The material below is designated as Open Game Content
This chapter outlines alternative methods of item creation used by druids. There are also rules for several new types of magic item almost exclusively used by druids.
Requires: Brew Potion, Knowledge (nature) 9+ ranks.
Druids wishing to produce potions rarely have the time or inclination to use alchemy or a laboratory. Instead, druids cultivate potion gardens. These small kitchen garden affairs are usually found within or near to a sacred grove, where they benefit from the protection of the grove’s defences, whatever they may be. Animals living near the garden sometimes eat from it and they begin to demonstrate the effects of the potion being brewed within the leaves and roots. If the potion is toxic or dangerous, they quickly learn to avoid the garden but, in places where druids cultivate potions of Charisma, Intelligence, Strength or some other beneficial elixir, the local wildlife can quickly be invested with such qualities.
Establishing a Potion Garden: Only druids with at least 9 ranks in the Knowledge (nature) skill can create a potion garden. Establishing a potion garden requires one week for every square yard the garden will encompass. If multiple individuals tend the same garden, divide the total time by the number of druids working together. A garden composed of 10 square yards, tended by 3 druids, would require 3 weeks to establish. At the end of this period, the lead druid must make a Knowledge (nature) check with a difficulty equal to 10 + the number of yards square included in the garden to establish that the magical energies are correct and the plants healthy.
Tending a Potion Garden: A garden must be looked after if it is to flourish. At least one individual must look to the garden’s needs for a least one full hour each week or the garden will become less productive. If a garden is not tended for one full month, it loses one enchantment. It continues to lose enchantments at a rate of one each week until all of them are gone. Once all the enchantments are gone, the garden reverts to a completely normal state after one more week, at which point the druids would need to start the whole creation process again.
Enchanting a Garden: Only a character with 9 ranks of Knowledge (nature) and the Brew Potion feat can enchant a garden. To enchant a garden, the character must choose a normal potion and calculate its base cost following the rules outlined in the SRD. Enchanting a garden takes one full day and requires 1/10th of the base cost of the potion in experience and ingredients costing ¼ the base cost of the potion from the character. All of the materials for a potion garden can be provided through foraging (see the Bounty of Nature in the Tricks of the Trade chapter). A garden can only support enchantments with a caster level equal to or less than its size in yards squared.
Harvesting a Garden: When the druid wants, he may attempt to harvest the garden for a particular potion for which the garden has been enchanted. This requires only one hour but the character must make a Knowledge (nature) check to successfully harvest the garden. The base difficulty for the check is 20 but it is modified using the above table:
If the check is successful, the garden yields up a series of potion ingredients. A character eating these ingredients has a 25% chance of being affected as though by a single potion of the appropriate type. Alternatively, these ingredients can be boiled in water for one hour to produce 1d3 –1 potions of the appropriate type. On a roll of a 1, the harvest fails to produce a useful potion.
Cleansing a Garden: When the druid has as much of a potion as he desires, he may choose to cleanse a garden of the enchantment that is producing it. This requires one hour to tend the garden and a knowledge (nature) check (DC 5 + the garden’s size in yards squared + the number of enchantments in the garden). Success removes the enchantment. A druid may remove any enchantment from a garden.
Requires: Scribe Scroll, 8+ ranks of Knowledge (nature).
Scroll flowers are the druid’s answer to the expensive material components of scrolls. Each flower is tended separately after being invested with the essence of a particular spell. Once fully mature, the flower gives up a thick black sap with which the druid can write a scroll of that spell on normal paper or any other suitable material at no cost to himself.
It takes one full season to grow a scroll flower. Each flower requires the attention of the druid or an aid with at least 8 ranks in the Knowledge (nature) skill for at least one full hour each week. At the beginning of the process, the flower needs to be enchanted. This requires an amount of experience equal to the caster level of the scroll multiplied by the spell’s level. A 4th level druid trying to create a scroll of a 2nd level spell would need to pay 8 experience points. The flower will require 4d4 months to completely mature. At this time, the druid makes a Knowledge (nature) check (DC 10 + the caster level of the scroll). If the check is successfully, he extracts the required ink and can begin to write the scroll. If he fails the check, the plant is ruined.
