MAGIC ITEMS V (WONDROUS ITEMS)
WONDROUS
ITEMS
This is a catch-all category for anything that doesn�t
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, 02�31 indicates that something (a design,
inscription, or the like) provides a clue to its function, and 32�100 indicates
no special qualities. Intelligent items have extra abilities and sometimes
extraordinary powers and special purposes.
Wondrous items with charges can never be intelligent.
Table: Minor Wondrous Items |
||
d% |
Item |
Market Price
|
01 |
Feather token, anchor
|
50 gp |
02 |
Universal solvent |
50 gp |
03 |
Elixir of love |
150 gp |
04 |
Unguent of timelessness |
150 gp |
05 |
Feather token, fan |
200 gp |
06 |
Dust of tracelessness |
250 gp |
07 |
Elixir of hiding |
250 gp |
08 |
Elixir of sneaking |
250 gp |
09 |
Elixir of swimming |
250 gp |
10 |
Elixir of vision |
250 gp |
11 |
Silversheen |
250 gp |
12 |
Feather token, bird |
300 gp |
13 |
Feather token, tree |
400 gp |
14 |
Feather token, swan boat |
450 gp |
15 |
Elixir of truth |
500 gp |
16 |
Feather token, whip |
500 gp |
17 |
Dust of dryness |
850 gp |
18 |
Bag of tricks, gray |
900 gp |
19 |
Hand of the mage |
900 gp |
20 |
Bracers of armor +1 |
1,000 gp |
21 |
Cloak of resistance +1 |
1,000 gp |
22 |
Pearl of power, 1st-level spell |
1,000 gp |
23 |
Phylactery of faithfulness |
1,000 gp |
24 |
Salve of slipperiness |
1,000 gp |
25 |
Elixir of fire breath |
1,100 gp |
26 |
Pipes of the sewers |
1,150 gp |
27 |
Dust of illusion |
1,200 gp |
28 |
Goggles of minute seeing |
1,250 gp |
29 |
Brooch of shielding |
1,500 gp |
30 |
Necklace of fireballs type I |
1,650 gp |
31 |
Dust of appearance |
1,800 gp |
32 |
Hat of disguise |
1,800 gp |
33 |
Pipes of sounding |
1,800 gp |
34 |
Efficient quiver |
1,800 gp |
35 |
Amulet of natural armor +1 |
2,000 gp |
36 |
Handy haversack |
2,000 gp |
37 |
Horn of fog |
2,000 gp |
38 |
Elemental gem |
2,250 gp |
39 |
Robe of bones |
2,400 gp |
40 |
Sovereign glue |
2,400 gp |
41 |
Bag of holding type I |
2,500 gp |
42 |
Boots of elvenkind |
2,500 gp |
43 |
Boots of the winterlands |
2,500 gp |
44 |
Candle of truth |
2,500 gp |
45 |
Cloak of elvenkind |
2,500 gp |
46 |
Eyes of the eagle |
2,500 gp |
47 |
Scarab, golembane |
2,500 gp |
48 |
Necklace of fireballs type II |
2,700 gp |
49 |
Stone of alarm |
2,700 gp |
50 |
Bag of tricks, rust |
3,000 gp |
51 |
Bead of force |
3,000 gp |
52 |
Chime of opening |
3,000 gp |
53 |
Horseshoes of speed |
3,000 gp |
54 |
Rope of climbing |
3,000 gp |
55 |
Dust of disappearance |
3,500 gp |
56 |
Lens of detection |
3,500 gp |
57 |
Vestment, druid�s |
3,750 gp |
58 |
Figurine of wondrous power, silver
raven |
3,800 gp |
59 |
Amulet of health +2 |
4,000 gp |
60 |
Bracers of armor +2 |
4,000 gp |
61 |
Cloak of Charisma +2 |
4,000 gp |
62 |
Cloak of resistance +2 |
4,000 gp |
63 |
Gauntlets of ogre power |
4,000 gp |
64 |
Gloves of arrow snaring |
4,000 gp |
65 |
Gloves of Dexterity +2 |
4,000 gp |
66 |
Headband of intellect +2 |
4,000 gp |
67 |
Ioun stone, clear spindle |
4,000 gp |
68 |
Restorative ointment |
4,000 gp |
69 |
Marvelous pigments |
4,000 gp |
70 |
Pearl of power, 2nd-level spell |
4,000 gp |
71 |
Periapt of Wisdom +2 |
4,000 gp |
72 |
Stone salve |
4,000 gp |
73 |
Necklace of fireballs type III |
4,350 gp |
74 |
Circlet of persuasion |
4,500 gp |
75 |
Slippers of spider climbing |
4,800 gp |
76 |
Incense of meditation |
4,900 gp |
77 |
Bag of holding type II |
5,000 gp |
78 |
