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 Inviolate Form: This mystic amulet is set with seven red garnets. Whenever the wearer
is subjected to a spell or effect that would significantly change his bodily
form or composition, he can expend one charge to negate the transformation. He
must decide to use the charge before he attempts the saving throw. Effects that
the amulet protects against include: polymorph, petrification, gaseous form,
and transformative attacks such as the touch of an Aboleth’s tentacle or a
Chaos Beast. The amulet has 7 charges, one for each Garnet, the garnets turn
dull black as the charges are expended.
Moderate
abjuration; CL 8th; Craft Wondrous Item, break enchantment; Price
11000gps.
Amulet
of Light:
These sunburst pattern amulets radiate a continual Consecrate effect as the
spell.
Moderate
Evocation; CL 5th; Craft Wondrous Item; consecrate; Price: 25000gps,
Weight 1lb
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 Ooze Riding:
Whenever the wearer of this amulet comes into contact with an ooze, a sphere of
force springs up around him and protects him from all attacks by the ooze.
Moderate
abjuration; CL 7; Craft Wonderous Item, otiluke’s resilient sphere; Price
28000.
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.
Amulet
of Spell Conversion: This is a bronze octagon with mystic symbols engraved on it. The
amulet allows an arcane caster that must prepare spells the ability to drop a
prepared spell for another that he has in his spellbook or otherwise knows.
Activation of the amulet is a full round action and can be done only once per
day.
Moderate,
No School; CL 11th; Craft Wondrous Item, Rary’s Arcane Conversion;
Price: 18000gps; Cost: 9000gps, 720xps, 18days; Weight: 1lb
Amulet
of Warmth:
This simple amulet can be activated by tapping it once. It wraps the wearer in
a cocoon of 70 degree warmth for as long as it is activated. If the amulet
takes any cold damage, it is inert for 24 hours. Faint Abjuration: CL 3: Craft
Wonderous Item, endure elements: Price; 1000gps: Cost; 500gps, 40xps, 1 day:
Weight; ½ lb.
Angriz’s
Chest: This
box was created to keep meat fresh indefinitely. Any dead flesh placed within
it remains fresh and untainted. Faint Necromancy: CL1: Craft Wonderous Item,
gentle repose: Price; 1000gp: Cost; 500gps, 40xps, 1 day: Weight; 50lbs.
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.
Arcane
Key: This is
a set of thieves tools enchanted to allow the user to interact with mystical
bonds and seals. A rogue, and only a rogue, equipped with an arcane key, can
use open lock against a door sealed with arcane lock or hold portal, and he can
use disable device to temporarily shut down the alarm function of an arcane
seal.The DC of the open lock is increased by 10, doors sealed by magic may not
have physical locks, in which case the DC is 20. A successful check dispells a
hold portal spell but only disables arcane seal and arcane lock for 10 minutes.
Opening an arcane seal triggers the alarm unless it has already been disabled
with a DC of 10+caster level of the seal. Success suppresses the effect for 10
minutes. In Sharn it is illegal to own an arcane key. Faint abjuration; CL 3; Craft
wonderous item; knock, creator must have one level of rogue; price 500gps.
Armbands
of Might:
These bronze armbands grant the wearer a +2 bonus on str checks and skills. If
he has the power attack feat, he gains a +2 on damage for any attack he uses power
attack and takes at least a –2 penalty. They occupy the same slot as bracers.
Faint transmutation; CL 3; Craft wonderous item; bulls strength; price 4100gps.
Artificer
Monocle:
When wearing the Monocle, if you successfully use your artificer knowledge
ability, you can spend one more minute examining the item to identify it as if
you had cast Identify. Faint Divination; CL5; Craft Wonderous Item, identify,
creator must have Artificer Knowledge class feature; Price: 19000gps; Cost:
9500gps, 760xps, 19 days; Weight: 0lbs
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 Teeth:
This small sack made of fishskin contains a handful of piranha teeth. When the
teeth are cast into the water, they become a piranha swarm . The swarm is
normal in all respects and remains in the area for 10 minutes. The creator has
no control over the swarm. Strong Conjuration; CL 13; Craft Wonderous Item,
summon swarm; Price: 2000gp; Weight: 1lb.
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 |
Bagpipes
of the Damned:
When played, these bagpipes help bolster undead against turning. The piper must
make a DC15 perform check (wind instruments). If successful, all undead in a
60’ radius gain a +4 bonus to their turn resistance. Moderate Necromancy; CL
10; Craft Wonderous Item, class ability to turn or rebuke undead as a 10th
lvl cleric; Price 3000gp. Weight 4lb.
Battering
Ball:
ThisMetal Sphere is only 1’ in diameter but upon command, the ball flies up to
10’ until it strikes a solid object, it then returns to its starting position
by the most direct route. Once per round, it flies forward again, repeating
this action until commanded to stop. The ball gains a +12 bonus for the purpose
of overcoming an objects break DC. A battering ball cannot attack attended
objects, object that are moving or living creatures. If it enters a square
occupied by a living creature, it stops short and returns to its starting
position, not moving until commanded to do so.
Moderate
Transmutation; CL 9; Craft Wonderous Item, telekinesis; Price 2000gp; Weight
15lbs.
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.
Belt
of Hidden Pouches: This item might be made of silk or soft leather but it is always
fairly wide and with a big buckle (usually Brass or silver). Hiden inside the
belt are 10 small pockets, each of which seems big enough to hold only a few
coins. Each pocket is actually a small bag of holding and can hold up to ½
cubic foot or 5 lbs of nonliving material. No object exceeding 6” can be placed
into a pocket. Anything placed into a pocket effectively has only 1/10th
of it’s normal weight. In addition, two secret pockets lie behind each visible
one, for a total of 30 pockets, the hidden pockets can only be accessed through
a command word. Even when a pocket is full, it never bulges. Accessing any
pocket is a move action that does not provoke an attack of opportunity.
Frisking the wearer will not reveal anything in the pockets and the pockets
cannot be picked. Moderate Conjuration; CL 9;Craft wonderous Item, secret
Chest; Price 5000gp; Weight 1lb.
Belt
of Many Pockets: This item might be made of silk or soft leather but it is always
fairly wide and with a big buckle (usually Brass or silver). Slightly concealed
inside the inner front of the belt are 8 small pockets, each of which seems big
enough to hold only a few coins. Each pocket is actually a small bag of holding
and can hold up to 1 cubic foot or 10 lbs of nonliving material. In fact, there
are 64 pouches available on the belt, 7 more behind each of the more readily
apparent ones. If the user has a familiar, it can live in one of the pockets,
not needing food, water or air while inside the pouch. Any other creature only
has 1 minutes worth of air. Items in the pouches are effectively weightless and
do not add anything to the wearers encumberance. Accessing and removing or
placing an item in any pocket is a move action that does not provoke an attack
of opportunity. Frisking the wearer will not reveal anything in the pockets and
the pockets cannot be picked. Moderate Conjuration; CL 9;Craft wonderous Item,
leomund’s secret chest, locate object, familiar pocket; Price 11000gp; Weight
1lb.
Belt
of One Mighty Blow: Once per day, as a swift action, the wearer of this belt can activate
it to gain extra damge on his next melee round. A light weapon deals +1d8, a
one haded deals +2d6 and a two handed deals +3d6. Faint Transmutation; CL 5;
Craft Wonderous Item; Bulls Strength; price 1500gp.
Black
Effigy: This
small dragon shaped statue is jet black, it appears to absorb light rather than
reflect it. It can be activated up to 3x/day by holding the effigy in both
hands and reciting a prayer to the Shadow. While active, all creatures in a
100’ radius take a –5 penalty to all concentration checks. Magic items are
affected as well: Items that use charges or daily uses use 2x the normal to
function normally. Single use items and once per day items do not function at
all. The effect can be dispelled in the same fashion it is activated. Faint
Abjuration; CL 5; dispel magic, creator must worship the shadow; Cost: 2500gp,
200xps, 5 days; Price: 5000gps; weight: 3lbs.
Blast
Disc:
Resembles a jet black plate with an 8” diameter. It can be set to explode via
proximity or timer. In either function, when the disc activates, it explodes
doing 5d6 fire damage to all creatures and objects within 10’ of the disc
(Reflex sv vs DC14 for half). If set for proximity, the disc must be set down
on the ground, the next small or larger creature to enter the square causes it
to activate. If it is set for timer, it can be set off up to 10 rnds after
activation. Creatures within the same square of the disc take a –2 penalty to
their save. Faint Conjuration; CL 3; Craft Wonderous Item, fireball; Price
900gps
Blessed
Bandage:
This bandage can be applied to any dying creature as a standard action. It
instantly stabilizes the creature, but heals no damage. Faint Conjuration; CL
3; Craft Wondrous Item, cure minor wounds; Price 10gps
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 25 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.
Blindfold
of True Darkness: this normal appearing silk blindfold grants the wearer Blind sight 60’
when it is worn. Because the eyes are protected, the wearer is also immune to
gaze attacks and spells or effects that rely on sight.
Moderate
Divination; CL 3; Craft Wonderous Item, see invisibility; Price 9000gp; Weight
N/A
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.
Bottle
of Endless Sand: When the stopper is removed from this bottle and a command word
spoken, an amount of fine, dry sand flows out. Separate command words control
te velocity as well as the volume.
Heap:
1 cubic foot per round.
Dune:
20 cubic foot pile at 5 cubic feet per round.
Sandblast:
A spray of sand dealing 1d6 damage per round, this causes quite a bit of back
pressure, requiring a DC12 strength check to avoid being knocked prone. The
blast can only affect one creature per round. The command word must be spoken
to stop the blast. Moderate conjuration; CL 9; Craft wonderous item; blast of
sand; price 21600gp; weight 2 lbs.
Boots
of Big Stepping: The spirit of a blink dog is bound in these wolfhide boots. Once per
day as a standard action, the wearer can use dimension door. Moderate Conjuration; CL 7; Craft Wonderous
Item; dimension door; Price 11200gp.
Boots
of Charging:
These boots give the wearer a more powerful charge ability. If his attack hits,
he does more damage than normal based on his size: Small: +1d4, Medium +1d6,
Large: +2d6, Huge +3d6. Faint transmutation; CL 5; Craft Wonderous Item;
Longstrider; Price 5000gp.
Boots
of Dragonstriding: These scaled boots grant the wearer a +5 enhancement bonus to climb
and jump checks. Once per day, the wearer can cast jump on himself. Moderate
transmutation; CL 9 ; Craft wonderous item; jump, spider climb; price 10000gps.
