Potions

 

Elixer of Gaseous Form, also a Crypt Lord creation, this potion is composed of the stomach acids of a dying man, magically empowered so that when consumed, they literally consume the imbiber from within in a single round of searing agony (treat as Nauseated for that round), reducing him to a foul-smelling acrid cloud of gas for the duration, before the effect expires and he reforms (again, painfully and gruesomely, being Nauseated for the round of reversion as well), unharmed.  Lasts up to 10 minutes, and once the user reverts to solid form, it ends, he cannot change back.  600 gp.  [PLAYERS HANDBOOK]

 

Potion of Speak With Dead.  Crafted from honey-wine and the blood of a still-living man (the caster generally uses his own), this rich draught is poured into the mouth of the user (but not swallowed!) and then allowed to drip from her mouth onto the lips (or between the teeth) of the corpse to be affected.  Lasts 5 minutes and allows 3 questions.  If crafted instead from blood and / or tissues from the actual corpse to be interrogated, it is allowed no saving throw, and up to 5 questions can be asked over a 10 minute period, but only one such potion can be crafted from a single corpse.  750 gp.  [PLAYERS HANDBOOK]

 

Elixer of Bull's Strength, Cat's Grace or Horse’s Stamina (Endurance), from Glivid-Autel.  The drinker of the Bull's Strength elixer becomes cold to the touch, his eyes glowing a fierce red and his teeth seeming to sharpen to points.  The consumer of the Cat's Grace potion seems to shrivel and wither, becoming a near skeletal caricature of herself.  The imbiber of the Endurance draught feels his skin pull tight and fade to a dark gray, becoming like dry dusty leather in feeling.  Blood from a Vampire is required for Bull's Strength, the marrow of a Skeleton mixed with the liquid found inside human nerves is required for Cat's Grace, and scraps of the leathery hide of a Zombie is required for Endurance.  (The Skeleton or Zombie must be destroyed in the creation of the items, the Vampire can survive the ‘donation.’)  Lasts as many hours as points of ability gained, losing one point / hour, and then 1 more point of temporary ability damage to the affected attribute, unless a Fortitude save (DC 12) is made.  250 gp.  [PLAYERS HANDBOOK]

 

Oil of Gentle Repose.  These bitter crystals dissolve into any fluid, from water to wine to blood, to create a smooth, warm oily liquid that can be smeared over one humanoid body over a 10 minute period, preserving it as the spell Gentle Repose for seven days time.  300 gp.  [PLAYERS HANDBOOK]

 

Oil of Ghoul Touch.  A thick brown paste made from the blood of a man who died in fear at the hands of an undead creature.  (Pretty much any foe of Hollowfaust ends up qualifying.)  Lasts for 1d6+2 rounds once applied.  300 gp.  [PLAYERS HANDBOOK]

 

Oil of Chill Touch.  A black oil made from ground remains of the dead, mixed with fouled water.  It lasts for up to 3 touches, within 3 hours of being applied.  Unlike a Discharge spell, other spells can be cast or actions taken while the effect waits in abeyance.  150 gp.  [PLAYERS HANDBOOK]

 

Oil of Vampiric Touch.  The 'oil' is a simple distillate of vampire blood.  While it is in effect, the users hand is icy-cold and feels lifeless, somewhat shriveled, with thick, prominent nails.  750 gp.  [PLAYERS HANDBOOK]

 

Dust of Contagion.  Gobbets of blood from those with the bleeding sickness or a lethal bloody cough and the pus from infected wounds are lovingly saved and allowed to crystallize into a fine powdery mass.  When enough such liquid has been saved to be dried into a red, brown and yellow handful of dust, the enchantment is performed and these dusts created.  Only a single target bears the dusts full effect, who must be struck with a ranged touch attack, although all within 5 ft. (and the user, who cannot throw the dusts more than 10 ft in any event), will display disturbing, but harmless flu-like symptoms for the next day.  The Contagion must be determined at the time the ‘dust’ is created.  750 gp.  [PLAYERS HANDBOOK]

 

Oil of Animate Dead.  This pink gelatinous mass is spread over flesh or bones to be animated, covering them almost like a living thing in a preternaturally swift time, oozing to cover the entire corpse to which it is applied.  It does not take effect immediately, but the remains do detect as magical until the person who applied the oil speaks a command word of his choice ('arise' in Infernal is a popular choice), at which point the magic takes effect and the skeletons or zombies treated shudder to unlife under his direction.  Each flask of this numbing pinking gel can coat up to six skeletons or three zombies, and undead so created do count against the number that can be controlled, per the Animate Dead spell.  Note that prepared corpses that have not been commanded to arise do not count against this limit, and an arcanist could choose to activate this effect after a suitable number of his original undead have been fallen, to create instant 'reinforcements' from prepared corpses lying around his lair.  750 gp.  [PLAYERS HANDBOOK]

 

Potion of Horrid Wilting.  The flask to hold this 'potion' must be filled with liquids drawn from the body of a man who died from thirst, combined with an equal measure of dust from a desert that has not known the touch of rain for at least a month.  Technically this is not a ‘potion’ but a single-use item that inflicts 15d8 damage to the drinker.  1500 gp.  [PLAYERS HANDBOOK]

