slot Magic Items

Neck Slot Magic Items

Magic Item Name Cost Slot Description
Necklace of Fireballs varies Neck Wearer can detach orbs from the necklace to launch fireballs of varying strengths.
Amulet of Natural Armor varies Neck Grants the wearer a natural armor bonus to AC
Amulet of Mighty Fists varies Neck The wearer may add an enhancement bonus and/or apply the effect of a magic weapon property to his unarmed or natural strikes
Hand of the Mage 900 gp Neck Grants wearer the ability to cast Mage Hand cantrip at will
Aegis of Recovery 1,500 gp Neck Grants wearer a +2 bonus to saves against ongoing effects or damage, but not against the initial save
Brooch of Shielding 1,500 gp Neck Can absorb up to 101 points of damage from magic missiles before melting and becoming useless
Golembane Scarab 2,500 gp Neck Wearer can detect golems within 60 feet on command, and wearer's attacks against golems bypass their DR
Swarmbane Clasp 3,000 gp Neck Wearer's attacks deal full damage to swarms, and wearer automatically succeeds on saves against a swarm's Distraction ability
Mind Sentinel Medallion 3,500 gp Neck Grants wearer a +2 resistance bonus to mind-affecting effects
Mummer's Ruff 3,500 gp Neck Grants wearer a +10 competence bonus to Bluff to imitate someone's voice, and once per day, wearer can cast Ventriloquism
Amulet of Elemental Strife 4,000 gp Neck Glows in the presence of elementals, and grants wearer Energy Resistance 5 versus element type appropriate to nearest elemental
Righteous Fist Amulet 4,000 gp Neck A paladin wearing this amulet, when using Smite Enemy, can make unarmed attacks against that enemy as though he had the Improved Unarmed Strike feat
Stormlure 5,400 gp Neck Once per day, wearer gains concealment (50% miss chance) against ranged attacks with to-hit rolls, and can make a lightning attack against adjacent foes
Feychild Necklace 6,000 gp Neck Grants wearer low-light vision and some spell-like abilities if she is not a gnome.
Carcanet of Detention 7,200 gp Neck Wearer can entangle and immobilize a nearby target once per day
Periapt of Health 7,500 gp Neck Wearer is immune to diseases including supernatural diseases
Amulet of Proof Against Petrification 8,000 gp Neck Any time wearer fails a save that would result in being turned to stone, he is instead Rattled for 1d6 rounds
Everwake Amulet 8,000 gp Neck Wearer can go without sleep for up to a week at a time
Gravewatch Pendant 8,000 gp Neck Undead suffer a -2 penalty to hit the wearer, and incorporeal creatures suffer a -4 penalty to hit the wearer.
Hand of Glory 8,000 gp Neck Wearer can cast Daylight and See Invisibility once per day and can wear a third magic ring
Torc of Lionheart Fury 8,000 gp Neck Wearer gains a +2 morale bonus to saves against fear. If wearer is a barbarian, she gains the Fearless Rage rage power
Amulet of Hidden Strength 9,000 gp Neck Once per day, wearer can make an attack at highest BAB as a swift action, or recover 2 points of Ki (if wearer has a Ki pool)
Necklace of Adaptation 9,000 gp Neck Wearer can breathe underwater or in vacuum, and becomes immune to harmful vapors, gases and inhaled poisons
