MAGIC ITEMS V (WONDROUS ITEMS)
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WONDROUS ITEMS
This is a catch-all category for
anything that doesnt fall into the other groups. Anyone can use a wondrous
item (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually use activated or
command word, but details vary from item to item.
Special Qualities: Roll d%. An 01 result
indicates the wondrous item is intelligent, 0231 indicates that something (a
design, inscription, or the like) provides a clue to its function, and 32100
indicates no special qualities. Intelligent items have extra abilities and
sometimes extraordinary powers and special purposes.
Wondrous items with charges can never
be intelligent.
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Wondrous Item Descriptions
Standard wondrous items are described
below.
Amulet of Health: This amulet is a golden
disk on a chain. It usually bears the image of a lion or other powerful animal.
The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or
+6.
Moderate transmutation; CL 8th; Craft
Wondrous Item, bears endurance; Price 4,000 gp (+2), 16,000 gp (+4),
36,000 gp (+6).
Amulet of Mighty Fists: This amulet grants an enhancement
bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural
weapons.
Faint evocation; CL 5th; Craft Wondrous
Item, greater magic fang, creators caster level must be at least three
times the amulets bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3),
96,000 gp (+4), 150,000 gp (+5).
Amulet of Natural Armor: This amulet, usually crafted
from bone or beast scales, toughens the wearers body and flesh, giving
him an enhancement bonus to his natural armor bonus of from +1 to +5, depending
on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous
Item, barkskin, creators caster level must be at least three times
the amulets bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000
gp (+4), or 50,000 gp (+5).
Amulet of the Planes: This device usually appears
to be a black circular amulet, although any character looking closely at it
sees a dark, moving swirl of color. The amulet allows its wearer to utilize
plane shift. However, this is a difficult item to master. The user
must make a DC 15 Intelligence check in order to get the amulet to take her
to the plane (and the specific location on that plane) that she wants. If
she fails, the amulet transports her and all those traveling with her to a
random location on that plane (0160 on d%) or to a random plane (61100).
Strong conjuration; CL 15th; Craft Wondrous
Item, plane shift; Price 120,000 gp.
Amulet of Proof against Detection and
Location:
This silver amulet protects the wearer from scrying and magical location just
as a nondetection spell does. If a divination spell is attempted against
the wearer, the caster of the divination must succeed on a caster level check
(1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection
on herself ).
Moderate abjuration; CL 8th; Craft Wondrous
Item, nondetection; Price 35,000 gp.
Apparatus of the Crab: This item appears to be
a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate)
that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled)
levers: The device has the following characteristics: hp 200; hardness 15;
Spd 20 ft., swim 20 ft.; AC 20 (1 size, +11 natural); Atk +12 melee
(2d8, 2 pincers).
Lever (1d10)
|
Lever Function
|
1 |
Extend/retract legs and tail |
2 |
Uncover/cover forward porthole |
3 |
Uncover/cover side portholes |
4 |
Extend/retract pincers and feelers |
5 |
Snap pincers |
6 |
Move forward/backward |
7 |
Turn left/right |
8 |
Open eyes with continual flame
inside/close eyes |
9 |
Rise/sink in water |
10 |
Open/close hatch |
Operating a lever is a full-round
action, and no lever may be operated more than once per round. However, since
two Medium characters can fit inside, the apparatus can move and attack in the
same round. The device can function in water up to 900 feet deep. It holds
enough air for a crew of two to survive 1d4+1 hours (twice as long for a single
occupant). When activated, the apparatus looks something like a giant lobster.
Strong evocation and transmutation;
CL 19th; Craft Wondrous Item, animate objects, continual flame,
creator must have 8 ranks in the Knowledge (architecture and engineering)
skill; Price 90,000 gp;Weight 500 lb.
Bag of Holding: This appears to be a common
cloth sack about 2 feet by 4 feet in size. The bag of holding opens
into a nondimensional space: Its inside is larger than its outside dimensions.
Regardless of what is put into the bag, it weighs a fixed amount. This weight,
and the limits in weight and volume of the bags contents, depend on
the bags type, as shown on the table below.
Bag |
Bag Weight |
Contents Weight Limit |
Contents Volume Limit |
Market Price
|
Type I |
15 lb. |
250 lb. |
30 cu. ft. |
2,500 gp |
Type II |
25 lb. |
500 lb. |
70 cu. ft. |
5,000 gp |
Type III |
35 lb. |
1,000 lb. |
150 cu. ft. |
7,400 gp |
Type IV |
60 lb. |
1,500 lb. |
250 cu. ft. |
10,000 gp |
If the bag is overloaded, or if sharp
objects pierce it (from inside or outside), the bag ruptures and is ruined. All
contents are lost forever. If a bag of holding is turned inside out, its
contents spill out, unharmed, but the bag must be put right before it can be
used again. If living creatures are placed within the bag, they can survive for
up to 10 minutes, after which time they suffocate. Retrieving a specific item
from a bag of holding is a move actionunless the bag contains more than
an ordinary backpack would hold, in which case retrieving a specific item is a
full-round action.
If a bag of holding is placed
within a portable hole a rift to the Astral Plane is torn in the space:
Bag and hole alike are sucked into the void and forever lost. If a portable
hole is placed within a bag of holding, it opens a gate to the
Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are
drawn there, destroying the portable hole and bag of holding in
the process.
Moderate conjuration; CL 9th; Craft
Wondrous Item, secret chest.
The heavy warhorse appears with
harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random,
and only one may exist at a time. Up to ten animals can be drawn from the bag
each week.
Faint or moderate conjuration; CL 3rd
(gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon natures ally II (gray),
summon natures ally III (rust), or summon natures ally V (tan);
Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).
Gray |
Rust |
Tan |
|||
d% |
Animal |
d% |
Animal |
d% |
Animal |
0130 |
Bat |
0130 |
Wolverine |
0130 |
Brown bear |
3160 |
Rat |
3160 |
Wolf |
3160 |
Lion |
6175 |
Cat |
6185 |
Boar |
6180 |
Heavy warhorse |
7690 |
Weasel |
86100 |
Black bear |
8190 |
Tiger |
91100 |
Badger |
|
|
91100 |
Rhinoceros |
Bead of Force: This small black sphere
appears to be a lusterless pearl. You can throw it up to 60 feet with no range
penalties. Upon sharp impact, the bead explodes, sending forth a burst that
deals 5d6 points of force damage to all creatures within a 10-foot radius.
It functions like a resilient
sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration
of 10 minutes. A globe of shimmering force encloses a creature, provided the
latter is small enough to fit within the diameter of the sphere. The sphere
contains its subject for the spells duration. The sphere is not subject to
damage of any sort except from a rod of cancellation, a rod of
negation, disintegrate, or a targeted dispel magic spell. These
effects destroy the sphere without harm to the subject. Nothing can pass
through the sphere, inside or out, though the subject can breathe normally. The
subject may struggle, but the globe cannot be physically moved either by people
outside it or by the struggles of those within.
The explosion completely consumes the
bead, making this a one-use item.
Moderate evocation; CL 10th; Craft Wondrous
Item, resilient sphere; Price 3,000 gp.
Belt, Monks: This simple rope belt, when
wrapped around a characters waist, confers great ability in unarmed
combat. The wearers AC and unarmed damage is treated as a monk of five
levels higher. If donned by a character with the Stunning Fist feat, the belt
lets her make one additional stunning attack per day. If the character is
not a monk, she gains the AC and unarmed damage of a 5th-level monk. This
AC bonus functions just like the monks AC bonus.
Moderate transmutation; CL 10th; Craft
Wondrous Item, righteous might or transformation; Price 13,000
gp; Weight 1 lb.
Belt of Dwarvenkind: This belt gives the wearer
a +4 competence bonus on Charisma checks and Charisma-based skill checks as
they relate to dealing with dwarves, a +2 competence bonus on similar checks
when dealing with gnomes and halflings, and a 2 competence penalty on
similar checks when dealing with anyone else. The wearer can understand, speak,
and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision,
dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance
bonus on saves against poison, , or spell-like effects
Belt of Giant Strength: This wide belt is made of
thick leather and studded with iron. The belt adds to the wearers Strength
score in the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft
Wondrous Item, bulls strength; Price 16,000 gp (+4), 36,000 gp
(+6);Weight 1 lb.
Blessed Book: This well-made tome is always
of small size, typically no more than 12 inches tall, 8 inches wide, and 1
inch thick. All such books are durable, waterproof, bound with iron overlaid
with silver, and locked.
A wizard can fill the 1,000 pages of
a blessed book with without paying the 100 gp per page material cost.
This book is never found as randomly generated treasure with already inscribed
in it.
Moderate transmutation; CL 7th; Craft
Wondrous Item, secret page; Price 12,500 gp;Weight 1 lb.
Boat, Folding: A folding boat looks like
a small wooden boxabout 12 inches long, 6 inches wide, and 6 inches
deep. It can be used to store items like any other box. If a command word
is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet
wide, and 2 feet in depth. A second command word causes it to unfold to a
ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored
in the box now rest inside the boat or ship.
In its smaller form, the boat has one
pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the
boat has a deck, single rowing seats, five sets of oars, a steering oar, an
anchor, a deck cabin, and a mast with a square sail. The boat can hold four
people comfortably, while the ship carries fifteen with ease.
A third word of command causes the
boat or ship to fold itself into a box once again.
Faint transmutation; CL 6th; Craft Wondrous
Item, fabricate, creator must have 2 ranks in the Craft (shipmaking)
skill; Price 7,200 gp;Weight 4 lb.
Boots of Elvenkind: These soft boots enable
the wearer to move quietly in virtually any surroundings, granting a +5 competence
bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous
Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Levitation: On command, these leather
boots allow the wearer to levitate as if she had cast levitate on herself.
Faint transmutation; CL 3rd; Craft Wondrous
Item, levitate; Price 7,500 gp;Weight 1 lb.
Boots of Speed: As a free action, the wearer
can click her boot heels together, enabling her to act as though affected
by a haste spell for up to 10 rounds each day. The duration of the
haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft
Wondrous Item, haste; Price 12,000 gp;Weight 1 lb.
Boots of Striding and Springing: These boots increase the
wearers base land speed by 10 feet. In addition to this striding ability
(considered an enhancement bonus), these boots allow the wearer to make great
leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous
Item, longstrider, creator must have 5 ranks in the Jump skill;
Price 5,500 gp; Weight 1 lb.
Boots of Teleportation: Any character wearing this
footwear may teleport three times per day, exactly as if he had cast
the spell of the same name.
Moderate conjuration; CL 9th; Craft
Wondrous Item, teleport; Price 49,000 gp;Weight 3 lb.
Boots of the Winterlands: This footgear bestows many
powers upon the wearer. First, he is able to travel across snow at his normal
speed, leaving no tracks. The boots also enable him to travel at normal speed
across the most slippery ice (horizontal surfaces only, not vertical or sharply
slanted ones) without falling or slipping. Finally, boots of the winterlands
warm the wearer, as if he were affected by an endure elements spell.
Faint abjuration and transmutation;
CL 5th; Craft Wondrous Item, cats grace, endure elements, pass without
trace; Price 2,500 gp; Weight 1 lb.
Boots, Winged: These boots appear to be
ordinary footgear. On command, the boots sprout wings at the heel and let
the wearer fly, without having to maintain concentration, as if affected by
a fly spell. He can fly three times day for up to 5 minutes per flight.
Faint transmutation; CL 5th; Craft
Wondrous Item, fly; Price 16,000 gp;Weight 1 lb.
Bottle of Air: This item appears to be
a normal glass bottle with a cork. When taken to any airless environment it
retains air within it at all times, continually renewing its contents. This
means that a character can draw air out of the bottle to breathe. The bottle
can even be shared by multiple characters who pass it around. Breathing out
of the bottle is a standard action, but a character so doing can then act
for as long as she can hold her breath.
Moderate transmutation; CL 7th; Craft
Wondrous Item, water breathing; Price 7,250 gp;Weight 2 lb.
Bowl of Commanding Water Elementals: This large container is
usually fashioned from blue or green semiprecious stone. It is about 1 foot
in diameter, half that deep, and relatively fragile. When the bowl is filled
with fresh water, and certain words are spoken, a Large water elemental appears.
The summoning words require 1 full round to speak. In all ways the bowl functions
as the summon monster VI spell. Only one elemental can be called at
a time. A new elemental requires the bowl to be filled with new water, which
cannot happen until after the first elemental disappears (is dispelled, dismissed,
or slain).
If salt water is used, the elemental
is Huge rather than Large (as if summon monster VII had been cast).
Strong conjuration; CL 13th; Craft
Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp;
Weight 3 lb.
Bracelet of Friends: This silver charm bracelet
has four charms upon it when created. The owner may designate one person known
to him to be keyed to one charm. (This designation takes a standard action,
but once done it lasts forever or until changed.) When a charm is grasped
and the name of the keyed individual is spoken, that person is called to the
spot (a standard action) along with his or her gear, as long as the owner
and the called person are on the same plane. The keyed individual knows who
is calling, and the bracelet of friends only functions on willing travelers.
Once a charm is activated, it disappears. Charms separated from the bracelet
are worthless. A bracelet found with fewer than four charms is worth 25% less
for each missing charm.
Strong conjuration; CL 15th; Craft
Wondrous Item, refuge; Price 19,000 gp.
Bracers of Archery, Greater: These wristbands look like
normal protective wear. The bracers empower the wearer to use any bow (not
including crossbows) as if she were proficient in its use. If she already
has proficiency with any type of bow, she gains a +2 competence bonus on attack
rolls and a +1 competence bonus on damage rolls whenever using that type of
bow. Both bracers must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft
Wondrous Item, Craft Magic Arms and Armor; Price 25,000 gp;Weight 1 lb.
Bracers of Archery, Lesser: These wristbands function
as greater bracers of archery, except that they grant a +1 competence
bonus on attack rolls and no bonus on damage rolls.
Faint transmutation; CL 4th; Craft Wondrous
Item, Craft Magic Arms and Armor; Price 5,000 gp;Weight 1 lb.
Bracers of Armor: These items appear to be
wrist or arm guards. They surround the wearer with an invisible but tangible
field of force, granting him an armor bonus of +1 to +8, just as though he
were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft
Wondrous Item, mage armor, creators caster level must be at least
two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000
gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000
gp (+7), 64,000 gp (+8);Weight 1 lb.
Brazier of Commanding Fire Elementals:
This
device appears to be a normal container for holding burning coals. When a
fire is lit in the brazier and the proper summoning words are spoken, a Large
fire elemental appears. The summoning words require 1 full round to speak.