 

Oil of 'Grease.'  While duplicating the effects of a Grease spell, this vial of red fluid instead forms a pool of warm slippery blood that drenches a target directly struck (forcing saves to avoid dropping items in hand) and splatters over a 15 ft. by 15 ft. square area, centered on the 5 ft. square where the vial impacted.  Larger doses are certainly possible.  The blood will rapidly dry out over the next 5 rounds and turns into a light dusting of smelly brownish powder at spells end.  150 gp.  [PLAYERS HANDBOOK]

 

Elixer of 'Obscuring Mist.'  This red flask is dumped in an area and expands outwards into a reddish cloud of blood-mist, obscuring vision and saturating all in reeking blood.  It otherwise acts as the Obscuring Mist spell.  At spells end, the mist settles down, but the area (and all within it) will remain saturated in drying blood.  The use of this spell could well attract predators or incapacitate the squeamish with bouts of nausea, in addition to obscuring vision or hindering pursuit.  It normally lasts for a single minute, but draws vitality from the presence of blood within its area, and will remain in effect so long as wounded living creatures remain within its area of effect, up to 1 additional round / HD present.  75 gp.  [PLAYERS HANDBOOK]

 

Oil of Desecration, requiring acts of offense, often culminating in human sacrifice, to create (drowning a subject in unholy water, or flensing him with silver scalpels are viable techniques).  Non-lethal techniques might involve bribing someone to betray another with silver, and then regathering the silver by cheating the betrayer and smelting it down to use as a base.  Poured on the ground, a Desecrate spell centers there and lasts for 6 hours.  If used near an evil shrine or other permanent fixture of an evil diety, the effects are doubled, but only if the oil is poured directly on an evil altar or idol, the centerpoint of the area of evil.  300 gp.  [PLAYERS HANDBOOK]

 

Oil of Inflict Wounds (spread on a weapon, it Inflicts Wounds on the next person struck).  A priest capable of channeling negative energy, can spread it on his hands and use it by touching another, any other would take the damage immediately upon touching it.  Only a weapon of unliving stone or metal can be so imbued, the Oil reacts harshly with once living wood or bone.  The oil appears to be malevolent and almost animate.  If spilled near a person, it will tend to seep towards them, if spilled near light, it will tend to crawl away, only traveling 10 ft. / minute.  Inflict Light Wounds, 1d8+1 damage, 50 gp.  Inflict Moderate Wounds, 2d8+2 damage, 300 gp.  Inflict Serious Wounds, 3d8+3 damage, 750 gp.  Inflict Minor Wounds, 1 hp, but usable once / round over the next hour as a Free Action.  50 gp.  [PLAYERS HANDBOOK]

 

Elixer of Poison.  Oil of Poison that can be spread on a weapon, or on a negative-energy channeling priests hands.  Technically not a ‘Potion’ but a one-shot item.  2000 gp.  [PLAYERS HANDBOOK]

 

Elixer of Circle of Doom, to be consumed, taking effect immediately if the drinker can channel negative energy.  If not, he is the only one damaged.  Again, a one-shot item that appears as a potion.  1d8+10 damage to all within 20-ft. radius of the drinker.  2500 gp.  [PLAYERS HANDBOOK]

 

Elixer of Unhallow, to be smashed at the users feet.  Appears as a human skull, sealed with wax rendered from human fat and filled with the heart's blood of that person.  One-shot item.  5000 gp.  [PLAYERS HANDBOOK]

 

Elixer of Antilife Shell.  The drinker 'dies' for the duration, dropping to the ground inanimate, but radiating the aura normally.  He can be carried along by companions, and revives unharmed at spell's end (he cannot choose to awaken or end the effect sooner).  Lasts 1 hour.  3000 gp.  [PLAYERS HANDBOOK]

 

Oil of Negative Energy Protection.  7 flasks of consecrated (holy) water must sit within sunlight for seven days, and be surrounded by bonfires and / or magical radiance for six nights.  At the end of the seventh day, the liquid is said to have absorbed the properties of light, and is then rendered down with certain flowers, extracts from certain phosphorescent mosses and insect and blood from the caster (who must also stand the seventh day in the sunlight, feasting to 'richen his blood') and made into a glowing paste.  This paste can later be rubbed on the skin to act as a Negative Energy Protection spell cast at

seventh level.  Lasts for 7 rounds.  900 gp.  [PLAYERS HANDBOOK]

 

Oil of Invisibility to Undead.  A set of eyes from a dead man go into this elixer, as well as a quantity of his blood, masking the signs of life from one smeared in this concoction, causing him to be ignored by the undead.  10 minutes.  50 gp.  A living person who drinks this oil is blinded for the duration, but still is invisible to the undead.  [PLAYERS HANDBOOK]

 

Potion of Phantom's Howl.  Causes Muteness after use for 1d4 rounds, it is distilled from the spittle from a dying man's last curse and the tears of widows.  The howl occurs immediately after the potion is imbibed, tearing forth from the drinkers throat regardless of her wishes.  250 gp.  [RELICS & RITUALS]