Amulet of Spell Cunning 10,000 gp Neck When worn by a wizard, he can prepare 3 extra spell levels per day
Collar of the True Companion 10,000 gp Neck When worn by a creature of animal intelligence for 1 week, raises them to human intelligence as the Awaken spell
Frost Fist Amulet 10,000 gp Neck Wearer's unarmed and natural attacks are treated as cold iron and gain the Frost magic weapon property, but wearer cannot grab or manipulate things with hands
Crystal of Healing Hands 12,000 gp Neck Can store a single use of a Paladin's Lay on Hands ability, usable on command by the wearer
Guardian Gorget 12,000 gp Neck Grants the wearer +2 armor bonus to AC and the Light Fortification magic armor property
Medallion of Thoughts 12,000 gp Neck Wearer can cast the Detect Thoughts spell
Periapt of Protection from Curses 12,000 gp Neck Three times per day, the wearer can reroll a save against a curse
Forge Fist Amulet 13,000 gp Neck Wearer's unarmed and natural attacks are treated as adamantine and gain the Flaming magic weapon property, but wearer cannot grab or manipulate things with hands
Periapt of Wound Closure 15,000 gp Neck Wearer automatically stabilizes from dying, and is immune to bleeds which cause hit point damage
Necklace of Ki Serenity 16,000 gp Neck When worn by a monk, wearer is treated as 4 levels higher for determining size of her Ki pool and level-based effects of her Ki pool
Brooch of Amber Sparks 16,800 gp Neck Brooch absorbs up to 20 points of electricity damage, which wearer can later discharge as Shocking Grasp spell, or dissipate harmlessly
Symbol of Sanguine Protection 17,500 gp Neck When undead or outsiders attempt to blood drain the wearer, they take positive energy damage and become sickened for 1d4 rounds
Ampoule of False Blood 20,000 gp Neck When worn by a sorcerer, changes her bloodline to that of the ampoule's. Can also be consumed to permanently change the sorcerer's bloodline
Amulet of Magecraft 20,000 gp Neck When worn by a wizard, he can choose a school of spells and spontaneously convert like-leveled spells of that school to another spell of that school
Dragonfoe Amulet 20,000 gp Neck Wearer ignores dragon DR, can roll twice to overcome a dragon's SR, and is treated as having Evasion against a dragon's breath weapon
Amulet of Spell Mastery 22,000 gp Neck When worn by a wizard, he can prepare 6 extra spell levels per day
Hand of Stone 27,000 gp Neck On command, wearer gains tremorsense 30 feet for 1 round
Periapt of Proof Against Poison 27,000 gp Neck Wearer becomes immune to poisons
Amulet of Proof Against Detection and Location 35,000 gp Neck Wearer becomes immune to scrying, as though she had cast Nondetection on herself
Scarab of Protection 38,000 gp Neck Wearer gains SR and the scarab can absorb up to 12 energy draining, death effects or negative energy attacks
Necklace of Netted Stars 42,000 gp Neck Grants wearer some minor spell abilities, and once per day, the ability to attempt to Counterspell a spell targeting the wearer
Amulet of the Planes 120,000 gp Neck Grants the wearer the ability to cast Plane Shift