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 Fire Walking: When worn the boots allow you to walk on lava as if it were solid
ground and climb flames as if they were solid rock (requires a DC15 climb
check). You are immune to environmental heat damage but fire attacks aimed at
you still do damage.
Faint
Aburation and Transmutation; CL 5th; Craft Wonderous Item,
Protection from Energy (Fire), Spider Climb; Price: 37500gps; Cost: 18750gps,
1500xps, 38 days; Weight: 1lb.
Boots
of Gravity:
These leather boots allow the wearer to determine the pull of gravity on him
and his equipment. The character can move normally on any solid surface by
imagining ‘down’ as whatever is below his boots. The wearer can make this
decision as a free action once per round. The wearer of the boots can carry
another living creature and as long as he does not let go, his gravity effects
his passenger. Moderate Conjuration; CL 7; Craft wonderous Item; False Gravity;
Price 50400gp; Weight 1lb.
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 Unending Journey: These black leather boots leave no tracks under any circumstances.
They also render the wearer immune to fatigue and exhaustion as long as he ends
each round at least 10’ from where he started. Moderate conjuration; CL
11;Craft wonderous item; restoration, pass without trace; price 23600gp; weight
1lb.
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.
Bracelets
of Spell Sharing: If two creatures each wear one part of a set of these bracelets, any
spell cast by one of them that has a target of you or range of personal,
affects both creatures as long as they are within 60’ of each other. If the
range is greater the duration is halved. Moderate Transmutation: CL 10; Craft
Wonderous Item, share spell ability or shield other; Cost: 30000gps, 2400xps,
60 days: Price: 60000gps.
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.
Bracers
of Dawn:
These bracers have a dial on the wrist, in the far left position, the bracers
appear normal. In the middle position, it emits a beam of light identical to a
hooded lantern. 4 times per day, the wearer can turn it to the far right
position and unlease a beam of searing light that deals 3d8 damage to normal
creatures, 6d6 to undead and 6d8 to creatures with light sensitivity. Moderate
evocation; CL 6; Craft wonderous item; searing light; price 26000gp;weight 1lb.
Bracers
of Quick Strike: Once per day, as a swift action, the user can activate the bracers.
They give the wearer one additional attack at his full attack bonus. Faint
Transmutation; CL 5; Craft Wonderous item; haste; price 1200gp.
Bracers
of Whirlwind:
Once per day as a standard action, you can activate these bracers and transform
yourself into a violent whirlwind made of air, granting you DR 10/magic and a
flight speed of 100’ (perfect). The whirlwind form is 40’ tall and is identical
to the whirlwing of a large air
elemental.
Moderate
Transmutation; CL 7th; Craft Wonderous Item, gaseous form; Price:
9800gps; Cost: 4900gps, 392xps, 10 days; Weight: 1lb
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.
Burglar’s
Vest: This
is a multi-pocketed leather vest. Once it is donned the wearer will notice
several small patches, only he can see them. Each patch can be removed for a
desired effect, once the patch is removed, it cannot be replaced. Each newly created vest has two of each of
the following patches: Antitoxin, Backpack (Empty), Caltrop, Chest (Empty),
Crowbar, Flint and Steel, Grappling Hook, Magnifying Glass, Masterwork Thieve’s
Tools, Silk Rope 50’, Smokestick (Activated), Tanglefoot bag, Thunderstone,
Tindertwig (Lit).
Moderate
Transmutation; CL9; Craft Wonderous Item, fabricate; Price 5000gps; Weight 1lb.
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 Sweet Breezes: When lit, the candle creates a bubble of pure air in a radius of 60’
that eliminates scents as well as airbourne diseases and poisons. The air in
the bubble is safe to breathe one round after lighting it regardless of
previous conditions. Creatures within the area of effect gain a +2 to Saves
against breath weapons that enter the area. The candle will burn for one hour,
after this time, the magic is extinguished along with the flame. Once the
candle is lit, it cannot be extinguished.
Faint
Evocation; CL 3rd; Craft Wonderous Item, Gust of Wind; Price:
1500gps; Cost: 750gps, 60xps, 2 days; Weight: 1/2lb.
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.
Cannith Goggles: When worn by any creature, these goggles grant a
+5 competence bonus to Search and Spot checks. If worn by an artificer, the
following effects can be had: If you power the goggles with a 1st
level infusion (any), the goggles grant low light vision. A 2nd
level infusion (any) grants you low light vision plus darkvision (60’). A 3rd
level infusion (any) grant low light vision and darkvision (120’). All of these
effects last for 24 hours. Variant: Some goggles, when powered by a 5th
level infusion (any), grant true Seeing (30’) for 10 minutes.
Faint transmutation;CL 5th;
Craft Wonderous Item; hardening spell or infusion (Variant: Strong Divination;
CL 11th, +15000gp); Price 13000gp, cost 6500gp, 520xps, 13 days;
Weight 1/2lb.
Cannith's Wondrous
Salve: This small stone box is
decorated with arcane runes and holds a stylized symbol of house Cannith on the
top. When opened it reveals a small portion of magical salve that can repair
light damage twice per day, reparing 1d8+1 points of damage.
Prerequisites: CL 3, Craft Wondrous Item, repair light damage. Market Price:
1,200 gp.
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.
Captain’s
Lantern:
This brass and green glass lantern constantly protects the ship the to which it
is attuned with an alarm spell. The captain can create alarm tokens to bypass
the alarm for his crew. Faint abjuration; CL 3; Craft Wonderous Item, alarm;
Price: 12000gp; Weight: 2lb.
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.
Casting
Glove: This
leather glove can store one item weighing up to 20lbs. If the item is a scroll,
potion, or magic item, the item can be used as a standard action without
retrieving it. Retrieving items is a free action however. Moderate
Transmutation; CL 11; Craft Wonderous Item, shrink item; Cost: 10000gps, 800xp,
20 days; Price: 25000gps.
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.
Chasuble
of Fell Power:
This long embroidered strip of scarlet cloth is covered with arcane sigils and
mystic designs. Worn over the neck (occupying space as an amulet), it adds 1d6
points of damage(lesser) or 2d6 point of damage (greater) to any eldritch blast
the wearer invokes, or any spell the wearer casts that deals damage and has the
chaotic descriptor. Moderate evocation; CL 6 (lesser) 9 (greater); Craft
wondrous item, creator must be able to invoke eldritch blast or cast chaos
hammer; price 8000gp (lesser), 18000gp (greater).
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.
Choker
of Eloquence:
This necklace is carved from ivory an jade. There are two versions of it,
lesser and greater. Lesser grants a +5 to diplomacy, bluff, and perform (sing).
The greater grants a +10 bonus. Moderate transmutation; CL 6; Craft wondrous
item; creator must be a spellcaster of at least 6th level; price
6000gp (lesser), 24000gp (greater).
Choker
of the Sirens:
This neckpiece grants the water breathing ability to any that wear it. Females
that wear it can activate the choker once per day by singing. All creatures
within 90’ of you must make a Will save vs DC = (12 + cha mod) or become
captivated (This is a sonic, mind affecting charm effect). The captivated
creatures will move towards you in the most direct route, avoiding obstacles
and hazards as well as Attacks of Opportunity. Each round until the creature
reaches you, if it is harmed in any way, it gains another save at +2, to negate
this effect. Once the creature is within 5’ of you, it is fascinated and
helpless and only gets a save to break the effect is it is harmed. The effect
continues as long as you sing for a maximum of 3 + cha mod rounds. A Bards
countersong grants all creatures another save as well. If a Pearl of the Sirens
is attached to the choker, the save dc is increased by 2.
Moderate
Enchantment and transmutation; CL 6th; Craft Wondrous Item, Water
Breathing, Enthrall; Price: 43600gps; Cost: 21800gps, 1744xps, 22 days; Weight:
1/2lb.
Chuulface
Mask: This
chitinous mask merges with the wearers flesh when worn, but can easily be
removed as a full round action. As long as the mask is worn, the wearer’s lower
face becomes transformed into a mass of long red tentacles within a chitinous
mandible. His upper face is a smooth shell with tiny beady eyes. The user can
still speak, but any spell with a verbal component has a 10% chance of failure.
As long as it is worn, the wearer can breath water and has darkvision out to 60’.
If the user manages to establish a grapple with a creature, he can make a touch
attack with the tentacles one per round as a free action. A creature struck by
these tentacles must make a DC19 Fortitude save or be paralyzed for 6 rounds.
Moderate
Transformation; CL 7th; Craft Wondrous Item, darkvision, hold
monster, water breathing; Price 65000gps
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.
Clairaudience
Beetle:
These items are the size and shape of normal beetles, but upon close
inspection, reveal they are constructs and are covered in runes. It behaves in
all ways like a skittish beetle but can obey simple commands given by its
owner. After speaking a command word, the owner activates its listening
ability. The beetle will ‘record’ all sounds within normal hearing range for
one hour. Anytime after that, the owner can recall the beetle and listen to the
recorded sounds. The clairaudience beetle uses the same stats as a Fine
animated object but also has a fly speed of 10’ (average).
Moderate
Transmutation; CL11; Craft Wonderous Item, animate object; Price 7500gp; Weight
N/A
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 Comfort:
This cloak appears to be a dark colored well worn cloak. When worn, it grants
you the effects of the Endure Elements spell as well as all allies within 30’
of you. You also gain a resistance bonus to all saves depending on the strength
of the cloak.
Faint
Abjuration; CL 3rd; Craft Wondrous Item, Endure Elements or Cold Comfort,
Resistance; Price: 3000gps (+1), 6000gps (+2), 11000gps (+3), 18000gps (+4),
27000gps (+5); Cost: 1500gps, 120xps, 3days (+1), 3000gps, 240xps, 6days (+2),
5500gps, 440xps, 11days (+3), 9000gps, 720xps, 18days (+4), 13500gps, 1100xps,
27days (+5); Weight: 2lbs.
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 Dragonscale:
This cloak composed of small dragonscales can transform into a set of
functional wings upon command giving the wearer flight at 150’ with poor
maneuverability. The wings last a total of 2 hours per day, split up however
the user wishes. The cloak also grants energy resistance 10 for acid, cold,
electrical, and fire. Strong Transmutation; CL 12; Craft wonderous item;
polymorph, resist energy; price 75840gp; weight 2lbs.
Cloak
of Elemental Protection: Once per day, as a swift action, the user can activate the cloak and
gain ER10 against one chosen energy type for 1 round. The wearer can activate
the cloak even when it is not his turn, thus protecting himself from a spell or
other energy effect. Faint Abjuration; CL 3; Craft Wonderous Item; resist
energy; price 1000gp.