Bracers of archery, lesser |
5,000 gp |
79 |
Ioun stone, dusty rose prism |
5,000 gp |
80 |
Helm of comprehend languages and
read magic |
5,200 gp |
81 |
Vest of escape |
5,200 gp |
82 |
Eversmoking bottle |
5,400 gp |
83 |
Sustaining spoon |
5,400 gp |
84 |
Necklace of fireballs type IV |
5,400 gp |
85 |
Boots of striding and springing |
5,500 gp |
86 |
Wind fan |
5,500 gp |
87 |
Amulet of mighty fists +1 |
6,000 gp |
88 |
Horseshoes of a zephyr |
6,000 gp |
89 |
Pipes of haunting |
6,000 gp |
90 |
Necklace of fireballs type V |
6,150 gp |
91 |
Gloves of swimming and climbing |
6,250 gp |
92 |
Bag of tricks, tan |
6,300 gp |
93 |
Circlet of blasting, minor |
6,480 gp |
94 |
Horn of goodness/evil |
6,500 gp |
95 |
Robe of useful items |
7,000 gp |
96 |
Boat, folding |
7,200 gp |
97 |
Cloak of the manta ray |
7,200 gp |
98 |
Bottle of air |
7,250 gp |
99 |
Bag of holding type III |
7,400 gp |
100 |
Periapt of health |
7,400 gp |
Table: Medium Wondrous Items |
||
d% |
Item |
Market Price
|
01 |
Boots of levitation |
7,500 gp |
02 |
Harp of charming |
7,500 gp |
03 |
Amulet of natural armor +2 |
8,000 gp |
04 |
Golem manual, flesh |
8,000 gp |
05 |
Hand of glory |
8,000 gp |
06 |
Ioun stone, deep red sphere |
8,000 gp |
07 |
Ioun stone, incandescent blue
sphere |
8,000 gp |
08 |
Ioun stone, pale blue rhomboid |
8,000 gp |
09 |
Ioun stone, pink and green sphere |
8,000 gp |
10 |
Ioun stone, pink rhomboid |
8,000 gp |
11 |
Ioun stone, scarlet and blue sphere |
8,000 gp |
12 |
Deck of illusions |
8,100 gp |
13 |
Necklace of fireballs type VI |
8,100 gp |
14 |
Candle of invocation |
8,400 gp |
15 |
Bracers of armor +3 |
9,000 gp |
16 |
Cloak of resistance +3 |
9,000 gp |
17 |
Decanter of endless water |
9,000 gp |
18 |
Necklace of adaptation |
9,000 gp |
19 |
Pearl of power, 3rd-level spell |
9,000 gp |
20 |
Talisman of the sphere |
9,000 gp |
21 |
Figurine of wondrous power,
serpentine owl |
9,100 gp |
22 |
Necklace of fireballs type VII |
9,150 gp |
23 |
Strand of prayer beads, lesser |
9,600 gp |
24 |
Bag of holding type IV |
10,000 gp |
25 |
Figurine of wondrous power, bronze
griffon |
10,000 gp |
26 |
Figurine of wondrous power, ebony
fly |
10,000 gp |
27 |
Glove of storing |
10,000 gp |
28 |
Ioun stone, dark blue rhomboid |
10,000 gp |
29 |
Stone horse, courser |
10,000 gp |
30 |
Cape of the mountebank |
10,080 gp |
31 |
Phylactery of undead turning |
11,000 gp |
32 |
Gauntlet of rust |
11,500 gp |
33 |
Boots of speed |
12,000 gp |
34 |
Goggles of night |
12,000 gp |
35 |
Golem manual, clay |
12,000 gp |
36 |
Medallion of thoughts |
12,000 gp |
37 |
Pipes of pain |
12,000 gp |
38 |
Blessed book |
12,500 gp |
39 |
Belt, monk�s |
13,000 gp |
40 |
Gem of brightness |
13,000 gp |
41 |
Lyre of building |
13,000 gp |
42 |
Cloak of arachnida |
14,000 gp |
43 |
Stone horse, destrier |
14,800 gp |
44 |
Belt of dwarvenkind |
14,900 gp |
45 |
Periapt of wound closure |
15,000 gp |
46 |
Horn of the tritons |
15,100 gp |
47 |
Pearl of the sirines |
15,300 gp |
48 |
Figurine of wondrous power, onyx
dog |
15,500 gp |
49 |
Amulet of health +4 |
16,000 gp |
50 |
Belt of giant Strength +4 |
16,000 gp |
51 |
Boots, winged |
16,000 gp |
52 |
Bracers of armor +4 |
16,000 gp |
53 |
Cloak of Charisma +4 |
16,000 gp |
54 |
Cloak of resistance +4 |
16,000 gp |
55 |
Gloves of Dexterity +4 |
16,000 gp |
56 |
Headband of intellect +4 |
16,000 gp |
57 |
Pearl of power, 4th-level spell |
16,000 gp |
58 |
Periapt of Wisdom +4 |