 

Oil of Bleeding Disease, poured onto an item the item appears sickly, or onto food or drink, that repast smells foul and tastes oily, conferring its effects on the first toucher / consumer.  Can affect up to 6 victims, including the first one.  50 gp.  [RELICS & RITUALS]

 

Potion of Zombie Form.  A Zombie must be placed in a cauldron of boiling water and cooked until the meat sloughs from the bones, which are then removed, powdered and restored to the mix, and the whole nauseating mass boiled and rendered until nothing remains but a single flask of foulness, scraped from the bottom of the cauldron.  The spell lasts 10 minutes on the drinker.  2500 gp.  [RELICS & RITUALS]

 

Elixer of Dark Water.  Simply a flask of Dark Water made semi-permanent.  It inflicts 1d6 negative energy damage to anyone it is splashed upon (Fort save DC 16 to avoid harm), and remains animate under the users control for the next 6 rounds, able to move up to 10 ft. at the casters mental direction on any round he spends an action controlling its movement.  If it manages to touch another person, it inflicts another 1d6 damage.  This is negative energy damage, and may be used to heal undead creatures.  If consumed by a living subject, the elixer causes 3d6 damage and one negative level (Fort save DC 16 to avoid the negative level, but not the damage).  An undead consumer receives the damage as healing, and gains the effects of an Aid spell for the next hour.  One-use item.  3500 gp.  [RELICS & RITUALS]

 

Potion of Transmute Flesh to Shadow.  Uh, no.  What was I thinking?  [RELICS & RITUALS]

 

Oil of Invigorate Dead.  To turn this powder into an oil at the time of use, a living user must mix it with 5 hp of her own blood and smear it on the body to be affected, a process which takes 10 minutes.  The effect then lasts 5 hours, with the Invigorated Corpse losing 1 hp / hour until it dies again, but permanently this time.  1000 gp.  [RELICS & RITUALS]

 

'Ironheart.'  The heart of a Paladin is sliced into portions and brewed into a stew.  The potions drawn from this repast confer the effects of the Ironheart spell on the drinker.  The level of the 'donor' determines how many potions can be created from a single heart.  Maximum duration of 1 hour.  400 gp.  [RELICS & RITUALS]

 

Elixer of Intoxication.  This potion duplicates the effect of the Intoxicate spell on the drinker, not through its alcoholic content (it is in fact pure water), but by channeling a burst of negative energy into the subject and quite literally killing brain cells.  Water drawn from the lungs of a drowned man is used to craft this draught.  The drinker is allowed a new Fortitude save (DC 12) every 10 minutes to throw off the effect.  300 gp.  [RELICS & RITUALS]

 

Potion of Sleep of the Dead.  A draught of a dozen venoms and poisons are created, with the dosages kept carefully just below deadly thresholds.  Once prepared this elixer instantly brings the drinker to the very brink of death and holds him there for the next 3 days.  300 gp.  [RELICS & RITUALS]

 

Inky Oil of Shadow Touch.  Black ink is taken from the body of a squid slain by the touch of a Shadow.  Once enchanted, the liquid is ready for use, simply poured on the gauntleted hand to be affected.  (If poured on bare flesh, it tends to cause freezer-burn like black splotches that may never come out of the skin, and are painful besides.)  The cloth, metal or leather affected seems to soak up the inks, turning black and steaming with cold vapors.  For the next six minutes, the users hand acts as if he had cast the Shadow Touch spell.  It only affects a single hand, and unlike most touch activated spells, it activates automatically on the first person to contact the affected hand in any given round, even affecting the user, if he is careless.  500 gp.  [RELICS & RITUALS]

 

Potion of Essence Flare.  Brewed from samples of blood, sweat and spittle from those in the grip of a Barbarians Rage (whether from class abilities, or earlier applications of this spell, and whether the donor lived or died).  Some are also created by the sacrifice of animals capable of Rage, such as Badgers or Wolverines, in which case, the draught appears as a sup of heart's blood contained within the animals wax-sealed skull.  The would-be drinker breaks the seal by prying open the jaws of the skull and draining the blood from within (or simply drinking from the iron flask in the case of the former brewing method). The spell lasts as long as the drinker wishes, but he loses 1 pt of Constitution for every round it lasts and he must make a Will save (DC 12) to break out of the rage on any round he wishes it to end.  300 gp.  [HOLLOWFAUST: CITY OF NECROMANCERS]

 

Potion of Troll's Blood.  Simple trolls blood goes into this elixer, appropriately enough.  The Troll from which the blood came can be alive or dead, but the blood itself can never have known the touch of solvent or flame, so as to preserve its regenerative properties, being mixed and prepared without such measures.  The effects last for 10 minutes, and when they expire, the drinker must make a Fortitude save (DC 15) or be Exhausted.  Even if he makes this saving throw, he is Fatigued.  5000 gp.  [HOLLOWFAUST: CITY OF NECROMANCERS]

 

Oil of Bones of Steel.  One dose coats up to 10 HD of skeletal dead, taking 1 minute each, and then lasting for 10 hours.  500 gp.  [NECROMANCY: BEYOND THE GRAVE]

 