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.
Cloak
of Turn Resistance: This unholy item makes it’s wearer more difficult to turn giving it a
+4 turning resistance bonus. Moderate Necromancy [Evil]; CL 10; Craft Wonderous
Item, class ability to turn or rebuke undead as a 10th lvl cleric;
Price 11000gp.
Codex
Anathema:
This infamous book was written by the wizard Iphegor or the Ebon Mirror. It has
been copied on rare occasions since. It records terrible knowledge of distant
times, alien worlds and various aberrations. If anyone reads this book (a
minimum of 48 hours over 6 days), he gains an inherent bonus of +2 to his Int
score but loses 2 from his wisdom. In addition, he gains the following:
Knowledge- Dungeoneering 5 ranks, Arcana 2 ranks, The Planes 2 ranks. Once the
book is read, the magic disappears from its pages. It becomes a normal book,
still filled with disturbing knowledge and images but no longer capable of
granting bonuses or penalties.
Strong
Divination; CL 17th; Craft Wonderous Item, foresight, vision,
creator must have read another Codex Anathema(magic or discharged); Price
37500; weight 5 lbs.
Collar
of Material Entrapment: A creature wearing this collar is completely barred from
extradimensional travel. The collar expands or contracts to fit any size
creature. The DC to break or slip out is 40.
Strong
Abjuration; CL 7; Craft Wonderous Item, dimensional anchor; Price 30000gp;
Weight 1lb.
Cornucopia
of the Needful:
This is a standard sized cornucopia, each morning at dawn, there are 2d4 fruits
inside. There are 7 different kinds of fruit that can appear. When consumed the
fruit has the following effects:
Apple Eater
Healed (as spell)
Grape
cluster If split into 12
portions, functions as a heroes feast
Tangerine Break enchantment on consumer
Strawberry Spell resistance 24 for 12
minutes
Cherry Death
Ward for 12 Minutes
Peach Divine
Power for 12 minutes
Lemon Neutralize
poison on eater for 2 hours
Strong
conjuration; CL 12; Craft wonderous item; break enchantment, death ward, divine
power, heal, heroes’ feast, neutralize poison, spell resistance; price
44600gps.
Corporeal
Lodestone:
This one inch diameter sphere of polished iron radiates a continual 20’ radius
aura that prevents incorporeal creatures from manifesting within it. It also
prevents anything entering or leaving the ethereal plane so negates blink,
ethereal jaunt and etherealness. The lodestone is so tightly bound to the
material plane it cannot be transported to any other.
Strong
Abjuration; CL 15th; Craft Wondrous Item; dimensional lock; price
39000gps; Weight; 1lb.
Crimson
Dragonhide Bracers: These bracers, crafted from the armored hide of a red dragon, grant
the wearer an enhancement bonus of +1 to +5 to his natural armor, they also
grant resistance to fire 5. Faint to strong abjuration; CL 3 (+1), 6 (+2), 9
(+3), 12 (+4),15 (+5); Forge ring; barkskin, resist energy, creators caster
level must be 3x the bonus on the bracers; price 5000gp (+1), 11000gp (+2),
21000gp (+3), 35000gp (+4), 53000gp (+5).
Crown
of High Dominion: This enameled circlet must be worn for 24 hours before it can be used.
The crown can only be used by half elves with the mark of storm. If the wearer
uses the Control Weather power of the greater mark of storm, the area of effect
is increased to 6 miles and the duration is 48 hours. Alternately, the wearer
can expend one use of the lesser mark of storm to create a light rain. This
effect lasts for 1 hour and covers a 1 mile radius area centered on the user.
This rain imposes a –4 penalty to spot and search checks in the area.
Stromg
Conjuration; CL 13th; Craft Wonderous Item, Control Weather, creator
must possess the greater mark of storm; price: 18000gps; Cost: 9000gps, 720xps,
18 days; Weight: 1lb.
Crown
of Steady Rulership: This crown grants a +5 bonus to sense motive and spot checks to see
through disguises. Faint divination; CL 3; Craft wonderous item; see
invisibility; price 4500gps.
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.
Daazzix’s
Vest: This
vest enhances a creature’s spell resistance by 5. If the creature does not have
spell resistance, he gains no benefit from this item. Moderate Abjuration; CL
9; Craft Wonderous Item, spell resistance; Cost: 12500gps, 1000xps, 25 days:
Price: 25000gps. Weight: 1lb.
Daern’s
Instant Tent:
This small piece of canvas, folded into a triangle becomes a 20’ square tent
after using the command word. The interior is always temperate, there are cots
for 8 medium humanoids, a fire pit and a smokehole. The tent is immune to cold
and has ER 10 vs Electrical, fire and acid. Moderate Conjuration; CL 7; Craft
Wondrous Item, Leomund’s Tiny Hut; Price 9000gps
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.
Detoxification
Orb: This is
a crystal orb 6 to 8 inches in diameter, when it is placed on the skin of a
poisoned creature and tapped twice, it draws all of the poison from the
affected creature. This is an instantaneous effect and does not provide
additional protection. After 10 uses the crystal crumbles to dust. As a
standard action, the user of the orb can make a Craft (Poisonmaking) check
against the poison’s save DC to identify it.
Faint
conjuration; CL 5th; Craft Wondrous Item; neutralize poison; Price
3000gps; Weight 2lb.
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.
Domain
Draught: Any
creature that drinks a Domain Draught gains access to the specified domain
abilities (and spells if the imbiber is a divine spellcaster) for the next 24
hours. If the imbiber gains access to a domain that is diametrically opposed to
his alignment, he may need to attone afterwards. Strong Universal: CL20; Craft
Wonderous Item, access to associated domain; Cost: 4000gps, 320xps, 8 days;
Price: 8000gps.
Domain
Icon: This
appears to be a normal holy silver made of silver, however it shines as if it
has been just polished. Each icon is attuned to a single deity and one of the
domains of that deity. If you do not worship that deity, you cannot use the
icon. You activate the icon by holding it while casting a divine spell. The
icon can be activated 3x/day and when activated allows you to substitute a
domain spell of equal or lower value for the spell you are casting. Moderate
Evocation; CL 7; Craft Wonderous Item; imb ue with spell ability, creator must
worship the deity and have access to the domain that is bound to the icon;
Cost: 5000gps, 400xps, 10 days; Price: 10000gps; Weight: 1lb.
Draconic
Medallion: These
small medallions of different colors are activated by placing them on your
forehead, where they stay in place. They do not use up a body space, so can be
worn at the same time as a helm or headband. The medallion remains affixed and
activated for one hour, after that, it falls off, its magic expended. The
medallions grant different types of energy resistance and bonuses to certain
skills and saves based on the color of the medallion:
Black:
Acid Resist 10, +4 to Handle Animal when dealing with reptiles
Blue:
Electricity Resist 10, +4 on Bluff
Green:
Acid Resist 10, Can make untrained diplomacy check to affect plant creatures,
the DC check is made at +5
Red:
Fire Resist 10, +4 on Will saves vs Illusion spells or effects
White:
Cold Resist 10, +4 on Balance
Brass:
Fire Resist 10, +4 on Handle Animal
Bronze:
Electricity Resist 10, +4 on Sense Motive
Copper:
Acid Resist 10, +4 on Perform
Gold:
Fire Resist 10, +4 on Fort saves against effects that affect ability scores
Silver:
Cold Resist 10, +4 on rolls to resist wind, overrun, trip and similar effects
Faint
Abjuration: CL 6: Craft Wonderous Item, resist energy: Price; 1000gps: Cost;
500gps, 40xp, 1 day: Weight; --
Dragonfang
Gauntlets:
These leather gauntlets are studded with dragon teeth and deal damage as spiked
gauntlets. They grant a +4 bonus to strength. Three times per day, the
character can use the gauntlets to attack a weapon or shield as if he had the
improved sunder feat (even if he doesn’t have the prerequisites). When worn by
a character with the improved unarmed strike feat, they overcome DR with an
unarmed strike, as if they were attacking with a magic weapon. In this case,
the damage dealt is normal unarmed strike rather than spiked gauntlets.
Moderate evocation and transmutation; CL 12; Craft wonderous item; bulls
strength, greater magic fang, shatter; price 28500gps; weight 1lb.
Dragon’s
Eye Amulet:
This fist sized orb resembles the eye of a dragon and dangles on a gold chain.
It grants the wearer a +10 bonus on search and spot checks as well as
blindsight 30’ rad. Strong transmutation; CL 9; Craft wonderous item;
dragonsight; 85000gp.
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 Disturbance: This powder, when thrown into the air will cause all creatures in a 10’
radius to make a Will save vs DC17 or
be unable to get a good rest at the end of the day. The next morning they will
be fatigued and the following mornings they will be exhausted. Only a dispel evil
or remove curse will stop this effect once it is initiated.
Moderate
Necromancy; CL 9th; Craft Wonderous Item, nightmare; Price 4500gps.
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 Negation:
This fine purple powder comes in a folded paper packet. When cast into the air,
a cloud of faint violet sparkles in a 10’ radius from the point of origin. This
cloud functions as an antimagic field, negating all magic effects for 2 minutes
(or 2 rounds in windy conditions.
Moderate
abjuration; CL 11th; Craft Wonderour Item, antimagic field; price
3,300gps
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.
Ectoplasmic
Ichor: When
this thick transluscent paste is spread onto a corporeal object, incorporeal
creatures can interact with it as if they were corporeal. The effect lasts for
1 hour. Moderate Transmutation; CL 7; Craft Wonderous item; Ghost Touch; price
500gp.
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
Elixer: A
dose of this liquid transforms you into an elemental of your size. The type of
elemental is determined during the creation process. The transformation lasts
for 30min but can be dismissed by you any time previous to that. You gain the
physical stats of the elemental form you have assumed. You also gain all extraordinary
and supernatural special attacks and qualities. There is only one dose of
elixer per bottle.
Moderate
Transmutation; CL 7th; Craft Wondrous Item, Polymorph; Price:
1400gps; Cost: 700gps, 56xps, 2 days; Weight: 1/2lb.
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.
Elixer
of Reckoning:
When this elixer is imbibed, the user feels a surge of energy and gains a
feeling of invulnerability (no special abilities are granted however). If the
drinker dies within one hour of imbibing the elixer, his body will explode with
an eldritch blast that does 5d6 damage to all creatures within 20’ of him. If
he is not killed within the hour, nothing happens. There are rumours of an even
more powerful elixer developed just before the end of the war but as yet there
is little evidence of its existence. Faint Abjuration; CL 5; Craft Wonderous
Item, Glyph of Warding; Cost: 413gps, 33xps, 1 day: Price: 825gps.
