Aura Strong Conjuration; CL 15th
Slot none; Price 108,308 gp; Weight 8 lbs.
The half-bronze-dragon Atinale had two daughters, one that shared her draconic nature and one that didn't. The Igneous Glaive was crafted for the latter after the two set out to fight against a rival half-white-dragon to disastrous results. With this enchanted weapon at hand, the next encounter with their matriarch's nemesis ended in a decisive victory.
The head of this +2 glaive is crafted from white hot stone in a flame motif; stone hot enough to shed light equivalent to a torch. An Igneous Glaive deals 2d8 points of fire damage in place of the 1d10 slashing damage normally done by a glaive (this does not change the type of attack to touch and they receive Strength bonuses or penalties as normal). The wielder also receives 30 points of fire resistance.
Once per day, the glaive can be slashed through the ground as a standard action causing a wall of lava (CL 15) to erupt in front of the wielder (who can then control the wall as usual); this uses up most of the magic in the blade. As soon as this ability is activated the head cools into obsidian, losing its glow and dealing only normal damage for a +2 glaive (along with the +2 enhancement bonus). In addition, the fire resistance is reduced to 10 points until the enchanted weapon's powers are fully returned. 24 hours later the head reignites and the Igneous Glaive regains its full power.
Igneous Glaive by Joshua Taylor
a crafter of fine weaponry?
an armorsmith of renown?
an engineer of ingenious devices?
an artisan of the highest order?
an inventor of magical items that would like to see their creation brought to life?
somebody that really wants an artistic portrayal of their most unique and favorite piece of loot?
AdventureAWeek.com has need of your services!
We are accepting magical item submissions for the company blog and we want to hear your ideas! AdventureAWeek.com subscribers are our preferred authorship but it’s not an exclusive club; everyone is encouraged to submit an entry and successfully submitted entries will be rendered into a piece of artwork!
Send a brief summary of your proposed enchanted item titled ‘Armory of Adventures submission’ to submit(at)adventureaweek.com with the following:
- the nature of the item (weapon, armor or wondrous)
- one or two sentences about its appearance
- what the item in question does
- the components and spell(s) used in its construction
AdventureAWeek.com will do our very best to reply to you within a week (feel free to notify us if we haven’t) and if we like what we see you’ll be sent a contract from us and asked to prepare an entry for our blog! Unfortunately not every mystical apparatus can exist in every world but we’ll do all we can to help you work out something appropriate.
Please bear the following in mind before you submit anything for review:
1. Anyone can submit an entry.
2. One entry per person at any one time. An entry must be your own work, not being published previously or considered by any other publisher, and it must original and not infringe upon copyrighted material.
3. All entries become property of Adventureaweek.com, LLP.
4. By submitting an entry you authorize the use of your name and likeness without additional compensation for promotion and advertising purposes in all media.
5. Adventureaweek.com, LLP reserves the right to withdraw or terminate this endeavor at any time without prior notice.
6. All decisions of Adventureaweek.com, LLP and their arbiters are final.
7. There is no compensation provided – any entries are given freely by their creators for use by Adventureaweek.com, LLP in perpetuity.
8. Your statblock must be properly formatted. Please follow these directions:
Item Name: This section is self-evident. The magic item name header in the Pathfinder RPG Core Rulebook looks like this is in all caps, but it’s just a text style—don’t type yours in all caps!
Aura: This section exists so the GM can quickly tell a player what schools of magic the item uses. This is noteworthy only if the PC fails the Spellcraft check to identify the item and needs an idea of what it may do. Auras are always written as “faint,” “moderate,” or “strong,” plus the appropriate school or schools, and perhaps a subschool if relevant.
CL: The caster level tells you what caster level the item operates at. This means you don’t have to specify a caster level in the item’s description—if you find an orb that can create a fireball, it doesn’t need to say “fireball (10d6).” Unless otherwise specified, the item uses this caster level for all of its abilities. The caster level should include the ordinal abbreviation for that number: “CL 1st” instead of just “CL 1,” “CL 2nd” instead of just “CL 2,” and so on.