16,000 gp |
59 |
Scabbard of keen edges |
16,000 gp |
60 |
Figurine of wondrous power, golden
lions |
16,500 gp |
61 |
Chime of interruption |
16,800 gp |
62 |
Broom of flying |
17,000 gp |
63 |
Figurine of wondrous power, marble
elephant |
17,000 gp |
64 |
Amulet of natural armor +3 |
18,000 gp |
65 |
Ioun stone, iridescent spindle |
18,000 gp |
66 |
Bracelet of friends |
19,000 gp |
67 |
Carpet of flying, 5 ft. by 5 ft. |
20,000 gp |
68 |
Horn of blasting |
20,000 gp |
69 |
Ioun stone, pale lavender ellipsoid |
20,000 gp |
70 |
Ioun stone, pearly white spindle |
20,000 gp |
71 |
Portable hole |
20,000 gp |
72 |
Stone of good luck (luckstone) |
20,000 gp |
73 |
Figurine of wondrous power, ivory
goats |
21,000 gp |
74 |
Rope of entanglement |
21,000 gp |
75 |
Golem manual, stone |
22,000 gp |
76 |
Mask of the skull |
22,000 gp |
77 |
Mattock of the titans |
23,348 gp |
78 |
Circlet of blasting, major |
23,760 gp |
79 |
Amulet of mighty fists +2 |
24,000 gp |
80 |
Cloak of displacement, minor |
24,000 gp |
81 |
Helm of underwater action |
24,000 gp |
82 |
Bracers of archery, greater |
25,000 gp |
83 |
Bracers of armor +5 |
25,000 gp |
84 |
Cloak of resistance +5 |
25,000 gp |
85 |
Eyes of doom |
25,000 gp |
86 |
Pearl of power, 5th-level spell |
25,000 gp |
87 |
Maul of the titans |
25,305 gp |
88 |
Strand of prayer beads |
25,800 gp |
89 |
Cloak of the bat |
26,000 gp |
90 |
Iron bands of binding |
26,000 gp |
91 |
Cube of frost resistance |
27,000 gp |
92 |
Helm of telepathy |
27,000 gp |
93 |
Periapt of proof against poison |
27,000 gp |
94 |
Robe of scintillating colors |
27,000 gp |
95 |
Manual of bodily health +1 |
27,500 gp |
96 |
Manual of gainful exercise +1 |
27,500 gp |
97 |
Manual of quickness in action +1 |
27,500 gp |
98 |
Tome of clear thought +1 |
27,500 gp |
99 |
Tome of leadership and influence +1 |
27,500 gp |
100 |
Tome of understanding +1 |
27,500 gp |
Table: Major Wondrous Items |
||
d% |
Item |
Market Price
|
01 |
Dimensional shackles |
28,000 gp |
02 |
Figurine of wondrous power,
obsidian steed |
28,500 gp |
03 |
Drums of panic |
30,000 gp |
04 |
Ioun stone, orange |
30,000 gp |
05 |
Ioun stone, pale green prism |
30,000 gp |
06 |
Lantern of revealing |
30,000 gp |
07 |
Robe of blending |
30,000 gp |
08 |
Amulet of natural armor +4 |
32,000 gp |
09 |
Amulet of proof against detection and
location |
35,000 gp |
10 |
Carpet of flying, 5 ft. by 10 ft. |
35,000 gp |
11 |
Golem manual, iron |
35,000 gp |
12 |
Amulet of health +6 |
36,000 gp |
13 |
Belt of giant Strength +6 |
36,000 gp |
14 |
Bracers of armor +6 |
36,000 gp |
15 |
Cloak of Charisma +6 |
36,000 gp |
16 |
Gloves of Dexterity +6 |
36,000 gp |
17 |
Headband of intellect +6 |
36,000 gp |
18 |
Ioun stone, vibrant purple prism |
36,000 gp |
19 |
Pearl of power, 6th-level spell |
36,000 gp |
20 |
Periapt of Wisdom +6 |
36,000 gp |
21 |
Scarab of protection |
38,000 gp |
22 |
Ioun stone, lavender and green
ellipsoid |
40,000 gp |
23 |
Ring gates |
40,000 gp |
24 |
Crystal ball |
42,000 gp |
25 |
Golem manual, greater stone |
44,000 gp |
26 |
Orb of storms |
48,000 gp |
27 |
Boots of teleportation |
49,000 gp |
28 |
Bracers of armor +7 |
49,000 gp |
29 |
Pearl of power, 7th-level spell |
49,000 gp |
30 |
Amulet of natural armor +5 |
50,000 gp |
31 |
Cloak of displacement, major |
50,000 gp |
32 |
Crystal ball with see invisibility |
50,000 gp |
33 |
Horn of Valhalla |
50,000 gp |
34 |