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.
Everfresh
Bottle: Any
water contained in this ornate glass bottle is always pure and perfectly fresh.
Even poisons and holy/unholy water is turned into simple water if placed in
this bottle. Magic potions are unaffected. Faint transmutation; CL 5; Craft
wonderous item; purify food and drink; price 10000gps.
Everlasting
Feedbag:
When this feedbag is placed over the muzzle of an animal, it creates an endless
supply of aminal feed.
Faint
Conjuration; CL 5; Craft Wonderous Item, create food and water; Price 15000gp;
Weight 1lb.
Everlasting
Rations: This
small leather pouch contains enough trail rations to sustain a medium creature
for one day. Each morning at sunrise, the contents is replenished. Faint
Conuration; CL 9; Craft Wondrous Item, leomund’s secret chest; Price 350gps
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.
Eye
of Aureon: A
large circular seal made of mithral alloy, two inches thick and three feet
across, bearing the symbol of the god Aureon. It continuosly projects a zone of
truth in a 20’ radius centered on the eye. This effect has a save DC of 20
Will. If a person leaves the area and comes back or remains for more than 14
minutes he must roll again. Faint divination; CL 14; Craft wonderous item,
heighten spell; zone of truth; price 10200gps; weight 12lbs.
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.
Familiar’s
Belt: This
is a wide, padded belt with a heavy padded leather pouch on it. With a command
word, you tiny or smaller familiar will appear in the pouch as long as it is on
the same plane as you are. This item can be used up to 3x/day.
Moderate
Conjuration; CL 11th; Craft Wondrous Item, Familiar Refuge; Price:
6000gps; Cost: 3000gps, 240xps, 6days; Weight: 3lbs.
Feather
Fall Token:
This small pin made from brightly colored feathers allows the wearer to
activate feather fall as a free action. Once used it expends its enchantment
and becomes useless. Faint transmutation; CL 1; Craft wonderous item; feather
fall; price 50gps.
Field
Provisions Box:
Once per day, this box can be opened to reveal enough basic food and water to
feed up to fifteen humans or five horses, providing a full days sustenance.
Faint conjuration; CL 5; Craft Wonderous Item; create food and water; price
2000gp.
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.
Pearlsteel
Turtle: This
figurine becomes a giant sea turtle that can be used for transportation over
water. It is non aggressive and will only attack to defend itself. The turtle
can be used up to 3x/week for 6 hours
at a time. Moderate Transmutation; CL 11; Craft Wonderous Item, animate object;
Price: 10000gps; Weight: 5lb.
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).
Finned
Gauntlet:
The wearer of these sharkskin gaunlets gains a swim speed of 30, with a +8
competence bonus to all swim checks. The wearer can always take 10. Faint Transmutation;
CL 5; Craft Wonderous Item, alter self; Price: 10000gp; Weight: 1lb.
Flying
Lantern:
This normal seeming lantern activates with a coomand word. It hovers in the air
at whatever elevation its owner puts it at and remains within 5’ of the owner
at all times. It has a base move of 30’ and will attempt to follow its owner if
he moves faster than 30. It uses regular oil and must be refilled periodocally
like a normal lantern.
Moderate
Transmutation; CL 5; Craft wonderous Item, fly; Price 1600gp; Weight 3lb.
Folding
Trap: These
traps come in 5 varieties and look like a small wooden ball covered in runes.
Using the dragonic word for expand, causes the trap to unfold and attach itself
to an appropriate supporting framework. The trap can be returned to ball size
by saying shrink in draconic, both of these actions are standard actions. The 5
varieties are: Ceiling Pendulum, Scything Blade, Triping Chain, Wall Blade, and
Wall Scythe. See the DMG for trap details. Faint Transmutation: CL 5: Craft
Wonderous Item, create trap, shrink item, creator must have 5+ ranks in craft
(trapmaking)
|
Trap |
DC |
Price (GP) |
Cost (GP) |
Cost (XP) |
Cost Days |
|
Ceiling
Pendulum |
3 |
28200 |
14100 |
1128 |
29 |
|
Scything
Blade |
1 |
3400 |
1700 |
136 |
4 |
|
Tripping
Chain |
2 |
7600 |
3800 |
304 |
8 |
|
Wall
Blade |
1 |
5000 |
2500 |
200 |
5 |
|
Wall
Scythe |
4 |
34400 |
17200 |
1376 |
35 |
Gauntlet
of the Dwarven Forge: This gauntlet runs to the elbow and is always cool to the wearers
touch. When it’s command word is spoken, the gauntlet glows red hot for 10
rounds, illuminating everything within 10’ like a torch. Any one touched by the
gauntlet (except the wearer) takes 1d6+10 points of fire damage. The wearer
takes half damage from fire attacks while the gauntlet is glowing. Fire attacks
that allow reflex saves for half do no damage if he makes his save. Moderate
evocation; CL 10; Craft wonderous item; fire shield; price 24000gps; weight
3lbs.
Gauntlet
of Lassitude:
This leather glove bound in brass magically transforms to match the hand shape
of the wearer, and thus can be worn on either hand. With a successful melee
touch attack the gauntlet slows the target for 5 rounds (DC14 Will negates).
Faint transmutation; CL 5; Craft wonderous item; slow; price 27000gp; weight
2lbs.
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.
Gauntlet
of Utterdeath:
This spiked gauntlet of jet black steel smells slightly of brimstone. If the
wearer succeeds on a melee touch attack, the target must make a DC20 fortitude
save or be reduced to a smoldering pile of cinders. If the fortitude save
succeeds, the target instead takes 10d6 damage. This ability can be used three
times per day. Strong necromancy; CL 13; Craft wonderous item; destruction;
price 96000gp; weight 2lbs.
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.
Ghost
Net: This
gossamer thin netting is thrown just like a net but only affects incorporeal
creatures. Incorporeal creatures caught in the net become corporeal for the
purposes of dealing damage from ordinary weapons and magical attacks. A
creature ensnared by a ghost net cannot turn ethereal. The ensnared creature
can get out of the net with a DC20 escape artist check only. Moderate
Transmutation; CL 7 Craft Wonderous Item; ghost trap; price 8000gp.
Ghoul
Gauntlets:
When worn by a living creature, these mottled gloves virtually meld with the
wearer’s own flesh making his hands appear gaunt and rotting. Once per round
the wearer can make a touch attack that paralyzes the target for 1d6+2 rnds
(Fort DC13 Negates). Elves are immune to this attack. The wearer can also
deliver this attack as part of an unarmed strike, slam, claw or similar natural
attack made by the hand, but in that case he must attack normally. The gauntlet
have no effect if worn by a construct or undead creature. If the wearer dies,
they revert to their natural appearance. Faint Necromancy; CL 3; Craft
Wonderous Item; Ghoul touch; Price 10000gp.
Glass
of Distance:
This spyglass can be used to see up to 10 miles away. While looking through the
glass, the user can speak a command word to instantly teleport to an adjacent
square of an object or creature he can see. If the spyglass is reversed, the
command word will send the item or creature ten miles away from the site the
caster is viewing. The teleport ability can only be used once per day. Moderate
conjuration and divination; CL 9; Craft wonderous item; teleport, scrying;
price 52200 gps; weight 1lb.
Globe
of Sunlight:
This golden fist sized orb can be hurled up to 50’. When it arrives at the end
of its trajectory, it detonates a sunburst spell (reflex DC22, partial), except
that the radius burst is only 40’. Strong evocation; CL 15; Craft Wonderous
Item; sunburst; Price 6000gp; weight 1lb.
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 Burrowing:
These gloves grant you the ability to burrow at ½ your base speed. Your passage
is like that of an earth elemental, leaving no tunnel behind you. The gloves
also allow you to use Stone Shape once per day as a 9th level
caster.
Moderate
Transmutation; CL 9th; Craft Wondrous Item;, Passwall; Price:
81000gps; Cost: 40500gps, 3240xps, 81 days; Weight: 1/2lb.
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).
Gloves
of Fortunate Striking: Once per day, the wearer can choose to reroll an attack roll, he must
take the results of the second roll. Faint Divination; CL 3; Craft Wondrous Item;
True Strike; price 2000gp.
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.
Gloves
of the Uldra Savant: These gloves always seem to be caked with frost and ice. The wearer of
the glves can create a ray of frost once per round as a standard action. Three
times per day, the user may imbue any weapon he holds with the frost special
ability, adding 1d6 cold damage on a successful hit. This lasts for 5 rounds.
Faint Evocation and Transmutation; CL 5; Craft Wonderous Item; frost weapon,
ray of frost; price 12700gp, weight 2lbs.
Goggles
of Day: The
lenses of this item are made of silvered crystal. When placed over the eyes,
the wearer can operate normally in preternaturally bright light, such as might
occur from a flare, sunbeam or sunburst spell. A bonus side effect allows
vampires a full round action prior to dissolution when contronted with
sunlight, as opposed to a partial action. Faint trandmutation; CL 3; Craft
Wonderous Item; darkvision; price 4500gp; weight 1lb.
Goggles
of Draconic Vision: The wearers of these goggles gain a +10 bonus on spot checks and gains
low light vision and 60’ darkvision. Once per day, the wearer can command the
goggles to grant him blindsense for one minute. The goggles protect the wearer
from being blinded by the cloud created by a hovering dragon (though the cloud stil
rovides cover for all of those inside of it). Moderate transmutation; CL 9;
Craft wonderous item; dragonsight; price 46000gps.
Goggles
of Lifesight:
The wearer of these googles automatically knows whether any visible creature
within 30’ is alive, dead, undead or neither alive or dead (like a construct).
Moderate Divination; CL 9; Craft wonderous Item; true seeing; price 2000gp.
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.
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.
Heward’s
Fortifying Bedroll: This appears to be a normal but well made bedroll. By climbing into
the bedroll, you activate it. In one hour of uninterrupted rest, you gain the
benefit of 8 hours of sleep. It can be used once per day. After using the
bedroll, you don’t gain the benefits from that or a similar bedroll for 48
hours.
Faint
Transmutation; CL 3rd; Craft Wondrous Items, Sleep; Price: 3000gps;
Cost: 1500gps, 120xps, 3days; Weight: 2lbs
Heward’s
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.
Horizon
Goggles:
These are small oval lenses on a thin wire frame. When worn, they grant you the
abilities of the Far Shot feat, these goggles also increase the range of spells
and spell-like abilities that require a ranged attack roll by 50%.