In all ways the brazier functions as the summon monster VI spell. If
brimstone is added, the elemental is Huge instead of Large, and the brazier
works as a summon monster VII spell. Only one elemental can be summoned
at a time. A new elemental requires a new fire, which cannot be lit until
after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft
Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp;
Weight 5 lb.
Brooch of Shielding: This appears to be a piece
of silver or gold jewelry used to fasten a cloak or cape. In addition to this
mundane task, it can absorb magic missiles of the sort generated by
spell or spell-like ability. A brooch can absorb up to 101 points of damage
from magic missiles before it melts and becomes useless.
Faint abjuration; CL 1st; Craft
Wondrous Item, shield; Price 1,500 gp.
Broom of Flying: This broom is able to fly
through the air as if affected by an overland flight spell (average
maneuverability) for up to 9 hours per day (split up as its owner desires).
The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400
pounds at a speed at 30 feet. In addition, the broom can travel alone to any
destination named by the owner as long as she has a good idea of the location
and layout of that destination. It comes to its owner from as far away as
300 yards when she speaks the command word. The broom of flying has
a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft
Wondrous Item, overland flight, permanency; Price 17,000 gp;Weight 3 lb.
Candle of Invocation: Each of these special tapers
is dedicated to one of the nine alignments. Simply burning the candle generates
a favorable aura for the individual so doing if the candles alignment matches
that of the character. Characters of the same alignment as the burning candle
add a +2 morale bonus on attack rolls, saving throws, and skill checks while
within 30 feet of the flame.
A cleric whose alignment matches the
candles operates as if two levels higher for purposes of determining
per day if he burns the candle during or just prior to his spell preparation
time. He can even cast normally unavailable to him, as if he were of that
higher level, but only so long as the candle continues to burn. Except in
special cases (see below), a candle burns for 4 hours.
In addition, burning a candle also
allows the owner to cast a gate spell, the respondent being of the same
alignment as the candle, but the taper is immediately consumed in the process.
It is possible to extinguish the candle simply by blowing it out, so users
often place it in a lantern to protect it from drafts and the like. Doing this
doesnt interfere with its magical properties.
Strong conjuration; CL 17th; Craft
Wondrous Item, gate, creator must be same alignment as candle created;
Price 8,400 gp;Weight 1/2 lb.
Candle of Truth: This white tallow candle,
when burned, calls into place a zone of truth spell (Will DC 13 negates)
in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the
candle burns. If the candle is snuffed before that time, the effect is canceled
and the candle ruined.
Faint enchantment; CL 3rd; Craft
Wondrous Item, zone of truth; Price 2,500 gp;Weight 1/2 lb.
Cape of the Mountebank: On command, this bright
red and gold cape allows the wearer to use the magic of the dimension door
spell once per day. When he disappears, he leaves behind a cloud of smoke,
appearing in a similar fashion at his destination.
Moderate conjuration; CL 9th; Craft
Wondrous Item, dimension door; Price 10,080 gp;Weight 1 lb.
Carpet of Flying: This rug is able to fly
through the air as if affected by an overland flight spell of unlimited
duration. The size, carrying capacity, and speed of the different carpets of
flying are shown on the table below. Beautifully and intricately made, each
carpet has its own command word to activate itif the device is within voice
range, the command word activates it, whether the speaker is on the rug or not.
The carpet is then controlled by spoken directions.
Size |
Capacity |
Speed |
Weight |
Market Price |
5 ft. by 5 ft. |
200 lb. |
40 ft. |
8 lb. |
20,000 gp |
5 ft. by 10 ft. |
400 lb. |
40 ft. |
15 lb. |
35,000 gp |
10 ft. by 10 ft. |
800 lb. |
40 ft. |
10 lb. |
60,000 gp |
A carpet of flying can carry
up to double its capacity, but doing so reduces its speed to 30 feet. It has
average maneuverability, but a carpet of flying can still hover.
Moderate transmutation; CL 10th;
Craft Wondrous Item, overland flight, permanency.
Censer of Controlling Air Elementals:
This
6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found
in a place of worship. If it is filled with incense and lit, summoning words
spoken over it summon forth a Large air elemental. The summoning words require
1 full round to speak. In all ways the censer functions as the summon monster
VI spell. If incense of meditation is burned within the censer,
the air elemental is an elder air elemental instead (as if summon monster
IX had just been cast). Only one elemental can be summoned at a time.
A new elemental requires a new piece of incense, which cannot be lit until
after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 17th; Craft
Wondrous Item, summon monster VI, summon monster IX; Price 100,000 gp;
Weight 1 lb.
Chaos Diamond: This lustrous gemstone is
uncut and about the size of a human fist. The gem grants its possessor the
following powers:
Confusion, lesser
Magic circle against law
Word of chaos
Cloak of chaos
Each power is usable 1d4 times per
day. This is rolled for each power individually and the character does not
A nonchaotic character who possesses
a chaos diamond gains one negative level. Although this level never
results in actual level loss, it remains as long as the diamond is in the
characters possession and cannot be overcome in any way (including restoration
).
Strong varied; CL 19th; Craft
Wondrous Item, cloak of chaos, magic circle against law, random action, word
of chaos, creator must be chaotic; Price 160,000 gp;Weight 1 lb.
Chime of Interruption: This instrument can be struck
once every 10 minutes, and its resonant tone lasts for 3 full minutes.
While the chime is resonating, no
spell requiring a verbal component can be cast within a 30-foot radius of it
unless the caster can make a Concentration check (DC 15 + the spells level).
Moderate evocation; CL 7th; Craft
Wondrous Item, shout; Price 16,800 gp;Weight 1 lb.
Chime of Opening: A chime of opening is
a hollow mithral tube about 1 foot long. When struck, it sends forth magical
vibrations that cause locks, lids, doors, valves, and portals to open. The
device functions against normal bars, shackles, chains, bolts, and so on.
A chime of opening also automatically dispels a hold portal spell
or even an arcane lock cast by a wizard of lower than 15th level.
The chime must be pointed at the item
or gate to be loosed or opened (which must be visible and known to the user).
The chime is then struck, a clear tone rings forth, and in 1 round the target
lock is unlocked, the shackle is loosed, the secret door is opened, or the lid
of the chest is lifted. Each sounding only opens one form of locking, so if a chest
is chained, padlocked, locked, and arcane locked, it takes four uses of
a chime of opening to get it open. A silence spell negates the
power of the device. A brand-new chime can be used a total of ten times before
it cracks and becomes useless.
Moderate transmutation; CL 11th;
Craft Wondrous Item, knock; Price 3,000 gp; Weight 1 lb.
Circlet of Blasting, Minor: On command, this simple
golden headband projects a blast of searing light (3d8 points of damage)
once per day.
Faint evocation; CL 6th; Craft Wondrous
Item, searing light; Price 6,480 gp.
Circlet of Blasting, Major: On command, this elaborate
golden headband projects a blast of searing light (5d8 maximized for
40 points of damage) once per day.
Strong evocation; CL 17th; Craft
Wondrous Item, Maximize Spell, searing light; Price 23,760 gp.
Circlet of Persuasion: This silver headband grants
a +3 competence bonus on the wearers Charisma-based checks.
Faint transmutation; CL 5th; Craft
Wondrous Item, eagles splendor; Price 4,500 gp.
Cloak of Arachnida: This black garment, embroidered
with a weblike pattern in silk, gives the wearer the ability to climb as if
a spider climb spell had been placed upon her. In addition, the cloak
grants her immunity to entrapment by web or webs of any sortshe can
actually move in webs at half her normal speed. Once per day, the wearer of
this cloak can cast web. She also gains a +2 luck bonus on all Fortitude
saves against poison from spiders.
Faint conjuration and transmutation;
CL 6th; Craft Wondrous Item, spider climb, web; Price 14,000 gp;Weight 1
lb.
Cloak of the Bat: Fashioned of dark brown
or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The
wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment,
the wearer is able to fly as per the spell. If he desires, the wearer
can actually polymorph himself into an ordinary bat and fly accordingly. (All
possessions worn or carried are part of the transformation.) Flying, either
with the cloak or in bat form, can be accomplished only in darkness (either
under the night sky or in a lightless or near-lightless environment
underground). Either of the flying powers is usable for up to 7 minutes at a
time, but after a flight of any duration the cloak cannot bestow any flying
power for a like period of time.
Moderate transmutation; CL 7th; Craft
Wondrous Item, fly, polymorph; Price 26,000 gp;Weight 1 lb.
Cloak of Charisma: This lightweight and fashionable
cloak has a highly decorative silver trim. When in a characters possession,
it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft
Wondrous Item, eagles splendor; Price 4,000 gp (+2), 16,000 gp (+4),
36,000 gp (+6); Weight 2 lb.
Cloak of Displacement, Minor: This item appears to be
a normal cloak, but when worn by a character its magical properties distort
and warp light waves. This displacement works similar to the displacement
spell except that it only grants a 20% miss chance on attacks against
the wearer. It functions continually.
Faint illusion; CL 3rd; Craft
Wondrous Item, displacement; Price 24,000 gp;Weight 1 lb.
Cloak of Displacement, Major: This item appears to be
a normal cloak, but on command its magical properties distort and warp light
waves. This displacement works just like the displacement spell and
lasts for a total of 15 rounds per day, which the wearer can divide up as
she sees fit.
Moderate illusion; CL 7th; Craft
Wondrous Item, Extend Spell, displacement; Price 50,000 gp;Weight 1 lb.
Cloak of Elvenkind: This cloak of neutral gray
cloth is indistinguishable from an ordinary cloak of the same color. However,
when worn with the hood drawn up around the head, it gives the wearer a +5
competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft
Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp;
Weight 1 lb.
Cloak of Etherealness: This silvery-gray cloak
seems to absorb light rather than be illuminated by it. On command, the cloak
makes its wearer ethereal (as the ethereal jaunt spell). The effect
is dismissible. The cloak works for a total of up to 10 minutes per day. This
duration need not be continuous.
Strong transmutation; CL 15th; Craft
Wondrous Item, ethereal jaunt; Price 55,000 gp;Weight 1 lb.
Cloak of the Manta Ray: This cloak appears to be
made of leather until the wearer enters salt water. At that time the cloak
of the manta ray adheres to the individual, and he appears nearly identical
to a manta ray (as the polymorph spell, except that it allows only
manta ray form). He gains a +3 natural armor bonus, the ability to breathe
underwater, and a swim speed of 60 feet, like a real manta ray.
Although the cloak does not enable
the wearer to bite opponents as a manta ray does, it does have a tail spine
that can be used to strike at opponents behind the wearer, dealing 1d6 points
of damage. This attack can be used in addition to any other attack the
character has, using his highest melee attack bonus. The wearer can release his
arms from the cloak without sacrificing underwater movement if so desired.
Moderate transmutation; CL 9th; Craft
Wondrous Item, polymorph, water breathing; Price 7,200 gp;Weight
1 lb.
Cloak of Resistance: These garments offer magic
protection in the form of a +1 to +5 resistance bonus on all saving throws
(Fortitude, Reflex, and Will).
Faint abjuration; CL 5th; Craft
Wondrous Item, resistance, creators caster level must be at least three
times the cloaks bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
16,000 gp (+4), 25,000 gp (+5);Weight 1 lb.
Crystal Ball: This is the most common
form of scrying device, a crystal sphere about 6 inches in diameter. A
character can use the device to see over virtually any distance or into other
planes of existence, as with the spell scrying (Will DC 16 negates).
Certain crystal balls have
additional powers that can be used through the crystal ball on the
target viewed.
Crystal Ball Type |
Market Price |
Crystal ball |
42,000 gp |
Crystal ball with see invisibility |
50,000 gp |
Crystal ball with detect thoughts
(Will DC 13 negates) |
51,000 gp |
Crystal ball with telepathy* |
70,000 gp |
Crystal ball with true seeing |
80,000 gp |
* The viewer is able to send and
receive silent mental messages with the person appearing in the crystal ball.
Once per day the character may attempt to implant a suggestion (as the
spell, Will DC 14 negates) as well. |
Moderate divination; CL 10th; Craft
Wondrous Item, scrying (plus any additional put into item);
Weight 7 lb.
Cube of Force: This device is about 3/4
inch across and can be made of ivory, bone, or any hard mineral. It enables
its possessor to put up a special wall of force 10 feet on a side around
her person. This cubic screen moves with the character and is impervious to
the attack forms mentioned on the table below. The cube has 36 charges, which
are renewed each day. The possessor presses one face of the cube to activate
a particular type of screen or to deactivate the device. Each effect costs
a certain number of charges to maintain for every minute (or portion of a
minute) it is in operation. Also, when an effect is active, the possessors
speed is limited to the maximum value given on the table.
When the cube of force is
active, attacks dealing more than 30 points of damage drain 1 charge for every
10 points of damage beyond 30 that they deal. that affect the integrity
of the screen also drain extra charges. These (given in the list
below) cannot be cast into or out of the cube:
Cube Face |
Charge Cost per Minute |
Maximum Speed |
Effect
|
1 |
1 |
30 ft. |
Keeps out gases, wind, etc. |
2 |
2 |
20 ft. |
Keeps out nonliving matter |
3 |
3 |
15 ft. |
Keeps out living matter |
4 |
4 |
10 ft. |
Keeps out magic |
5 |
6 |
10 ft. |
Keeps out all things |
6 |
0 |
As normal |
Deactivates |
Attack Form |
Extra Charges |
Horn of blasting |
6 |
Wall of fire |
2 |
Passwall |
3 |
Disintegrate |
6 |
Phase door |
5 |
Prismatic spray |
7 |
Moderate evocation; CL 10th; Craft
Wondrous Item, wall of force; Price 62,000 gp.
Cube of Frost Resistance: This cube is activated or
deactivated by pressing one side. When activated, it creates a cube-shaped
area 10 feet on a side centered on the possessor (or on the cube itself, if
the item is later placed on a surface). The temperature within this
area is always at least 65°F. The field absorbs all cold-based attacks. However,
if the field is subjected to more than 50 points of cold damage in 1 round
(from one or multiple attacks), it collapses into its portable form and cannot
be reactivated for 1 hour. If the field absorbs more than 100 points of cold
damage in a 10-round period, the cube is destroyed.
Faint abjuration; CL 5th; Craft
Wondrous Item, protection from energy; Price 27,000 gp.
Cubic Gate: This item is fashioned from
carnelian. Each of the six sides of the cube is keyed to a plane, one of which
is the Material Plane. The character creating the item should choose the planes
to which the other five sides are keyed.
If a side of the cubic gate is
pressed once, it opens a gate to a random point on the plane keyed to
that side. There is a 10% chance per minute that an outsider from that plane
(determine randomly) comes through it looking for food, fun, or trouble.