Slot: This slot tells you which of the magic item “body slots” the item uses (Core Rulebook 459). If you have to hold the item in your hand (like a rod of wonder) or if it doesn’t use a slot at all (like an ioun stone), it’s listed slot is “none.” (Paizo used to put a dash there for slotless items but no longer does it that way.)
Price: This is the item’s market price—how much you’d pay for it if you bought it from an NPC. This is never expressed as a fraction or decimal; “12 gp, 5 sp” is correct, “12.5 gp” is not, nor is “12 1/2 gp.” If the item costs more than 999 gp, put a comma in to separate the thousands (“20,000 gp” instead of “20000 gp” or “20.000 gp”). If your item costs more than 200,000 gp, it’s probably an artifact rather than a regular magic item. If the item has several types (like a figurine of wondrous power) with different costs, each is listed here, separated by commas.
Weight: This is how much the item weighs, in pounds (abbreviated “lb.” for 1 pound or less and “lbs.” for 2 or more pounds). Most common items in the game have a specific weight, just for consistency. For example, boots weigh 1 lb., so players don’t have to remember different boot weights. Some light items, like gems, headbands, and rings, have a standard weight of “—,” which means individually their weight isn’t important (though the GM can rule that a chest full of them has weight). When in doubt, find a similar item in the Core Rulebook and use the listed weight.
Description (Header): This is a text format we call a “breaker”—the all caps and lines above and below the text are just an applied style. Like the title, don’t type this line in all caps, and don’t add underlining.
Description (Paragraph): The paragraph description of a magic item should say (1) what it looks like, (2) what the item does, and (3) how often you can use the item.
Normally, using a magic item is a standard action. You shouldn’t give an item a shorter activation time than that because it messes with the “action economy” of the combat round—a player who tries to create a faster item is trying to do more than one magical thing per round.
Whether or not using an item provokes an attack of opportunity is built into how it’s activated (Core Rulebook 458). This means for command word items you don’t need to say that it’s a standard action to activate and that it doesn’t provoke attacks of opportunity—that’s assumed for all command word items. In fact, the assumption is if an item doesn’t say how you activate it, it’s a command word item.
Magic items that have effects requiring saving throws should include those saves in the item description. If it’s duplicating a spell, the default save DC is the minimum for casting that spell: 10 + 1.5 x the spell’s level.
If you refer to specific spells, italicize them, like fireball or pearl of power. If you refer to feats or skill names, capitalize them, like Power Attack, Weapon Focus (longsword), Perception, or Knowledge (local). There’s very little else in the game that always requires capitalization—you don’t capitalize class names (cleric), race names (dwarf), combat maneuvers (grapple, trip), or other specific rules (breath weapon, drowning, trample, poison).
Construction (Header): Like the Description header, this is not all caps and not manually underlined.
Requirements: This section is all the stuff a character needs to create the item using an item-crafting feat. List the crafting feat first (capitalized), followed by spell names (italicized), followed by any other requirements such as needing ranks in a skill (capitalized) or an ability like channel energy.
Cost: This is the item’s sale cost—how much a PC could get for selling it to an NPC. This is always half the item’s Price (with the exception of magic weapons, magic armor, and items with expensive material components or foci, because the extra cost is factored in differently). If your item’s Cost isn’t half its Price, you’ve done it wrong. All rules for the Price apply to the Cost (no decimals, no fractions, separate variants with commas).
We look forward to hearing your ideas so drop us a line at submit(at)adventureaweek.com! This is an excellent opportunity to test the waters of game design and if we receive enough entries, you may just see your name in an AdventureAWeek.com book. Besides, who doesn’t want to see their ingenious devices receive the royal, artistic treatment?
We’ll see you (and your gear!) in the Armory of Adventures!