Magic Items You Wish Were In Pathfinder?


Pathfinder First Edition General Discussion


Are there any magic items from other games/editions that you wish were in Pathfinder?

The Vest of Resistance(same cost as the cloak) from D&D 3.0/3.5.

The Third Eye gem magic items from D&D 3.0/3.5.


I have introduced pretty much all the items from other editions that I like already so in that regard, the answer to your question is there aren't any.

If we interpret it to include things I have converted and added, you will find a bunch of old BECMI items
Scroll of Communication and potions of longevity spring to mind. There are a few others, many relic/artifact level items so I'm not sure if they count.


More artifacts from real world myths like Excalibur, Muramasa, Thor's Hammer, etc. would have been cool.


I can think of some magic items from DND 3.5.

Eternal Wands and Infinite Scrollcases. Eternal Wands are like wands except they have 2 charges per day. Infinite Scrollcases allow you to store 50 scrolls and access any one of them as a move action without having to shuffle through them.


OmniMage wrote:

I can think of some magic items from DND 3.5.

Eternal Wands and Infinite Scroll cases. Eternal Wands are like wands except they have 2 charges per day. Infinite Scroll cases allow you to store 50 scrolls and access any one of them as a move action without having to shuffle through them.

technically, per RAW a scroll can have any number of spells (it just get longer and heavier).

and there is no additional time to us a scroll no matter how many spells are in it. it's all the same action to use a scroll you are already familiar with. so..that's that...

pop it into a 5 gp spring loaded scroll case and it's swift action to get it ready to cast. doesn't even need to be a fancy magical scroll case.


I don't like using exploits.

Besides that, where would you find a multi spell scroll that had all the spells you wanted? You'd have to craft it yourself most likely and that could take significant downtime.


i really do not consider basic item information from the core rule-book to be an exploit.
next thing you know people get mad for throwing a dagger instead of shivving the target.


I remember infinite wands, would have liked them in Pathfinder.

Infinite scroll case would have been cool as well. I always like dimensional storage items like bags of holding, handy haversack, efficient quiver, etc.


Well, I don't like stretching the suspension of disbelief to the breaking point. Magic item that breaks the laws of physics is okay, but trying the same feat by stretching the non-magical rules of the game is not okay.

Thanks for the suggestion but its not for me.


it's not stretching or anything, it has a clear definition about how long the scroll would be for each spell added.
this increase both size and weight. there is no "infinite spells" as at some point you won't be able to lift it. it just let you decide how long you want it to be.
it also have a clear saying abut the fact you an only scribe a spell in it a day. so unless one have infinite days to scribe in...


I wish there were magical cubes that turn into shelters like tents, huts, houses, mansions, etc.


D&D 3.5 had a ring that swapped between two sets of clothes/armour, holding the second set in an extra dimensional space. Perfect for swapping your ballgown for a set of full plate when assassins crash the Winter Ball.


I forgot about that ring, would have liked stuff like that in Pathfinder.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dragon78 wrote:
I forgot about that ring, would have liked stuff like that in Pathfinder.

Folding plate? Or just an item with an instant armor effect x times per day.

Liberty's Edge

zza ni wrote:

i really do not consider basic item information from the core rule-book to be an exploit.

next thing you know people get mad for throwing a dagger instead of shivving the target.
zza ni wrote:

it's not stretching or anything, it has a clear definition about how long the scroll would be for each spell added.

this increase both size and weight. there is no "infinite spells" as at some point you won't be able to lift it. it just let you decide how long you want it to be.
it also have a clear saying abut the fact you an only scribe a spell in it a day. so unless one have infinite days to scribe in...

[sarcasm]Sure, scrolling up and down to find the correct spell in a scroll 20' long absolutely takes 6 seconds.[/sarcasm]

You really need to have a written rule that says "Scrolls longer than 3-4' are impractical and require more time to open them to the right spell"?

Quote:
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8-1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8-1/2 inches) but is an extra foot or so long for each additional spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.


Not sure if it's available in Pathfinder or not, but the two magic thumb rings that let you equip/have active 8 magic rings at once are nice.


No, those thumb rings are not in Pathfinder, would be cool if they were. Do you remember what they were called and how much they costs?

Dark Archive

An old 1st D&D item we loved was the dart of the hornet's nest.