Crystal ball with detect thoughts |
51,000 gp |
35 |
Carpet of flying, 6 ft. by 9 ft. |
53,000 gp |
36 |
Amulet of mighty fists +3 |
54,000 gp |
37 |
Wings of flying |
54,000 gp |
38 |
Cloak of etherealness |
55,000 gp |
39 |
Instant fortress |
55,000 gp |
40 |
Manual of bodily health +2 |
55,000 gp |
41 |
Manual of gainful exercise +2 |
55,000 gp |
42 |
Manual of quickness in action +2 |
55,000 gp |
43 |
Tome of clear thought +2 |
55,000 gp |
44 |
Tome of leadership and influence +2 |
55,000 gp |
45 |
Tome of understanding +2 |
55,000 gp |
46 |
Eyes of charming |
56,000 gp |
47 |
Robe of stars |
58,000 gp |
48 |
Carpet of flying, 10 ft. by 10 ft. |
60,000 gp |
49 |
Darkskull |
60,000 gp |
50 |
Cube of force |
62,000 gp |
51 |
Bracers of armor +8 |
64,000 gp |
52 |
Pearl of power, 8th-level spell |
64,000 gp |
53 |
Crystal ball with telepathy |
70,000 gp |
54 |
Horn of blasting, greater |
70,000 gp |
55 |
Pearl of power, two spells |
70,000 gp |
56 |
Helm of teleportation |
73,500 gp |
57 |
Gem of seeing |
75,000 gp |
58 |
Robe of the archmagi |
75,000 gp |
59 |
Mantle of faith |
76,000 gp |
60 |
Crystal ball with true seeing |
80,000 gp |
61 |
Pearl of power, 9th-level spell |
81,000 gp |
62 |
Well of many worlds |
82,000 gp |
63 |
Manual of bodily health +3 |
82,500 gp |
64 |
Manual of gainful exercise +3 |
82,500 gp |
65 |
Manual of quickness in action +3 |
82,500 gp |
66 |
Tome of clear thought +3 |
82,500 gp |
67 |
Tome of leadership and influence +3 |
82,500 gp |
68 |
Tome of understanding +3 |
82,500 gp |
69 |
Apparatus of the crab |
90,000 gp |
70 |
Mantle of spell resistance |
90,000 gp |
71 |
Mirror of opposition |
92,000 gp |
72 |
Strand of prayer beads, greater |
95,800 gp |
73 |
Amulet of mighty fists +4 |
96,000 gp |
74 |
Eyes of petrification |
98,000 gp |
75 |
Bowl of commanding water elementals |
100,000 gp |
76 |
Brazier of commanding fire
elementals |
100,000 gp |
77 |
Censer of controlling air
elementals |
100,000 gp |
78 |
Stone of controlling earth
elementals |
100,000 gp |
79 |
Manual of bodily health +4 |
110,000 gp |
80 |
Manual of gainful exercise +4 |
110,000 gp |
81 |
Manual of quickness in action +4 |
110,000 gp |
82 |
Tome of clear thought +4 |
110,000 gp |
83 |
Tome of leadership and influence +4 |
110,000 gp |
84 |
Tome of understanding +4 |
110,000 gp |
85 |
Amulet of the planes |
120,000 gp |
86 |
Robe of eyes |
120,000 gp |
87 |
Helm of brilliance |
125,000 gp |
88 |
Manual of bodily health +5 |
137,500 gp |
89 |
Manual of gainful exercise +5 |
137,500 gp |
90 |
Manual of quickness in action +5 |
137,500 gp |
91 |
Tome of clear thought +5 |
137,500 gp |
92 |
Tome of leadership and influence +5 |
137,500 gp |
93 |
Tome of understanding +5 |
137,500 gp |
94 |
Efreeti bottle |
145,000 gp |
95 |
Amulet of mighty fists +5 |
150,000 gp |
96 |
Chaos diamond |
160,000 gp |
97 |
Cubic gate |
164,000 gp |
98 |
Iron flask |
170,000 gp |
99 |
Mirror of mental prowess |
175,000 gp |
100 |
Mirror of life trapping |
200,000 gp |
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, bear�s
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, creator�s caster level must be at least three times the
amulet�s 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 wearer�s 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,
creator�s caster level must be at least three times the amulet�s 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 (01�60 on d%) or to a random plane (61�100).