Oil of Embalm.  [COMPLETE NECROMANCERS HANDBOOK]

 

Oil of Transmute Bone to Steel.  [COMPLETE NECROMANCERS HANDBOOK]

 

 

Tokens, Charms & other One-shot or charged items

 

A charm-bracelet with skeletal hand 'charms' worn at the wrist or a gauntlet of skin and finger-bones.  Each one-use charm is an actual humanoid hand, magically reduced in size by the enchantment process and disappearing from the casters wrist at spells end.  Charm Bracelet w/ 5 charms (1500 gp).  [PLAYERS HANDBOOK]

 

Visceral Web.  The spell that got the inventor of the three above spells thrown out of even Necromantic society, this 'Web' acts normally, but is composed of warm, pulsing human viscera; veins, sinews, tendons and guts, all arrayed nauseatingly around the area affected and adhering wetly and clingingly, as if with living purpose, to any within the area.  As a construct, it is only usable once, appearing as a stomach sized sack weighing about 5 lbs.  It is hurled into an area (it can be hurled about 30 ft. maximum as a full round action) and ruptures, spewing out entangling tissue in all directions, covering a 20 ft. radius spread.  After an hours time, the tissue rapidly becomes dry and brittle, falling away at a touch into ages-dead scraps of mummified flesh and dust.  100 gp.  [PLAYERS HANDBOOK]

 

Scarab of Negative Energy Protection.  Created from a desert beetle that moves through the sunlit wastes to strips the flesh from the bones of carrion, such a beetle draws new life from the death around it.  The beetle is preserved necromantically, and shrivels when used, itself slain by the negative forces it defends against.  Each such prepared beetle contains but a single charge and withers and shrivels upon use, releasing any stored up sunlight in a flash as it dies (causing the appropriate backlash on some undead creatures).  150 gp.   [PLAYERS HANDBOOK]

 

Scare-stones.  These tiny skulls are thrown up to 30 ft. and explode into a floating ghostly skull 3 ft. across that wails, acting as a Scare spell.  They are carved from humanoid (not necessarily human) bone and shatter when thrown.  Contrary to rumor, they are not magically shrunken sorcerers skulls, they can be carved from any humanoid bone.  300 gp.  [PLAYERS HANDBOOK]

 

Tokens of Blindness or Deafness.  Thrown at a foe within 30 ft. as a ranged touch attack, they burst on impact creating an aura of darkness or a shrill scream that targets the appropriate sense.  On a miss, no harm occurs, although all see / hear the effect normally.  They are made from the eyes or ears of corpses, dipped in black enamel and dried, or sealed in a waxy clear resin that hardens like sugar-candy.  When thrown, the brittle coating shatters and the ear / eye within dissipates into the darkness or the wailing scream.  The eyes or ears of the affected target appear to be similarly covered with a solid black coating or a waxy resin that no amount of mundane cleaning can clear or remove.  250 gp.  [PLAYERS HANDBOOK]

 

Bone Seeds.  These oddly carved ivory spheres are usable as Sling ammunition, or can be thrown as normal rocks to strike a target (range increment 10 ft.  1d3 damage Bludgeoning / crit x2 as rocks.)  When they impact, they seemingly erupt into Tiny-sized Skeletons and begin attacking the nearest living target(s) until destroyed, or six rounds pass, at which point they fall into shards and splinters of bone.  They are not under anyones command, and could well end up causing their user harm, if he were to approach too closely before they run out of nearby targets, or their duration expires.  A similar process creates arrows or bolts that act similarly, appearing as tiny streamlined skeletal figures when fired feet-first at the enemy, and animating and attacking that target upon impact.  Larger Bone Seed spears and javelins similarly seem like sleek stylized humanoids of bone and then turn into Small Skeletons, and Ballistae in Hollowfaust are capable of launching even Medium-sized Skeletons to inflict first ballista bolt damage, and then to animate and assault survivors, unharmed by their violent journey to the battlefield.  Size-Large creatures can also use Huge Spears that become Medium-sized Skeletons if thrown.  Sling bullets, arrows or bolts / Tiny Skeletons 50 gp.  Spears or javelins / Small Skeletons 150 gp.  Ballista bolts or huge spears / Medium Skeletons 300 gp.  [PLAYERS HANDBOOK]

 

Death-stone.  This small black stone is chill and painful to the touch, exuding a noxious oil and a bitter eye-watering reek.  A death-stone can be thrown up to 100 ft. whereupon nothing seems to happen, other than all living things around the point of impact perish.  Mundane grass and plantlife, small animals and vermin seem to fall over and wither, their life snuffed out by the soundless effect, while larger creatures are affected as by a Circle of Death effect cast by a 12th level mage (DC 18, 12d4 HD).  The source of these stones is unknown, and they seem to survive their use (magically drained, as they have but a single charge, but intact) and are the only items known that can be re-enchanted with this necromantic effect.  Some claim they fell from the sky, or were found in the darkest reaches of the ocean, where sunlight has never reached, others that they are concentrated pockets of death from the negative material plane, still others the shriveled black hearts of unborn devils.  In either case, they cannot be destroyed.  7500 gp.  [PLAYERS HANDBOOK]