Throw one dart, it multiplies into a swarm of darts, either a smaller number with a decent plus, or a whole bunch of +1 darts. (Random, IIRC, so you usually have no idea what you're going to get...)

So much more fun than the javelin of lightning for a one-use weapon!


Dragon78 wrote:
No, those thumb rings are not in Pathfinder, would be cool if they were. Do you remember what they were called and how much they costs?

Sorry, I don't. I'm pretty sure the thumb rings were an artifact (minor??) from D&D 3.0, maybe an older edition. I know they definitely did exist as a real, non-3rd party item, but can't remember the source. I just love the idea of being able to wear more magical rings. I've always found the only two rule to be an unsatisfactory disjunction between necessary game balance rules and good storytelling.

Liberty's Edge

The Dungeon Adventure "Sex, Drugs, and Demon Lords" had a Nipple Ring of Piercing that automatically confined any possible critical hit and didn't count as a ring for the slots.

My players initially were "A ring that confirms critical hits? Gimme, gimme.", but when they realized that it requires a nipple piercing they were all "Ah." Hum. ", "Hem."
LOL


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Sysryke wrote:
Dragon78 wrote:
No, those thumb rings are not in Pathfinder, would be cool if they were. Do you remember what they were called and how much they costs?
Sorry, I don't. I'm pretty sure the thumb rings were an artifact (minor??) from D&D 3.0, maybe an older edition. I know they definitely did exist as a real, non-3rd party item, but can't remember the source. I just love the idea of being able to wear more magical rings. I've always found the only two rule to be an unsatisfactory disjunction between necessary game balance rules and good storytelling.

Other than the ten-ring sword, hand of glory, and meridian belt that allow a character to wear and/or use more than two rings at a time, there is a straightforward 3.x/PF1 rules-legal way to be able to wear multiple rings: simply calculate the market price as a non-slot item (x2 normal).

Liberty's Edge

Dragonchess Player wrote:
Sysryke wrote:
Dragon78 wrote:
No, those thumb rings are not in Pathfinder, would be cool if they were. Do you remember what they were called and how much they costs?
Sorry, I don't. I'm pretty sure the thumb rings were an artifact (minor??) from D&D 3.0, maybe an older edition. I know they definitely did exist as a real, non-3rd party item, but can't remember the source. I just love the idea of being able to wear more magical rings. I've always found the only two rule to be an unsatisfactory disjunction between necessary game balance rules and good storytelling.
Other than the ten-ring sword, hand of glory, and meridian belt that allow a character to wear and/or use more than two rings at a time, there is a straightforward 3.x/PF1 rules-legal way to be able to wear multiple rings: simply calculate the market price as a non-slot item (x2 normal).

They become custom magic items. So they require the GM approbation.


There's an entire archetype of item that I'm disappointed never made it into 1e, and looks like it won't make it into 2e either; Cursed Items that are exceptional in some way, but at a high cost. Soul Edge is cool as hell, can you imagine if it just turned Siegfried incompetent instead turning him into Nightmare? Because that's kind of all we've got in terms of cursed gear.

I'd be frothing at the mouth for a wisdom draining book that boosts necromancy spell DCs, or sacred armor that makes you nigh immune to evil magic at the cost of always receiving a bleed DoT at the start of combat. Stuff like that.


Magical earrings would have been nice.

Dark Archive

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The whole notion of items in body slots feels a bit EverQuest-y to me, but I'm used to it.

But I was always surprised that clerics and wizards, the two primary sources of magic item creation, don't spend more time crafting items specific to clerical and wizardly needs.

There absolutely should be magical holy symbols with powers related to clerical spellcasting (like metamagic rods, for clerics), or channeling (bonuses to, variants of, etc.), or their deities domains (spontaneously cast domain spells, add the domain abilities of a third domain, enhance the domain abilities of one or both chosen domains), etc. Nearly every cleric has to have a holy symbol, and yet none of them seem to bother making them magical.