Rings Slot Magic Items

Magic Item Name Cost Slot Description
Ring of Spell Knowledge varies Ring When worn by a sorcerer or other spontaneous caster, allows wearer to "know" an additional spell
Ring of Protection varies Ring Grants wearer a deflection bonus to AC
Ring of Wizardry varies Ring The wearer's arcane spells per day are doubled for one specific spell level.
Dungeon Ring, Prisoner's 250 Ring When put on someone's finger by someone wearing a Jailor's ring, this cursed ring allows the Jailor to know the wearer's whereabouts at all times
Ring of Arcane Signets 1,000 Ring Becomes a signet appropriate to the wearer, and wearer can cast Arcane Mark at will
Ring of the Grasping Grave 2,000 Ring Wearer can make a melee touch attack against an undead, preventing it from being healed by negative energy for 1d4 rounds
Ring of Feather Falling 2,200 Ring Activates Feather Fall spell automatically after the wearer falls 5 or more feet
Ring of Climbing 2,500 Ring Grants wearer a +5 competence bonus to Climb checks
Ring of Jumping 2,500 Ring Grants wearer a +5 competence bonus to Acrobatics checks made to perform long or high jumps
Ring of Sustenance 2,500 Ring Wearer needs only 2 hours of sleep per night and is kept fed and nourished by the magic of the ring.
Ring of Swimming 2,500 Ring Grants wearer a +5 competence bonus to Swim checks
Ring of Ferocious Action 3,000 Ring Wearer may ignore the Rattled condition up to 5 times per day as a free action
Ring of Counterspells 4,000 Ring Allows wearer to store 1 spell up to 6th level in ring, and if that spell is cast upon the wearer, automatically counterspells that spell
Ring of Maniacal Devices 5,000 Ring Grants wearer a +5 competence bonus to Disable Device and Profession (Trapsmith) checks
Ring of Rat Fangs 5,000 Ring Grants wearer a bite attack as a primary attack
Ring of Sacred Mistletoe 6,000 Ring Wearer can cast Shillelegh once per day, and if wearer has Woodland Stride class ability, can move through magically created or manipulated plants
Ring of Swarming Stabs 6,000 Ring Twice per day, when wearer is flanking an enemy, can deal 1d6 sneak attack damage as a swift action
Ring of Forcefangs 8,000 Ring Negates any force spell or spell-like effect targeting the wearer, who can release the absorbed force effects as magic missiles
Ring of Mind Shielding 8,000 Ring wearer becomes immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Ring of Strength Sapping 8,000 Ring Once per day as a swift action, wearer can inflict strength damage with an unarmed strike, and gain some strength for 1 minute
Ring of Force Shield 8,500 Ring Wearer can create a shield of force (+2 shield bonus to AC), or dismiss it as free actions
Ring of the Ram 8,600 Ring Wearer can deal damage and perform a bull rush on an enemy up to 30 feet away (using the ring's CMB)
Scholar's Ring 8,700 Ring Wearer understands any written or spoken language, and gains a +5 competence bonus on Knowledge (History) checks.
Ring of Climbing, Improved 10,000 Ring Grants wearer a +10 competence bonus to Climb checks
Ring of Curing 10,000 Ring When casting healing spells, all level dependent maximums of the healing granted increase by +2. Does not increase wearer's effective caster level
Ring of Foe Focus 10,000 Ring Wearer can gain a +2 bonus to AC and saving throws against attacks made by a single enemy she can see, on command
Ring of Jumping, Improved 10,000 Ring Grants wearer a +10 competence bonus to Acrobatics checks made to perform long or high jumps
Ring of Ki Mastery 10,000 Ring Wearer can store up to 2 ki points in the ring, and while ki is stored, grants bonuses to the wearer
Ring of Revelation, Lesser 10,000 Ring Wearer can cast Glitterdust five times per day
Ring of Swimming, Improved 10,000 Ring Grants wearer a +10 competence bonus to Swim checks
Ring of Animal Friendship 10,800 Ring Wearer can cast Charm Animal at will
Ring of Transposition 10,800 Ring Once per day, the wearer can swap places with the wearer of the bonded ring, as the Dimension Door spell, on command
Ring of Tactical Precision 11,000 Ring Grants wearer a +5 competence bonus to Profession (Soldier), and can be imbued with a teamwork feat for 24 hours, granting the wearer use of that feat
Ring of the Sophisticate 11,000 Ring Once per day, wearer can cast Locate Creature or Locate object, and at will, wearer can locate nearest pub, bar or watering hole
Decoy Ring 12,000 Ring Makes wearer invisible automatically when wearer withdraws or becomes helpless, and sends illusory copies of the wearer running off in different directions
Ring of Craft Magic 12,000 Ring Wearer can use Spellcraft in place of a Profession skill to identify an item, and may expend a spell to gain a bonus to a single Profession check
Ring of Ectoplasmic Invigoration 12,000 Ring Wearer gains ability to cast Restoration and False Life spells, once each per day
Ring of Energy Resistance, Minor 12,000 Ring Grants 10 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of the Troglodyte 12,000 Ring Twice per day, the wearer can emit a stench in a 10 foot area, sickening creatures in its radius