Pressing the side a second time closes the gate. It is impossible to
open more than one gate at a time.
If a side is pressed twice in quick
succession, the character so doing is transported to a random point on the
other plane, along with all creatures in adjacent squares. (The other creatures
may avoid this fate by succeeding on DC 23 Will saves).
Strong conjuration; CL 13th; Craft
Wondrous Item, plane shift; Price 164,000 gp.
Darkskull: This skull, carved from ebony,
is wholly evil. Wherever the skull goes, the area around it is treated as
though an unhallow spell had been cast with the skull as the touched
point of origin (except that no additional spell effect is tied or fixed to
the darkskull).
Moderate evocation [evil]; CL 9th;
Craft Wondrous Item, unhallow, creator must be evil; Price 60,000
gp;Weight 5 lb.
Decanter of Endless Water: If the stopper is removed
from this ordinary-looking flask and a command word spoken, an amount of fresh
or salt water pours out. Separate command words determine the type as well
as the volume and velocity.
Stream pours out 1 gallon per
round.
Fountain produces a 5-foot-long
stream at 5 gallons per round.
Geyser produces a 20-foot-long,
1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable
back pressure, requiring the holder to make a DC 12 Strength check to avoid
being knocked down. The force of the geyser deals 1d4 points of damage but can
only affect one target per round. The command word must be spoken to stop it.
Moderate transmutation; CL 9th; Craft
Wondrous Item, control water; Price 9,000 gp;Weight 2 lb.
Deck of Illusions: This set of parchment cards
is usually found in an ivory, leather, or wooden box. A full deck consists
of thirty-four cards. When a card is drawn at random and thrown to the ground,
a major image of a creature is formed. The figment lasts until dispelled.
The illusory creature cannot move more than 30 feet away from where the card
landed, but otherwise moves and acts as if it were real. At all times it obeys
the desires of the character who drew the card. When the illusion is dispelled,
the card becomes blank and cannot be used again. If the card is picked up,
the illusion is automatically and instantly dispelled. The cards in a deck
and the illusions they bring forth are summarized on the following table.
(Use one of the first two columns to simulate the contents of a full deck
using either ordinary playing cards or tarot cards.)
Playing Card |
Tarot Card |
Creature |
Ace of hearts |
IV. The Emperor |
Red dragon |
King of hearts |
Knight of swords |
Male human fighter and four guards |
Queen of hearts |
Queen of staves |
Female human wizard |
Jack of hearts |
King of staves |
Male human druid |
Ten of hearts |
VII. The Chariot |
Cloud giant |
Nine of hearts |
Page of staves |
Ettin |
Eight of hearts |
Ace of cups |
Bugbear |
Two of hearts |
Five of staves |
Goblin |
Playing Card |
Tarot Card |
Creature |
Ace of diamonds |
III. The Empress |
Glabrezu (demon) |
King of diamonds |
Two of cups |
Male elf wizard and female
apprentice |
Queen of diamonds |
Queen of swords |
Half-elf ranger (female) |
Jack of diamonds |
XIV. Temperance |
Harpy |
Ten of diamonds |
Seven of staves |
Male half-orc barbarian |
Nine of diamonds |
Four of pentacles |
Ogre mage |
Eight of diamonds |
Ace of pentacles |
Gnoll |
Two of diamonds |
Six of pentacles |
Kobold |
Playing Card |
Tarot Card |
Creature |
Ace of spades |
II. The High Priestess |
Lich |
King of spades |
Three of staves |
Three male human clerics |
Queen of spades |
Four of cups |
Medusa |
Jack of spades |
Knight of pentacles |
Male dwarf paladin |
Ten of spades |
Seven of swords |
Frost giant |
Nine of spades |
Three of swords |
Troll |
Eight of spades |
Ace of swords |
Hobgoblin |
Two of spades |
Five of cups |
Goblin |
Playing Card |
Tarot Card |
Creature |
Ace of clubs |
VIII. Strength |
Iron golem |
King of clubs |
Page of pentacles |
Three male halfling rogues |
Queen of clubs |
Ten of cups |
Pixies |
Jack of clubs |
Nine of pentacles |
Female half-elf bard |
Ten of clubs |
Nine of staves |
Hill giant |
Nine of clubs |
King of swords |
Ogre |
Eight of clubs |
Ace of staves |
Orc |
Two of clubs |
Five of cups |
Kobold |
Playing Card |
Tarot Card |
Creature |
Joker |
Two of pentacles |
Illusion of decks owner |
Joker |
Two of staves |
Illusion of decks owner (sex
reversed) |
A randomly generated deck is usually
complete (11100 on d%), but may be discovered (0110) with 1d20 of its cards
missing. If cards are missing, reduce the price by a corresponding amount.
Faint illusion; CL 6th; Craft
Wondrous Item, major image; Price 8,100 gp;Weight 1/2 lb.
Dimensional Shackles: These shackles have golden
runes traced across their cold iron surface. Any creature bound within them
is affected as if a dimensional anchor spell were cast upon her (no
save). They fit any Small to Large creature. The DC to break or slip out of
the shackles is 30.
Moderate abjuration; CL 11th; Craft
Wondrous Item, dimensional anchor; Price 28,000 gp;Weight 5 lb.
Drums of Panic: These drums are kettle drums
(hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and
are unremarkable in appearance. If both of the pair are sounded, all creatures
within 120 feet (with the exception of those within a 20-foot-radius safe
zone around the drums) are affected as by a fear spell (Will DC 16
partial). Drums of panic can be used once per day.
Moderate necromancy; CL 7th;
Craft Wondrous Item, fear; Price 30,000 gp;Weight 10 lb. for the pair.
Dust of Appearance: This fine powder appears
to be a very fine, very light metallic dust. A single handful of this substance
flung into the air coats objects within a 10-foot radius, making them visible
even if they are invisible. It likewise negates the effects of blur and
displacement. (In this, it works just like the faerie fire spell).
The dust also reveals figments, mirror images, and projected images
for what they are. A creature coated with the dust takes a 30 penalty
on its Hide checks. The dusts effect lasts for 5 minutes.
Dust of appearance is typically stored in
small silk packets or hollow bone tubes.
Faint conjuration; CL 5th; Craft
Wondrous Item, glitterdust; Price 1,800 gp.
Dust of Disappearance: This dust looks just like
dust of appearance and is typically stored in the same manner. A creature
or object touched by it becomes invisible (as greater invisibility).
Normal vision cant see dusted creatures or objects, nor can they be detected
by magical means, including see invisibility or invisibility purge.
Dust of appearance, however, does reveal people and objects made invisible
by dust of disappearance. Other factors, such as sound and smell, also
allow possible detection.
The greater invisibility bestowed
by the dust lasts for 2d6 rounds.The invisible creature doesnt know when the
duration will end.
Moderate illusion; CL 7th; Craft
Wondrous Item, greater invisibility; Price 3,500 gp.
Dust of Dryness: This special dust has many
uses. If it is thrown into water, a volume of as much as 100 gallons is instantly
transformed to nothingness, and the dust becomes a marble-sized pellet, floating
or resting where it was thrown. If this pellet is hurled down, it breaks and
releases the same volume of water. The dust affects only water (fresh, salt,
alkaline), not other liquids.
If the dust is employed against an
elemental with the water subtype, the creature must make a DC 18 Fortitude save
or be destroyed. The dust deals 5d6 points of damage to the creature even if
its saving throw succeeds.
Moderate transmutation; CL 11th;
Craft Wondrous Item, control water; Price 850 gp.
Dust of Illusion: This unremarkable powder
resembles chalk dust or powdered graphite. Stare at it, however, and the dust
changes color and form. Put dust of illusion on a creature, and that
creature is affected as if by a disguise self glamer, with the individual
who sprinkles the dust envisioning the illusion desired. An unwilling target
is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.
Faint illusion; CL 6th; Craft
Wondrous Item, disguise self; Price 1,200 gp.
Dust of Tracelessness: This normal-seeming dust
is actually a magic powder that can conceal the passage of its possessor and
his companions. Tossing a handful of this dust into the air causes a chamber
of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden
as if it had been abandoned and disused for a decade.
A handful of dust sprinkled along a
trail causes evidence of the passage of as many as a dozen men and horses to be
obliterated for 250 feet back into the distance. The results of the dust are
instantaneous, and no magical aura lingers afterward from this use of the dust.
Survival checks made to track a quarry across an area affected by this dust
have a DC 20 higher than normal.
Faint transmutation; CL 3rd; Craft
Wondrous Item, pass without trace; Price 250 gp.
Efficient Quiver: This appears to be a typical
arrow container capable of holding about twenty arrows. It has three distinct
portions, each with a nondimensional space allowing it to store far more than
would normally be possible. The first and smallest one can contain up to sixty
objects of the same general size and shape as an arrow. The second slightly
longer compartment holds up to eighteen objects of the same general size and
shape as a javelin. The third and longest portion of the case contains as
many as six objects of the same general size and shape as a bow (spears, staffs,
or the like). Once the owner has filled it, the quiver can produce any item
she wishes, as if from a regular quiver or scabbard. The efficient
quiver weighs the same no matter whats placed inside it.
Moderate conjuration; CL 9th; Craft
Wondrous Item, secret chest; Price 1,800 gp;Weight 2 lb.
Efreeti Bottle: This item is typically fashioned
of brass or bronze, with a lead stopper bearing special seals. A thin stream
of smoke is often seen issuing from it. The bottle can be opened once per
day. When opened, the efreeti imprisoned within issues from the bottle instantly.
There is a 10% chance (0110 on d%) that the efreeti is insane and attacks
immediately upon being released. There is also a 10% chance (91100) that
the efreeti of the bottle grants three wishes. In either case, the
efreeti afterward disappears forever. The other 80% of the time (1190), the
inhabitant of the bottle loyally serves the character for up to 10 minutes
per day (or until the efreetis death), doing as she commands. Roll each day
the bottle is opened for that days effect.
Strong conjuration; CL 14th; Craft
Wondrous Item, summon monster VII; Price 145,000 gp;Weight 1 lb.
Elemental Gem: This gem contains a conjuration
spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or
broken (a standard action), a Large elemental appears as if summoned by a summon
natures ally spell. The elemental is under the control of the creature
that broke the gem.
The coloration of the gem varies with
the type of elemental it summons. Air elemental gems are transparent, earth
elemental gems are light brown, fire elemental gems are reddish
orange, and water elemental gems are blue-green.
Moderate conjuration; CL 11th; Craft
Wondrous Item, summon natures ally V; Price 2,250 gp.
Elixir of Fire Breath: This strange elixir bestows
upon the drinker the ability to spit gouts of flame. He can breathe fire up
to three times, each time dealing 4d6 points of fire damage to a single target
up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage.
Unused blasts dissipate 1 hour after the liquid is consumed.
Moderate evocation; CL 11th; Craft
Wondrous Item, scorching ray; Price 1,100 gp.
Elixir of Hiding: A character drinking this
liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks
for 1 hour).
Faint illusion; CL 5th; Craft
Wondrous Item, invisibility; Price 250 gp.
Elixir of Love: This sweet-tasting liquid
causes the character drinking it to become charmed with the first creature
she sees after consuming the draft (as charm personthe drinker must
be a humanoid of Medium or smaller size, Will DC 14 negates). The charm
effects wear off in 1d3 hours.
Faint transmutation; CL 4th; Craft
Wondrous Item, charm person; Price 150 gp.
Elixir of Sneaking: This draught of liquid grants
the drinker the ability to walk softly and dampens sound around her slightly,
granting a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft
Wondrous Item, silence; Price 250 gp.
Elixir of Swimming: This elixir bestows swimming
ability. An almost imperceptible magic sheath surrounds the drinker, allowing
him to glide through the water easily (+10 competence bonus on Swim checks
for 1 hour).
Faint illusion; CL 2nd; Craft
Wondrous Item, creator must have 5 ranks in the Swim skill; Price 250 gp.
Elixir of Truth: This elixir forces the individual
drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any
questions put to her in that time, but with each question she is free to make a
separate DC 13 Will save. If one of these secondary saves is successful, she
doesnt break free of the truth-compelling enchantment but also doesnt have to
answer that particular question. No more than one question can be asked each
round. This is a mind-affecting compulsion enchantment.
Faint enchantment; CL 5th; Craft
Wondrous Item, zone of truth; Price 500 gp.
Elixir of Vision: Drinking this elixir grants
the imbiber the ability to notice acute details with great accuracy (+10 competence
bonus on Search checks for 1 hour).
Faint divination; CL 2nd; Craft
Wondrous Item, true seeing; Price 250 gp.
Eversmoking Bottle: This metal urn is identical
in appearance to an efreeti bottle, except that it does nothing but
smoke. The amount of smoke is great if the stopper is pulled out, pouring
from the bottle and totally obscuring vision across a 50-foot spread in 1
round. If the bottle is left unstoppered, the smoke billows out another 10
feet per round until it has covered a 100-foot radius. This area remains smoke-filled
until the eversmoking bottle is stoppered.
The bottle must be resealed by a
command word, after which the smoke dissipates normally. A moderate wind (11+
mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the
smoke in 1 round.
Faint transmutation; CL 3rd; Craft
Wondrous Item, pyrotechnics; Price 5,400 gp;Weight 1 lb.
Eyes of Charming: These two crystal lenses
fit over the users eyes. The wearer is able to use charm person (one
target per round) merely by meeting a targets gaze. Those failing a DC 16
Will save are charmed as per the spell. If the wearer has only one
lens, the DC of the saving throw is reduced to 10.
Moderate enchantment; CL 7th; Craft
Wondrous Item, Heighten Spell, charm person; Price 56,000 gp for a pair.
Eyes of Doom: These crystal lenses fit
over the users eyes, enabling him to cast doom upon those around him
(one target per round) as a gaze attack, except that the wearer must take
a standard action, and those merely looking at the wearer are not affected.
Those failing a DC 11 Will save are affected as by the doom spell.
If the wearer has only one lens, the DC of the saving throw is reduced to
10. However, if the wearer has both lenses, he gains the additional power
of a continual deathwatch effect and can use fear (Will DC 16
partial) as a normal gaze attack once per week.
Moderate necromancy; CL 11th; Craft
Wondrous Item, doom, deathwatch, fear; Price 25,000 gp.
Eyes of the Eagle: These items are made of
special crystal and fit over the eyes of the wearer. These lenses grant a
+5 competence bonus on Spot checks. Wearing only one of the pair causes a
character to become dizzy and, in effect, stunned for 1 round. Thereafter,
the wearer can use the single lens without being stunned so long as she covers
her other eye. Of course, she can remove the single lens and see normally
at any time, or wear both lenses to end or avoid the dizziness.