Similarly, there should be many options for magical spellbooks. (Boccob's) Blessed Book is a step in the right direction, but there should be spellbooks with a permanent Shrink Item on it that can be stored in a belt pouch when not in use, and then made to grow to full size when they need to read it (or kept at that size if they also have Eyes of Minute Seeing!), and (Leomund's) Secret Books that store their pages in an extradimensional space and appear to be two flat book covers pressed together when 'closed,' and permanent image spellbooks made from shadow and glamer that the illusionist can manipulate and read, but everybody else finds to be incorporeal and translucent. Just a ton of options. This spellbook is resistant to energy. That spellbook floats with permanent unseen servant type effect (that counts as attended, and follows regardless of speed, even if the wizard teleports), so that the wizard can be reading from it while walking, while it just floats along in front of him.

If *I* was a cleric or a wizard, and could make magical items, I'd surely create something like a magical holy symbol or a magical spellbook, way before pumping out +1 swords or cloaks of elvenkind for my fighter and rogue buddies. :)


When you think about it, more than half of all magic item *are* for wizards and clerics, or any 9/9 caster. These are scrolls, potions, wands, and staves. Practically, they are for allowing casters to cast more spells.

Yeah, I know. It doesn't feel the same as more wondrous magic items for spell casters unfortunately.

Liberty's Edge

Nothing stops metamagic rods from having the shape of a holy symbol and working as one. Only a few specific rods are weapons.

On the other hand, finding a Holy symbol of Sarenrae that works as a metamagic rod is problematic when you are a cleric of any other deity.
Even worse if it is an Unholy symbol of Urgathoa. Even most arcane spellcasters wouldn't like to be noticed using it.


I agree, there should be magical holy symbols and spell books. Also magical thieves' tools would make sense.


Dragon78 wrote:

I wish there were magical cubes that turn into shelters like tents, huts, houses, mansions, etc.

there's the toy wagon that turns into a full size enclosed wagon...

edit: Safecamp wagon

Liberty's Edge

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If you look at AD&D 1st and 2nd editions, a lot of the non-combat items were published on Dragon. The same thing for a large percentage of the more colorful or lore-based combat items.

It was the advantage of having a monthly magazine that featured plenty of articles. You did get articles about monsters speaking of their way of living and with plenty of potential hooks for your adventures, magic items with a lot of lore linking them to the main game worlds (Greyhawk or Forgotten REalms), new gods descriptions, and a lot of other interesting stuff (included the April fools numbers, Pupazzilla, the toy bear that becomes a gigantic golem bear to defend the children that own it was an instant hit).

Sure, there were plenty of uninspired articles too, but I never regretted having a subscription to it. Pathfinder Player Companion and Campaign Setting lines of products did some of that, but they were less varied.

Most of the colorful items you want aren't what will sell a hardbound or softbound book, so they are only a section of other products. Today no one will write an article describing a dozen different magic spellbooks.

Liberty's Edge

TxSam88 wrote:
Dragon78 wrote:

I wish there were magical cubes that turn into shelters like tents, huts, houses, mansions, etc.

there's the toy wagon that turns into a full size enclosed wagon...

edit: Safecamp wagon

I am doing something like that in my current campaign, but if you use strict WBL to keep balance they are uninteresting items for most of the players. The magic mart has "killed" the interest in these kinds of items. If you can turn the 3,000 gp magic wagon into 1/10 of the next combat ability upgrade, most players would do it.

As the ones that have to rough it out are the characters, not the players, most players will not care about items that make life more comfortable.

Scarab Sages

Diego Rossi wrote:

If you look at AD&D 1st and 2nd editions, a lot of the non-combat items were published on Dragon. The same thing for a large percentage of the more colorful or lore-based combat items.

It was the advantage of having a monthly magazine that featured plenty of articles. You did get articles about monsters speaking of their way of living and with plenty of potential hooks for your adventures, magic items with a lot of lore linking them to the main game worlds (Greyhawk or Forgotten REalms), new gods descriptions, and a lot of other interesting stuff (included the April fools numbers, Pupazzilla, the toy bear that becomes a gigantic golem bear to defend the children that own it was an instant hit).

Sure, there were plenty of uninspired articles too, but I never regretted having a subscription to it. Pathfinder Player Companion and Campaign Setting lines of products did some of that, but they were less varied.

Most of the colorful items you want aren't what will sell a hardbound or softbound book, so they are only a section of other products. Today no one will write an article describing a dozen different magic spellbooks.

Which is a shame I love things like that or the familiar satchel and the tents in Harry Potter which are pretty much the ultimate in Glamping two bedrooms, kitchen, bathrooms, living room and a stove all in a normal tent sized space on the outside.