 

Dust of Halt Undead.  Requiring components from three forms of undead, one skeletal, one fleshly and one non-corporeal, this speckled black and white pepper-like powder can be tossed up to 30 ft. as a ranged touch attack, acting as a Halt Undead spell cast by a 6th level arcanist (DC 15) on a single undead target.  Lasts 6 rounds.  300 gp.  [PLAYERS HANDBOOK]

 

A severed head able to emit one Doomwail, before rotting into uselessness.  The head is enchanted, via a form of animation, in which a maddened spirit is trapped within it.  The mouth must be sewn shut, and to be activated, is ripped open within the users hands, releasing the spirit trapped within.  Until it is used, the head will appear animated, eyes rolling and jaw working furiously.  500 gp.  [RELICS & RITUALS]

 

Dust of Pass the Year.  Carried in a golden hourglass-shaped flask, these flakes of skin from the aged dead are sprinkled at the target, requiring a ranged touch attack, and only affecting someone within 5 ft.  750 gp.  [RELICS & RITUALS

 

 

 

Wands, Rods & Staves

 

Wand of Slow from Glivid-Autel.  Resembles a shriveled zombie arm, and is even animate and move slowly and threateningly, going through slow and laborious spellcasting gestures when it is activated, and causing those affected by it's slow spell to appear decayed and zombie-like for the duration.  The Slow effect lasts 5 rounds on up to 5 targets.  13,000 gp.  [PLAYERS HANDBOOK]

 

Gripping Wand.  As above, but the Slow effect only works on a single target, and the Wand cannot be used to affect another target while one is being ‘gripped.’  Target must remain within 50 ft. and the Slow effect can last up to 10 rounds (or be dropped at any time so that another target can be chosen).  750 gp.  [PLAYERS HANDBOOK]

 

A Rod tipped with a mummified hand that can cast Spectral Hand 5 times / day.  7500 gp.  [PLAYERS HANDBOOK]

 

A Staff carved of bone with 50 interwoven hands along its length.  50 charges of Spectral Hand.  4500 gp. [PLAYERS HANDBOOK]

 

Rod of Halt Undead.  Usable three times / day to cast the Halt Undead spell at the 12th caster level (DC 20), this femur wrapped in silver and iron chains must have come from the leg of a man capable of commanding, turning or rebuking undead in life, whether a necromancer capable of animating and commanding his own servants, or a priest of any level.  [PLAYERS HANDBOOK]

 

 

Armor and Shields

 

A Shield or Breastplate bearing a demonic or skeletal face that animates and writhes acting as Cause Fear.  Anyone entering melee combat with the wearer is affected by the spell.  Some use actual skin and bone, others are carved of iron.  One appears as dozens of withered figures trapped under the skin-like hide of the shield, clawing to get out and crying out as if from a great distance.  [PLAYERS HANDBOOK]

 

Skeletal Armor.  A normal animated man-sized Skeleton that is capable of wrapping around the user and acting as Mage Armor on command.  It self-repairs itself in this mode, and cannot be destroyed while acting as armor.  If slain as a Skeleton, it is destroyed normally.  [PLAYERS HANDBOOK]

 

Armor crafted of carrion that acts as Armor of Undeath, it will still be destroyed normally once it takes 25 hit points of damage.  Up to one such 'suit' can be enchanted / 2 levels of the caster in one sitting, and Unfailing leaders sometimes have a stack of corpses awaiting use as 'armor' in their homes, pre-enchanted and awaiting only a command to arise and serve.  Such 'armor' is animate as a skeleton or zombie until needed, following their 'owner' around, awaiting the command to reform around his body as armor.  [RELICS & RITUALS]

 

Improved Armor of Undeath retains its animation even while serving as armor, conferring an additional two attacks with its bony claws or other weapons while the wearer fights.  The infamous Bone-Spider Breastplate is composed of three fused human skeletons, regenerates damage done to it over time (and cannot be destroyed, only rendered inert) and has six bony arms, all waving daggers at their wearers command! [RELICS & RITUALS]

 

 

Weapons

 

A Dagger of Desecration that is empowered only when it takes a life, immediately casting this spell around the foul deed.  [PLAYERS HANDBOOK]

 

Keen Edge, priests of Belsameth craft daggers (preferably) with rites that involve a pair of sacrificial deaths, first of a ritual victim, and simultaneously, of the person making the death-blow, in as violent and bloody a spectacle as possible, with the second sacrifice not being informed of his role in the drama (whether the act of betrayal is required for the proper 'blessing' of the steel is unclear, it could just be tradition).  The steel is then considered to be properly 'consecrated' to murder and betrayal, and is ready for enchantment.  [PLAYERS HANDBOOK]

 

Inflict Minor Wounds on a weapon or iron or obsidian, so that it does an extra point of damage to a living target, usually through infected wounds or exacerbated blood loss.  Only works on piercing or slashing (bloodletting) weapons.  [PLAYERS HANDBOOK]

 

