Objets merveilleux :: d20srd.org


Objets merveilleux :: d20srd.org



Il s'agit d'une catégorie fourre-tout pour tout ce qui n'appartient pas aux autres groupes. Tout le monde peut utiliser un objet merveilleux (sauf indication contraire dans la description).

Description physique

Varie.

Activation

Généralement activé par l'utilisation ou mot de commande, mais les détails varient d'un élément à l'autre.

Qualités particulières

Rouleau d%. Un résultat 01 indique que l'objet merveilleux est intelligent, 02-31 indique que quelque chose (un dessin, une inscription ou autre) fournit un indice sur sa fonction, et 32-100 n'indique aucune qualité particulière. Les objets intelligents ont des capacités supplémentaires et parfois des pouvoirs extraordinaires et des objectifs spéciaux.

Les objets merveilleux avec des charges ne peuvent jamais être intelligents.

Tableau : Objets merveilleux mineurs
ré%ArticlePrix ​​du marché
01Jeton plume, ancre50 po
02solvant universel50 po
03Élixir d'amour150 po
04Onguent de l'intemporalité150 po
05Jeton plume, éventail200 po
06Poussière sans trace250 po
07Élixir de dissimulation250 po
08Élixir de furtivité250 po
09Élixir de natation250 po
dixÉlixir de vision250 po
11Argenté250 po
12Jeton plume, oiseau300 po
13Jeton plume, arbre400 po
14Jeton plume, bateau cygne450 po
15Élixir de vérité500 po
16Jeton plume, fouet500 po
17Poussière de sécheresse850 po
18Sac à malices, gris900 po
19La main du mage900 po
20Brassards d'armure +11 000 po
21Cape de résistance +11 000 po
22Perle de pouvoir, sort de niveau 11 000 po
23Phylactère de fidélité1 000 po
24Baume de glissance1 000 po
25Elixir d'haleine de feu1 100 po
26Tuyaux des égouts1 150 po
27Poussière d'illusion1 200 po
28Lunettes de vue minute1 250 po
29Broche de blindage1 500 po
30Collier de boules de feu type I1 650 po
31Poussière d'apparence1 800 po
32Chapeau de déguisement1 800 po
33Tuyaux de sondage1 800 po
34Carquois efficace1 800 po
35Amulette d'armure naturelle +12 000 po
36Sac à dos pratique2 000 po
37Corne de brume2 000 po
38Gemme élémentaire2 250 po
39Robe d'os2 400 po
40Colle souveraine2 400 po
41Sac de tenue de type I2 500 po
42Bottes d'elfe2 500 po
43Bottes des pays d'hiver2 500 po
44Bougie de vérité2 500 po
45Cape des elfes2 500 po
46Les yeux de l'aigle2 500 po
47Scarabée, golembane2 500 po
48Collier de boules de feu type II2 700 po
49Pierre d'alarme2 700 po
50Sac d'astuces, rouille3 000 po
51Perle de force3 000 po
52Carillon d'ouverture3 000 po
53Les fers à cheval de la vitesse3 000 po
54Corde d'escalade3 000 po
55Poussière de disparition3 500 po
56Lentille de détection3 500 po
57Figurine de pouvoir merveilleux, corbeau d'argent3 800 po
58Amulette de santé +24 000 po
59Brassards d'armure +24 000 po
60Cape de charisme +24 000 po
61Cape de résistance +24 000 po
62Gantelets du pouvoir ogre4 000 po
63Gants de collet de flèche4 000 po
64Gants de dextérité +24 000 po
65Bandeau d'intellect +24 000 po
66Pierre d'Ioun, fuseau clair4 000 po
67Pommade réparatrice4 000 po
68Des pigments merveilleux4 000 po
69Perle de puissance, sort de niveau 24 000 po
70Periapt de Sagesse +24 000 po
71Baume à la pierre4 000 po
72Collier de boules de feu type III4 350 po
73Diadème de persuasion4 500 po
74Chaussons d'escalade d'araignée4 800 po
75Encens de méditation4 900 po
76Sac de tenue type II5 000 po
77Brassards de tir à l'arc, moindre5 000 po
78Pierre de Ioun, prisme rose poussiéreux5 000 po
79Casque pour comprendre les langues et lire la magie5 200 po
80Gilet d'évasion5 200 po