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Diego Rossi wrote:
TxSam88 wrote:
Dragon78 wrote:

I wish there were magical cubes that turn into shelters like tents, huts, houses, mansions, etc.

there's the toy wagon that turns into a full size enclosed wagon...

edit: Safecamp wagon

I am doing something like that in my current campaign, but if you use strict WBL to keep balance they are uninteresting items for most of the players. The magic mart has "killed" the interest in these kinds of items. If you can turn the 3,000 gp magic wagon into 1/10 of the next combat ability upgrade, most players would do it.

As the ones that have to rough it out are the characters, not the players, most players will not care about items that make life more comfortable.

My games differ. Safecamp wagon, campfire bead, and the cauldron of plenty are quite typically purchased by the party.


A wearable item that transformed you into another species so long as you wore it. Especially if it cold turn a Humanoid into a Magical Beast. (Just to note: I would want each item to only have one alt form to proof it against polymorph shenanigans.)

Dark Archive

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Diego Rossi wrote:
Most of the colorful items you want aren't what will sell a hardbound or softbound book, so they are only a section of other products. Today no one will write an article describing a dozen different magic spellbooks.

Yeah, I loved Dragon, for all the great stuff. The ecology articles, which I rarely agreed with, but always enjoyed reading, the new gods, spells, magic items, etc. (And I loved the old articles that went into the weeds of stuff like 'How Heavy is my Giant?' Just fun, and so tangentially useful for superhero games where people are turning into metal or ice or stone!)

Kobold Quarterly scratched that itch, to a lesser extent, but that's gone too, it seems.

Senko wrote:
Which is a shame I love things like that or the familiar satchel and the tents in Harry Potter which are pretty much the ultimate in Glamping two bedrooms, kitchen, bathrooms, living room and a stove all in a normal tent sized space on the outside.

After reading about the Arcanamirium's goal of sort of normalizing magic and getting it into common accepted use for daily or mundane tasks, de-mystifying it, and various other places like Nex and the Magaambya doing the same, I've very much wanted to see a book about practical magic, both spells and items that have barely any application for an adventurer, but are purely convenience or 'common use' or 'quality of life' magics.

(As well as a section on practical uses of existing spells. Shrink item, for instance, combined with something like animal messenger, or just a flying familiar, would make transporting heavy or precious items quickly and quietly across town, a snap. Also be great for smuggling. Just ignore that sail flapping over your head, Mr. Port Inspector, it's totally NOT a 1/12th scale-and-flattened pile of crates of contraband wrapped in a tarp...)

Scarab Sages

Set wrote:
Diego Rossi wrote:
Most of the colorful items you want aren't what will sell a hardbound or softbound book, so they are only a section of other products. Today no one will write an article describing a dozen different magic spellbooks.

Yeah, I loved Dragon, for all the great stuff. The ecology articles, which I rarely agreed with, but always enjoyed reading, the new gods, spells, magic items, etc. (And I loved the old articles that went into the weeds of stuff like 'How Heavy is my Giant?' Just fun, and so tangentially useful for superhero games where people are turning into metal or ice or stone!)

Kobold Quarterly scratched that itch, to a lesser extent, but that's gone too, it seems.

Senko wrote:
Which is a shame I love things like that or the familiar satchel and the tents in Harry Potter which are pretty much the ultimate in Glamping two bedrooms, kitchen, bathrooms, living room and a stove all in a normal tent sized space on the outside.

After reading about the Arcanamirium's goal of sort of normalizing magic and getting it into common accepted use for daily or mundane tasks, de-mystifying it, and various other places like Nex and the Magaambya doing the same, I've very much wanted to see a book about practical magic, both spells and items that have barely any application for an adventurer, but are purely convenience or 'common use' or 'quality of life' magics.

(As well as a section on practical uses of existing spells. Shrink item, for instance, combined with something like animal messenger, or just a flying familiar, would make transporting heavy or precious items quickly and quietly across town, a snap. Also be great for smuggling. Just ignore that sail flapping over your head, Mr. Port Inspector, it's totally NOT a 1/12th scale-and-flattened pile of crates of contraband wrapped in a tarp...)

I'd love to see a common magic source book as well detailing all the spells and uses of magic in day to day life to help make things easier. Delaying the decaying of food, keeping insects out of places, cataloging libraries, monitoring the health of a child.