Faint
Divination; CL 3rd; Craft Wondrous Item, Near Horizon; Price:
8000gps; Cost: 4000gps, 320xps, 8days.
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).
Husk
Globe: the
bodies of humanoid creatures, sacrificed in special rituals can be placed in
globe of glass or crytal so they they can be perfectly preserved. The husk
globe also retains the memories and knowledge of the creature held within. Any
creature that touches the globe and commands the occupant to speak by using its
correct name, can as questions of it. You can ask up to ten questions per
activation, the husk answers telepathically to all creatures within 30’. It
only knows what it knew in life but can be given new information while
activated. It can be activated nce per week. Moderate Necromancy; CL 10; Craft
Wonderous Item; Speak with dead; price 8500gp; weight 700lbs.
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.
Infinite
Scrollcase:
This elaborate mahagony tube has a slit that runs its length and a dowel
connected to parchment within. When unfurled, it reveals whatever scroll you
desired (as long as it was previously put there. The case can hold 50 scrolls.
When casting from the scrollcase, you gain a +4 concentration bonus for casting
defensively.
Moderate
Conjuration; CL 9th; Craft Wonderous Item; Price 2800gp; Cost 1400gps,
112 xps, 3 days; Weight 3lb.
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.
Jug
of Whirlwinds:
This item is a beaten silver amphora, stoppered by a silver plug engraved with
runes of protection. Once per day, when the user speaks a command word and
opens the jug, a whirlwind (as the spell), emerges. The user directs the
whirlwind which lasts up to 15 rounds or until dispelled. Strong evocation; CL
15; Craft wonderous item; whirlwind; price 64800gps; weight 5lbs.
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.
Lascit’s
Aquatic Earring: The earring grants you the ability to speak and understand Aquan as a
constant effect. Once per day, you can Speak with animals as a 5th
level druid, but with aquatic animals only.
Faint
Divination; CL 5th; Craft Wondrous Item, Speak with animals,
Comprehend Languages; Price: 19500gps; Cost: 9750gps, 780xps, 10 days.
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.
Lenses
of Darkness:
These dark lenses fit over the eyes and grant a +4 bonus to saves versus
illusion, light generating or blindness from light effects. Faint abjuration;
CL 3; Craft eonderous item; darkness, resistance; price 7700gp.
Lenses
of Pain: Whe
these lenses are activated (standard action), all creatures within 30’ of the
wearer must make a DC16 Will save every round they are active or take 2d6
damage and become sickened. A successful save cuts the damage in half and
avoids the sickness. If a traget saves, it cannot be affected by the lenses for
the next 24 hours. An opponent within 30’ can avoid the gaze and take a 50%
miss chance against the wearer. The wearer can, as a standard action, focus his
gaze on a single creature while the lenses are active. The target creature must
make an immediate will save to avoid the damage and sickness, even if he is
averting his gaze.. The wearer CAN focus the effect on a creature that has
already saved (and is immune to the ranged effect) and force another save. The
lenses can be used up to a total of 10 rounds per day, these do not have to be
consecutive. Moderate Necromancy; CL 9; Craft Wonderous Ityem, symbol of pain;
Cost: 9500gps, 760xps,9 days: Price: 19000gps.
Lenses
of True Form:
The lenses automatically activate when the lenses are placed over the eyes,
this is a full round action that invokes an attack of opportunity. In addition
to this, the wearer is dazzled for one round after donning the lenses. The
wearer of the lenses sees all creatures affected by transmutation magic or
effects in their true form (the lenses do not pierce illusions). Once per day, the wearer can affect a gaze
attack at a creature he knows to be transmuted (and is within 30’ of him) and attempt
to force it into its true form. The creature must succeed on a DC15 will check
or revert to its normal form and be unable to assume a new form for 24 hours.
If only one lense is worn, not only does the wearer gain no benefit, he must
make a DC11 will save or be dazed for one round. A new save is required each
round until the second lens is put in place or the first one is removed. Strong
Abjration and Divination; CL 13; Craft Wonderous Item, true seeing, dispel
magic or greater dispel magic; Cost: 25020gps, 2002xps, 51 days: Price:
50040gps.
Life
Ring: A Life
Ring slows the fall of up to four people at once, allowing them to safely exit
an airship in an emergency. It bestows feather fall to the creatures grasping
it. Minor Transmutation; CL 4; Craft Wonderous Item, extend spell, feather
fall. Cost: 200gps, 16XPs, 1 day; Weight 5lbs; Price: 400gps
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.
Magebane
Manacles:
These manacles emit an antimagic field that only affects the wearer and the
items he carries. It requires a DC 40 check to break or slip free.
Strong
Abjuration; CL 11; Craft Wonderous Item, Antimagic Field; Price 132000gp.Weight
2lb.
Magic
Sleeping Bag:
This wollen sleeping bag grants the user a full nights rest in comfort and
peace. While the user lies within, it provides the benefit of endure elements.
With a night’s rest, the user also recovers 1hp per character level. Getting in
or out of the bag is a full round action. Faint conjuration and enchantment; CL
3; Craft Wonderous Item; Endure Elements, Cure light wounds; price 1000gp.
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 Hidden Faith: This plain grey mantle shields your, faith, alignment and patron deity
from magical detection as long as it is
worn. It does not provide any bonuses to lie or disguise your faith or beliefs.
Faint abjuration; CL 3; Craft Wonderous Item; undetectable alignment; price
15000gp.
Mantle
of Second Chances: Once per day, the wearer can affect the powers of good fortune and
reroll any one roll before the DM declares it to be a success or failure. He
must however, accept the second roll regardless of the outcome. Moderate
Divination; CL 10; Craft Wonderous Item; Cost: 3000gps, 240xps, 8 days: Price:
6000gps.
Mantle
of the Silver Wyrm: This impressive cloak is fashioned from the hde of a silver dragon. It
grants its wearer a +2 bonus to charisma and resistance to cold 10. In
addition, the wearer can use fly as the spell, once per day. Faint abjuration
and transmutation; CL 5; Craft wonderous item; eagle’s splendor, fly, resist
energy; price 27000gp;weight 3lbs.
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 Lies: The
wearer can use disguise self at will and is continuously under the effect of an
undetectable alignment spell. In addition, he gains a +5 bonus to bluff. The
mask occupies the same slot as goggles. Faint abjuration and illusion; CL 5;
Craft wonderous item; disguise self, undetectable alignment; price 17000gps.
Mask
of the Misplaced Aura: This mask creates a false identity that can stand up to virtually any
form of magical scrutiny. When it is created, it is invested with a chosen
persona, including physical appearance and alignment. When any form of
divination is used on the wearer, it instead reads this false persona. This
includes spells such as discern lies, which are usually set to read false. True
seeing reveals the true form of the wearer, so if he is shapeshifted trouble
can still occur. None; CL 11; Craft wonderous item; false vision, misdirection;
price 77000gps.
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.
Mask
of the Undying:
This appears as a bronze Aereni style death mask. The mask is activated by
wearing it and speaking the phrase ‘Show me the path ahead’ in elvish. It can
be deactivated by removing it, waiting out the duration or saying in elvish ‘ I
have seen and I understand’. It an be activated 3x/day for 10 rounds each time.
If the wearer is not an elf, he gains darkvision 60’. If the wearer is an elf,
he gains the following: Darkvision 60’, immunity to poison, sleep effects,
paralysis, stunning, disease, death effects, mind affecting spells and
abilities, critical hits, nonlethal damage, ability drain, ability damage,
fatigue, exhaustion, energy drain, negative energyand any affect that requires
a fortitude check. The wearer can be turned, rebuked or bolstered by clerics.
They have the opposite effect to undead in regards to the spells consecrate,
unhallow, hallow and desecrate. Control undead and Halt undead do not function
but Control Deathless and Halt Deathless do. Moderate Necromancy; CL 11; craft
wonderous item; create deathless, creator must have access to the deathless
domain; Cost: 11000gps,880xps,22days; Price: 22000gps; Weight: 2lbs.
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.
Medal
of Gallantry:
This brooch grants a +2 bonus to diplomacy but invokes a –2 to bluff. 3x/day
the wearer can use sanctuary on himself as a swift action. If he attacks while
under the effects of this spell, he takes a –1 to attack for the next hour.
Faint abjuration; CL3; Craft wonderous item; sanctuary; price 1100gps.
Memento
Magica: These
cut gems are a great help to spontaneous casters, once per day on command, the
item allows the spellcaster to regain one spell slot htat he had previously
used that day. The memento magica can only recall a spell slot of the level it
was designed to hold. There are memento magica for 1st through 9th
level. Strong Transmutation: CL17: Craft Wonderous Item, creator must be able
to spontaneously cast spells of the level associated with this item.
|
Spell Level |
Price (GP) |
Cost (GP) |
Cost (XP) |
Cost Days |
|
1st |
1500 |
750 |
60 |
2 |
|
2nd |
6000 |
300 |
240 |
6 |
|
3rd |
13500 |
6750 |
540 |
14 |
|
4th |
24000 |
12000 |
960 |
24 |
|
5th |
37500 |
18750 |
1500 |
38 |
|
6th |
54000 |
27000 |
2160 |
54 |
|
7th |
73500 |
36750 |
2940 |
74 |
|
8th |
96000 |
48000 |
3840 |
96 |
|
9th |
121500 |
60750 |
4860 |
122 |
Metamagic
Wandgrip:
This is a copper wandsized handgrip that allows you to place any wand into it.
When you activate the wand, you can modify the wand with any Metamagic feat you
know. The Wandgrip can be used up to 3x/day. The wand uses additional charges
equivalent to the normal spell slot cost for the feat.
Moderate
Transmutation; CL 6th; Craft Wondrous Item, Metamagic Spell Trigger;
Price: 6000gps; Cost: 3000gps, 240xps, 6days.
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 extra dimensional 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.
Monocle
of Perusal:
This lens grants a +5 bonus to appraise checks. Once per day the user can use
identify. Faint divination; CL 3; Craft wonderous item; identify; price
6500gps.
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 Dragonteeth:
This simple leather cord will have up to 12 pierced fangs on it. When worn, it
does not take a body slot and can be worn with other necklaces. As a standard
action, you can remove a fang and throw it to the ground. The next round, on
the turn that you threw the fang, a Draconic Myrmidon appears where the tooth
landed, it will remain for 10 rnds or until it is slain. It will follow your
orders to the best of its ability. Moderate Conjuration: CL 10: Craft Wonderous
Item, summon monster IV: Price; 24000gp: Cost; 12000gp, 960xp, 24 days. Weight:
--
Draconic Myrmidon CR4
Draconic
Human Warrior 4
LN
Med Humanoid
Init
+0; Darkvision 60’, low light vision; Listen +3, Spot +5, speaks common.