81Bouteille toujours fumante5 400 po
82Cuillère de maintien5 400 po
83Collier de boules de feu type IV5 400 po
84Bottes de marche et de saut5 500 po
85Ventilateur5 500 po
86Collier de boules de feu type V5 850 po
87Amulette de poings puissants +16 000 po
88Fers à cheval d'un zéphyr6 000 po
89Pipes obsédantes6 000 po
90Gants de natation et d'escalade6 250 po
91Sac d'astuces, bronzage6 300 po
92Diadème de dynamitage, mineur6 480 po
93Corne du bien/du mal6 500 po
94Linceuls de désintégration6 600 po
95Robe d'objets utiles7 000 po
96Bateau pliant7 200 po
97Cape de la raie manta7 200 po
98Bouteille d'air7 250 po
99Sac de tenue type III7 400 po
100Periapt de la santé7 400 po
Tableau : Objets merveilleux de taille moyenne
ré%ArticlePrix ​​du marché
01Bottes de lévitation7 500 po
02Harpe de charme7 500 po
03Amulette d'armure naturelle +28 000 po
04Golem manuel, chair8 000 po
05Main de gloire8 000 po
06Pierre d'Ioun, sphère rouge foncé8 000 po
07Pierre de Ioun, sphère bleue incandescente8 000 po
08Pierre de Ioun, losange bleu pâle8 000 po
09Pierre d'Ioun, sphère rose et verte8 000 po
dixPierre de Ioun, losange rose8 000 po
11Pierre d'Ioun, sphère écarlate et bleue8 000 po
12Pont d'illusions8 100 po
13Collier de boules de feu type VI8 100 po
14Bougie d'invocation8 400 po
15Collier de boules de feu type VII8 700 po
16Brassards d'armure +39 000 po
17Cape de résistance +39 000 po
18Carafe d'eau sans fin9 000 po
19Collier d'adaptation9 000 po
20Perle de pouvoir, sort de niveau 39 000 po
21Figurine de pouvoir merveilleux, chouette serpentine9 100 po
22Chapelet de chapelet, moindre9 600 po
23Sac de tenue type IV10 000 po
24Figurine de pouvoir merveilleux, griffon en bronze10 000 po
25Figurine de puissance merveilleuse, mouche d'ébène10 000 po
26Gant de rangement10 000 po
27Pierre de Ioun, losange bleu foncé10 000 po
28Cheval de pierre, coursier10 000 po
29Vêtement, druide10 000 po
30Cap du saltimbanque10 080 po
31Phylactère des morts-vivants tournant11 000 po
32Gantelet de rouille11 500 po
33Bottes de vitesse12 000 po
34Lunettes de nuit12 000 po
35Golem manuel, argile12 000 po
36Médaillon de pensées12 000 po
37Pipes de douleur12 000 po
38Livre béni12 500 po
39Ceinture de moine13 000 po
40Gemme de luminosité13 000 po
41Lyre de bâtiment13 000 po
42Cape d'arachnide14 000 po
43Cheval de pierre, destrier14 800 po
44Ceinture des nains14 900 po
45Periapt de fermeture de la plaie15 000 po
46Corne des tritons15 100 po
47Perle des sirines15 300 po
48Figurine de pouvoir merveilleux, chien d'onyx15 500 po
49Amulette de santé +416 000 po
50Ceinture de force géante +416 000 po
51Bottes, ailées16 000 po
52Brassards d'armure +416 000 po
53Cape de charisme +416 000 po
54Cape de résistance +416 000 po
55Gants de dextérité +416 000 po
56Bandeau d'intellect +416 000 po
57Perle de pouvoir, sort de niveau 416 000 po
58Periapt de Sagesse +416 000 po
59Fourreau d'arêtes vives16 000 po
60Figurine de pouvoir merveilleux, lions d'or16 500 po
61Carillon d'interruption16 800 po
62Balai de vol17 000 po
63Figurine de pouvoir merveilleux, éléphant de marbre17 000 po
64Amulette d'armure naturelle +318 000 po
65Pierre de Ioun, fuseau irisé18 000 po
66Bracelet d'amis19 000 po
67Tapis de vol, 5 pi sur 5 pi.20 000 po
68Corne de dynamitage20 000 po
69Pierre de Ioun, ellipsoïde lavande pâle20 000 po
70Pierre de Ioun, fuseau blanc nacré20 000 po
71Trou portatif20 000 po
72Pierre de chance (pierre de chance)20 000 po
73Figurine de pouvoir merveilleux, chèvres d'ivoire21 000 po