A Scythe of Death's Knell.  When it takes a target below 0 hit points, this black adamantite blade automatically sucks out their life force via this spell.  Also seen on Garrotes and rarely on Two-Handed Headman's Axes or Slaughterhouse Mauls, Great Scimitars, wavy-bladed Daggers or other executioners or assassins weapons.  [PLAYERS HANDBOOK]

 

A barbed arrow or crossbow bolt of Ray of Enfeeblement that only lasts until it is removed (a move-equivalent action that causes additional damage equal to its base damage (1d6, 1d8 or 1d10, depending on the ammunition), or a full-round action requiring a Healing check, DC 20, to remove without further harm).  The arrow-heads must be crafted from corroded green copper or rusting iron as only metal showing signs of decay or corrosion will suffice.  [PLAYERS HANDBOOK]

 

A necromantic scourge of human sinews and bone, whose heads are demonic horned skulls of blueish chill force that inflict no harm, but act as a Chill Touch spell at 12th level, on any strike.  It has the Ghost Touch feature and requires the skull of an Imp or Quasit, as well as the skulls of thirteen Tiny humanoids (Grigs or Jermelaine are preferred) that are placed within the hollowed out outsider skull for one month to steep and buried in a graveyard.  Slowly the tiny skulls warp and deform under the touch of evil and necromantic forces, until they also resemble that of the outsider, fanged, horned and malevolent, all-but glowing with unholy energies.  The outsider skull itself crumbles to dust, its residual foulness spent, and the thirteen tiny skulls become the heads of the scourge.  [PLAYERS HANDBOOK]

 

Phantom Bolts.  These slender bolts are carved of bone, fletched with stiffened human hair and tipped with the razor-sharp teeth of carnivorous animals (sharks teeth are preferred, although they must be shipped from far away).  As they leave the crossbow, a blueish force surrounds them and they become spectral, affected by the Ghost Touch ability.  On a strike, they inflict no normal damage, but instead affect a target as Chill Touch spell (DC 15).  If striking instead an undead target, they inflict the effects of a Chill Touch spell, as well as 1d6 damage, as the effects of a Disrupt Undead.  This is not a burst of positive energy, so much as a lessening of the targets innate negative energy.  [PLAYERS HANDBOOK]

 

A Whip, Net or Bola can act as a Ray of Enfeeblement 3 / day on a successful grappling hit. [PLAYERS HANDBOOK]

 

Whip of Chardun's Torments, activates whenever it successfully grapples a foe.  (or on a critical hit)  [RELICS & RITUALS]

 

Weapon of the Condemned, its damage cannot be healed magically.  Must be deities chosen weapon and used on targets of opposed ethos or in a manner acceptable to the diety (so a Warsceptre of Condemnation devoted to Chardun would be usable on inferiors of ones own alignment and faith as well, etc).  [RELICS & RITUALS]

 

Missile Weapons of Unholy Channel, arrows, bolts, stones enchanted with various levels of Inflict spell.  (only Inflict Light on Shortbow Arrows, Light (or Hand) Crossbow Bolts or Sling Bullets, Inflict Moderate on Longbow Arrows, Javelins or Heavy Crossbow Bolts.  Inflict Serious Wounds can only be placed on Ballista or Catapult ammunition.  Shuriken can only hold an Inflict Minor Wounds cantrip.)  [RELICS & RITUALS]

 

Spectral Bolts.  Empowered by the Ethereal Bolt spell, such quarrels appear delicate and useless, crafted from fine glass, but when fired transform into ethereal missiles, acting as if they possessed the power of Ghost Touch.  Additionally, they inflict Chill Touch damage instead of normal damage, and yet fire through corporeal beings, ignoring non-magical armor completely, and even flying through multiple enemies in a line, damaging them all!  (The archer must roll to strike each additional foe with an incremental -4 to his attack roll for each available target beyond the first, within the range potential of the arrow.)  The DM must adjudicate line of fire to determine how many opponents are struck by a Spectral Bolt, and the user may often spend several rounds lining up to get a good shot on several foes, as the Spectral Bolt is not re-usable, returning to the material world as broken shards of glass when it strikes the ground.  [RELICS & RITUALS]

 

Quarterstaff that can cast Darkstaff 1 / day.  [RELICS & RITUALS]

 

Permanent Bone Weapon.  Most of the Unfailing possess weapons of these sorts, although they are not as cheap or common as the Inflict Minor Wound-powered weapons and missiles bestowed to the lesser troops or more prominent undead.  [HOLLOWFAUST: CITY OF NECROMANCERS]

 

Weapon that causes Bleeding Wounds.  [NECROMANCY: BEYOND THE GRAVE]

 

 

Miscellaneous

 

Slowing Hands.  A pouch containing a dozen skeletal hands, which can be tossed forth up to 1 / day to act as a Slow effect on a single target within Close range, harrying his attacks and restraining his attempts at movement.  They keep this up for 10 rounds.  [PLAYERS HANDBOOK]

 