Faint divination; CL 3rd; Craft
Wondrous Item, clairaudience/clairvoyance; Price 2,500 gp.
Eyes of Petrification: These items are made of special
crystal and fit over the eyes of the wearer. They allow her to use a petrification
gaze attack (Fortitude DC 19 negates) for 10 rounds per day. Both lenses must
be worn for the magic to be effective.
Moderate transmutation; CL 11th;
Craft Wondrous Item, flesh to stone; Price 98,000 gp.
Figurines of
Wondrous Power: Each of the several kinds
of figurines of wondrous power appears to be a miniature statuette
of a creature an inch or so high (with one exception). When the figurine is
tossed down and the correct command word spoken, it becomes a living creature
of normal size (except when noted otherwise below). The creature obeys and
serves its owner. Unless stated otherwise, the creature understands Common
but does not speak.
If a figurine of wondrous power is
broken or destroyed in its statuette form, it is forever ruined. All magic is
lost, its power departed. If slain in animal form, the figurine simply reverts
to a statuette that can be used again at a later time.
Bronze Griffon: When animated, a bronze
griffon acts in all ways like a normal griffon under the command of its
possessor. The item can be used twice per week for up to 6 hours per use.
When 6 hours have passed or when the command word is spoken, the bronze
griffon once again becomes a tiny statuette.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 10,000 gp.
Ebony Fly: When animated, an ebony
fly is the size of a pony and has all the statistics of a hippogriff but
can make no attacks. The item can be used three times per week for up to 12
hours per use. When 12 hours have passed or when the command word is spoken,
the ebony fly again becomes a tiny statuette.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 10,000 gp.
Golden Lions: These figurines come in pairs.
They become normal adult male lions. If slain in combat, the lions cannot
be brought back from statuette form for one full week. Otherwise, they can
be used once per day for up to 1 hour. They enlarge and shrink upon speaking
the command word.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 16,500 gp.
Ivory Goats: These figurines come in threes.
Each goat of this trio looks slightly different from the others, and each
has a different function:
The Goat of Traveling:
This statuette provides a speedy and enduring mount equal to that of a
heavy horse in every way except appearance. The goat can travel for a maximum
of one day each weekcontinuously or in any combination of periods totaling
24 hours. At this point, or when the command word is uttered, it returns to
its statuette form for not less than one day before it can again be used.
The Goat of Travail:
This statuette becomes an enormous creature, larger than a bull, with
the statistics of a nightmlare except for the addition of a pair of wicked
horns of exceptional size (damage 1d8+4 for each horn). If it is charging
to attack, it may only use its horns (but add 6 points of damage to each successful
attack in that round). It can be called to life just once per month for up
to 12 hours at a time.
The Goat of Terror:
When called upon with the proper command word, this statuette becomes
a destrier-like mount, with the statistics of a light warhorse. However, its
rider can employ the goats horns as weapons (one horn as a +3 heavy lance,
the other as a +5 longsword). When ridden in an attack against
an opponent, the goat of terror radiates fear as the spell in
a 30-foot radius (Will DC 16 partial). It can be used once every two weeks
for up to 3 hours per use.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 21,000 gp.
Marble Elephant: This is the largest of the
figurines, the statuette being about the size of a human hand. Upon utterance
of the command word, a marble elephant grows to the size and specifications
of a true elephant. The animal created from the statuette is fully obedient
to the figurines owner, serving as a beast of burden, a mount, or a combatant.
The statuette can be used four times per month for up to 24 hours at a time.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 17,000 gp.
Obsidian Steed: This figurine appears to
be a small, shapeless lump of black stone. Only careful inspection reveals
that it vaguely resembles some form of quadruped. On command, the near-formless
piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse
with the following additional powers usable once per round at will: overland
flight, plane shift, and ethereal jaunt. The steed allows itself
to be ridden, but if the rider is of good alignment, the steed is 10% likely
per use to carry him to the lower planes and then return to its statuette
form. The statuette can be used once per week for one continuous period of
up to 24 hours. Note that when an obsidian steed becomes ethereal or
plane shifts, its rider and his gear follow suit.
Thus, the user can travel to other
planes via this means.
Strong conjuration and transmutation;
CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane
shift; Price 28,500 gp.
Onyx Dog: When commanded, this statuette
changes into a creature with the same properties as a riding dog except that
it is endowed with an Intelligence of 8, can communicate in Common, and has
exceptional olfactory and visual abilities. (It has the scent ability and
adds +4 to its Spot and Search checks.) It has 60-foot darkvision, and it
can see invisibility. An onyx dog can be used once per week
for up to 6 hours. It obeys only its owner.
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 15,500 gp.
Serpentine Owl: This figurine becomes either
a normal-sized horned owl or a giant owl according to the command word used.
The transformation can take place once per day, with a maximum duration of
8 continuous hours. However, after three transformations into giant owl form,
the statuette loses all its magical properties. The owl communicates with
its owner by telepathic means, informing her of all it sees and hears. (Remember
the limitations of its Intelligence.)
Moderate transmutation; CL 11th;
Craft Wondrous Item, animate objects; Price 9,100 gp.
Silver Raven: This silver figurine turns
into a raven on command (but it retains its metallic consistency, which gives
it hardness 10). Another command sends it off into the air, bearing a message
just like a creature affected by an animal messenger spell. If not
commanded to carry a message, the raven obeys the commands of its owner, although
it has no special powers or telepathic abilities. It can maintain its nonfigurine
status for only 24 hours per week, but the duration need not be continuous.
Faint enchantment and transmutation;
CL 6th; Craft Wondrous Item, animal messenger, animate objects; Price
3,800 gp.
Feather Token: Each of these items is a
small feather that has a power to suit a special need. The kinds of tokens
are described below. Each token is usable once.
Anchor: A token useful to moor a craft in water
so as to render it immobile for up to one day.
Bird: A token that can be used to deliver
a small written message unerringly to a designated target as would a carrier
pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan,
causing a breeze of sufficient strength to propel one ship (about 25 mph).
This wind is not cumulative with existing wind speed. The token can, however,
be used to lessen existing winds, creating an area of relative calm or lighter
winds (but wave size in a storm is not affected). The fan can be used for
up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike
boat capable of moving on water at a speed of 60 feet. It can carry eight
horses and gear or thirty-two Medium characters or any equivalent combination.
The boat lasts for one day.
Tree: A token that causes a great oak to spring
into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter).
This is an instantaneous effect.
Whip: A token that forms into a huge leather
whip and wields itself against any opponent desired just like a dancing weapon.
The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a
+1 enhancement bonus on attack and damage rolls, and a makes a free grapple
attack (with a +15 attack bonus) if it hits. The whip lasts no longer than
1 hour.
Moderate conjuration; CL 12th; Craft
Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird),
200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
Gauntlets of Ogre Power: These gauntlets are made
of tough leather with iron studs running across the back of the hands and
fingers. They grant the wearer great strength, adding a +2 enhancement bonus
to his Strength score. Both gauntlets must be worn for the magic to be effective.
Faint transmutation; CL 6th; Craft
Wondrous Item, bulls strength; Price 4,000 gp;Weight 4 lb.
Gauntlet of Rust: This single metal gauntlet
looks rusted and pitted but is actually quite powerful. Once per day, it can
affect an object as with the rusting grasp spell. It also completely
protects the wearer and her gear from rust (magical or otherwise), including
the attack of a rust monster.
Moderate transmutation; CL 7th; Craft
Wondrous Item, rusting grasp; Price 11,500 gp;Weight 2 lb.
Gem of Brightness: This crystal appears to
be a long, rough prism. Upon utterance of a command word, the crystal emits
bright light of one of three sorts.
One command word causes the gem to
shed light as a hooded lantern. This use of the gem does not expend any
charges.
Another command word causes the gem
of brightness to send out a bright ray 1 foot in diameter and 50 feet long.
This strikes as a ranged touch attack, and any creature struck by this beam is
blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the
gem expends 1 charge.
The third command word causes the
gem to flare in a blinding flash of light that fills a 30-foot cone. Although
this glare lasts but a moment, any creature within the cone must make a DC 14
Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.
A newly created gem of brightness has
50 charges. When all its charges are expended, the gem becomes nonmagical.
Faint evocation; CL 6th; Craft
Wondrous Item, daylight; Price 13,000 gp.
Gem of Seeing: This finely cut and polished
stone is indistinguishable from an ordinary jewel in appearance. When it is
gazed through, a gem of seeing enables the user to see as though she
were affected by the true seeing spell. A gem of seeing can
be used for as much as 30 minutes a day, divided up into periods of minutes
or rounds as the user sees fit.
Moderate divination; CL 10th; Craft
Wondrous Item, true seeing; Price 75,000 gp.
Gloves of Arrow Snaring: Once snugly worn, these gloves
seem to meld with the hands, becoming almost invisible. Twice per day, the
wearer can act as if he had the Snatch Arrows feat, even if he does not meet
the prerequisites for it. Both gloves must be worn for the magic to be effective.
At least one hand must be free to take advantage of the magic.
Faint abjuration; CL 3rd; Craft
Wondrous Item, shield; Price 4,000 gp.
Gloves of Dexterity: These thin leather gloves
are very flexible and allow for delicate manipulation. They add to the wearers
Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both
gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft
Wondrous Item, cats grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000
gp (+6).
Glove of Storing: This device is a simple
leather glove. On command, one item held in the hand wearing the glove disappears.
The item can weigh no more than 20 pounds and must be able to be held in one
hand. While stored, the item has negligible weight. With a snap of the fingers
wearing the glove, the item reappears. A glove can only store one item at
a time. Storing or retrieving the item is a free action. The item is held
in stasis and shrunk down so small within the palm of the glove that it cannot
be seen. Spell durations are not suppressed, but continue to expire. If an
effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft
Wondrous Item, shrink item; Price 10,000 gp (one glove).
Gloves of Swimming and Climbing: These apparently normal lightweight
gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves
must be worn for the magic to be effective.
Faint transmutation; CL 5th; Craft
Wondrous Item, bulls strength, cats grace; Price 6,250 gp.
Goggles of Minute Seeing: The lenses of this item
are made of special crystal. When placed over the eyes of the wearer, the
lenses enable her to see much better than normal at distances of 1 foot or
less, granting her a +5 competence bonus on Search checks to find secret doors,
traps, and similar concealed objects. Both lenses must be worn for the magic
to be effective.
Faint divination; CL 3rd; Craft
Wondrous Item, true seeing; Price 1,250 gp.
Goggles of Night: The lenses of this item
are made of dark crystal. Even though the lenses are opaque, when placed over
the eyes of the wearer they enable him to see normally and also grant him
60-foot darkvision. Both lenses must be worn for the magic to be effective.
Faint transmutation; CL 3rd; Craft
Wondrous Item, darkvision; Price 12,000 gp.
Golem Manual: A golem manual contains
information, incantations and magical power that help a character to craft
a golem. The instructions therein grant a +5 competence bonus on skill checks
made to craft the golems body. Each manual also holds the prerequisite needed
for a specific golem, effectively grants the builder use of the Craft Construct
feat during the construction of the golem, and grants the character an increase
to her caster level for the purpose of crafting a golem. Any golem built using
a golem manual does not cost the creator any XP, since the requisite
XP are contained in the book and expended by the book during the creation
process.
The included in a golem
manual require a spell trigger activation and can be activated only to
assist in the construction of a golem. The cost of the book does not include
the cost of constructing the golems body. Once the golem is finished, the
writing in the manual fades and the book is consumed in flames. When the books
ashes are sprinkled upon the golem, it becomes fully animated.
Clay Golem Manual: The book contains animate
objects, bless, commune, prayer, and resurrection. The reader may
treat her caster level as two levels higher than normal for the purpose of
crafting a clay golem. The book supplies 1,540 XP for the creation of a clay
golem.
Moderate conjuration, divination,
enchantment, and transmutation; CL 11th; Craft Construct, creator must be
caster level 11th, animate objects, commune, prayer, resurrection; Price
12,000 gp; Cost 2,150 gp + 1,712 XP; Weight 5 lb.
Flesh Golem Manual: The book contains animate
dead, bulls strength, geas/quest, and limited wish. The reader may
treat her caster level as one level higher than normal for the purpose of
crafting a flesh golem. The book supplies 780 XP for the creation of a flesh
golem.
Moderate enchantment, necromancy
[evil], and transmutation; CL 8th; Craft Construct, creator must be caster
level 8th, animate dead, bulls strength, geas/quest, limited wish;
Price 8,000 gp; Cost 2,050 gp + 944 XP; Weight 5 lb.
Iron Golem Manual: The book contains cloudkill,
geas/quest, limited wish, and polymorph any object. The reader may
treat her caster level as four levels higher than normal for the purpose of
crafting a iron golem. The book supplies 5,600 XP for the creation of a iron
golem.
Strong conjuration, enchantment and
transmutation; CL 16th; Craft Construct, creator must be caster level 16th, cloudkill,
geas/quest, limited wish, polymorph any object; Price 35,000 gp; Cost 3,500
gp + 5,880 XP; Weight 5 lb.
Stone Golem Manual: The book contains geas/quest,
limited wish, polymorph any object, and slow. The reader may treat
her caster level as three levels higher than normal for the purpose of crafting
a stone golem. The book supplies 3,400 XP for the creation of a stone golem.
Strong abjuration and enchantment; CL
14th; Craft Construct, creator must be caster level 14th, antimagic field,
geas/quest, symbol of stunning; Price 22,000 gp; Cost 2,500 gp + 3,600 XP;
Weight 5 lb.
Stone Golem Manual, Greater: The book contains geas/quest,
limited wish, polymorph any object, and slow. The reader may treat
her caster level as three levels higher than normal for the purpose of crafting
a stone golem. The book supplies 7,640 XP for the creation of a greater stone
golem.
Strong abjuration and enchantment; CL
16th; Craft Construct, creator must be caster level 16th, antimagic field,
geas/quest, symbol of stunning; Price 44,000 gp; Cost 2,900 gp + 7,872 XP;
Weight 5 lb.
Hand of Glory: This mummified human hand
hangs by a leather cord around a characters neck (taking up space as a magic
necklace would). If a magic ring is placed on one of the fingers of the hand,
the wearer benefits from the ring as if wearing it herself, and it does not
count against her two-ring limit. The hand can wear only one ring at a time.
Even without a ring, the hand itself allows its wearer to use daylight
and see invisibility each once per day.
Faint varied; CL 5th; Craft Wondrous
Item, animate dead, daylight, detect invisibility; Price 8,000
gp;Weight 2 lb.