Diego Rossi wrote:
Dragonchess Player wrote:


Other than the ten-ring sword, hand of glory, and meridian belt that allow a character to wear and/or use more than two rings at a time, there is a straightforward 3.x/PF1 rules-legal way to be able to wear multiple rings: simply calculate the market price as a non-slot item (x2 normal).
They become custom magic items. So they require the GM approbation.

True, but why would a GM reject such a straightforward extension of standard items?


Gol Golarion wrote:

There's an entire archetype of item that I'm disappointed never made it into 1e, and looks like it won't make it into 2e either; Cursed Items that are exceptional in some way, but at a high cost. Soul Edge is cool as hell, can you imagine if it just turned Siegfried incompetent instead turning him into Nightmare? Because that's kind of all we've got in terms of cursed gear.

I'd be frothing at the mouth for a wisdom draining book that boosts necromancy spell DCs, or sacred armor that makes you nigh immune to evil magic at the cost of always receiving a bleed DoT at the start of combat. Stuff like that.

I never liked the idea of cursed items--there's almost no reason anyone would make one and many of the curse powers are completely unreasonable for failures to make the intended items.

I favor things like what you're talking about--items that have adverse effects but are not cursed. One I pulled long, long ago: intelligent +3 sword (when they didn't have anything that good), I think it had something beyond that but the important thing was that it's only interest was defeating level-draining creatures. If the possessor faced one it would force him into melee--and against level-drainers it didn't work right--it was -3 instead of +3. It surprised me when they kept it.


Set wrote:
Similarly, there should be many options for magical spellbooks. (Boccob's) Blessed Book is a step in the right direction, but there should be spellbooks with a permanent Shrink Item on it that can be stored in a belt pouch when not in use, and then made to grow to full size when they need to read it (or kept at that size if they also have Eyes of Minute Seeing!), and (Leomund's) Secret Books that store their pages in an extradimensional space and appear to be two flat book covers pressed together when 'closed,' and permanent image spellbooks made from shadow and glamer that the illusionist can manipulate and read, but everybody else finds to be incorporeal and translucent. Just a ton of options. This spellbook is resistant to energy. That spellbook floats with permanent unseen servant type effect (that counts as attended, and follows regardless of speed, even if the wizard teleports), so that the wizard can be reading from it while walking, while it just floats along in front of him.

I don't think there's that much demand for such items--by the time they can afford that kind of stuff they will probably have extradimensional storage and it becomes pretty much moot.

Quote:

If *I* was a cleric or a wizard, and could make magical items, I'd surely create something like a magical holy symbol or a magical spellbook, way before pumping out +1 swords or cloaks of elvenkind for my fighter and rogue buddies. :)

Sure you can enchant your holy symbol--but now it's in the necklace slot unless you pay the 2x. It grants no advantage over an ordinary item in the necklace slot but it's keyed to one deity only--why would anyone do it?


Loren Pechtel wrote:
Set wrote:
If *I* was a cleric or a wizard, and could make magical items, I'd surely create something like a magical holy symbol or a magical spellbook, way before pumping out +1 swords or cloaks of elvenkind for my fighter and rogue buddies. :)
Sure you can enchant your holy symbol--but now it's in the necklace slot unless you pay the 2x. It grants no advantage over an ordinary item in the necklace slot but it's keyed to one deity only--why would anyone do it?

Religions and the clergy have been known to do many not-so-practical things...


Never liked cursed items though if you could break the curse (maybe through the story) and get something good out of it then maybe.


Set wrote:
There absolutely should be magical holy symbols with powers related to clerical spellcasting (like metamagic rods, for clerics), or channeling (bonuses to, variants of, etc.), or their deities domains (spontaneously cast domain spells, add the domain abilities of a third domain, enhance the domain abilities of one or both chosen domains), etc. Nearly every cleric has to have a holy symbol, and yet none of them seem to bother making them magical.

The channel foci in Adventurer's Armory went into this a little bit, but those were limited to items that gave other ways to spend your daily channels: giving a sacred or profane bonus to a shield, storing some healing in a cup, etc. A few of my PFS PCs acquired a channel focus or two for flavor's sake.

