Wondrous Item Descriptions

Standard wondrous items are described below.

Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.

Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).

Amulet of 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.