Hand of the Mage: This mummified elf hand
hangs by a golden chain around a characters neck (taking up space as a magic
necklace would). It allows the wearer to utilize the spell mage hand at
will.
Faint transmutation; CL 2nd; Craft
Wondrous Item, mage hand; Price 900 gp;Weight 2 lb.
Handy Haversack: A backpack of this sort
appears to be well made, well used, and quite ordinary. It is constructed
of finely tanned leather, and the straps have brass hardware and buckles.
It has two side pouches, each of which appears large enough to hold about
a quart of material. In fact, each is like a bag of holding and can
actually hold material of as much as 2 cubic feet in volume or 20 pounds in
weight. The large central portion of the pack can contain up to 8 cubic feet
or 80 pounds of material. Even when so filled, the backpack always weighs
only 5 pounds.
While such storage is useful enough,
the pack has an even greater power in addition. When the wearer reaches into it
for a specific item, that item is always on top. Thus, no digging around and
fumbling is ever necessary to find what a haversack contains. Retrieving any
specific item from a haversack is a move action, but it does not provoke the
attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft
Wondrous Item, secret chest; Price 2,000 gp;Weight 5 lb.
Harp of Charming: This instrument is a golden,
intricately carved harp. When played, it enables the performer to work one
suggestion (as the spell, Will DC 14 negates) into the music for each
10 minutes of playing if he can succeed on a DC 14 Perform (string instruments)
check. If the check fails, the audience cannot be affected by any further
performances from the harpist for 24 hours.
Faint enchantment; CL 5th; Craft
Wondrous Item, suggestion; Price 7,500 gp;Weight 5 lb.
Hat of Disguise: This apparently normal hat
allows its wearer to alter her appearance as with a disguise self spell.
As part of the disguise, the hat can be changed to appear as a comb, ribbon,
headband, cap, coif, hood, helmet, and so on.
Faint illusion; CL 1st; Craft
Wondrous Item, disguise self; Price 1,800 gp.
Headband of Intellect: This device is a light cord
with a small gem set so that it rests upon the forehead of the wearer. The
headband adds to the wearers Intelligence score in the form of an enhancement
bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra
skill points when a new level is attained; use the unenhanced Intelligence
bonus to determine skill points.
Moderate transmutation; CL 8th; Craft
Wondrous Item, foxs cunning; Price 4,000 gp (+2), 16,000 gp (+4),
36,000 gp (+6).
Helm of Brilliance: This normal-looking helm
takes its true form and manifests its powers when the user dons it and speaks
the command word. Made of brilliant silver and polished steel, a newly created
helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire
opals, and forty opals. When struck by bright light, the helm scintillates
and sends forth reflective rays in all directions from its crownlike, gem-tipped
spikes. The jewels functions are as follows:
Diamond: Prismatic spray (save
DC 20)
Ruby: Wall of fire
Fire opal: Fireball (10d6,
Reflex DC 20 half )
Opal: Daylight
The helm may be used once per round,
but each gem can perform its spell-like power just once. Until all its jewels
are depleted, a helm of brilliance also has the following magical
properties when activated.
It emanates a bluish light when
undead are within 30 feet. This light causes 1d6 points of damage per round to
all such creatures within that range.
The wearer may command any weapon
he wields to become a flaming weapon. This is in addition to whatever abilities
the weapon may already have (unless the weapon already is a flaming weapon).
The command takes 1 round to take effect.
The helm provides resistance to
fire 30. This protection does not stack with similar protection from other
sources.
Once all its jewels have lost their
magic, the helm loses its powers and the gems turn to worthless powder. Removing
a jewel destroys it.
If a creature wearing the helm is
damaged by magical fire (after the fire protection is taken into account) and
fails an additional DC 15 Will save, the remaining gems on the helm overload
and detonate. Remaining diamonds become prismatic sprays that each
randomly target a creature within range (possibly the wearer), rubies become
straight-line walls of fire extending outward in a random direction from
the helm wearer, and fire opals become fireballs centered on the helm
wearer. The opals and the helm itself are destroyed.
Strong varied; CL 13th; Craft
Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray,
protection from energy, wall of fire; Price 125,000 gp;Weight 3 lb.
Helm of Comprehend Languages and Read
Magic:
Appearing as a normal helmet, a helm of comprehend languages and read magic
grants its wearer the ability to understand the spoken words of any creature
and to read text in any language and any magical writing. The wearer gains
a +5 competence bonus on Decipher Script checks to understand messages written
in incomplete, archaic, or exotic forms. Note that understanding a magical
text does not necessarily imply spell use.
Faint divination; CL 4th; Craft
Wondrous Item, comprehend languages, read magic; Price 5,200 gp; Weight
3 lb.
Helm of Telepathy: The wearer can use detect
thoughts at will. Furthermore, he can send a telepathic message to anyone
whose surface thoughts he is reading (allowing two-way communication). Once
per day, the wearer of the helm can implant a suggestion (as the spell,
Will DC 14 negates) along with his telepathic message.
Faint divination and enchantment; CL
5th; Craft Wondrous Item, detect thoughts, suggestion; Price 27,000
gp;Weight 3 lb.
Helm of Teleportation: A character wearing this
device may teleport three times per day, exactly as if he had cast
the spell of the same name.
Moderate conjuration; CL 9th; Craft
Wondrous Item, teleport; Price 73,500 gp;Weight 3 lb.
Helm of Underwater Action: The wearer of this helmet
can see underwater. Drawing the small lenses in compartments on either side
into position before the wearers eyes activates the visual properties of
the helm, allowing her to see five times farther than water and light conditions
would allow for normal human vision. (Weeds, obstructions, and the like block
vision in the usual manner.) If the command word is spoken, the helm of
underwater action creates a globe of air around the wearers head and
maintains it until the command word is spoken again, enabling her to breathe
freely.
Faint transmutation; CL 5th; Craft
Wondrous Item, water breathing; Price 57,000 gp;Weight 3 lb.
Horn of Blasting: This horn appears to be a
normal trumpet. It can be sounded as a normal horn, but if the command word
is spoken and the instrument is then played, it deals 5d6 points of sonic
damage to creatures within a 40-foot cone and causes them to be deafened for
2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates
the deafening). Crystalline objects and creatures take 7d6 points of sonic
damage, with no save unless theyre held, worn, or carried by creatures (Will
DC 16 negates).
If a horn of blasting is used
magically more than once in a given day, there is a 20% cumulative chance with
each extra use that it explodes and deals 10d6 points of damage to the person
sounding it.
Moderate evocation; CL 7th; Craft
Wondrous Item, shout; Price 20,000 gp; Weight 1 lb.
Horn of Blasting, Greater: This horn functions as a
horn of blasting, except that it deals 10d6 points of sonic damage,
stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude
reduces the damage by half and negates the stunning and deafening). Crystalline
objects take 16d6 points of sonic damage as described for the horn of blasting.
A greater horn of blasting also has a 20% cumulative chance of
exploding.
Strong evocation; CL 16th; Craft
Wondrous Item, greater shout; Price 70,000 gp;Weight 1 lb.
Horn of Fog: This small bugle allows its
possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring
mist spell. The fog covers a 10-foot square next to the horn blower each
round that the user continues to blow the horn; fog clouds travel 10 feet
each round in a straight line from the emanation point unless blocked by something
substantial such as a wall. The device makes a deep, foghorn-like noise, with
the note dropping abruptly to a lower register at the end of each blast. The
fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog
in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Faint conjuration; CL 3rd; Craft
Wondrous Item, obscuring mist; Price 2,000 gp;Weight 1 lb.
Horn of Goodness/Evil: This trumpet adapts itself
to its owner, so it produces either a good or an evil effect depending on
the owners alignment. If the owner is neither good nor evil, the horn has
no power whatsoever. If he is good, then blowing the horn has the effect of
a magic circle against evil. If he is evil, then blowing the horn has
the effect of a magic circle against good. In either case, this ward
lasts for 1 hour. The horn can be blown once per day.
Faint abjuration; CL 6th; Craft
Wondrous Item, magic circle against good, magic circle against evil; Price
6,500 gp; Weight 1 lb.
Horn of the Tritons: This device is a conch shell
that can be blown once per day except by a triton which can sound it three
times per day. A horn of the tritons can perform any one of the following
functions when blown.
Calm rough waters in a 1-mile
radius. This effect dispels a summoned water elemental if it fails a DC 16 Will
save.
Attract 5d4 Large sharks (0130 on
d%), 5d6 Medium sharks (3180), or 1d10 sea lions (81100) if the character is
in a body of water in which such creatures dwell. The creatures are friendly
and obey, to the best of their ability, the one who sounded the horn.
Causes aquatic creatures with
Intelligence scores of 1 or 2 within 500 feet to become panicked as if they had
been targeted by a fear spell (Will DC 16 partial). Those who
successfully save are shaken for 3d6 rounds.
Any sounding of a horn of the
tritons can be heard by all tritons within a 3-mile radius.
Moderate conjuration and
transmutation; CL 8th; Craft Wondrous Item, fear, summon monster V, control
water, creator must be a triton or get construction aid from a triton;
Price 15,100 gp; Weight 2 lb.
Horn of Valhalla: This magic instrument comes
in four varieties. Each appears to be normal until someone speaks its command
word and blows the horn. Then the horn summons a number of human barbarians
to fight for the character who summoned them. Each horn can be blown just
once every seven days. Roll d% and refer to the table below to see what type
of horn is found. The horns type determines what barbarians are summoned
and what prerequisite is needed to use the horn. Any character who uses a
horn of Valhalla but doesnt have the prerequisite is attacked by the
barbarians she herself summoned.
d% |
Type of Horn |
Barbarians Summoned |
Prerequisite |
0140 |
Silver |
2d4+2, 2nd level |
None |
4175 |
Brass |
2d4+1, 3rd level |
Spellcaster level 1st |
7690 |
Bronze |
2d4, 4th level |
Proficiency with all martial
weapons or bardic music ability |
91100 |
Iron |
1d4+1, 5th level |
Proficiency with all martial
weapons or bardic music ability |
Summoned barbarians are constructs,
not actual people (though they seem to be); they arrive with the starting
equipment for barbarians. They attack anyone the possessor of the horn commands
them to fight until they or their opponents are slain or until 1 hour has
elapsed, whichever comes first.
Strong conjuration; CL 13th; Craft
Wondrous Item, summon monster VI; Price 50,000 gp;Weight 2 lb.
Horseshoes of Speed: These iron shoes come in
sets of four like ordinary horseshoes. When affixed to an animals hooves,
they increase the animals base land speed by 30 feet; this counts as an enhancement
bonus. As with other effects that increase speed, jumping distances increase
proportionally. All four shoes must be worn by the same animal for the magic
to be effective.
Faint transmutation; CL 3rd; Craft
Wondrous Item, haste; Price 3,000 gp;Weight 12 lb. (for four).
Horseshoes of a Zephyr: These four iron shoes are
affixed like normal horseshoes. They allow a horse to travel without actually
touching the ground. The horse must still run above (always around 4 inches
above) a roughly horizontal surface. This means that nonsolid or unstable
surfaces can be crossed, and that movement is possible without leaving tracks
on any sort of ground. The horse moves at its normal base land speed. All
four shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft
Wondrous Item, levitate; Price 6,000 gp;Weight 4 lb. (for four).
Incense of Meditation: This small rectangular block
of sweet smelling incense is visually indistinguishable from nonmagical incense
until lit. When it is burning, the special fragrance and pearly-hued smoke
of this special incense are recognizable by anyone making a DC 15 Spellcraft
check.
When a divine spellcaster lights a
block of incense of meditation and then spends 8 hours praying and
meditating nearby, the incense enables him to prepare all his as though
affected by the Maximize Spell feat. However, all the prepared in this
way are at their normal level, not at three levels higher (as with the regular
metamagic feat).
Each block of incense burns for 8
hours, and the effects persist for 24 hours.
Moderate enchantment; CL 7th; Craft
Wondrous Item, Maximize Spell, bless; Price 4,900 gp;Weight 1 lb.
Instant Fortress: This metal cube is small,
but when activated by speaking a command word it grows to form a tower 20
feet square and 30 feet high, with arrow slits on all sides and a crenellated
battlement atop it. The metal walls extend 10 feet into the ground, rooting
it to the spot and preventing it from being tipped over. The fortress has
a small door that opens only at the command of the owner of the fortresseven
knock cant open the door.
The adamantine walls of instant
fortress have 100 hit points and hardness 20. The fortress cannot be
repaired except by a wish or a miracle, which restores 50 points
of damage taken.
The fortress springs up in just 1
round, with the door facing the devices owner. The door opens and closes
instantly at his command. People and creatures nearby (except the owner) must
be careful not to be caught by the fortresss sudden growth. Anyone so caught
takes 10d10 points of damage (Reflex DC 19 half ).
The fortress is deactivated by
speaking a command word (different from the one used to activate it). It cannot
be deactivated unless it is empty.
Strong conjuration; CL 13th; Craft
Wondrous Item, mages magnificent mansion; Price 55,000 gp.
Ioun Stones: These crystalline stones
always float in the air and must be within 3 feet of their owner to be of
any use. When a character first acquires a stone, she must hold it and then
release it, whereupon it takes up a circling orbit 1d3 feet from her head.
Thereafter, a stone must be grasped or netted to separate it from its owner.
The owner may voluntarily seize and stow a stone (to keep it safe while she
is sleeping, for example), but she loses the benefits of the stone during
that time. Ioun stones have AC 24, 10 hit points, and hardness 5.
Color |
Shape |
Effect |
Market Price |
Clear |
Spindle |
Sustains creature without food or
water |
4,000 gp |
Dusty rose |
Prism |
+1 insight bonus to AC |
5,000 gp |
Deep red |
Sphere |
+2 enhancement bonus to Dexterity |
8,000 gp |
Incandescent blue |
Sphere |
+2 enhancement bonus to Wisdom |
8,000 gp |
Pale blue |
Rhomboid |
+2 enhancement bonus to Strength |
8,000 gp |
Pink |
Rhomboid |
+2 enhancement bonus to
Constitution |
8,000 gp |
Pink and green |
Sphere |
+2 enhancement bonus to Charisma |
8,000 gp |
Scarlet and blue |
Sphere |
+2 enhancement bonus to
Intelligence |
8,000 gp |
Dark blue |
Rhomboid |
Alertness (as the feat) |
10,000 gp |
Vibrant purple |
Prism |
Stores three levels of , as a
ring of spell storing |
36,000 gp |
Iridescent |
Spindle |
Sustains creature without air |
18,000 gp |
Pale lavender |
Ellipsoid |
Absorbs of 4th level or
lower1 |
20,000 gp |
Pearly white |
Spindle |
Regenerate 1 point of damage per
hour |
20,000 gp |
Pale green |
Prism |
+1 competence bonus on attack
rolls, saves, skill checks, and ability checks |
30,000 gp |
Orange |
Prism |
+1 caster level |
30,000 gp |
Lavender and green |
Ellipsoid |
Absorbs of 8th level or
lower2 |
40,000 gp |
1 After absorbing twenty spell
levels, the stone burns out and turns to dull gray, forever useless. |
|||
2 After absorbing fifty spell
levels, the stone burns out and turns dull gray, forever useless. |
Regeneration from the pearly white ioun
stone works like a ring of regeneration. (It only cures damage taken
while the character is using the stone.) The pale lavender and lavender and
green stones work like a rod of absorption, but absorbing a spell
requires a readied action, and these stones cannot be used to empower .