Steelhand Circle 12,000 Ring Grants unarmed strikes the Sunder weapon property for up to 5 non-consecutive minutes per day. Once per day, has a 50% chance ot negate a crit
Ring of Chameleon Power 12,700 Ring Grants wearer a +10 competence bonus to Stealth checks, and the ability to cast Disguise Self at will on command
Ring of the Sea Strider 14,000 Ring Wearer gains a Swim speed of 30, and once per day, can cast Dimension Door, but the start and end points must be in water
Ring of Retribution 15,000 Ring Once per day, wearer can cause ring to explode, dealing 10d6 fire damage to all creatures (including wearer) in a 30 foot radius
Ring of Water Walking 15,000 Ring Wearer is continually under the effect of a Water Walk spell
Dungeon Ring, Jailer's 16,000 Ring Grants the wearer constant awareness of the distance and location of anyone wearing a bonded Prisoner's Ring
Ring of Revelation, Greater 16,000 Ring Wearer can see invisibility, as the spell, and can cast Glitterdust three times per day
Ring of Inner Fortitude, Minor 18,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -2, and ability drain up to -1
Ring of Spell Storing, Minor 18,000 Ring Wearer can store and cast up to 3 levels of spells from the ring
Ring of Energy Shroud 19,500 Ring Once per day, wearer can negate one attack which deals a common energy type (fire, cold, acid, sonic or electricity) and turn it into an Elemental Aura of that type
Ring of Arcane Mastery 20,000 Ring Grants wearer a number of benefits to improve Arcane spells and spellcasting
Ring of Invisibility 20,000 Ring Grants the wearer the ability to cast Invisibility as the spell
Ring of Revelation, Superior 24,000 Ring Wearer can see invisibility, cast Glitterdust three times per day, and cast Arcane Sight once per day.
Ring of Evasion 25,000 Ring Grants the wearer the Evasion ability
Ring of X-Ray Vision 25,000 Ring Grants the wearer the ability to see through solid matter on command
Ring of Blinking 27,000 Ring Grants the wearer the ability to cast the Blink spell at will
Ring of Energy Resistance, Major 28,000 Ring Grants 20 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of the Ecclesiarch 28,500 Ring Grants a +5 competence bonus to Diplomacy and Knowledge (Religion) checks, the ability to cast Prayer and Enter Image once per day, and other stuff
Ring of Return 33,600 Ring Wearer can link ring to a space as a move action up to 3 times per day, and teleport to a linked space within 100 feet as a swift action
Ring of Freedom of Movement 40,000 Ring Wearer is continually under the effect of a Freedom of Movement spell
Ring of Inner Fortitude, Major 42,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -4, and ability drain up to -2
Ring of Energy Resistance, Greater 44,000 Ring Grants 30 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of Delayed Doom 45,000 Ring Wearer can delay onset of any effect which has a saving throw for 1 minute per gem used. Ring has 9 gems, and is expended when the last gem is used.
Ring of Friend Shield 50,000 Ring Mated to a similar ring, this ring allows the wearer to cast Shield Other on the wearer of its mated pair, with no range limitation
Ring of Shooting Stars 50,000 Ring Grants the wearer a number of light and electricity spells usable depending on whether the wearer is standing in light or darkness
Ring of Spell Storing 50,000 Ring Wearer can store and cast up to 5 levels of spells from the ring
Ring of Continuation 56,000 Ring Extends the duration of a 'range: personal' spell to 24 hours, assuming its original duration was at least 10 minutes/level to begin with
Ring of Inner Fortitude, Greater 66,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -6, and ability drain up to -3
Spiritualist Rings 70,000 Ring Wearer can cast Speak with Dead and Spectral Hand three times per day, gains Ghost Touch on weapons wielded, and a bonus to saves against positive or negative energy damage
Ring of Telekinesis 75,000 Ring Grants the wearer the ability to cast Telekenesis at will on command
Ring of Regeneration 90,000 Ring The wearer regenerates 1 point of damage per round, is immune to Bleed and Bruised conditions, and can regrow lost limbs
Ring of Spell Turning 100,000 Ring Grants the wearer the ability to cast Spell Turning three times per day on command, reflecting 9 spell levels' worth of spells that target the wearer
Ring of Three Wishes 120,000 Ring Grants the wearer the ability to cast Wish three times, after which the ring is expended
Ring of Djinni Calling 125,000 Ring Allows the wearer to summon a Djinn for up to 1 hour per day
Ring of Elemental Command 200,000 Ring Grants a number of abilities depending on which element the ring is attuned to, and makes it easier for the wearer to fight creatures from the plane of that element
Ring of Spell Storing, Major 200,000 Ring Wearer can store and cast up to 10 levels of spells from the ring

