=====Enchanted Jewelry (except rings)===== Any character can only use 1 jewelry item at a time\\ Items labelled "ARTIFACT" in the price column cannot be made in the present day. ^Name^Cost^[[Load]]^[[Durability]]^Effect^Special Ingredient^ |Amulet of Earth|1500gp|0|3|The bearer becomes resistant to acid damage, gains +5 to Perception checks involving listening, and can make any weapon attack become acid-type, with a +1 to damage rolls. However, anyone carrying this amulet moves 10' slower.|Eye of a greater land wight| |Amulet of Oblivion|15,000gp|0|3|Makes the wearer undetectable by any magical long-distance means|liver of a Devilkin Enchanter| |Amulet of Protection|ARTIFACT|0|3|wearer is resistant to all damage caused by magic spells or items.|--| |Circlet of Fire|1500gp|0|3|The wearer becomes resistant to fire damage, gives off fiery light like a torch, and can make his weapons do fire-type damage, with a +1 to damage rolls. However, over time the wearer finds that over time they and their companions can no longer light normal fires in the wearer's presence, and any spells that you or your companions cast that require a candle or flame or does fire damage their companions attempt roll their spell check at disadvantage.|Tongue of a greater fire spirit| |Circlet of Terror|7500gp|0|3|when wearer brings a target to 0 hp by a melee attack, all allies of that target must make a morale check or flee.|The skull of a Devilkin Fiend| |Circlet of Transfer|ARTIFACT| 0|3| the wearer can pick one target within 100' and on a successful INT check, instantly exchange places with it. On a failed check, the circlet stops working for 1d6 days.|--| |Crown of Frost|1500gp|0|3|The wearer becomes resistant to cold damage, reflects all light sources to twice their normal radius, and can make all weapon attacks do cold damage with +1 to damage rolls. However, the wearer finds that the continuous cold makes their weapons brittle, raising the [[durability|critical failure]] span to damage equipment to a roll of 1-2.|Teeth of a greater water spirit| |Crown of Knowledge|500gp|0|3|The wearer can speak, understand, read and write in any language, but they gain a level of [[corruption]] when it is used if the wearer doesn't already have one from the succubus trapped within the crown that whispers the words to you.|A soul gem holding the essence of a INCUBUS/SUCCUBUS.| |Crown of Magic|ARTIFACT|0|3|scholar wearing this crown can cast any arcane spell of a level he is able to cast, regardless of whether he knows it or not.|--| |Medallion of Air|1500gp|0|3| The wearer becomes resistant to lightning damage, gives off sparking light in the same radius of a lantern, and can make any weapon attack become lighting type, with +1 on damage rolls. Unfortunately, any spells that you or your companions attempt that inflict lightning damage roll their spell check at disadvantage and the magical magnetic attraction of the medallion lowers your armor class by one point while you wear or carry the medallion.|Voice of a greater air spirit| |Medallion of Silent Speech, Lesser|1500gp|0|3| wearer can hold mental conversation, undetectable by outside observers with one target within 60'|the ears of a Serpent-Jinn| |Medallion of Silent Speech, Greater|10,000gp|0|3| wearer can keep in mental communication with one person he chooses, he must begin within 60', but communication can continue regardless of time or distance until the wearer voluntarily breaks it, or chooses another communicant.|The ears of a Frost Jotun Wizard| |Necklace of Grace|500gp|0|3|The wearer has advantage to all Charisma Checks, attempts to Persuade, Charm or Hypnotize, and attempts to rally underlings. Unfortunately, the wearer gains a level of [[corruption]] when it is used if the wearer doesn't already have one from the succubus trapped within the crown that coaches the wearer.|A soul gem holding the essence of a INCUBUS/SUCCUBUS.| |Necklace of Thought Probe|2000gp|0|3|The wearer can read the thoughts of any target he can see, but the cacophony of having another sentience in their brain causes them to be [[conditions#disoriented|disoriented]] for as long as they are attuned to this item.|soul gem holding the essence of a Crusher-type Diabolus demon| |Necklace of Truth|4000gp|0|3|wearer cannot tell a lie and can detect any lie told in his presence.|The ashes of a burnt copy of all 4 gospels| |Scarab of Defense|ARTIFACT|0|3|user gains advantage to any ability check that is being used to defend against any sort of attack (poison save, dodge, etc)|--| |Scarab of Desolation|25,000gp|0|3|holding the scarab aloft causes all within 60' to go mad and attack nearest targets and keep fighting until all within sight are dead. Characters/Creatures with 4+ HD/levels get a Charisma Save, DC 15. This scarab can only be used once per calendar month, and only at night.|The ashes of a burnt copy of the Necronomicon or the Al Azif| |Scarab of Murder|15,000gp|0|3|the holder points out a target, and the scarab moves along the ground at 15' per round toward the target until it reaches it and burrows into its flesh, killing it. The scarab is indestructible, but if it fails to reach and kill the target by the next sunrise, it will turn and begin to hunt the one who sent it on the task.|tongue of a Hell Stalker|