The process of writing the scroll requires both that the druid has the spell prepared and that he has the Scribe Scroll feat. There are no checks required and it takes only one hour. This must be done within 1d6 hours of the ink being extracted from the scroll flower or the ink is ruined and the druid loses his chance to create the scroll.
|Garden has not been recently tended||+ the number of days since last tended|
|Garden was harvested (or initially enchanted for specified potion):|
|Less than 5 days ago||+40|
|Less than 10 days ago||+30|
|Less than 20 days ago||+20|
|Less than 30 days ago||+10|
|Less than 60 days ago||+5|
|Autumn (or similar poor condition)||+5|
|Winter||Cannot be harvested|
|Multiple Enchantments on Garden||+2 per additional enchantment|
Requires: Brew Potion, Scribe Scroll, Invest Magic, Knowledge (nature) 15 ranks.
A spell-like investiture is the ability to grant a creature with a spell-like ability that replicates one of the druid’s spells. Druids created spell-like investitures so that they would not need to carry scrolls and potion bottles with them at all times – items that could easily be destroyed in the wilderness. Constructs cannot be imbued with spell-like abilities.
Brewing an Investiture: To successfully brew an investiture requires Brew Potion, Scribe Scroll, Invest Magic and Knowledge (nature) 15 ranks. Each investiture is brewed separately with a specific recipient in mind. Creating the potion requires hair, skin or some other bodily material from the creature to be invested. Druids follow the basic procedure for creating a potion when they brew an investiture. They can either brew the potion using the conventional method outlined in the SRD or they can use a potion garden. With a potion garden, it should be noted that, though a garden might continue to produce an investiture, only the original creature for which it was created can benefit from the investiture potions created.
To calculate the base cost for brewing an investiture, multiply the level of the spell x the caster level x 800 gp. The druid may set the caster level anywhere between his current caster level and the minimum caster level for the spell.
Administering the Cocktail: Once the investiture has been brewed, it must be administered to the chosen creature. Administering the brew usually requires one full hour and is usually done over several attempts. A brew must be administered to the subject within 24 hours of its creation or it is ruined and loses all its magical properties. The druid makes a check using the appropriate skill (see below) against a difficulty of 15 + the number of investitures the creature already possesses. If the check fails, the character destroys the potion and the whole process must begin again. If the check succeeds by more than double the base difficulty, the process of administering the brew takes only thirty minutes.
Surviving the Process: The creature to receive the investiture must immediately make a Fortitude saving throw (DC 15 + the level of the investiture + the number of investitures it already possesses). This check must be made even if the administering of the investiture failed. Failing the check causes the creature to receive 1d4 points of Constitution damage. This damage heals at a rate of one point each day. On the last day of healing, the character must make a second Fortitude saving throw (same difficulty). Failing this check causes the final point of Constitution damage to become permanent.
Using a Spell-Like Investiture: Each investiture allows the creature to use the associated spell once each day as a spell-like ability. The creature must have either a Wisdom or Charisma score of 10 + the level of the spell to be able to use the investiture. In addition, creatures with an Intelligence of less than 5 must be trained how to use the investiture. Animal companions can be taught to use their investiture as a normal trick. If the creature is subjected to a targeted dispel magic, his ability to use any investiture is suppressed for 1d4 rounds. A morden’s disjunction or similar magic will affect a character’s investitures as though they were all a single magic item in his possession. The caster level of the original potion fixes the caster level for an investiture.
|Type of Creature||Skill Required|
|Aberration, Animal, Beast, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Plant, Shapechanger, Vermin||Knowledge (nature)|
|Elementals, Outsiders||Knowledge (the planes)|
|* Constructs cannot receive investitures.|
Removing a Spell-Like Investiture: A character may attempt to remove a spell-like investiture from his system at any time. Once each day, the character may attempt to remove one of his spell-like investitures by making a Fortitude saving throw (DC 15 + the caster level of the investiture). Success removes the investiture. Undead and other creatures without Fortitude saving throws must make a Will saving throw to remove an investiture.
Requires: Invest Magic and one of the following: Craft Staff or Craft Wand.
Trees form an important part of any forest or woodland. Ancient, strong, with roots that reach deep into the earth, the tree symbolises longevity and resilience. These properties make trees perfect for druids to invest with magic. By soaking the roots of a tree with magical fluids and singing ritually to the tree, a druid or group of druids can awaken its magical spirit and spin those magical energies into something that in almost every way mimics the properties of a magical staff or wand.