AC:
18, touch 10, Flat footed: 18
HP:
26
Immune
to Normal Disease
Fort
+6, Ref +1, Will +2; +4 vs Sleep or magical paralysis
Speed:
20’
Melee:
MW Longsword +9 (1d8+3/19) or 2 claws +7 (1d3+3)
BAB
+4, Grapple: +7
Blind
Fight, Iron Will, Weapon Focus (Longsword), Breastplate, Heavy Steel Shield
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.
Night
Caller: this
whistle is transparent but weighty as if it were forged from iron. When blown
over a grave containing at least one body in darkness or at night, one body
animates and claws its way to the surface. The zombie serves the whistler
faithfully until it is destroyed. The whistle can be used once per week but the
wielder can only animate two zombies at a time. Faint Necromancy; CL 5; Craft
wonderous Item; Animate Dead; price 7000gp.
Nycoptic
Manuscripts:
These twin papyrus scrolls are inscribed with ancient tales and cryptic
prophesies by an anonymous, almost certainly insane author. Despite their
dubious accuracy, the scroll contain many useful descriptions of spells from
the school of necromancy, and grant the possessor a +5 bonus to knowledge
(arcana) checks dealing with necromancy. Moderate necromancy; CL 10; Craft
wonderous Item; knowlegde (arcana) 5+ ranks; price 2500gp; weight 2lbs.
Opal
of Tunneling:
This black opal bead is about the size of a large pearl. When thrown against a
surface not created of organic material, it explodes in a red flash and creates
a lava tube 10’ wide and up to 30’ long. The hot walls do 1d6 damage per round
to any creature entering the tunnel before it cools (1 minute). Any creature
within 10’ of the blast takes 2d6 fire damge. Strong conjuration and
transmutation; CL 13; Craft wonderous item; disintegrate, wall of magma; price
6350gps
Orb
of Showers:
This glass sphere is 8 inches in diameter. It is similar but much weaker than
the Orb of Storms. Once per week, the user can call forth a light rain shower
in a 2 mile radius around him. The shower lasts for 24 hours. The orb has no
effect indoors or underground. If the temperature is below freezing, it creates
sleet. Strong Transmutation; CL 13; Craft Wonderous Item, control Weather;
Price 15000gps.
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.
Orrery
of the Planes:
This is a model of Eberron and the ring of Siberys shards, apparently designed
to track the 12 moons around the planet and through the ring, but also sharing
a mystic bond with the palnes of existence that surround the material plane.
Once per day the Orrery can create a manifest zone 60’ in diameter, linked to one of the outer planes. The zone
persists for 24 hours, and has the following effects, depending on the plane it
is linked to:
Daanvi:
Enlarge all spells with the lawful descriptor.
Kythri:
Enlarge all spells with the chaotic descriptor.
Risia:
Enlarge all spells with the cold descriptor.
Fernia:
Enlarge all spells with the fire descriptor.
Dal
Quor: Extend all spells of the illusion school.
Irian:
Duplicate the effect of a consecrate spell.
Mabar:
Duplicate the effect of a desecrate spell.
Lamannia:
Apply the augment summoning feat to any creature summoned in the manifest zone
by summon nature’s ally.
Xoriat:
Apply the pseudonatural template to any creature summoned in the manifest zone
by summon monster spells.
Dolurrh:
Impedes all spells.
Shavarath:
Extend all spells that create, enhance or mimic weapons, and spells that excite
hostile emotions.
Syrania:
Extend all spells that allow magical flight or control the gravity in an area.
Thelanis:
The caster’s level for any fey or eladrin spell like ability is increased by
one.
The
anifest zone effect ends if the orrery is moved. Strong Conjuration; CL 15;
Craft Wonderous item, creator must have 12+ ranks in knowledge (planes and
arcana); price 50000gp; weight 8lbs.
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.
Pendant
of the Mystic Warning: This pendant allows the wearer to monitor his surroundings for magic.
The wearer is constantly aware of magical auras within 30’ of him. If he concentrates
he can sharpen these skills to emulate detect magic, allowing him to sense the
strength, location and school of magic involved. The wearer can concentrate
indefinately. This device can only be used by characters that can cast arcane
spells. Faint divination; CL 2; Craft wonderous item; detect magic; price
8000gps.
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.
Phoenix
Helm: This
helm grants the wearer low light vision and the ability to use feather fall,
flame arrow, fly, resist energy, and speak with animals (birds only) each once
per day. Moderate various; CL 9; Craft wonderous item; feather fall, fly, flame
arrow, low light vision, resist energy, speak with animals; price 53000gp;
weight 3lbs.
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
Fountain:
When it is placed on the ground and a command word is spoken, this palm sized,
jade chrysanthemum expands to become a fountain, gushing fresh water from its
center into a spacious basin. The fountain occupies a 5’ square. It can be used
once per day, producing 10 gallons of water. The fountain reverts to its small
form when all of the water has been removed. Faint conjuration; CL 5; Craft
wonderous item; create water; price 1800gps.
Portable
Foxhole:
When placed on a flat surface, this piece of canvas creates a shallow pit 5’
square and 3’ deep. It provides cover from ranged attacks. Any items left in
the hole end up on the ground when it is deactivated as it is not a dimensional
storage item. Faint Transmutation; CL 5; Craft Wondrous Item, move earth; Price
5000gps.
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.
Possum
Pouch: This
is a small, flat circular bag about 10 to 12 inchesin diameter and 2inches
thick. When placed against the abdomen, it seals itself there and is almost
undetectable (search DC30). Faint illusion; CL 3; Craft wonderous item;
disguise self; price 1800gps; Weight 1lb.
Powder
of Silent Passage: This magic powder temporarily disrupts an active alarm spell or the
warning effect of an arcane seal. The powder must be thrown into the area and a
command word spoken. The alarm is suppressed for a number of minutes equal to:
21 – caster level of alarm or seal. When created it includes enough for three
uses. This item is illegal in Sharn. Faint illusion; CL 1; Craft wonderous
item; nystal’s magic aura; price 300gps.
Quill
of Rapid Scrivening: This all black quill is used to quickly scribe and copy spells (as
well as other documents). To activate it, you simply touch it to a blank page,
then trace over the document you want to copy (a scroll, letter etc). This
requires 10 minutes of work. When the tracing is done, touch the quill to the
blank sheet and an identical copy of the document is transferred to the blank
sheet. The quill works on spell scrolls, but only if the user is a caster that
has deciphered and understood the scroll previously. Those that are using the
quill to perform works of forgery gain a +10 bonus. Moderate Transmutation: CL
10; Craft Wonderous Item, arcane mark, read magic, fabricate; Cost: 13500gps,
1080xps, 27 days; Price: 27000gps.
Quill
of Scribing:
You must have the scribe scroll feat to use this item. You activate the quill
with a command word, it will scribe a scroll for you, allowing you to pursue
other tasks. It still costs the same gps, xps and time. It can be activated
once per day.
Faint,
No School; CL 1st; Craft Wondrous Item, Scribe Scroll,
Prestidigitation; Price: 1750gps; Cost: 875gps, 70xps, 2days.
Replenishing
Skin: This
unremarkable looking waterskin is made from camelhide. Whenever the skin
becomes empty, it slowly refills with water over a period of 1d4 hours. Smaller
volumes of water can be drained from the skin after a shorter amount of time.
Faint conjuration; CL 1; Craft wonderous item; create water; price 1000gps.
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.
Riding
Boots: While
wearing these boots and mounted on an animal, the wearer gains +4 to ride
checks during combat and gains the Ride-By-Attack feat. If the wearer has the
Spirited Charge feat, any critical hits done with a lance do 4X rather than 3X
damage. Moderate transmutation; CL 10; Craft Wonderous Item, cat’s grace; Cost:
6000gps, 480xps, 12 days; Price: 12000gps; Weight: 2lbs.
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 Professions:
This normal seeming robe reveals its true powers to whoever dons it. The robe
has several studs inside the collar and cuffs. As a standard action, the stud
can be removed and the robe will change into a craftman’s outfit, the stud will
become props for that profession. This gives you a +5 to your disguise checks.
The wearer can will the robe to return to its normal state but the created
props remain. A newly created robe has two each of the following professions:
Adventurer, Baker, Beggar, Blacksmith, Butler, Guard, Messenger, Noble
(Female), Noble (Male), Rug Merchant, Server. Once the stud is removed it
cannot be replaced.
Moderate
Transmutation; CL 9th; Craft Wonderous Item, Fabricate; Price
5000gp; Weight 1lb.
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 the Inferno:
Activating this item is a swift action that requires a command word. Upon
activation, 4 fiery orbs emerge from the robe and circle the wearer until he
directs them towards a target or dismisses them. While worn, the robe grants a
+4 AC. While the orbs are circling the wearer he gain Energy resistance 10
(Fire). The orbs provide the same light as a torch. If any invisible creatures
come within 10’ of the wearer, the creature becomes outlined as though the
target of faerie fire. The wearer can send one orb at a time towards a target.
It must be within 60’ and he must make a ranged touch attack. When the orb
reaches the target, it explodes in a 5’ radius area dealing 8d6 to any
creatures in the affected area and dazzling it for one round. The creature gets
a Fortitude save vs DC16, for half damage and avoiding the dazzled effect.
Creatures caught in the blast are rimmed with faerie fire for 10 rounds as
well. The robe can only be activated once per day. Strong Abjuration,
Divination and Evocation; CL 10; Craft Wonderous Item, scorching ray, faerie
fire, resist energy, mage armor; Cost: 18560gps, 1485xps, 38 days; Price:
37120gps; Weight: 1lb.
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.
Rogue’s
Vest: When
worn this vest grants a +2 bonus to Hide, move silently and all reflex checks.
In addition if the wearer has the sneak attack ability, the damage is increased
by 1d6 as long as he wears the vest. Strong Illusion; CL 13; Craft Wonderous
Item, cat’s grace, invisibility, true strike; Cost: 14800gps, 1184xps, 30 days;
Price: 29600gps; Weight: 1lb.
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.
Sacred
Scabbard:
This item, when found can appear to be a sword sheath, axe case or dagger
sheathe. This scabbard changes shape to hold whichever dagger, axe or sword
that touches it. The scabbard keeps any weapon inside it clean and sharp and
3x/day a weapon can be placed in it an bless weapon can be cast upon it. Faint
transmutation; CL 4; Craft wonderous item; bless weapon; price 4400gp; weight
1lb.