Stored in the vibrant purple stone must be placed by a spellcaster but
can be used by anyone (see ring of minor spell storing).
Moderate varied; CL 12th; Craft
Wondrous Item, creator must be 12th level.
Iron Bands of Binding: When initially discovered,
this very potent item appears to be a 3-inch-diameter rusty iron sphere with
bandings on the globe.
When the proper command word is
spoken and the spherical iron device is hurled at an opponent, the bands expand
and then contract to bind the target creature on a successful ranged touch
attack. A single Large or smaller creature can be captured thus and held
immobile until the command word is spoken to bring the bands into spherical
form again. The creature can break (and ruin) the bands with a DC 30 Strength
check or escape them with a DC 30 Escape Artist check. Iron bands of binding
are usable once per day.
Strong evocation; CL 13th; Craft
Wondrous Item, grasping hand; Price 26,000 gp;Weight 1 lb.
Iron Flask: These special containers
are typically inlaid with runes of silver and stoppered by a brass plug bearing
a seal engraved with sigils, glyphs, and special symbols. When the user speaks
the command word, he can force any creature from another plane into the container,
provided that creature fails a DC 19 Will save. The range of this effect is
60 feet. Only one creature at a time can be so contained. Loosing the stopper
frees the captured creature.
The command word can be given only
once per day.
If the individual freeing the
captured creature speaks the command word, the creature can be forced to serve
for 1 hour. If freed without the command word, the creature acts according to
its natural inclinations. (It usually attacks the user, unless it perceives a
good reason not to.) Any attempt to force the same creature into the flask a
second time provides it a +2 bonus on its saving throw and makes it hostile. A
newly discovered bottle might contain any of the following:
d% |
Contents |
d% |
Contents |
0150 |
Empty |
89 |
Demon (glabrezu) |
5154 |
Large air elemental |
90 |
Demon (succubus) |
5558 |
Arrowhawk |
91 |
Devil (osyluth) |
5962 |
Large earth elemental |
92 |
Devil (barbazu) |
6366 |
Xorn |
93 |
Devil (erinyes) |
6770 |
Large fire elemental |
94 |
Devil (cornugon) |
7174 |
Salamander |
95 |
Celestial (avoral) |
7578 |
Large water elemental |
96 |
Celestial (ghaele) |
7982 |
Adult tojanida |
97 |
Formian myrmarch |
8384 |
Chaos Beast |
98 |
Arrowhawk, elder |
8586 |
Formian taskmaster |
99 |
Rakshasa |
87 |
Demon (vrock) |
100 |
Demon (balor) or devil (pit fiend)equal
chance for either |
88 |
Demon (hezrou) |
Strong conjuration; CL 20th; Craft
Wondrous Item, trap the soul; Price 170,000 gp (empty);Weight 1 lb.
Lantern of Revealing: This lantern operates as
a normal hooded lantern. While it is lit, it also reveals all invisible creatures
and objects within 25 feet of it, just like the spell invisibility purge.
Faint evocation; CL 5th; Craft
Wondrous Item, invisibility purge; Price 30,000 gp;Weight 2 lb.
Lens of Detection: This circular prism enables
its user to detect minute details, granting a +5 bonus on Search checks.
It also aids in following tracks,
adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches
in diameter and set in a frame with a handle.
Moderate divination; CL 9th; Craft
Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb.
Lyre of Building: If the proper chords are
struck, a single use of this lyre negates any attacks made against all inanimate
construction (walls, roof, floor, and so on) within 300 feet. This includes
the effects of a horn of blasting, a disintegrate spell, or
an attack from a ram or similar siege weapon. The lyre can be used in this
way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect
to building. Once a week its strings can be strummed so as to produce chords
that magically construct buildings, mines, tunnels, ditches, or whatever. The
effect produced in but 30 minutes of playing is equal to the work of 100 humans
laboring for three days. Each hour after the first, a character playing the
lyre must make a DC 18 Perform (string instruments) check. If it fails, she
must stop and cannot play the lyre again for this purpose until a week has
passed.
Faint transmutation; CL 6th; Craft
Wondrous Item, fabricate; Price 13,000 gp;Weight 5 lb.
Mantle of Faith: This holy garment, worn
over normal clothing, grants damage reduction 5/evil to the character wearing
it.
Strong abjuration [good]; CL 20th;
Craft Wondrous Item, stoneskin; Price 76,000 gp.
Mantle of Spell Resistance: This garment, worn over
normal clothing or armor, grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft
Wondrous Item, spell resistance; Price 90,000 gp.
Manual of Bodily Health: This thick tome contains
tips on health and fitness, but entwined within the words is a powerful magical
effect. If anyone reads this book, which takes a total of 48 hours over a
minimum of six days, he gains an inherent bonus of from +1 to +5 (depending
on the type of manual) to his Constitution score. Once the book is read, the
magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, wish or miracle; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Manual of Gainful Exercise: This thick tome contains
exercise descriptions and diet suggestions, but entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum of six days, she gains an inherent bonus of from
+1 to +5 (depending on the type of manual) to her Strength score. Once the
book is read, the magic disappears from the pages and it becomes a normal
book.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, wish or miracle; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Manual of Quickness of Action: This thick tome contains
tips on coordination exercises and balance, but entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum of six days, he gains an inherent bonus of from
+1 to +5 (depending on the type of manual) to his Dexterity score. Once the
book is read, the magic disappears from the pages and it becomes a normal
book.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, wish or miracle; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Marvelous Pigments: These magic emulsions enable
their possessor to create actual, permanent objects simply by depicting their
form in two dimensions. The pigments are applied by a stick tipped with bristles,
hair, or fur. The emulsion flows from the application to form the desired
object as the artist concentrates on the desired image. One pot of marvelous
pigments is sufficient to create a 1,000-cubic-foot object by depicting
it two-dimensionally over a 100-square-foot surface.
Only normal, inanimate objects can be
created. Creatures cant be created. The pigments must be applied to a surface.
It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with
the pigments. Marvelous pigments cannot create magic items. Objects of
value depicted by the pigments precious metals, gems, jewelry, ivory, and so
on appear to be valuable but are really made of tin, lead, paste, brass, bone,
and other such inexpensive materials. The user can create normal weapons,
armor, and any other mundane item (including foodstuffs) whose value does not
exceed 2,000 gp.
Items created
are not magical; the effect is instantaneous.
Strong conjuration; CL 15th; Craft
Wondrous Item, major creation; Price 4,000 gp.
Mask of the Skull: This ivory mask has been
fashioned into the likeness of a human skull. Once per day, after it has been
worn for at least 1 hour, the mask can be loosed to fly from the wearers
face. It travels up to 50 feet away from the wearer and attacks a target assigned
to it. The grinning skull mask makes a touch attack against the target based
on the wearers base attack bonus. If the attack succeeds, the target must
make a DC 20 Fortitude save or be struck dead, as if affected by a finger
of death spell. If the target succeeds on his saving throw, he nevertheless
takes 3d6+13 points of damage. After attacking (whether successful or not),
the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness
6.
Strong necromancy and transmutation;
CL 13th; Craft Wondrous Item, animate objects, finger of death, fly; Price
22,000 gp; Weight 3 lb.
Mattock of the Titans: This digging tool is 10
feet long. Any creature of at least Huge size can use it to loosen or tumble
earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes
rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent
of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base
damage.
Strong transmutation; CL 16th; Craft
Wondrous Item, Craft Magic Arms and Armor, move earth; Price 23,348 gp;
Cost 13,348 gp + 800 XP; Weight 120 lb.
Maul of the Titans: This mallet is 8 feet long.
If used as a weapon, it is the equivalent of a +3 greatclub and deals
triple damage against inanimate objects. However, the wielder must have a
Strength of at least 18 to wield it properly. Otherwise, she takes a 4 penalty
on attack rolls.
Strong evocation; CL 15th; Craft
Wondrous Item, Craft Magic Arms and Armor, clenched fist; Price 25,305
gp; Cost 12,305 gp + 480 XP; Weight 160 lb.
Medallion of Thoughts: This appears to be a normal
pendant disk hung from a neck chain. Usually fashioned from bronze, copper,
or nickel-silver, the medallion allows the wearer to read the thoughts of
others, as with the spell detect thoughts.
Faint divination; CL 5th;
Craft Wondrous Item, detect thoughts; Price 12,000 gp.
Mirror of Life Trapping: This crystal device is usually
about 4 feet square and framed in metal or wood. It can be hung or placed
on a surface and then activated by giving a command word. The same command
word deactivates the mirror. A mirror of life trapping has fifteen
nonspatial extradimensional compartments within it. Any creature coming within
30 feet of the device and looking at its own reflection must make a DC 23
Will save or be trapped within the mirror in one of the cells. A creature
not aware of the nature of the device always sees its own reflection. The
probability of a creature seeing its reflection, and thus needing to make
the saving throw, drops to 50% if the creature is aware that the mirror traps
life and seeks to avoid looking at it (treat as a gaze attack).
When a creature is trapped, it is
taken bodily into the mirror. Size is not a factor, but constructs and undead
are not trapped, nor are inanimate objects and other nonliving matter. A
victims equipment (including clothing and anything being carried) remains
behind. If the mirrors owner knows the right command word, he can call the
reflection of any creature trapped within to its surface and engage his
powerless prisoner in conversation. Another command word frees the trapped
creature. Each pair of command words is specific to each prisoner.
If the mirrors capacity is exceeded,
one victim (determined randomly) is set free in order to accommodate the latest
one. If the mirror is broken, all victims currently trapped in it are freed.
Strong abjuration; CL 17th; Craft
Wondrous Item, imprisonment; Price 200,000 gp;Weight 50 lb.
Mirror of Mental Prowess: This mirror resembles an
ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows
the proper commands can cause it to perform as follows.
Read the thoughts of any creature
reflected therein, as long as the owner is within 25 feet of the mirror, even
if those thoughts are in an unknown language.
View other places as if with clairvoyance,
but vision extends even onto other planes if the viewer is sufficiently
familiar with them.
Use it as a portal to visit other
places. The user first views the place with the clairvoyance function,
then steps through the mirror to the place pictured. Others can follow her
through the mirror if they like. An invisible portal remains on the other side
where she arrives, and she can return through that portal. Once she returns,
the portal closes. The portal closes on its own after 24 hours (trapping the
user if shes still in the other place), and the user can also close it with a
command word. Creatures with Intelligence of 12 or higher might notice the
portal just as they might notice a magical sensor from a scrying spell.
Any creature who steps through the portal appears in front of the mirror.
Once per week the mirror accurately
answers one short question regarding a creature whose image is shown on its
surface (giving answers similar to those from the legend lore spell).
Strong conjuration and divination; CL
17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance,
gate, legend lore; Price 175,000 gp; Weight 40 lb.
Mirror of Opposition: This item resembles a normal
mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface
and then activated by speaking a command word. The same command word deactivates
the mirror. If a creature sees its reflection in the mirrors surface, an
exact duplicate of that creature comes into being. This opposite immediately
attacks the original. The duplicate has all the possessions and powers of
its original (including magic). Upon the defeat or destruction of either the
duplicate or the original, the duplicate and her items disappear completely.
The mirror functions up to four times per day.
Strong necromancy; CL 15th; Craft
Wondrous Item, clone; Price 92,000 gp;Weight 45 lb.
Necklace of Adaptation: This necklace is a heavy
chain with a platinum medallion. The magic of the necklace wraps the wearer
in a shell of fresh air, making him immune to all harmful vapors and gases
(such as cloudkill and stinking cloud effects, as well as inhaled
poisons) and allowing him to breathe, even underwater or in a vacuum.
Moderate transmutation; CL 7th; Craft
Wondrous Item, alter self; Price 9,000 gp.
Necklace of Fireballs: This device appears to be
nothing but beads on a string, sometimes with the ends tied together to form
a necklace. (It does not count as an item worn around the neck for the purpose
of determining which of a characters worn magic items is effective.) If a
character holds it, however, all can see the strand as it really isa golden
chain from which hang a number of golden spheres. The spheres are detachable
by the wearer (and only by the wearer), who can easily hurl one of them up
to 70 feet. When a sphere arrives at the end of its trajectory, it detonates
as a fireball spell (Reflex DC 14 half ).
Spheres come in different strengths,
ranging from those that deal 2d6 points of fire damage to those that deal 10d6.
The market price of a sphere is 150 gp for each die of damage it deals.
Each necklace of fireballs contains
a combination of spheres of various strengths. Some traditional combinations,
designated types I through VII, are detailed below.
Necklace |
10d6 |
9d6 |
8d6 |
7d6 |
6d6 |
5d6 |
4d6 |
3d6 |
2d6 |
Market Price |
Type I |
|
|
|
|
|
1 |
|
2 |
|
1,650 gp |
Type II |
|
|
|
|
1 |
|
2 |
|
2 |
2,700 gp |
Type III |
|
|
|
1 |
|
2 |
|
4 |
|
4,350 gp |
Type IV |
|
|
1 |
|
2 |
|
2 |
|
4 |
5,400 gp |
Type V |
|
1 |
|
2 |
|
2 |
|
2 |
|
5,850 gp |
Type VI |
1 |
|
2 |
|
2 |
|
4 |
|
|
8,100 gp |
Type VII |
1 |
2 |
|
2 |
|
2 |
|
2 |
|
8,700 gp |
If the necklace is being worn or
carried by a character who fails her saving throw against a magical fire
attack, the item must make a saving throw as well (with a save bonus of +7). If
the necklace fails to save, all its remaining spheres detonate simultaneously,
often with regrettable consequences for the wearer.
Moderate evocation; CL 10th; Craft
Wondrous Item, fireball.