A wand tree has many of the same properties as a wand. Investing a tree with the properties of a wand costs twice the amount for a normal wand of the same type. The rituals require the character to have all the materials, components and foci the druid would need to make a wand using the conventional rules outlined in the SRD. Once a wand tree has been awakened, the tree has 50 charges. Druids often inscribe on the tree the name of the spell invested within it in Ogham, allowing any druid that discovers the tree to activate the investment. Wand trees use the spell trigger method of activation and require the druid be touching them to activate the spell. The principle advantage of a wand tree is that the tree’s own energies regenerate over time. Every ten years, the tree regenerates 1d10 charges. A tree lost deep in the forest for a hundred years will almost certainly have rekindled all of its charges by the time it is rediscovered.
A staff tree follows all the normal rules for a staff. Each tree is covered in Ogham writing, detailing the tree’s investments and turning the trees inner spirit to the particular nature the druids have chosen for it. Each tree, like a staff, contains several related spells and the Ogham and other decorations will often make it immediately obvious to what forces the tree has been attuned. Like a wand tree, it costs twice as much to create a staff tree as it does to create the equivalent staff and a staff tree also regenerates its charges at a rate of 1d10 charges every decade, making these ancient and powerful trees one of the druid order’s most useful resources.
Requires: Invest Magic.
Using the Invest Magic feat, the druid can incorporate living creatures into their magic item creation process. This process is highly contentious among druids. While some items have been part of the druid arsenal for centuries and are now wildly accepted, new creations incorporating living creatures are often greeted with ill feeling.
The process of incorporating a living creature into an item greatly extends the time it takes to create that item. Only aberrations, animals, beasts, dragons, elementals, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, outsiders, plants, shapechangers and vermin can be incorporated into a magic item. The druid must infuse the magic into the creature while it is still in the earliest stage of its life cycle. Only corporeal creatures with a proper life cycle can therefore be invested. The magical properties only manifest once the creature is fully matured. For example, a plant must be invested while it is still a seed, an animal while it is still in egg form or in the womb. The exception to this rule is an Ooze, which can be modified at any time during its life but will still take 1d10 months to complete its metamorphosis into a magic item. Though the magic will warp the creature throughout its life, there is always a delay before the creature fully develops its magical properties.
The process of creating a magic item using a living creature stills the creature’s development. The item creation time is added to the gestation period of the seed, egg or foetus. Oozes become inactive during the whole creation process. Essentially, the living creature is a material component required to produce the item. The living creature is a part of the principle components of the item. The item’s description will include the gold piece worth of the living creature in the item. The druid does not need to pay this normal item production cost but, of course, cannot begin the process until he has acquired a suitable specimen on which to work his magic.
Living magic items have two special properties. The most obvious is that the living creature will pass its magical properties on to its offspring. It is possible to create sterile living items but this does not reduce the creation cost. The other special property all living magic items share is their ability to resist the effects of dispel magic. As living creatures, many of the properties these creatures develop become supernatural traits as opposed to normal magic item qualities. If the item is targeted by a dispel magic or similar magic, the item may make a Will save (DC set by the caster) to avoid the effects.
Living magic items come with two specific flaws. Firstly, they age. All living magic items age and can die. A magic item that dies cannot be repaired but must be resurrected, a spell most druids do not have access to. Secondly, producing a living magic item is a difficult process. The druid must make a Knowledge (nature) check (DC 10 + the caster level of the item). Failing this check causes the item to mutate. This usually results in a living creature with a twisted sense of detachment from nature, an abomination usually intent on harming its creator and other natural creatures.
Living magic items are very rare. They are as intelligent and aware as the creature on which they are based. They have their own alignment, agendas and desires. Player characters will not usually be able to make living magic items because of the time it takes for a creature to mature into its full magical potential.
New Magic Items
The secret of making the assassin gauntlet was until very recently reserved to the vitiate maidens. These gauntlets appear to be made up of leaves and vines. They will actively crawl up onto the body of anyone not currently wearing a gauntlet and always attach to the character’s dominant hand (right if the character is ambidextrous). The assassin gauntlet, however, it far larger than a normal gauntlet and though it covers the lower arm and hand completely, tendrils will flow out over the body of the wearer, wrapping themselves about the opposing shoulder and neck.