Shoulders Slot Magic Items

Magic Item Name Cost Slot Description
Cloak of Resistance varies Shoulders Grants a resistance bonus to all of the wearer's saving throws
Catching Cape 200 gp Shoulders Grants wearer concealment (20% miss chance) against ranged attacks for 1 minute or until missed, after which the cloak is expended
Cloak of Human Guise 900 gp Shoulders When worn by a half-human race, such as a half-elf or half-orc, it makes the wearer appear entirely human
Muleback Cords 1,000 gp Shoulders Wearer's strength is treated as being 8 higher for purposes of determining carrying capacity
Shawl of Life-Keeping 1,000 gp Shoulders Each day, the wearer can transfer up to 10 hit points of health to the shawl, which are automatically applied to the wearer if they drop below 0 hit points that day
Shield Cloak 1,000 gp Shoulders As a move action, cloak can be wielded like a light wooden shield, and dropped as a free action to become a cloak again. Can be enchanted as a shield
Quickchange Cloak 1,500 gp Shoulders Cloak can store a disguise on the wearer applied through the Disguise skill, and restore it at any time, on command, retaining the original Disguise check
Cowardly Crouching Cloak 1,800 gp Shoulders As a move action, wearer can drop into a crouch, becoming blind, but requiring a will save from enemies to attack them while crouched (as Sanctuary spell)
Cloak of Elvenkind 2,500 gp Shoulders Grants wearer a +5 competence bonus on Stealth checks
Cloak of the Hedge Wizard 2,500 gp Shoulders Grants wearer a cantrip usable at will, and two first level spells usable once per day, based on the school of magic the cloak is attuned to
Cloak of Fiery Vanishing 2,600 gp Shoulders As an immediate action, when the wearer is engulfed in fire by any effect, he can become invisible, leaving behind illusory ashen remains
Cloak of Fangs 2,800 gp Shoulders Grants wearer a +1 resistance bonus to saving throws, and 5 times per day, as a swift action, can grow teeth to gain a bite attack
Pauldrons of the Serpent 3,000 gp Shoulders Grants wearer a +2 dodge bonus to AC versus attacks of opportunity, and +2 to CMD versus Bull Rush, Grapple, Reposition and Trip maneuvers
Stonemist Cloak 3,500 gp Shoulders Grants wearer a +5 competence bonus on Stealth checks, and once per day can cast the Obscuring Mist spell
Cloak of the Scuttling Rat 6,000 gp Shoulders Wearer can transform into a Dire Rat, as Beast Shape I, for up to 5 non-consecutive minutes per day
Seafoam Shawl 6,000 gp Shoulders Grants wearer the ability to cast the Fins to Feet spell once per day, with a duration of 5 hours
Treeform Cloak 6,000 gp Shoulders Wearer can transform into a living tree, as Tree Shape I, and while in direct sunlight, heals 1d6 points of damage per hour
Eagle Cape 7,000 gp Shoulders Wearer is continually affected by Feather Fall, and once per day can transform into an Eagle, as Beast Shape I, for up to 10 minutes
Cloak of the Manta Ray 7,200 gp Shoulders Wearer can take the form of a manta ray, as Beast Shape II, any time he is immersed in salt water
Hunter's Cloak 7,500 gp Shoulders While in unsettled terrain, the wearer can transform into any animal native to the terrain, as Beast Shape I, for up to 10 non-consecutive minutes per day
Cloak of the Duskwalker 10,000 gp Shoulders Wearer gains Low-Light vision, and once per day, can cast Darkness, gaining Darkvision (60 ft) while inside its effects
Cocoon Cloak 10,000 gp Shoulders While wearer sleeps, he gains +4 natural armor to AC, and light fortification (25% chance a crit or sneak attack becomes a normal attack instead)
Pauldrons of the Bull 10,000 gp Shoulders Wearer gains a +2 competence bonus to CMB for Bull Rush maneuvers, and may roll twice when making a Bull Rush, taking the best result
Stone Cloak, Minor 10,000 gp Shoulders Wearer can turn into a stone statue, taking only free actions, but gaining DR 5/adamantine and a +5 circumstance bonus to Stealth checks
Cape of the Mountebank 10,800 gp Shoulders Grants the wearer the ability to cast Dimension Door once per day