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 bag�s contents, depend on the bag�s
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 action�unless 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.
Bag of Tricks: This small sack appears normal and
empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the
ball is removed and tossed up to 20 feet away, it turns into an animal. The
animal serves the character who drew it from the bag for 10 minutes (or until
slain or ordered back into the bag), at which point it disappears. It can
follow any of the commands described in the Handle Animal skill. Each of the
three kinds of a bag of tricks produces a different set of animals. Use
the following tables to determine what animals can be drawn out of each.
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 nature�s ally II (gray), summon
nature�s ally III (rust), or summon nature�s ally V (tan); Price 900
gp (gray); 3,000 gp (rust); 6,300 gp (tan).
��� Gray �� |
���� Rust ���� |
���� Tan ���� |
|||
d% |
Animal |
d% |
Animal |
d% |
Animal |
01�30 |
Bat |
01�30 |
Wolverine |
01�30 |
Brown bear |
31�60 |
Rat |
31�60 |
Wolf |
31�60 |
Lion |
61�75 |
Cat |
61�85 |
Boar |
61�80 |
Heavy warhorse |
76�90 |
Weasel |
86�100 |
Black bear |
81�90 |
Tiger |
91�100 |
Badger |
|
|
91�100 |
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 spell�s 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, Monk�s: This simple rope belt, when wrapped
around a character�s waist, confers great ability in unarmed combat. The
wearer�s 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 monk�s 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, spells, or spell-like effects.
Moderate divination; CL 12th; Craft Wondrous Item, tongues,
creator must be a dwarf; Price 14,900 gp;Weight 1 lb.
Belt of Giant Strength: This wide belt is made of thick
leather and studded with iron. The belt adds to the wearer�s Strength score in
the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull�s
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 spells without paying the 100 gp per page material cost. This book is
never found as randomly generated treasure with spells 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 box�about 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 wearer�s
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, cat�s 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, creator�s 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 candle�s 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 candle�s operates
as if two levels higher for purposes of determining spells per day if he burns
the candle during or just prior to his spell preparation time. He can even cast
spells 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 doesn�t 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 it�if 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 character�s
possession and cannot be overcome in any way (including restoration spells).
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 spell�s 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 wearer�s Charisma-based checks.
Faint transmutation; CL 5th; Craft Wondrous Item, eagle�s
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 spells or webs of any sort�she 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 character�s possession, it
adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle�s
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,
creator�s caster level must be at least three times the cloak�s 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 spells 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 possessor�s 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. Spells that affect the integrity of the screen
also drain extra charges. These spells (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 deck�s owner |
Joker |
Two of staves |
Illusion of deck�s owner (sex
reversed) |
A randomly generated deck is usually complete (11�100
on d%), but may be discovered (01�10) 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 dust�s 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
can�t 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 doesn�t 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 what�s 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 (01�10 on d%) that the efreeti is insane and attacks
immediately upon being released. There is also a 10% chance (91�100) that the
efreeti of the bottle grants three wishes. In either case, the efreeti
afterward disappears forever. The other 80% of the time (11�90), the inhabitant
of the bottle loyally serves the character for up to 10 minutes per day (or
until the efreeti�s death), doing as she commands. Roll each day the bottle is
opened for that day�s 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
nature�s 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
nature�s 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 person�the 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 doesn�t break free of
the truth-compelling enchantment but also doesn�t 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
user�s eyes. The wearer is able to use charm person (one target per
round) merely by meeting a target�s 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
user�s 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
week�continuously 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 nightmare
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 goat�s 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
figurine�s 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, bull�s
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 wearer�s
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, cat�s
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, bull�s
strength, cat�s 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 golem�s body. Each manual also holds the prerequisite spells
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 spells 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 golem�s body. Once the golem is finished, the writing in the
manual fades and the book is consumed in flames. When the book�s 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,
bull�s 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,
bull�s 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 character�s 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 character�s 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 wearer�s 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, fox�s
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 wearer�s 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 wearer�s 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 they�re 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 owner�s
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 (01�30 on d%), 5d6 Medium
sharks (31�80), or 1d10 sea lions (81�100) 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 horn�s type determines what barbarians are summoned and what prerequisite
is needed to use the horn. Any character who uses a horn of Valhalla but
doesn�t have the prerequisite is attacked by the barbarians she herself
summoned.