Medium Plant (Magic Item); CR -; HD: 4d8 + 12 (30 hp); Init: -; Speed -; AC -; Face / Reach: 5 ft. by 5 ft. / 5 ft.; SA: Entangle, SQ: Electricity Immunity, Cold and Fire Resistance 20, Blindsight; SV: Fort +5, Ref +5, Will +5; Str 12, Dex 12, Con 12, Int -, Wis 13, Cha 9
The assassin gauntlet is a modified form of assassin vine. Though completely immune to electrical damage itself, it offers its wearer only 5 points of resistance against electricity. Only the gauntlet benefits from its resistance to fire and cold. Using the gauntlet, a wearer can make unarmed attacks as though he were armed and inflict 1d6 points of slashing damage. While using the gauntlet, it will guide his actions using its sense, so the character can fight as though he possessed the Blind Fight feat. As a free action, the wearer of the gauntlet may cause plants within 30 ft. to animate as a free action. This does not affect the wearer but everyone within 30 ft. is affected as though within the area of an entangle spell cast by a 4th level druid (DC 12). This ability lasts for as long as the assassin gauntlet lives or until the wearer or gauntlet dismisses it as a free action.
The assassin gauntlet takes two years to grow. During that time, it must be tended but does not require anything but sun and a continuous supply of small animals and vermin to consume. Once the assassin gauntlet has matured, it feeds off its owner. It must be worn for at least 8 hours each week and adds 2 gp to the monthly living cost of the owner. The owner must make a Will save (DC 18) to remove the gauntlet at all. When initially created, the assassin gauntlet can also be granted a magical enchantment. This increases the cost as normal for a magic weapon and follows the normal rules for a slashing melee weapon. If the caster level of the magic weapon enchantments is higher than 7, the difficulty for the Knowledge (nature) check and the assassin gauntlet’s saves should be increased accordingly.
Caster level: 7th, Prerequisites: Infuse Magic, Craft Magic Arms and Armour, magic fang, the seeds from an assassin vine; Market Price: 47,000 gp (living component - 4,900 gp)
Black skin is a variant of a black pudding. Unlike a normal black pudding, this ooze will flow onto a naked form and protect it from harm in exchange for a continuous supply of life energy to sustain its existence. When unattached to a host, the black skin looks like a smaller variant of its natural cousin. The black skin cannot split into two black skins as a black pudding splits into two offspring. It replicates only once every 40 years, at which point it becomes two skins instead of one. It takes this long for the magical energies required to continue its existence to build sufficiently to sustain two lives instead of one.
The black skin described here is of sufficient size to cover a medium size creature. If donned by a smaller creature, the black skin shrinks to contain it and slowly loses excess mass. If donned by a larger creature, it takes 1d10 days per size category to gain the sufficient size. A black skin could be of any size when initially found.
Medium Size Ooze (Magic Item); CR -; HD 3d10 + 10 (26 hp); Init. -; Speed 10 ft.; Atk +3 melee (successful allows its to engulf opponent, at which point it consumes all clothes and drops magic items at subject’s feet); Face / Reach 5 ft. by 5 ft. / 5 ft.; SA Acid; SQ Blindsight, Ooze; SV Fort +5, Ref +5, Will +5; Str 12, Dex 1, Con 11, Int -; Wis 1, Cha 1
The black skin will consume anything worn by the wearer in addition to the skin unless the item is alive itself or resistant to acid damage. It will not attack the host. The host is covered completely from head to toe. The black skin grants the wearer a +6 enhancement bonus to Strength and a bonus 10 hit points. This hit points are temporary and only heal once the character has recovered all of his natural hit points. The wearer receives the ooze blindsight ability and can sense creatures within 60 foot by sight and vibration alone. In addition, the ooze grants its wearer the ability to attack unarmed as though he possessed the Improved Unarmed Attack feat and delivers a +2d6 points of acid damage to his opponents. Finally, the wearer gains a climb movement of 20 ft. and is completely immune to acid.
As an ooze, a black pudding can be converting to a black skin in 1d10 months. It requires a Will saving throw (DC 15) to remove the skin and its need for life energy adds 4 gp to the monthly living costs of the owner. While not being worn, the creature feeds as a normal black pudding but with the attack bonus above and searches for a creature with which to bond. The acid excreted by the black skin is in all ways identical to that secreted by a black pudding (see the SRD).