Orb of Storms: This glass sphere is 8 inches
in diameter. The possessor can call forth all manner of weather, even supernaturally
destructive storms. Once per day she can call upon the orb to use a control
weather spell, Once per month, she can conjure a storm of vengeance.
The possessor of the orb is continually protected by an endure elements
effect.
Strong varied; CL 18th; Craft Wondrous
Item, control weather, endure elements, storm of vengeance; Price 48,000
gp;Weight 6 lb.
Pearl of Power: This seemingly normal pearl
of average size and luster is a potent aid to all spellcasters who prepare
(clerics, druids, rangers, paladins, and wizards). Once per day on command,
a pearl of power enables the possessor to recall any one spell that
she had prepared and then cast. The spell is then prepared again, just as
if it had not been cast. The spell must be of a particular level, depending
on the pearl. Different pearls exist for recalling one spell per day of each
level from 1st through 9th and for the recall of two per day (each of a different
level, 6th or lower).
Strong transmutation; CL 17th; Craft
Wondrous Item, creator must be able to cast of the spell level to be
recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp
(4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th),
81,000 gp (9th), or 70,000 gp (two ).
Pearl of the Sirines: This normal-seeming pearl
is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped
firmly in hand or held to the breast while the possessor attempts actions
related to the pearls powers, she understands and is able to employ the item.
The pearl enables its possessor to
breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet,
and she can cast and act underwater without hindrance.
Moderate abjuration and
transmutation; CL 8th; Craft Wondrous Item, freedom of movement, water
breathing; Price 15,300 gp.
Periapt of Health: The wearer of this blue
gem on a silver chain is immune to disease, including supernatural diseases.
Faint conjuration; CL 5th; Craft
Wondrous Item, remove disease; Price 7,500 gp.
Periapt of Proof against Poison: This item is a brilliant-cut
black gem on a delicate silver chain. The wearer is immune to poison, although
poisons still active when the periapt is first donned still run their course.
Faint conjuration; CL 5th; Craft Wondrous
Item, neutralize poison; Price 27,000 gp.
Periapt of Wisdom: Although it appears to be
a normal pearl on a light chain, a periapt of wisdom actually increases
the possessors Wisdom score in the form of an enhancement bonus of +2, +4,
or +6 (depending on the individual item).
Moderate transmutation; CL 8th; Craft
Wondrous Item, owls wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000
gp (+6).
Periapt of Wound Closure: This stone is bright red
and dangles on a gold chain. The wearer of this periapt automatically becomes
stable if his hit points drop to between 1 and 9 inclusive. The periapt
doubles the wearers normal rate of healing or allows normal healing of wounds
that would not do so normally. Hit point damage that involves bleeding is
negated for the wearer of the periapt, but he is still susceptible to damage
from bleeding that causes Constitution loss, such as that dealt by a wounding
weapon.
Moderate conjuration; CL 10th; Craft
Wondrous Item, heal; Price 15,000 gp.
Phylactery of Faithfulness: This item is a small box
containing religious scripture affixed to a leather cord and tied around the
forehead. There is no mundane way to determine what function this religious
item performs until it is worn. The wearer of a phylactery of faithfulness
is aware of any action or item that could adversely affect his alignment
and his standing with his deity, including magical effects. He acquires this
information prior to performing such an action or becoming associated with
such an item if he takes a moment to contemplate the act.
Faint divination; CL 1st; Craft
Wondrous Item, detect chaos, detect evil, detect good, detect law; Price
1,000 gp.
Phylactery of Undead Turning: This item is a boon to any
character able to turn undead, allowing him to do so as if his class level
were four levels higher than it actually is.
Moderate necromancy [good]; CL 10th;
Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.
Pipes of Haunting: This magic item appears to
be a small set of pan pipes. When played by a person who succeeds on a DC
15 Perform (wind instruments) check, the pipes create an eerie, spellbinding
tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will
save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice
are unaffected. Pipes of haunting can be sounded twice a day.
Faint necromancy; CL 4th; Craft
Wondrous Item, scare; Price 6,000 gp;Weight 3 lb.
Pipes of Pain: These appear to be like
any other standard set of pipes with nothing to reveal their true nature.
When played by someone who succeeds on a DC 15 Perform (wind instruments)
check, the pipes create a wondrous melody. All within 30 feet must make a
DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic
compulsion.)
As soon as the piping stops, all
those affected are stricken by intense pain at even the slightest noise. Unless
a character is in a totally silent area, she takes 1d4 points of damage per
round for 2d4 rounds. During this time, damage from sonic attacks is doubled.
Thereafter, the least noise causes an affected character to become shaken
(except when she is in a totally silent area). This hypersensitivity is a curse
and therefore hard to remove (see the bestow curse spell).
Faint enchantment and evocation; CL
6th; Craft Wondrous Item, creator must have the bardic music class feature, sound
burst; Price 12,000 gp;Weight 3 lb.
Pipes of the Sewers: These wooden pipes appear
ordinary, but if the possessor learns the proper tune, he can attract 1d3
rat swarms if rats are within 400 feet. For each 50-foot distance the rats
have to travel, there is a 1-round delay. The piper must continue playing
until the rats appear, and when they do so, the piper must make a DC 10 Perform
(wind instruments) check. Success means that they obey the pipers telepathic
commands so long as he continues to play. Failure indicates that they turn
on the piper. If for any reason the piper ceases playing, the rats leave immediately.
If they are called again within a day, the Perform check DC is 15.
If the rats are under the control of
another creature, add the HD of the controller to the Perform check DC. Once
control is assumed, another check is required each round to maintain it if the
other creature is actively seeking to reassert its control.
Faint conjuration; CL 2nd; Craft
Wondrous Item, charm animal, summon natures ally I, wild empathy
ability; Price 1,150 gp;Weight 3 lb.
Pipes of Sounding: When played by a character
who has the Perform (wind instruments) skill, these pipes create a variety
of sounds. The figment sounds are the equivalent of ghost sound (caster
level 2nd).
Faint illusion; CL 2nd; Craft
Wondrous Item, ghost sound; Price 1,800 gp;Weight 3 lb.
Portable Hole: A portable hole is a circle
of cloth spun from the webs of a phase spider interwoven with strands of ether
and beams of starlight. When opened fully, a portable hole is 6 feet in diameter,
but it can be folded up to be as small as a pocket handkerchief. When spread
upon any surface, it causes an extradimensional space 10 feet deep to come
into being. This hole can be picked up from inside or out by simply taking
hold of the edges of the cloth and folding it up. Either way, the entrance
disappears, but anything inside the hole remains.
The only air in the hole is that
which enters when the hole is opened. It contains enough air to supply one
Medium creature or two Small creatures for 10 minutes. The cloth does not
accumulate weight even if its hole is filled. Each portable hole opens
on its own particular nondimensional space. If a bag of holding is
placed within a portable hole, a rift to the Astral Plane is torn in
that place. Both the bag and the cloth are sucked into the void and forever
lost. If a portable hole is placed within a bag of holding, it
opens a gate to the Astral Plane. The hole, the bag, and any creatures within a
10-foot radius are drawn there, the portable hole and bag of holding being
destroyed in the process.
Moderate conjuration; CL 12th; Craft
Wondrous Item, plane shift; Price 20,000 gp.
Restorative Ointment: A jar of this unguent is
3 inches in diameter and 1 inch deep and contains five applications. Placed
upon a poisoned wound or swallowed, the ointment detoxifies any poison (as
neutralize poison). Applied to a diseased area, it removes disease
(as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points
of damage (as cure light wounds).
Faint conjuration; CL 5th;Craft
Wondrous Item, cure light wounds, neutralize poison, remove disease; Price
4,000 gp;Weight 1/2 lb.
Ring Gates: These always come in pairstwo
iron rings, each about 18 inches in diameter. The rings must be on the same
plane of existence and within 100 miles of each other to function. Whatever
is put through one ring comes out the other, and up to 100 pounds of material
can be transferred each day. (Objects only partially pushed through and then
retracted do not count.) This useful device allows for instantaneous transport
of items or messages, and even attacks. A character can reach through to grab
things near the other ring, or even stab a weapon through if so desired. Alternatively,
a character could stick his head through to look around. A spellcaster could
even cast a spell through a ring gate. A Small character can make a
DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive,
or Fine size can pass through easily. Each ring has a entry side and an
exit side, both marked with appropriate symbols.
Strong conjuration; CL 17th; Craft
Wondrous Item, gate; Price 40,000 gp;Weight 1 lb. each.
Robe of the Archmagi: This normal-appearing garment
can be white (0145 on d%, good alignment), gray (4675, neither good nor
evil alignment), or black (76100, evil alignment). Its wearer, if an arcane
spellcaster, gains the following powers.
+5 armor bonus to AC.
Spell resistance 18.
+4 resistance bonus on all saving
throws.
+2 enhancement bonus on caster
level checks made to overcome spell resistance.
If a white robe is donned by an evil
character, she immediately gains three negative levels. The reverse is true
with respect to a black robe donned by a good character. An evil or good
character who puts on a gray robe, or a neutral character who dons either a
white or black robe, gains two negative levels. While these negative levels
never result in lost levels, they remain as long as the garment is worn and
cannot be overcome in any way (including restoration ).
Strong varied; CL 14th; Craft
Wondrous Item, antimagic field, mage armor or shield of faith, creator
must be of same alignment as robe; Price 75,000 gp;Weight 1 lb.
Robe of Blending: When this robe is put on,
the wearer intuitively knows that the garment has very special properties.
A robe of blending enables its wearer to appear to be part of his surroundings.
This allows him a +10 competence bonus on Hide checks. The wearer can adopt
the appearance of another creature, as with the disguise self spell,
at will. All creatures acquainted with and friendly to the wearer see him
normally.
Moderate illusion; CL 10th; Craft
Wondrous Item, disguise self; Price 30,000 gp;Weight 1 lb.
Robe of Bones: This handy item functions
much like a robe of useful items for the serious necromancer. It appears
to be an unremarkable robe, but a character who dons it notes that it is adorned
with small embroidered figures representing undead creatures. Only the wearer
of the robe can see the embroidery and recognize them for the creatures they
become, and detach them. One figure can be detached each round. Detaching
a figure causes it to become an actual undead creature (see the list below).
The skeleton or zombie is not under the control of the wearer of the robe,
but may be subsequently commanded, rebuked, turned, or destroyed. A newly
created robe of bones always has two embroidered figures of each of
the following undead:
Small goblin skeleton
Medium human commoner skeleton
Medium wolf skeleton
Small goblin zombie
Medium human commoner zombie
Medium wolf zombie
Moderate necromancy [evil]; CL 6th;
Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.
Robe of Eyes: This valuable garment appears
to be a normal robe until it is put on. Its wearer is able to see in all directions
at the same moment due to scores of visible, magical eyelike patterns that
adorn the robe. She also gains 120-foot darkvision.
The robe of eyes sees all
forms of invisible or ethereal things within 120 feet.
The wearer of a robe of eyes gains
a +10 competence bonus on Search checks and Spot checks. She retains her
Dexterity bonus to AC even when flat-footed, and she cant be flanked. However,
she is not able to avert her eyes or close her eyes when confronted by a
creature with a gaze attack.
A light or continual flame spell
cast directly on a robe of eyes causes it to be blinded for 1d3 minutes.
A daylight spell blinds it for 2d4 minutes.
Moderate divination; CL 11th; Craft
Wondrous Item, true seeing; Price 120,000 gp;Weight 1 lb.
Robe of Scintillating Colors: The wearer of this robe
can cause the garment to display a shifting pattern of incredible hues, color
after color cascading from the upper part of the robe to the hem in sparkling
rainbows of dazzling light. The colors daze those near the wearer, conceal
the wearer, and illuminate the surroundings. It takes 1 full round after the
wearer speaks the command word for the colors to start flowing on the robe.
The colors create the equivalent of a gaze attack with a 30-foot range. Those
who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This
is a mind-affecting pattern effect.
Every round of continuous
scintillation of the robe gives the wearer better concealment. The miss chance
on attacks against the wearer starts at 10% and increases by 10% each round
until it reaches 50% (total concealment).
The robe illuminates a 30-foot radius
continuously.
The effect can be used no more than a
total of 10 rounds per day.
Moderate illusion; CL 11th; Craft
Wondrous Item, blur, rainbow pattern; Price 27,000 gp;Weight 1 lb.
Robe of Stars: This garment is typically
black or dark blue and embroidered with small white or silver stars. The robe
has three magical powers.
It enables its wearer to travel
physically to the Astral Plane, along with all that she is wearing or carrying.
It gives its wearer a +1 luck bonus
on all saving throws.
Its wearer can use up to six of the
embroidered stars on the chest portion of the robe as +5 shuriken. The
robe grants its wearer proficiency with such weapons. Each shuriken disappears
after it is used.
Strong varied; CL 15th; Craft
Wondrous Item, magic missile, astral projection or plane shift; Price
58,000 gp; Weight 1 lb.
Robe of Useful Items: This appears to be an unremarkable
robe, but a character who dons it notes that it is adorned with small cloth
patches of various shapes. Only the wearer of the robe can see these patches,
recognize them for what items they become, and detach them. One patch can
be detached each round. Detaching a patch causes it to become an actual item,
as indicated below. A newly created robe of useful items always has
two each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Mirror (a highly polished
2-foot-by-4-foot steel mirror)
Pole (10-foot length)
Hempen rope (50-foot coil)
Sack
In addition, the robe has several
other patches. Roll 4d4 for the number of other patches and then roll for each
patch on the table below to determine its nature.
d% |
Result |
0108 |
Bag of 100 gold pieces |
0915 |
Coffer, silver (6 in. by 6 in. by 1
ft.), 500 gp value |
1622 |
Door, iron (up to 10 ft. wide and
10 ft. high and barred on one sidemust be placed upright, attaches and
hinges itself) |
2330 |
Gems, 10 (100 gp value each) |
3144 |
Ladder, wooden (24 ft. long) |
4551 |
Mule (with saddle bags) |
5259 |
Pit, open (10 ft. by 10 ft. by 10
ft.) |
6068 |
Potion of cure serious wounds |
6975 |
Rowboat (12 ft. long) |
7683 |
Minor scroll of one randomly
determined spell |
8490 |
War dogs, pair (treat as riding
dogs) |
9196 |
Window (2 ft. by 4 ft., up to 2 ft.
deep) |
97100 |
Portable ram |
Multiple items of the same kind are
permissible. Once removed, a patch cannot be replaced.
Moderate transmutation; CL 9th; Craft
Wondrous Item, fabricate; Price 7,000 gp;Weight 1 lb.