Gloves of Hold Person.  Thin gloves of tanned humanoid skin with adornments of bone made from the fingerbones of a human.  The gloves can be used to invoke a Hold Person effect up to 2 / day.  With each use, the bones detach and fly towards the spell target, which must be within 150 ft. and is allowed a Reflex save (DC 13) to avoid the attack.  The skeletal hand increases greatly in size to a skeletal claw that pins the target immobile for as long as the caster wishes, so long as he takes no action that requires the use of that hand.  If a target resists, the claw is evaded, and it returns to the caster, who may re-use it as soon as the very next round.  It is not counted as a successful use of the spell until it successfully grasps someone.  [PLAYERS HANDBOOK]

 

Scarab of Death Ward.  Uses one charge / death attack repulsed, is only re-fueled by sacrifice, 1 charge / HD.  More expensive versions can be recharged by Death Knell on the already dying instead of an actual ritual murder.  [PLAYERS HANDBOOK]

 

Gauntlets of Gloves of Ghoul Touch.  [PLAYERS HANDBOOK]

 

Gloves or Gauntlets of Chill Touch 3 / day or a weapon that can cast Chill Touch 1 / day.  [PLAYERS HANDBOOK]

 

Greaves of Escape, created by the Glivid-Autelan Crypt Lords, these greaves are crafted from the leg-bones of a half-dozen healthy men.  When activated, they function as Expeditious Retreat, lending strength to the wearers own legs, but at the cost of necromantically draining his life-energies to fuel their mad rush, requiring a Fortitude save each round of use to avoid the loss of a temporary Constitution point.  [PLAYERS HANDBOOK]

 

A gauntlet of finger-bones arrayed like jewelry over ones actual hand, capable of evoking Mage Hand at will, with the hand resembling a spectral image of the hand of the living donor of the bones used. [PLAYERS HANDBOOK]

 

The Dead Eye is a single humanoid eye that has been animated independently and counts as a single HD worth of undead for control purposes.  If it is planted within an empty human eye socket, it grafts itself in place and any necromancer or priest who commands it can close his left eye and see through it normally, as if he were present at its location.  Someone who controls it can place it into his own eye-socket as well, and remove it at will.  Whether the eye is implanted in another persons face or not, only he who controls it can see from it, and it always appears rimed with cataracts and 'dead.'  The eye is treated as having 60 ft Darkvision, regardless of its host (or lack thereof) and regardless of what visual abilities it's controller possesses.  [PLAYERS HANDBOOK]

 

Bestow Curse, an item stolen from a grave is enchanted to bind the spirit of the person who prized that item in life, making her unable to rest until she receives a form of proxy vengeance by cursing any person who uses or wears the item in question.  Any sort of item likely to be found in a grave can be so 'enchanted' and if the item is destroyed, the spirit is freed and no longer suffers this compulsion to curse those who handle their grave-goods. [PLAYERS HANDBOOK]

 

Permanantly Animated 'Rope.'  Unlike traditional animated ropes, this bundle is composed of necromantically animated muscle fiber and sinew, and it sometimes displays a bit more zeal in the pursuit of open ended commands, such as strangling prey that it has not been specifically ordered to maintain alive.  A typical example of a magical item created by the Necromantic Transmutation magics of Glivid-Autelan Crypt Lords.  [PLAYERS HANDBOOK]

 

Soul Charm.  A humanoid skull crafted from a former Necromancer (or, more commonly, Priest) capable of casting Animate Dead.  These skulls allow their master to command undead through the skull as if half of the skulls levels added to his own for HD limits.  Thus, a 16th level Necromancer would normally be able to control up to 32 HD worth of undead through the Animate Dead spell (or other means), but if he managed to craft a Skull Charm from the skull of a 10th level Priest of Chardun, he would count as 5 levels higher for the purposes of commanding undead.  (Actually, he would expend 10 HD worth of 'undead control' to master the Skull, the Skull itself would then command 20 HD worth of undead as his proxy.)  To master a Skull Charm is extremely difficult for someone who cannot normally command undead, or did not create the Charm personally, requiring extensive research and ritual preparations.  [PLAYERS HANDBOOK]

 

Pumice Arrowheads.  Carved from a single larger piece of pumice along with a matching arrowhead sized charm that is fastened to a bracer on ones bow-arm, these arrowheads act normally, but inflict an additional hit point of blood-drain damage / round until removed with a successful healing check (DC 15 as a full-round action, or as a movement equivalent action to tear free, inflicting 1d6 additional damage).  These hit points are magically transferred to the pumice charm on the bowmans wrist, where he gains these points as healing.  (He does not gain temporary hit points, extra points are lost, although the embedded pumice arrowhead will continue draining blood so long as the victim lives.)  If the arrowhead is smashed to the ground deliberately, its sympathetic companion piece on the archers wrist will also violently shatter, inflicting 1d4 damage to the archer.  Merely snapping the shaft of the arrow will not break the arrowhead, and it can be retrieved and magically mended at later convenience, as the archer can feel the presence of his pumice arrowheads by simply extending his arm in the air and following where the sympathetic pumice pieces on his bracer pull him to retrieve their mates.  Vampire Touch is used to create several of these arrowheads (up to five for a 10th level caster), linked to a single bracer. [PLAYERS HANDBOOK]

 