Pauldrons of the Watchful Lion 10,800 gp Shoulders When an enemy uses acrobatics to pass through a square threatened by the wearer, the wearer can make an immediate touch attack twice per day
Lion Cloak 12,000 gp Shoulders Wearer gains a +2 resistance bonus to saves against fear and mind-affecting effects, and can transform into a lion (as Beast Shape II) once per day
Mantle of Spores 13,400 gp Shoulders Wearer gains a +4 resistance bonus to saves against disease, and once per day, can inflict spores on all adjacent creatures, dealing ongoing damage
Cape of Effulgent Escape 14,000 gp Shoulders Cape constantly radiates light, and twice per day, can emit a burst of light, possibly blinding nearby creatures, and turning the wearer invisible for 1 minute
Cloak of Arachnida 14,000 gp Shoulders Wearer is continually affected by Spider Climb, and once per day, can cast Web. Wearer can move through webs at half speed.
Tentacle Cloak 14,000 gp Shoulders Once per day, wearer can grow two tentacles from his shoulders, granting 2 natural attacks and a +4 competence bonus to Grapple maneuvers
Demonspike Pauldrons 14,350 gp Shoulders Act as +2 armor spikes, and deal 1d2 bleed on a successful Grapple or attack with the armor spikes.
Comfort's Cloak 15,600 gp Shoulders Wearer is continually affected by Endure Elements, and gains a +4 resistance bonus to saves against disease, poison, energy drain and effects which fatigue
Shawl of the Crone 16,000 gp Shoulders Wearer immediately transforms into an elderly female of its race, and gains a +4 circumstance bonus on Charisma checks to appear friendly, harmless or helpless
Prestidigitator's Cloak 17,200 gp Shoulders Wearer gains a +8 competence bonus to Sleight of Hand, and can use the cloak to make a nearby object disappear. Magic!
Stole of Justice 18,000 gp Shoulders Wearer gains a +5 competence bonus to Sense Movtive, and can cast Zone of Truth for up to 5 non-consecutive minutes per day
Jellyfish Cape 19,200 gp Shoulders When submerged in water, wearer gains a swim speed of 20, can breathe underwater, and gains 20% concealment, and can sting adjacent foes
Cloak of the Diplomat 20,000 gp Shoulders Wearer gains a +5 competence bonus to Diplomacy and Sense Motive checks, and can adjust a creature's attitude by 3 steps instead of 2 with Diplomacy
Slashing Cloak 20,000 gp Shoulders As a full round action, the wearer can spin in place to attack all adjacent creatures, and the cape can be enchanted as a weapon.
Stone Cloak, Major 20,000 gp Shoulders Wearer can turn into a stone statue, taking only free actions, but gaining DR 10/adamantine and a +5 circumstance bonus to Stealth checks
Cloak of Displacement, Minor 24,000 gp Shoulders The wearer gains a 20% miss chance against attacks, as the Blur spell
Cloak of the Bat 26,000 gp Shoulders The wearer gains a +5 competence bonus to Stealth, and while in darkness, can gain the ability to fly for up to 7 minutes at a time
Highwayman's Cape 32,500 gp Shoulders The wearer gains a +5 competence bonus to Bluff or Stealth, and can try to escape grapples as an immediate action
Juggernaut's Pauldrons 40,000 gp Shoulders Wearer gains a +4 competence bonus to CMD, can fight below 0 hit points, and can enlarge himself, as Enlarge Person, on command
Charlatan's Cape 45,000 gp Shoulders Grants the wearer the ability to cast Dimension Door three times per day, and once per day the wearer can cast Ethereal Jaunt
Cloak of Displacement, Major 50,000 gp Shoulders The wearer gains a 50% miss chance against attacks, as the Displacement spell
Wings of Flying 54,000 gp Shoulders On command, the wearer gains a fly speed of 60 ft, with average maneuverability
Cloak of Etherealness 55,000 gp Shoulders On command, the wearer can become ethereal, as the Ethereal Jaunt spell, for up to 10 non-continuous minutes per day
Wings of the Gargoyle 72,000 gp Shoulders For up to 5 non-continuous minutes per day, the wearer gains a fly speed of 60 ft (average maneuverability) and DR 10/adamantine
Wyvern Cloak 78,600 gp Shoulders Grants wearer a +4 resistance bonus to Will saves, the effects of Feather Fall, Fly (as the spell) once per day, and a Stinger natural attack