Rope of Climbing: A 60-foot-long rope of
climbing is no thicker than a wand, but it is strong enough to support
3,000 pounds. Upon command, the rope snakes forward, upward, downward, or
in any other direction at 10 feet per round, attaching itself securely wherever
its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be
commanded to knot or unknot itself. This causes large knots to appear at 1-foot
intervals along the rope. Knotting shortens the rope to a 50-foot length until
the knots are untied but lowers the DC of Climb checks while using it by 10. A
creature must hold one end of the rope when its magic is invoked.
Faint transmutation; CL 3rd; Craft
Wondrous Item, animate rope; Price 3,000 gp;Weight 3 lb.
Rope of Entanglement: A rope of entanglement
looks just like any other hempen rope about 30 feet long. Upon command,
the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An
entangled creature can break free with a DC 20 Strength check or a DC 20 Escape
Artist check.
The rope has AC 22, 12 hit points,
and hardness 10, and it has damage reduction 5/slashing as well. The rope
repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope
of entanglement is severed (all 12 hit points lost to damage), it is
destroyed.
Moderate transmutation; CL 12th;
Craft Wondrous Item, animate objects, animate rope, entangle; Price
21,000 gp; Weight 5 lb.
Salve of Slipperiness: This substance provides
a +20 competence bonus on all Escape Artist checks, meaning that it is almost
impossible to grapple such a character or to tie or chain him up. In addition,
such obstructions as webs (magical or otherwise) do not affect an anointed
individual. Magic ropes and the like do not avail against this salve. If it
is smeared on a floor or on steps, the area should be treated as a long-lasting
grease spell. The salve requires 8 hours to wear off normally, or it
can be wiped off with an alcohol solution (even wine).
Salve of slipperiness is needed to coat the
inside of a container that is meant to hold sovereign glue (see below).
Faint conjuration; CL 6th; Craft
Wondrous Item, grease; Price 1,000 gp.
Scabbard of Keen Edges: This scabbard is fashioned
from cured leather and fine silver. It can shrink or enlarge to accommodate
any knife, dagger, sword, or similar weapon up to and including a greatsword.
Up to three times per day on command, the scabbard casts keen edge on
any blade placed within it.
Faint transmutation; CL 5th; Craft
Wondrous Item, keen edge; Price 16,000 gp;Weight 1 lb.
Scarab of Protection: This device appears to be
a silver medallion in the shape of a beetle. If it is held for 1 round, an
inscription appears on its surface letting the holder know that it is a protective
device.
The scarabs possessor gains spell
resistance 20. The scarab can also absorb energy-draining attacks, death
effects, and negative energy effects. Upon absorbing twelve such
attacks, the scarab turns to powder and is destroyed.
Strong abjuration and necromancy; CL
18th; Craft Wondrous Item, death ward, spell resistance; Price 38,000
gp.
Scarab, Golembane: This beetle-shaped pin enables
its wearer to detect any golem within 60 feet, although he must concentrate
(a standard action) in order for the detection to take place. A scarab enables
its possessor to combat golems with weapons, unarmed attacks, or natural weapons
as if those golems had no damage reduction.
Moderate divination; CL 8th; Craft
Wondrous Item, detect magic, creator must be at least 10th level; Price
2,500 gp.
Shrouds of Disintegration: These burial wrappings look
to be made of fine, embroidered materials. When a body is placed inside, a
command word will turn it to dust. The magic of the shrouds is usable only
once, after which the wrappings become ordinary, fine cloth.
Strong transmutation; CL 15th; Craft
Wondrous Item, disintegrate; Price 6,600 gp; Weight 10 lb.
Silversheen: This substance can be applied
to a weapon as a standard action. It will give the weapon the properties of
alchemical silver for 1 hour, replacing the properties of any other special
material it might have. One vial will coat a single melee weapon or 20 units
of ammunition.
Faint transmutation; CL 5th; Craft
Wondrous Item; Price 250 gp.
Slippers of Spider Climbing: When worn, a pair of these
slippers enable movement on vertical surfaces or even upside down along ceilings,
leaving the wearers hands free. Her speed is 20 feet. Severely slippery surfacesicy,
oiled, or greased surfaces make these slippers useless. The slippers can
be used for 10 minutes per day, split up as the wearer chooses.
Faint transmutation; CL 4th; Craft
Wondrous Item, spider climb; Price 4,800 gp;Weight 1/2 lb.
Sovereign Glue: This pale amber substance
is thick and viscous. Because of its particular powers, it can be contained
only in a flask whose inside has been coated with 1 ounce of salve of slipperiness,
and each time any of the bonding agent is poured from the flask, a new application
of the salve of slipperiness must be put in the flask within 1 round
to prevent the remaining glue from adhering to the side of the container.
A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces
of the stuff (1d81, minimum 1), with the other ounce of the flasks capacity
taken up by the salve of slipperiness. One ounce of this adhesive covers
1 square foot of surface, bonding virtually any two substances together in
a permanent union. The glue takes 1 round to set. If the objects are pulled
apart (a move action) before that time has elapsed, that application of the
glue loses its stickiness and is worthless. If the glue is allowed to set,
then attempting to separate the two bonded objects has no effect, except when
universal solvent is applied to the bond. (Sovereign glue is
dissolved by universal solvent.)
Strong transmutation; CL 20th; Craft
Wondrous Item, make whole; Price 2,400 gp (per ounce).
Stone of Alarm: This stone cube, when given
the command word, affixes itself to any object. If that object is touched
thereafter by anyone who does not first speak that same command word, the
stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile
away (assuming no intervening barriers).
Faint abjuration; CL 3rd; Craft
Wondrous Item, alarm; Price 2,700 gp;Weight 2 lb.
Stone of Controlling Earth Elementals:
A stone of this nature is typically an oddly shaped bit of roughly polished
rock.
The possessor of such a stone need
but utter a few words of summoning, and a Huge earth elemental comes to the
summoner. The summoning words require 1 full round to speak, and in all ways
the stone functions as the summon monster VII spell. (If sand or rough,
unhewn stone is the summoning medium, the elemental that comes is Large
instead, and the stone functions as the summon monster VI spell.) The
elemental appears in 1d4 rounds. Only one elemental can be summoned at a time.
A new elemental requires a new patch of earth or stone, which cannot be
accessed until after the first elemental disappears (is dispelled, dismissed,
or slain).
Strong conjuration; CL 13th; Craft
Wondrous Item, summon monster VI, summon monster VII; Price 100,000
gp;Weight 5 lb.
Stone of Good Luck (Luckstone): This stone is typically
a bit of rough polished agate or some similar mineral. Its possessor gains
a +1 luck bonus on saving throws, ability checks, and skill checks.
Faint evocation; CL 5th; Craft
Wondrous Item, divine favor; Price 20,000 gp.
Stone Horse: Each item of this nature
appears to be a fullsized, roughly hewn statue of a horse, carved from some
type of hard stone. A command word brings the steed to life, enabling it to
carry a burden and even to attack as if it were a real horse of the appropriate
kind.
A stone horse can carry 1,000
pounds tirelessly and never needs to rest or feed. Damage dealt to it can be
repaired by first using a stone to flesh spell, thus causing the stone
horse to become a normal horse that can be healed normally. When fully
healed, it automatically reverts to its stone form. While in its stone form, it
can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it
is given.
There are two sorts of stone
horses.
Courser: This item has the statistics of a
heavy horse as well as having hardness 10.
Destrier: This item has the
statistics of a heavy warhorse as well as having hardness 10.
Strong transmutation; CL 14th; Craft
Wondrous Item, flesh to stone, animate objects; Price 10,000 gp (courser)
or 14,800 gp (destrier);Weight 6,000 lb.
Stone Salve: This ointment has two uses.
If an ounce of it is applied to the flesh of a petrified creature, it returns
the creature to flesh as the stone to flesh spell. If an ounce of it
is applied to the flesh of a nonpetrified creature, it protects the creature
as a stoneskin spell.
Strong abjuration and transmutation;
CL 13th; Craft Wondrous Item, flesh to stone, stoneskin; Price 4,000 gp
per ounce.
Strand of Prayer Beads: This item appears to be
a normal string of prayer beads until the owner casts a divine spell. Once
that occurs, the owner instantly knows the powers of the prayer beads and
how to activate them. Each strand includes two or more special beads, each
with a different magic power.
Special Bead Type |
Special Bead Ability |
Bead of blessing |
Wearer can cast bless. |
Bead of healing |
Wearer can cast his choice of cure
serious wounds, remove blindness/deafness, or remove disease. |
Bead of karma |
Wearer casts his at +4
caster level. Effect lasts 10 minutes. |
Bead of smiting |
Wearer can cast chaos hammer,
holy smite, orders wrath, or unholy blight (Will DC 17 partial). |
Bead of summons |
Summons a powerful creature of
appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid
the wearer for one day. (If the wearer uses the bead of summons to
summon a deitys emissary frivolously, the deity takes that characters items
and places a geas upon him as punishment in the very least.) |
Bead of wind walking |
Wearer can cast wind walk. |
A lesser strand of prayer beads has
a bead of blessing and a bead of healing. A strand of prayer
beads has a bead of healing, a bead of karma, and a bead
of smiting. A greater strand of prayer beads has a bead of
healing, a bead of karma, a bead of summons, and a bead of
wind walking.
Each special bead can be used once
per day, except for the bead of summons, which works only once and then
becomes nonmagical. The beads of blessing, smiting, and wind walking function
as spell trigger items; the beads of karma and summons can be
activated by any character capable of casting divine . The owner need not
hold or wear the strand of prayer beads in any specific location, as
long as he carries it somewhere on his person.
The power of a special bead is lost
if it is removed from the strand. Reduce the price of a strand of prayer beads
that is missing one or more beads by the following amounts: bead of blessing
600 gp, bead of healing 9,000 gp, bead of karma 20,000 gp,
bead of smiting 16,800 gp, bead of summons 20,000 gp, bead
of wind walking 46,800 gp.
Faint, moderate or strong (many schools);
CL 1st (blessing), 5th (healing), 7th (smiting), 9th
(karma), 11th (wind walking), 17th (summons); Craft Wondrous
Items and one of the following per bead, as appropriate: bless (blessing);
cure serious wounds, remove blindness/ deafness, or remove disease
(healing); righteous might (karma); gate (summons);
chaos hammer, holy smite, orders wrath, or unholy blight (smiting),
wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp
(standard), 95,800 gp (greater).
Sustaining Spoon: This unremarkable eating
utensil is typically fashioned from horn. If the spoon is placed in an empty
container the vessel fills with a thick, pasty gruel. Although this substance
has a flavor similar to that of warm, wet cardboard, it is highly nourishing
and contains everything necessary to sustain any herbivorous, omnivorous, or
carnivorous creature. The spoon can produce sufficient gruel each day to feed
up to four humans.
Faint conjuration; CL 5th; Craft
Wondrous Item, create food and water; Price 5,400 gp.
Tome of Clear Thought: This heavy book contains
instruction on improving memory and logic, but entwined within the words is
a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum of six days, she gains an inherent bonus of from
+1 to +5 (depending on the type of tome) to her Intelligence score. Once the
book is read, the magic disappears from the pages and it becomes a normal
book. Because the tome of clear thought provides an inherent bonus,
the reader will earn extra skill points when she attains a new level.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, miracle or wish; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Tome of Leadership and Influence: This ponderous book details
suggestions for persuading and inspiring others, but entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum of six days, he gains an inherent bonus of from
+1 to +5 (depending on the type of tome) to his Charisma score. Once the book
is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, miracle or wish; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Tome of Understanding: This thick book contains
tips for improving instinct and perception, but entwined within the words
is a powerful magical effect. If anyone reads this book, which takes a total
of 48 hours over a minimum of six days, she gains an inherent bonus of from
+1 to +5 (depending on the type of tome) to her Wisdom score. Once the book
is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is
used); CL 17th; Craft Wondrous Item, miracle or wish; Price
27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp
(+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp +
15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5
lb.
Unguent of Timelessness: When applied to any matter
that was once alive this ointment allows that substance to resist the passage
of time. Each year of actual time affects the substance as if only a day had
passed. The coated object gains a +1 resistance bonus on all saving throws.
The unguent never wears off, although it can be magically removed (by dispelling
the effect, for instance). One flask contains enough material to coat eight
Medium or smaller objects. A Large object counts as two Medium objects, and
a Huge object counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite:
Craft Wondrous Item; Price 150 gp.
Universal Solvent: This substance has the unique
property of being able to dissolve sovereign glue and tanglefoot bags.
Applying the solvent is a standard action.
Strong transmutation; CL 20th; Craft
Wondrous Item, disintegrate; Price 50 gp.
Vest of Escape: Hidden within secret pockets
of this simple silk vest are lockpicks that provide a +4 competence bonus
on Open Lock checks. The vest also grants its wearer a +6 competence bonus
on Escape Artist checks.
Faint conjuration and transmutation;
CL 4th; Craft Wondrous Item, knock, grease; Price 5,200 gp.
Vestment, Druids: This light garment is worn
over normal clothing or armor. Most such vestments are green, embroidered
with plant or animal motifs. When this item is worn by a character with the
wild shape ability, the character can use that ability one additional time
each day.
Moderate transmutation; CL 10th;
Craft Wondrous Item, polymorph or wild shape ability; Price 10,000 gp.
Well of Many Worlds: This strange, interdimensional
device looks just like a portable hole. Anything placed within it is
immediately cast to another worlda parallel world, another planet, or a different
plane (chosen randomly). If the well is moved, the random factor again comes
into play. It can be picked up, folded, or rolled, just as a portable hole
can be. Objects from the world the well touches can come through the opening
just as easily as from the initiating place. (It is a two-way portal.)
Strong conjuration; CL 17th; Craft
Wondrous Item, gate; Price 82,000 gp.
Wind Fan: A wind fan appears to be nothing
more than a wood and papyrus or cloth instrument with which to create a cooling
breeze. By uttering the command word, its possessor causes the fan to generate
air movement duplicating a gust of wind spell. The fan can be used
once per day with no risk. If it is used more frequently, there is a 20% cumulative
chance per usage during that day that the device tears into useless, nonmagical
tatters.
Faint evocation; CL 5th; Craft
Wondrous Item, gust of wind; Price 5,500 gp.
Wings of Flying: A pair of these wings might
appear to be nothing more than a plain cloak of old, black cloth, or they
could be as elegant as a long cape of blue feathers. When the wearer speaks
the command word, the cloak turns into a pair of bat or bird wings that empower
her to fly with a speed of 60 feet (good maneuverability).
Moderate transmutation; CL 10th;
Craft Wondrous Item, fly; Price 54,000 gp;Weight 2 lb.