d% |
Type of Horn |
Barbarians Summoned |
Prerequisite |
01�40 |
Silver |
2d4+2, 2nd level |
None |
41�75 |
Brass |
2d4+1, 3rd level |
Spellcaster level 1st |
76�90 |
Bronze |
2d4, 4th level |
Proficiency with all martial
weapons or bardic music ability |
91�100 |
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 animal�s hooves, they
increase the animal�s 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 spells as though affected by the
Maximize Spell feat. However, all the spells 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 fortress�even knock spells
can�t 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 device�s 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 fortress�s 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, mage�s
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 spells, as a
ring of spell storing |
36,000 gp |
Iridescent |
Spindle |
Sustains creature without air |
18,000 gp |
Pale lavender |
Ellipsoid |
Absorbs spells 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 spells 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 spells. Stored spells 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 |
01�50 |
Empty |
89 |
Demon (glabrezu) |
51�54 |
Large air elemental |
90 |
Demon (succubus) |
55�58 |
Arrowhawk |
91 |
Devil (osyluth) |
59�62 |
Large earth elemental |
92 |
Devil (barbazu) |
63�66 |
Xorn |
93 |
Devil (erinyes) |
67�70 |
Large fire elemental |
94 |
Devil (cornugon) |
71�74 |
Salamander |
95 |
Celestial (avoral) |
75�78 |
Large water elemental |
96 |
Celestial (ghaele) |
79�82 |
Adult tojanida |
97 |
Formian myrmarch |
83�84 |
Chaos Beast |
98 |
Arrowhawk, elder |
85�86 |
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 can�t 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 wearer�s 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
wearer�s 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 victim�s equipment
(including clothing and anything being carried) remains behind. If the mirror�s
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 mirror�s 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 she�s 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 mirror�s 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 character�s worn magic items is effective.) If a
character holds it, however, all can see the strand as it really is�a 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 spells
(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 spells per day (each of a different
level, 6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item,
creator must be able to cast spells 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 spells).
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 pearl�s 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
spells 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
possessor�s 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, owl�s
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
wearer�s 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 piper�s 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 nature�s 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 pairs�two 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 (01�45 on d%, good alignment), gray (46�75, neither good nor evil
alignment), or black (76�100, 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 spells).
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 can�t 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 |
01�08 |
Bag of 100 gold pieces |
09�15 |
Coffer, silver (6 in. by 6 in. by 1
ft.), 500 gp value |
16�22 |
Door, iron (up to 10 ft. wide and
10 ft. high and barred on one side�must be placed upright, attaches and
hinges itself) |
23�30 |
Gems, 10 (100 gp value each) |
31�44 |
Ladder, wooden (24 ft. long) |
45�51 |
Mule (with saddle bags) |
52�59 |
Pit, open (10 ft. by 10 ft. by 10
ft.) |
60�68 |
Potion of cure serious wounds |
69�75 |
Rowboat (12 ft. long) |
76�83 |
Minor scroll of one randomly
determined spell |
84�90 |
War dogs, pair (treat as riding
dogs) |
91�96 |
Window (2 ft. by 4 ft., up to 2 ft.
deep) |
97�100 |
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 scarab�s 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 wearer�s hands free. Her speed is 20 feet. Severely slippery
surfaces�icy, 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 (1d8�1, minimum 1), with the other ounce of the
flask�s 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 spells at +4
caster level. Effect lasts 10 minutes. |
Bead of smiting |
Wearer can cast chaos hammer,
holy smite, order�s 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 deity�s emissary frivolously, the deity takes that character�s 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 spells. 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 spells 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, order�s 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, Druid�s: 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 world�a 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.