Safewing
Emblem: This
small feathered token can be worn or carried. If the owner falls at least 5’,
the emblem becomes a set of leathery wings that allows him to use the feather
fall effect to descend safely from any height up to 180’. The emblem requires no
activation, when the owner lands, the emblem disappears, it’s magic exhausted.
Faint transmutation; CL 3; Craft Wonderous Item; feather fall; 250gp.
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.
Sandals
of Harmonious Balance: While wearing these sandals, you gain a +10 bonus to balance, and can
balance on a vertical surface. The normal DC modifiers apply, except for a
sloped or angled surface. If balanced on a vertical surface, the wearer can
move up and down like he was climbing but he is not climbing and takes no
penalties. If the wearer has 10+ ranks in balance, he can balance on liquids
and semi solid surfaces. For each consecutive round the balance DC increases by
5. The wearer moves at ½ speed just like any other balancing move. Moderate
transformation; CL 8; Craft wonderous item; balancing lorecall; price 14000gps.
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
of Stabilization: The wearer of this bit of jewelry automatically stabilizes if his Hps
ever drop below 0. If his Hps drop to –10 or less, the scarab heals and
stabilizes the wearer to –9Hps and crumbles to dust. Strong Conjuration; CL 11;
Craft Wonderous Item, cure light wounds, contingency; Cost: 46200gps, 3696xps,
93 days; Price: 92400gps.
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.
Scarf
of Spellcatching: The scarf grants a +2 luck bonus on all saves against spells or
spell-like abilities. If the spell targets the wearer and he makes his save,
the scarf absorbs the spell. If the wearer can cast the spell (I.E. a
spellcaster with that spell on his spell list), he can do so within one hour of
absorbing it at no further cost, if he is not a spellcaster the magical
energies dissapate in one hour. The scarf can absorb 20 levels of spells before
unravelling and becoming inert. Strong Abjuration; CL 15; Craft Wonderous Item,
spell turning; Cost: 9000gps, 720xps, 18 days; Price: 18000gps.
Serpentine
Mirror: This
large tabletop mirror can only be used by elves with the lesser or siberys mark
of shadow. This item duplicates the effects of a greater scrying spell but will
remain active as long as the person that activated it remains within 1 fott of
the mirror and is conscious. Activating the mirror requires the use of one of
your daily uses of your dragonmark spell-like abilities.
Strong Divination; CL 13; Craft Wonderous Item, Greater
Scrying, creator must have lesser or siberys mark of shadow; Price: 91000gps;
Cost: 45500gps, 3640xps, 91 days; Weight: 400lbs.
Shifter
Braid: This
is a twisted cloth braid used as a head band. Each is made from different
materials and each grants different abilities if activiated the same round
shifting begins. Activation is a swift action and the braid lasts as long as
the character is shifting (unless otherwise noted). Once the shifting ends the
braid is drained of power. Some braids can only be used for specific shifter
traits:
Dire
Shifting:
When shifting you become one size category larger.
Dream
Path: When
activated it makes the shifter ethereal for one round. Dreamsight trait only.
Silver: Causes shifters natural
attacks to gain the silver descriptor for Damage Reduction.
Spell
Strike: When
activating this braid, the shifter can cast one of his Divine spells he has
prepared (3rd level or less, Casting time 1 Standard action or
less), in the same swift action as the braid activation.
Moderate
Transmutation; CL 9th; Craft Wonderous Item; Price: 100gp-Dire
Shifting, 150gps-Silver, 500gps-Spell Strike, 750gps-Dream Path.
Shifter
Clawbracer:
Leather and metal bracers, when worn by a shifter with the Razorclaw Trait,
they grant a +1 to his attacks and damage with his claws.
Minor
Transmutation; CL 5; Craft Wonderous Item, Alter Slef; Price 4000gps
Shiftweave: Transmutation magic is woven
into the threads of this clothing. When it is created, up to 5 outfits can be
imprinted into it. Changing outfits is a free action and happens instantly.
Neither armor or magic clothing can be imprinted. New outfits cannot be added
after the cloth is made. Faint transmutation; CL 3; Craft wonderous item’ alter
self; price 500gps; weight 5lbs.
Shirt
of the Angels:
Grants DR5/Evil. Strong Abjuration and perhaps Evocation (if miracle is used);
CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 76000gp.
Shirt
of Bone:
Grants DR5/Bludgeoning. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 58000gp
Shirt
of Chains:
Grants DR5/piercing. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 58000gp.
Shirt
of Demonskin:
Grants DR5/good. Strong Abjuration and perhaps Evocation (if miracle is used);
CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 76000gp.
Shirt
of the Fey:
Grants DR5/cold iron. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 76000gp.
Shirt
of the Inevitable: Grants DR5/chaos. Strong Abjuration and perhaps Evocation (if miracle
is used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price
76000gp.
Shirt
of Ironskin:
Grants DR5/adamantine. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 90000gp.
Shirt
of the Leech:
3x/day the shirt can be activated as an immediate action. Whenever a healing
spell of 4th level or lower is cast within 30’ of you, you know it
is being cast (but not specifically WHICH spell), and you can activate the
shirt as an immediate action. You must then make a saving throw against the
healing spell being cast, if you succeed, you gain the full effect of the spell
being cast instead of its intended target. If you fail, you gain half of the
effect and the target gains the remainder. If the healing spell would affect
more than one creature, you automatically make the save and gain the benefits
of the spell, although none of the other targets losany benefits either.
Moderate
Conjuration; CL 9; Craft Wonderous Item, mass cure light wounds; Price
20000gps; Cost 10000gps, 800xps, 20days; Weight --.
Shirt
of the Moon:
Grants DR5/silver. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 76000gp.
Shirt
of Resilience:
Grants DR5/magic. Strong Abjuration and perhaps Evocation (if miracle is used);
CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 58000gp
Shirt
of Slaadskin:
Grants DR5/lawful. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 76000gp
Shirt
of the Treant:
Grants DR5/slashing. Strong Abjuration and perhaps Evocation (if miracle is
used); CL 18; Craft Wonderous Item: Stoneskin, miracle or wish; price 58000gp.
Shroud
of Scales:
This opaque, retriculated shroud covers a medium creature head to foot. It has
arm slits to allow free movement and the wearer can see normally even though
there are no eye slots. It grants the wearer DR5 / Magic and makes him immune
to a dragon’s frightful presence. Moderate abjuration; CL6; Craft Wonderous
Item, creator must have 200 dragon scales, mage armor; Price: 24000gps; Weight
10lbs.
Shroud
of Undeath:
This filmy cloth shroud is typically grey in color and embroidered with white
runes of power. It is worn over normal clothing (or magical as well), and
generates a constant Hide from Undead effect (Will save DC15).
Faint
Abjuration; CL 3rd; Craft Wondrous Item; hide from undead; price
7500gps; Weight; 1lb.
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.
Simulacrum
Elixer: This
small vial of liquid contains a potent charge. When the contents are poured
over a body part (which can be as small as a fingernail clipping or a songle
hair), the liquid quickly grows in volume and transforms into a simulacrum of
the creature that the body part came from. The simulacrum functions as the
spell of the same name and remains under the complete contol of the person that
created it. The simulacrum created cannot be a duplicate of a creature with
more than 26HD or levels and it’s likeness to the original creature is crude at
best. One vial contains enough liquid to create one simulacrum. Strong illusion
(shadow); CL 13; Craft Wonderous Item; simulacrum; price 21000gp.
Slippers
of Battledancing: As long as the wearer of the slippers is wearing light or less armor,
he gains the following benefits: +10 to base move and +5 to tumble checks. If
the wearer has at least 5 ranks in Perform (Dance), he also gains the
following: As long as he uses his base land speed to move in a round, he gains
a +2 to initiative. If he moves at least 10’ in a round he can use his Cha
bonus instead of Str or Dex for attack rolls with one handed or light weapons.
Moderate Transmutation; CL 7; Craft Wonderous Item, 5+ ranks perform (dance),
longstrider, cat’s grace, eagle’s splendor; Cost: 16875gps, 1350xps, 33 days;
Price: 33750gps; Weight: 1lb.
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.
His 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.
Soarsled: A Crystalline disc crackling
with energy 5’ across, that flies with great speed and maneuverability in
Sharn’s manifest zone. Within the city of Sharn, a character can fly a soarsled
at 90’ with good maneuverability. Beyond the city limits it functions as a
normal fly spell (60’) and can be used only 3x/day. It has an effective
strength of 20 and is treated as a large quadraped for purposes of its carrying
capacity. A light load is 399lb or less, medium load is 400-698lbs and a heavy
load is 699 to 1200lbs. When carrying a medium or heavy load within the city,
the speed is reduced to 60’. The sled is activated by thought and is a free
action, remaining standing while on the disc often requires a DC10 balance
check, the character also loses his dex modifier unless he has 5+ ranks in
balance. Moderate transmutation; CL 6; Craft wonderous item; fly, tenser’s
floating disc; price 38000gps; weight 50lbs.
Softhand
Gloves:
These soft gloves are designed to fit over the hands or claws of any humanoid
creature from small to large size. When the gloves are worn, all Draconic
appearance of the wearer is suppressed and he seems as a normal humanoid of non
draconic descent. You lose any claw attack you may have but the gloves blend
with the skin and cannot be noticed without magic. Faint Transmutation: CL 3:
Craft Wonderous Item, alter self: Price: 2000gps: Cost; 1000gps, 80xps, 2 days:
Weight; --.
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).
Spare
Hand: This
is a magic, animated arm on a leather belt. Any character can use it to grip or
carry an item he could normally carry, freeing a hand for spellcasting or other
actions.You also gain a +2 competence bonus to climb, escape artist and grapple
checks if the spare hand is not carrying something. An artificer can cast infusions
into it to gain even more powers, these enhancements last for 24 hours. A 1st
level infusion allows you to stow or retrieve an item once a round as a free
action. A 2nd level infusion grants the same abilities as a 1st
level as well as gaining the ability to wield a buckler or light shield for you
(you must be proficient or suffer the normal penalties). A 3rd level
infusion grants the above abilities as well as allows the spare hand to wield a
light weapon and make off hand attacks with it (you must be proficient or
suffer the normal penaties). Variant: There have been sightings of belts
with 2 spare hands equipped, each hand requires its own infusions to power
them.
Moderate
Transmutation; CL 11 (Variant: Strong Transmutation; CL 16; +10000gps); Craft Wonderous
Item; Price 12000gps; Cost 6000gps, 480xps, 12 days; Weight 5lbs.