Caster level: 7th, Prerequisites: Craft Wondrous Item, Infuse Magic, a black pudding and might of the oak or bull’s strength; Market Price: 90,000 gp (living component - 28,900)
Druids can use this intimidating weapon because it is a living thing but most would find the prospect distasteful to put it mildly. Only the vitiate maidens and other druids with a strong association with venomous or reptilian creatures like to use this weapon. At first appearance, the weapon appears to be a whip but when wielded it is quickly revealed as a venomous snake.
Small Animal (Magic Item); CR -; HD 1d8 (4 hp); Init -; Speed -; AC -; Face / Reach 5 ft. by 5 ft. / 5 ft.; SA Poison, SQ Scent; AL N; SV Fort +5, Ref +5, Will +5; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
This cobra whip is created from an asp or similar venomous snake. It is wielded at the tail and its body has a sleek appearance that makes it appear like a whip. It has three heads instead of one and each is capable of inflicting a terrible bite. It bites anyone it hits, dealing 1d4 + 2 points of damage plus its poison. The damage can be considered piercing, slashing and bludgeoning. The poison the whip injects has an initial and secondary damage of 1d6 temporary constitution damage (DC 10 + ½ the whip’s caster level + the whip’s Constitution modifier).
The snake attacks as a +2 weapon, granting a +2 enhancement bonus to attack and damage. A character not proficient in the use of a whip suffers the normal penalty when wielding the weapon.
Caster level: 6th, Prerequisites: Craft Magic Arms and Armour, Infuse Armour, a live snake and poison, viper strike; Market Price: 15,000 gp, Cost to Create: 7,450gp + 600 XP + a live snake.
Dark cloaks are usually only found among druids living underground. These druids have transformed cloakers into actual garb they can wear. The mind of this creature has been rendered inert by the druid’s magic and has neither the ability to attack or defend itself. The creature has no ability to move on its own. It feeds off the living energies of the person that dons it and grants it wearer complete access to its ability to manipulate shadows.
Medium Aberration (Magic Item); CR -; HD 6d8 + 18 (45 hp); Init -; Speed -; AC -; Face / Reach 5 ft. by 5 ft. / 5 ft.; SQ Shadow Shift; AL CN; SV Fort +7; Ref +7; Will +7; Str 21, Dex 16, Con 17, Int 2, Wis 15, Cha 15.
The wearer of a dark cloak receives a +5 natural armour bonus and can use the following supernatural abilities; obscure vision (gives the wearer one-quarter concealment for 1d4 rounds), dancing images (as mirror image cast by a 6th level sorcerer) or silent image (as silent image cast by a 6th level sorcerer). Each of these abilities requires a standard action to use. It takes five years for a dark cloak to mature to the point where it can be used. The dark cloak requires feeding when young and increases the amount of food its wearer requires once mature. The owner of the cloak adds 2gp to his monthly living costs. In addition, the cloak must be worn for at least eight hours every week or it will take 1d6 points of damage per week until a living wearer again dons it or it receives conventional feeding.
Caster level: 11th, Prerequisites: Infuse Magic, Craft Wondrous Item, access to a cloaker’s egg; Market Price: 140,000 gp (living component - 12,100gp)
These signets are found only in the hands of archdruids. Each is a small piece of jewellery, usually a clasp, made from wood and precious stones. The signet has the name of the grand druid, his trio of advisors and the archdruid inscribed in Ogham on the back. Should the position of grand druid or one of his advisors change, the name on the back of every grand signet immediately changes – informing every archdruid in the world of the change in office. In addition, should the archdruid travel to another plane where the grand druid is different, the name similarly changes, revealing to the archdruid the name of the master of all druids on this new plane.
The most important magical quality of the grand signet is its ability to be recognised. Should a druid be shown the grand signet, he will immediately recognise the holder for what he is. The archdruid must actively show the grand signet to the druid. If the druid just happens to see the signet, it will appear as nothing more than a mildly magical jewellery piece.
The grand signet can never be taken from an archdruid by force. If the archdruid dies, it immediately disintegrates. The archdruid can give his signet to another druid, making him an archdruid. At this point, the name on the back will change in recognition of the change in ownership.
Caster level: 15th, Prerequisites: Craft Wondrous Item, creator must be a member of the archdruid class, Market Price: 8,000 gp
Ironwood (New Weapon, Armour and Shield Special Quality)
Any weapon, armour or shield constructed from wood can receive this enchantment. In addition to its other magical qualities, the weapon will now be considered made from iron instead of wood. The weapon’s physical appearance remains unchanged but its qualities; hardness and hit points are changed accordingly.
