The ornate sign directs you to a small stall at the edge of the market district decorated in purple cloth. Valcav stands behind the stall, carefully adjusting his items but he looks up and smiles as you approach. “Welcome friends. I take it you’ve come seeking powerful magic items? As per my agreement with the mages’ guild I am obligated to inform you that some of what I have on display bears mild to moderate curses. But don’t let that scare you away. Why not take a look and decide for yourself what is a curse and what is actually a boon in disguise.”
Cracked Sphere of Power
Valcav holds the small sphere up to the light to show off the deep groove in its surface. “My sources say these tend to be made by accident rather than intention. They work as well as the original for all intents and purposes, you just have to deal with some slight defects” He gestures to a bowl of them to his left. “I can give you quite a bargain on these if you buy them in bulk.”
Aura strong transmutation Slot — ; CL 17; Weight—;
This handheld sphere of metal or crystal has a deep crack almost splitting it in two.
Cracked spheres of power most often take the form of either a pearl of power or a runestone of power. Its aura and caster level otherwise appear normal for an item of its type giving no indication of its cursed status. The curse becomes apparent when the user attempts to activate a cracked sphere of power for the first time. When drawing on the power of the sphere, the user is overwhelmed by magical feedback and takes 1d6 points of damage per level of the spell being recalled or expended. A DC 17 Will save reduces the damage by half.
Magic Items pearl of power, runestone of power
Wondrous item, uncommon (requires attunement by a spellcaster)
Like a pearl of power, a cracked sphere of power allows you to regain an expended spell slot once per day.
Curse: When you speak the command word, your body is wracked by magical feedback. You take 1d6 points of damage per level of the spell slot being recalled. You can reduce this damage by half by succeeding on a DC 17 Wisdom saving throw.
Valcav hangs the shackles off his dagger and twirls them before your eyes. “These are more of a practical joke than anything dangerous.” He flicks the shackles off his dagger and catches them in an open hand. “They’re the kind of thing you give to an enemy under the guise of being helpful.
Aura faint illusion Slot wrists; CL 3rd; Weight 1lb;
These metal manacles have a four leaf clover caved above one of the locks.
These Medium-sized manacles are magically reinforced adamantine manacles. They require a DC 40 Escape Artist check to slip out of them and a DC 30 Strength check to break them. They have hardness 20 and 40 hit points Getaway shackles can be used as manacles or fetters and will magically adjust themselves to fit small or large sized creatures.
There is no obvious effect if two creatures are locked together with the shackles or if one creature is locked to an object. The curse is activated only if the shackles are used on a single creature. Once locked the shackles and the wearer are turned invisible per the spell. The invisibility lasts for one minute and once it wears off the shackles unlock themselves and fall to the ground freeing the target.
Wondrous item, rare
This medium sized set of manacles is magically reinforced to prevent escape. They will magically adjust their size to fit a small or large sized creature. Slipping out of them requires a successful DC30 Dexterity check. Breaking out of them is just as difficult and requires a DC 30 Strength check.
Curse: The curse of a pair of getaway shackles only becomes apparent when you lock both clasps on a single target. They are affected by an invisibility spell which lasts for one minute. After the minute is up, the invisibility ends and the shackles unlock themselves and fall to the ground.
Valcav holds the shield up in a defensive position, peering at you from over the top. “For the most part, these shields are top notch.” He taps the front of the shield with a dagger and it begins to vibrate, giving off a low pitched thrumming sound. “The trick is knowing what it will protect you from and what it will actually harm you with instead.”
Aura moderate transmutation; CL 11th; Weight 25 lbs.;
These smooth dark metal shields are bell-shaped and feel heavier than they look at first glance
A resounding shield functions as a +2 heavy steel shield. The curse of a resounding shield leaves its wielder vulnerable to attacks with blunt weapons and spells that deal sonic damage. When the wielder of a resounding shield takes bludgeoning damage the shield sends vibrations throughout their whole body. They must succeed on a DC 12 Fortitude saving throw or be left shaken for 1d4 rounds. When the wielder takes sonic damage the vibrations coursing through their body are much worse. They must succeed on a DC 13 Fortitude saving throw or become stunned for 1d4 rounds instead. A resounding shield forces its owner to wield it over all other shields. They automatically draw it even if they intended to use another shield.
Armor (shield), rare (requires attunement)
A resounding shield provides you with a +2 bonus to your AC
Curse: Attuning to a resounding shield curses you. Until you are targeted by the remove curse spell or similar magic you can’t remove the shield. While cursed, you have vulnerability to bludgeoning and thunder damage. When you take bludgeoning damage you must succeed at
a DC 12 Constitution saving throw or become fatigued for 1d4 rounds. When you take thunder damage you must you must succeed on a DC 13 Constitution saving throw or become stunned for 1d4 rounds.