Wrists Slot Magic Items

Magic Item Name Cost Slot Description
Bracers of Armor varies Wrist Grants the wearer an armor bonus to AC
Sleeves of Many Garments 200 gp Wrist Wearer can change the appearance of her clothing each time these sleeves are pulled on
Armbands of the Brawler 500 gp Wrist Grants the wearer a +1 competence bonus to CMB and CMD for grapple maneuvers
Burglar's Bracers 1,000 gp Wrist Bracers can transform into a set of masterwork thieves' tools and back, and once per day, wearer can take 10 on a Disable Device check
Bracers of Steadiness 2,000 gp Wrist Whenever the wearer takes 20 on a check requiring the use of her arms and/or hands, she gains a +5 competence bonus to the check
Manacles of Cooperation 2,000 gp Wrist When placed on a helpless creature, that creature will comply with any reasonable request and never try to escape, unless it makes a will save
Shackles of Compliance 3,280 gp Wrist The wearer of these cursed shackles is more easily intimidated (+4 on roll) and three times per day, the key-holder can cast Command on the wearer
Bracers of Falcon's Aim 4,000 gp Wrist Wearer is continually under the effects of the Aspect of the Falcon spell
Bracers of Archery, Lesser 5,000 gp Wrist Grants wearer a +1 competence bonus to attack rolls with a bow, if proficient, or proficiency with any bow (except crossbows) if not
Inquisitor's Vambraces 5,000 gp Wrist Grants the wearer a +5 competence bonus to Sense Motive and Intimidate checks
Spellguard Bracers 5,000 gp Wrist Grants wearer a +2 bonus to concentration checks to cast defensively, and three times per day, wearer can roll twice, taking better result
Bonebreaker Gauntlets 6,000 gp Wrist Once per day, wearer can inflict a -6 drain to a target's Strength, Dexterity or Constitution score as part of a melee attack
Vambraces of Defense 6,000 gp Wrist Grants the wearer a +1 deflection bonus to AC, and once per day, if the wearer has at least one hand free, he can deflect a ranged weapon attack
Verdant Vine 6,000 gp Wrist Once per day, the wearer can throw a berry from the vine to create a 20-ft patch of thorny vines, entangling creatures in the area
Longarm Bracers 7,200 gp Wrist Three times per day, wearer can increase her reach by 5 feet. Weapons using this reach take a -4 to-hit penalty, but unarmed and natural attacks do not
Bracers of the Glib Entertainer 7,900 gp Wrist Wearer gains a +5 competence bonus to Perform checks, and once per day can cast the Glibness spell
Charm Bracelet 8,000 gp Wrist A bracelet with several lucky charms, each of which can be expended for a useful effect
Duelist's Vambraces 8,000 gp Wrist When wielding two weapons or a double weapon, the wearer gains a +1 deflection bonus to AC, and once per round can reduce off-hand penalty by 2
Merciful Vambraces 8,000 gp Wrist Once per day, a paladin wearing these vambraces may apply one or more Mercies to any allies inside the range of her Aura of Resolve as a swift action
Vambraces of the Tactician 8,000 gp Wrist Once per day, a warlord wearing these vambraces can expand the effect of her Hold the Line stance by 10 feet for one round