Liberty's Edge

Loren Pechtel wrote:
Diego Rossi wrote:
Dragonchess Player wrote:


Other than the ten-ring sword, hand of glory, and meridian belt that allow a character to wear and/or use more than two rings at a time, there is a straightforward 3.x/PF1 rules-legal way to be able to wear multiple rings: simply calculate the market price as a non-slot item (x2 normal).
They become custom magic items. So they require the GM approbation.
True, but why would a GM reject such a straightforward extension of standard items?

Mostly for balance reasons, and to avoid people from going nova in every encounter by combining low-cost items in a single uber-item that do things that normally a character can't do at the same time, on give resistance/protections that normally can't be combined.

In the 1st/2nd edition of AD&D and in D&D BECM a ring of protection gave both a bonus to the AC and to the saves, and could be stacked with any other "protection" items. The end result was that a high-level wizard could get a way better AC than a high-level fighter or cavalier using magical armor and shield (that didn't stack with protection items).

To reduce the effect they were separated into two different items and the ability to stack different kinds of "protection" items was removed.

While not exactly the same thing, allowing the character to multiply he effects loaded into a single ring has similar effects, if the player knows what he is doing.

Liberty's Edge

Azothath wrote:
Loren Pechtel wrote:
Set wrote:
If *I* was a cleric or a wizard, and could make magical items, I'd surely create something like a magical holy symbol or a magical spellbook, way before pumping out +1 swords or cloaks of elvenkind for my fighter and rogue buddies. :)
Sure you can enchant your holy symbol--but now it's in the necklace slot unless you pay the 2x. It grants no advantage over an ordinary item in the necklace slot but it's keyed to one deity only--why would anyone do it?
Religions and the clergy have been known to do many not-so-practical things...

And because it is linked to your religion. If possible, you want to make sure that the items you make will not be used by your enemies.

It is one of the reasons why I dislike the cost reduction for making items limited to your alignment. It being a sale price reduction is perfectly okay, buyers will be limited (especially if not aligned versions of the item exist), but making the item should cost the same.

About that, SKR post when he was the Dev with the job of responding to rule questions:

Sean K Reynolds wrote:
James Risner wrote:
So more than likely, the price will be as if the light/esplend worked for everyone despite the fact it doesn't.

Correct.

When building an item, you calculate the cost to create it as if it were in the hands of an optimal user. Otherwise it's basically cheating. Observe:

Ezren makes a headband of vast intelligence +6. Cost to create: 18,000 gp

vs.

Ezren makes a headband of vast intelligence +6, but it only works for male humans (discount!) named Ezren (discount!) who are at least "old" age (discount) and were born in Absalom (discount!). Cost to create: ridiculously cheap, even though it works exactly like a standard headband +6.

For the OP's question:
Eagle’s splendor 2*3*1800/5 = 2160
Burning hands SL1 x CL3 x 1800/5 = 1080
Using the "multiple different abilities" guideline, we multiply the cost of the burning hands ability by 1.5 to get 1620
2160 + 1620 = 3,780

Glowing with light at will is pretty insignificant--it's not as good as being able to cast light at will (because only the orb lights, rather than being able to cast it on a coin you can throw, an ally's weapon, etc.), so I didn't use the standard SL .5 x CL 3 x 1800 for an on-command unlimited cantrip. Furthermore, the caster level of an unlimited-use light cantrip has a negligible effect (the effect on the duration is irrelevant because it's an at-will ability, and the increased resistance to a dispelling attempt is essentially irrelevant). Plus, the option to light at will is something you get for free in magic weapons, so throwing it in here at something than the formulaic cost is fair. As the mathematical price of the item so far is a non-simple number, I rounded the price up to 3,900 gp (1) to take into account the cost of the light ability, and (2) to make the final gp price nicer.

Grand Lodge

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Neriathale wrote:
D&D 3.5 had a ring that swapped between two sets of clothes/armour, holding the second set in an extra dimensional space. Perfect for swapping your ballgown for a set of full plate when assassins crash the Winter Ball.

RING OF ARMING

Spoiler:
Price (Item Level): 5,000 gp (9th)
Body Slot: Ring
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: Standard (command)
Weight: —
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of arming, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
Prerequisites: Forge Ring, shrink item.
Cost to Create: 2,500 gp, 200 XP, 5 days.


Yeah useful little ring.

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