Spellsight
Spectacles:
These glasses grant the user a +5 bonus to spellcraft made to decipher scrolls
and a +5 bonus to use magic device checks made to use scrolls. Faint divination;
CL 3; Craft wonderous item; read magic; price 2500gps.
Spool
of Endless Rope: This 1lb spool contains an endless supply of the finest silk rope. The
spool comes with a belt loop so it can be hung at your side. You can spool out
as much as 500’ at a time, simply by unrolling it. When you are done, just roll
it back up (spooling takes 1 round per 50’). If the rope is cut from the spool,
it disappears instantly. Moderate conjuration; CL 9; Craft wonderous item;
leomund’s secret chest; price 2000gp; Weight 1lb.
Steadying
Robe: This
is a fine blue robe with silver on the hem and cuffs. When worn by a
spellcaster, it negates the unsteadying effect of vigorous, violent, or
extremely violent motion on your spellcasting. You need not make a
Concentration check in these situations. It does not negate the need for a
Concentration check if you are damaged, entangled, grappling or distracted.
Faint
Transmutation; CL 1st; Craft Wondrous Item, Feather Fall; Price:
1000gps; Cost: 500gps, 40xps, 1day; Weight: 1lb.
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.
Stormrider
Cloak: This
cloak allows the wearer to use Fly 3x/day for up to 5 minutes and gains Energy
resistance to electricity 10. Moderate Tranmutation and abjuration; CL 5; Craft
Wonderous Item, fly, resist energy; Price: 30000gp; Weight: 1lb.
Stromstrider
Boots: These
boots function only for creatures that have the spring attack feat. Activating
the boots is a swift action and can only be done once per day. While moving in
your spring attack, you become a creature of pure lightning. You can move
through occupied squares, any creature in your path takes 9d6 electrical damage
(Ref DC17 for ½). You then materialize to attack and become lightning again as
you move away. Creatures caught in your path a second time do not take
additional damage. The boots also grant you a +5 enhancement to your base
movement.
Moderate
Transmutation; CL 9th; Craft Wondrous Item, Expeditious Retreat,
Lightning Leap; Price: 18000gps; Cost: 9000gps, 720xps, 18days; Weight: 2lbs.
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).
Survival
Pouch: This
mundane looking leather belt pouch can literally save it’s owners life in the
wilderness. 5 times per day, the owner of the pouch can reach in and retrieve
one of the items listed below. Drawing from the bag is a standard action that
does not provoke an attack of opportunity. Each item lasts for 8 hours unless
otherwise noted:
Trail
rations for one medium creature for one day.
Two
gallons of water in a waterskin, the bag disappears once it is emptied.
A
tent and 2 bedrolls for medium creatures.
A
50’ coil of hempen rope that disappears after 4 hours.
A
Shovel
A
campfire (about 2 sqft). The fire can be left to burn or can be pulled apart to
make 8 torches that last for one hour each.
A
composite shortbow (+1 str) and a quiver of 20 arrows. The bow disappears 1 rnd
after the last arrow is fired.
A
mule with a bit, bridle, sadlle and saddlebags. The bit, bridle, saddle and
saddlebags disappear if removed from the mule.
Moderate
conjuration; CL 9;Craft Wonderous Item; major creation, mount; Price 5000gp;
Weight 5lb.
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.
Talisman
of the 12 Moons: First created by the Moonspeakers of the Eldeen Reaches, these small
brooches are made from intricately carved bronzewood. The talisman works only
for Shifter spellcasters, granting a +1 caster level while outdoors at night.
If the wearer also has Wild Shape ability, the bonus increases to +2 when
casting spells in animal form.
Moderate
Transmutation; CL 7; Craft Wonderous Item, creator must have Wild Shape
Ability; Price 4500gps.
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.
Truth
Lens: When
you place the lens over one of your eyes, it takes on a slight blue tint,
causing the eye to appear to be blind. The lens can be activated once per week,
when it is activated, you must picture a question in your mind. You will
instantly know the direction of the closest creature within 500’ of the lens
that knows the answer. Once you are within 5’ of the creature, the lens will
shut off. The lens remains active for 5 minutes only so finding the creature in
question needs to be quick. If no creature in the area knows the answer, the
lens provides no further direction. Once you find the creature, you still must
deal with it to get the answer from it.
Moderate
divination; CL 11; Price 13000gps; Cost 6500gps, 520xps, 13 days; Weight--.
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.
Unholy
Shrouds:
These look like ordinary funerary wrappings, but if a dead creature is wrapped
in them and a command word spoken, it will rise as an undead. Lesser shrouds
cause the body to return as a ghast, greater shouds cause it to return as a
wraith. The shrouds turn to dust after the creature reanimates. Strong
necromancy; CL 12 (lesser) or 16 (greater); craft Wonderous Item; Create undead
(lesser), Create greater undead (greater); price 3600gp (lesser), 6400gp
(greater); weight 10lbs.
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.
Vest
of Legends:
The wearer gains a +5 competance bonus to diplomacy and perform checks. If a
Bard wears the vest, his bardic level is treated as if 5 levels higher for
purposes of Bardic Music abiities. Strong Enchantment and Transmutation; CL 13;
Craft Wonderous Item, Eagle’s Splendor, greater heroism; Cost: 8000gps, 640xps,
16 days; Price: 16000gps; Weight: 1lb.
Vest
of Resistance:
These garments offer magic protection in the form of a +1 to +5 bonus on all
saving throws. Faint abjuration; CL5; Craft wonderous item; resistance,
creator’s level must be 3x the bonus on the vest; price 1000gp (+1), 4000gp
(+2), 9000gp (+3), 16000gp (+4), 25000gp (+5); weight 1lb.
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.
Vestment
of Flesh:
This vest is an odd tan color. When held against the skin or worn, it is
disturbingly warm as if it were the skin of a still living creature. It also
changes to a slightly darker color when worn, as if blood were again flowing
through it. The vestment of flesh must be made from the skin of the creature it
is intended for. During the creation process, the creaturewill take 1 point of
constitution damage each day. The vest automatically activates at midnight
every day (unless the vest is not being worn), and grants the wearer 10
temporary hit points and DR5/magic. The DR remains in place until all of the
temporary hit points are lost for that day. Faint Necromancy; CL 5; Craft
Wonderous Item; false life; Cost: 4500gps, 360xps, 9 days; Price: 9000gps;
Weight: 5lbs.
Vestment
of Many Styles:
These clothes change into any style of clothing the wearer desires as a
standard action. It grants a +2 to Disguise if different clothing would help
with the disguise.
Moderate
Transmutation; CL 9th; Craft Wonderous Item, Creator must be
Changeling; Price 500gps.
Vestment
of Verminshape:
If a character with the wild shape or polymorph ability wears this outfit, it
allows him to use his ability to transform into monstrous vermin, the size is
determined by his normal wild hape abilities. Moderate Transmutation; CL 10;
Craft Wonderous Item, Polymorph or Wild Shape ability, giant vermin; Cost:
1000gps, 800xps, 20 days; Price: 20000gps; Weight: 1lb.
Vestments
of Divinity:
This item is only useful to divine spellcasters. These vestments grant access
to different domains depending on the alignment of the wearer. He gains access
to the Good domain if he is good and the Evil domain if he is evil, neutral
characters gain no benefit from this item. He gains the +1 to caster level when
casting aligned spells and can prepare domain spells from the good/evil domain.
If the wearer already has access to the domain, the level increase is +2.
Moderate Conjuration: cl 9; Craft Wonderous Item, access to good/evil domain;
Cost: 15000gps, 1200xps, 30 days; Price: 30000gps; Weight: 2lbs.
Vial
of Icy Sheets:
The vial of icy sheets contains a clear liquid that creates a region of
slippery ice when it’s contents are poured out. The fluid spreads from the
point of origin to a radius of 10’, all creatures in the area must make a DC11
reflex save or slip and fall. If any creature moves in the affected area, they
must reroll the check every round. If the liquid is poured on an object, it is
instantly coated in ice and if a creature is carrying it, he must make a DC11
reflex save or drop the item. The ice lasts for 5 rounds then disappates into
nothing. The vial refills every day. If someone drinks the contents of the
vial, they take 6d6 cold damage (DC20 fortitude for half). Faint Conjuration;
CL 1; Craft Wonderous Item; ice slick; price 2000gp; wright 1lb.
Voluminous
Vault: This
is a metal safe typically 2’x1.5’x1.5’. The door is locked with a superior lock
and an arcane seal (DC40). When it is opened it reveals a space large enough to
375 cubis feet of material (or 2500 lbs). When open the door opens to a 3’x3’
opening. There is enough air to survive for 10 minutes inside. There are two
models, one with hardness 12, 60hps and a break DC of 38, the other is hardness
22, 80hps and break DC of 43. If the vault is broken into by force the
enchantment breaks and everything inside is lost. The vault interacts with
portable holes and bags of holding the same way they interact together.
Moderate abjuration and conjuration; CL 9; Crsft wonderous item; leomund’s
secret chest, arcane seal; price 17500gps or 27500gps; weight 100lbs.
Wand
Bracelet:
This gold bracelet appears to be a normal charm bracelet but in truth, up to 4
of the charms can actually be small items (like a dagger or wand) that are
stored in it. An item can be retrieved or stowed as a free action. Stored items
cannot weigh more than 3lbs and must be capable of being held in one hand. Only
the wearer of the braclet can retrieve/stow the items.
Faint
Transmutation; CL 6th; Craft Wonderous Item; Price 25000gps; Cost
12500gps, 1000xps, 25 days; Weight .25lb.
Watch
Lamp: The
wearer of this simple mithral headband can command a globe of light to appear
over his shoulder at will as a free action. The globe sheds light equivalent to
a torch and follows the wearer everywhere he moves. The wearer can extinguish
the globe as a move action. Faint evocation; CL 1; Craft wonderous item;
dancing lights; price 1500gps.
Water
Wheels:
These wooden wheels are designed to fit almost all wheeled vehicles. When they
are fitted into place, the vehicle will float and the surface of the water with
no chance of sinking or capsizing. The wheels do not provide any type of
propulsion. Faint Transmutation; CL 5; Craft Wonderous Item, wave blessing; Price
10000gp; Weight: 20lb each.
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.
Wind
Pipe: This
2’ brass tube has a 3’ diameter and when activated, creates a steady stream of
air equivalent to a moderate wind. Moderate Evocation; CL 10; Craft Wonderous
Item, favorable wind; Price: 7000gp; Weight: 10lb.
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.