Seducer's Bane 9,900 gp Wrist Grants a +5 resistance bonus to saves against enchantments, and makes it appear that failed enchantments have succeeded on the wearer
Bracers of the Avenging Knight 11,500 gp Wrist If the wearer can Smite Enemy, he is treated as being 4 levels higher for calculating the smite's effects; if wearer cannot smite, grants 1 smite per day
Arrowmaster's Bracers 13,900 gp Wrist Grants wearer DR 5/magic against ranged attacks, and a +1 deflection bonus to AC against ranged attacks, and once per day, can cast True Strike
Vambraces of the Genie (Efreeti) 14,400 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Invisibility (self only), Produce Flame, and Pyrotechnics each once per day.
Bracelet of Bargaining 14,500 gp Wrist Grants a +5 competence bonus to Sense Motive, Bluff and Diplomacy checks, and when shaking hands, wearer can tell if deceit is involved
Bracelet of Mercy 15,000 gp Wrist If wearer is a Paladin, grants 1 additional use of Lay on Hands per day, and her effective caster level for removing diseases is increased by 4
Bracers of the Merciful Knight 15,600 gp Wrist If wearer is a Paladin, she is treated as 4 levels higher for determining effects of Lay on Hands, and once per day can imbue a Lay on Hands with a Lesser Restoration spell
Bracelet of Second Chances 15,750 gp Wrist Wearer can convert a critical hit or sneak attack into a normal hit up to seven times, after which the bracelet is expended
Shackles of Durance Vile 16,200 gp Wrist When attached to a helpless creature, that wearer is continually under the effects of a Dominate Person spell
Vambraces of the Genie (Djinni) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Gaseous Form, Invisibility, and Wind Wall each once per day.
Vambraces of the Genie (Marid) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Hydraulic Torrent, Invisibility, and Water Breathing each once per day.
Vambraces of the Genie (Shaitan) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Glitterdust, Meld Into Stone, and Stone Shape each once per day.
Bracelet of Friends 19,000 gp Wrist Each charm on the bracelet can be attuned to an ally, and can be expended to call that ally to your side as long as he is willing and on the same plane
Bracers of Archery, Greater 25,000 gp Wrist Grants wearer a +2 competence bonus to attacks and +1 to damage with a bow, if proficient, or proficiency with any bow (except crossbows) if not
Bracers of Sworn Vengeance 25,000 gp Wrist Once per day, wearer can swear vengeance on a target, gaining a +1 Competence bonus to hit, and +2d6 damage against that target
Dimensional Shackles 28,000 gp Wrist When attached to a helpless creature, that wearer is continually under the effects of a Dimensional Anchor spell
Gauntlets of Skill at Arms 30,000 gp Wrist Grants wearer proficiency in a number of weapons, or if already proficient, a +1 competence bonus to hit and damage with one of those weapons

Wielded Magic Items

Magic Weapons

Magic Rods

Magic Staves

Magic Wands

Magic Shields

Slotless Magic Items

Consumable/Expendable Magic Items