Glove of Vampiric Touch.  Woven from what seems to be human hair, these coarse gloves are usually black and unnaturally tough.  Actually the hair of a vampire goes into their creation and is painstakingly woven into a sturdy pair of gloves that are always cold to the touch.  Never are such gloves made for the right hand, as any person who finds and wears both gloves of a pair instead suffers the effects of a Vampiric Touch upon himself.  Where the stolen life-energies go remains a subject of debate, but sources agree that it cannot be good.  [If the wearer dies from this effect, he becomes not merely a vampire, but the physical re-embodiment of the vampire whose hair made the gloves (assuming it is destroyed).  Anyone normally slain by the gloves touch generally returns as some form of uncontrolled undead within three nights time.]  [PLAYERS HANDBOOK]

 

Skull-carved Mask of Speak With Dead.  This mask is created from a particular skull, and allows the use of Speak With Dead with that person at any time, simply by donning the mask.  [PLAYERS HANDBOOK]

 

A leathery flask, that upon closer examination proves to be a shriveled humanoid stomach.  It sloshes with a reeking fluid and can be used to project an Acid Spittle effect once / day by squeezing the bag while pointing the opening at the target.  It must be recharged after a daily use with a meals worth of rations (fresh, preferably raw, meat only) shoved into the top and a pint of wine.  [RELICS & RITUALS]

 

Locking Helmet that is forged from a single piece of metal along with a Circlet worn by the actual item user.  At any time or range, he can activate the effects of Steal Sleep and they will project his own mental and physical fatigue to the prisoner of the locked helm.  [RELICS & RITUALS]

 

Gorget of Grim Feast.  This item was created by a mad priest of Gaurak and the wearer can use the effect at will, so long as he physically consumes flesh from the dead to be 'harvested.'  [RELICS & RITUALS]

 

Eyes of Assassin's Senses, can be activated up to once / target at the will of the user, but if the target they are activated for does not die, the user suffers the effects of an Inflict Light Wounds and is Blinded until that damage is healed.  Of thin translucent leather, these are crafted from the hardened corneas of a man sacrificed on one of Belsameths black altars, who saw his death coming, and was forced to watch his own sacrifice.  [RELICS & RITUALS]

 

Thurible of Dead Man's Eyes.  A freshly removed eyeball is placed within this censer and burned, the sickly-sweet smoke from its consumption revealing the images to all who peer closely within.  (Scry check, DC 15)  [RELICS & RITUALS]

 

Black Silk Glove of Shadow Touch.  The silk must be spun from venomous spiders, and instead of manually dying the silk or the finished glove, the spiders must be fed a diet rich in dyes, causing them to grow sickly, and yet to eventually produce black-dyed silk as they fall ill and die.  As weaving the silk of normal orb-spiders is tiresome (and they fall ill too quickly), small sized monstrous spiders are preferred, as they both produce larger and easier-to-work with strands of webbing, and survive the ingestion of dye-laden meats and fluids longer.  [RELICS & RITUALS]

 

Eyes of Nethergaze.  Crafted of jade, the rarest violet-tined jade, so thinly cut as to be translucent, these cusps are fitted over the eyes.  They can be used as often as desired to enact a Nethergaze on any one undead creature.  Only one creature can be so affected at a time, and each use of the property requires that the user fixes his gaze upon the undead to be affected, and then closes his eyes (treat as a Standard Action that does provoke an AoO), severing that creatures ties to the negative material plane.  If the undead resists that effect, the wearer is aware of this and can open his eyes and attempt to use the effect again on the same or another undead.  [RELICS & RITUALS]

 

Permanent Bone Tattoo.  [BOOK OF ELDRITCH MIGHT]

 

Bone Gauntlet of Wraiths Touch.  Crafted of aged bone, hardened by special enamels, this gauntlet confers little protective value and is light and somewhat brittle.  It contains 5 charges of Wraiths Touch, and it grows more cracked and decrepit in appearance as they are used, until it literally falls from the users hand when the final charge is expended.  [HOLLOWFAUST: CITY OF NECROMANCERS]

 

Mask or Helm (and / or Gloves or Gauntlets) of Corpse Link.  The mask appears like an ivory skull on the left side and as black iron on the right.  The gloves are oil-blackened leather for the right hand and tattered white silk for the left.  Other versions include black iron collars, masks, helms or bracelets worn by the undead to be affected, and a matching white ivory collar, mask, helm or bracelet to be worn by the user of the Corpse Link effect.  [COMPLETE NECROMANCERS HANDBOOK]

 

Permanent Skeletal Hands, fashioned from a matched pair of humanoid hands, lovingly boiled clean and enchanted within an hour of removal, while the 'donor' yet lives.  The donor must be killed during the final stages of enchantment, or the hands will be possessed of a malign and vengeful personality and resist their creators commands.  [COMPLETE NECROMANCERS HANDBOOK]

 

 

OTHER

 

Necromantic Coldweave, made from dead man's hair.

 

Necromantic 'refrigeration' involving killing a human with intense cold, and magically sustaining that heat-absorbing process, so that the corpse radiates constant intense cold.  Ditto, Necromantic 'forges' involving burning a man to death and somehow maintaining the smoldering essence of his death, but not as likely to be usable as the cold process, since necromancy is more focused on cold and life-drains.