Caster level: 11th, Prerequisites: Craft Magic Arms and Armour, Ironwood; Market Price: +2
Ring of Second Chances
This simple silver ring is decorated with the elongated form of a feline, its paws gracefully outstretched around the ring’s length. When donned, the ring grants the wearer the rhetorical nine lives of a cat. When found, this item has 2d4 + 1 charges remaining though Games Masters should note that this item can never be taken from a dead body (for reason which will become evident). Should the wearer of this ring die, the ring immediately vanishes. Within 1d4 hours, the wearer will reappear, in a new body, as though a reincarnate spell had been cast upon him. This use of the ring expends one charge from the ring. The wearer can expend two charges from the ring when he dies and choose which form he returns in. Immaterial of the new form, the character will be wearing the ring in a form suitable to the new creature’s body type when he reappears.
Caster level: 9th, Prerequisites: Forge Ring, reincarnate; Market Price: 16,200 gp
The Tree of the Dead
The image of the tree of the dead has been engrained firmly in the minds of the general population. It plays a part in the folklore of many nations and is widely believed to be a unique and potent mystical site. In truth, many darker druids have created trees of the dead all across the land. Each tree, a yew whenever possible, is twisted and warped by the powerful magics invested within it but strangely tends to live longer than normal for a tree of its type. Their bark is scarred with Ogham symbols outlining the vast paths of death and rebirth that druids believe their spirits follow, travelling in and out of the otherworld in an endless cycle. Human skeletons hang from the branches of the trees and four human skulls are placed at the base of the trunk, each staring out toward one of the four corners of the world.
By touching a tree of the dead, a druid can use the following spells:
† Scarecrow (1 charge)
† Naturewatch (1 charge)
† Contagion (1 charge)
† Decomposition (1 charge)
† Last breath (1 charge)
† Unhallow (2 charges)
† Finger of death (2 charges)
Caster level: 15th, Prerequisites: Infuse Magic, Craft Staff, scarecrow, naturewatch, contagion, decomposition, last breath, unhallow, finger of death; Market Price: 128,000gp
A unicorn sword is a beauty to behold, a weapon of both majesty and power but one born in great sorrow. Many believe a unicorn sword is a creation of evil, born of a power-hungry soul, thirsting to trap the essence of a unicorn but this is never the case because the power of the horn can only be refined by one whose heart is itself as pure as a unicorn’s. Every sword is born of the sacrifice of a unicorn, either as a dying wish or as a noble sacrifice. They are one of the most uncommon and blessed of items. Some truly pessimistic souls in the druid order speak of the black horn, an item forged from the horn and soul of an evil black unicorn. Thankfully, no sighting of this weapon has ever been proven.
Each unicorn sword appears to be a unicorn horn severed just above the forehead, about 2 feet long but much lighter than an equivalent sized weapon. Through careful extraction and enchantment, the unicorn’s natural powers have been preserved and invested in the wielder. The wielder of a unicorn sword benefits from the effects of a magic circle against evil (centred on the horn), is immune to all poisons and to charm and hold spells and abilities. The character receives a +6 natural armour bonus to his armour class.
The character may use detect evil as a free action as often as he or she desires. Once per day, the wielder may use a dimension door spell. The wielder can use cure light wounds three times each day and cure moderate wounds once per day, each as though cast by a druid of 5th level. The wielder can use neutralise poison once each day as an 8th level druid. Each of these healing abilities requires the wielder to touch the subject with the tip of the horn. The unicorn sword is treated as a dagger or short sword for purposes of proficiency, focus and similar feats. The horn is a +3 magic weapon and does 1d12 damage on a successful hit. The critical threat range is 20 and the critical multiplier is x2. The unicorn horn is an inherently chaotic good item. If wielded by an evil or lawful character, the character receives a negative energy level. Lawful evil characters receive two negative energy levels. These negative energy levels do not result in permanent level loss but cannot be removed by any means so long as that character wields the horn. The energy levels dissipate as soon as the character relinquishes the weapon.
Caster level: 9th, Prerequisites: Craft Magic Arms and Armour, Craft Wondrous Item, cure light wounds, cure moderate wounds, neutralise poison, barkskin, a unicorn horn relinquished voluntarily to the character at the creature’s death, creator must be good, Market Price: 148,000gp; Cost to Create: 74,000gp + 5,920 XP + the unicorn horn