74Corde d'enchevêtrement21 000 po
75Golem manuel, pierre22 000 po
76Masque du crâne22 000 po
77Mattock des titans23 348 po
78Diadème de dynamitage, majeur23 760 po
79Amulette des poings puissants +224 000 po
80Cape de déplacement, mineure24 000 po
81Heaume d'action sous-marine24 000 po
82Brassards de tir à l'arc, plus25 000 po
83Brassards d'armure +525 000 po
84Cape de résistance +525 000 po
85Yeux de malheur25 000 po
86Perle de pouvoir, sort de niveau 525 000 po
87Maillet des titans25 305 po
88Chapelet de chapelet45 800 po
89Cape de la chauve-souris26 000 po
90Bandes de fer de reliure26 000 po
91Cube de résistance au gel27 000 po
92Heaume de télépathie27 000 po
93Periapt de preuve contre le poison27 000 po
94Robe aux couleurs scintillantes27 000 po
95Manuel de santé corporelle +127 500 po
96Manuel d'exercice rémunérateur +127 500 po
97Manuel de rapidité d'action +127 500 po
98Tome de la pensée claire +127 500 po
99Tome de leadership et d'influence +127 500 po
100Livre de compréhension +127 500 po
Tableau : Objets merveilleux majeurs
ré%ArticlePrix ​​du marché
01Manilles dimensionnelles28 000 po
02Figurine d'un pouvoir merveilleux, destrier d'obsidienne28 500 po
03Tambours de panique30 000 po
04Pierre d'Ioun, orange30 000 po
05Pierre de Ioun, prisme vert pâle30 000 po
06Lanterne révélatrice30 000 po
07Robe de mélange30 000 po
08Amulette d'armure naturelle +432 000 po
09Amulette de preuve contre la détection et la localisation35 000 po
dixTapis de vol, 5 pi sur 10 pi.35 000 po
11Golem manuel, fer35 000 po
12Amulette de santé +636 000 po
13Ceinture de force géante +636 000 po
14Brassards d'armure +636 000 po
15Cape de charisme +636 000 po
16Gants de dextérité +636 000 po
17Bandeau d'intellect +636 000 po
18Pierre de Ioun, prisme violet vibrant36 000 po
19Perle de pouvoir, sort de niveau 636 000 po
20Periapt de Sagesse +636 000 po
21Scarabée de protection38 000 po
22Pierre de Ioun, lavande et ellipsoïde vert40 000 po
23Portes d'anneau40 000 po
24Boule de cristal42 000 po
25Golem manuel, plus grande pierre44 000 po
26Orbe de tempêtes48 000 po
27Bottes de téléportation49 000 po
28Brassards d'armure +749 000 po
29Perle de pouvoir, sort de niveau 749 000 po
30Amulette d'armure naturelle +550 000 po
31Cape de déplacement, majeur50 000 po
32Boule de cristal avec invisibilité voir50 000 po
33Corne de Valhalla50 000 po
34Boule de cristal avec détection de pensées51 000 po
35Tapis de vol, 6 pi sur 9 pi.53 000 po
36Amulette des poings puissants +354 000 po
37Ailes de vol54 000 po
38Cape d'éthéré55 000 po
39Forteresse instantanée55 000 po
40Manuel de santé corporelle +255 000 po
41Manuel d'exercice rémunérateur +255 000 po
42Manuel de rapidité d'action +255 000 po
43Tome de la pensée claire +255 000 po
44Tome de leadership et d'influence +255 000 po
45Tome de compréhension +255 000 po
46Des yeux de charme56 000 po
47Robe d'étoiles58 000 po
48Tapis de vol, 10 pi par 10 pi.60 000 po
49crâne noir60 000 po
50Cube de force62 000 po
51Brassards d'armure +864 000 po
52Perle de pouvoir, sort de niveau 864 000 po
53Boule de cristal avec télépathie70 000 po
54Corne de dynamitage, plus70 000 po
55Perle de pouvoir, deux sorts70 000 po
56Heaume de téléportation73 500 po
57Joyau de voir75 000 po
58Robe des archimages75 000 po
59Manteau de foi76 000 po
60Boule de cristal avec une vraie vision80 000 po
61Perle de pouvoir, sort de niveau 981 000 po
62Puits de plusieurs mondes82 000 po
63Manuel de santé corporelle +382 500 po
64Manuel d'exercice rémunérateur +382 500 po
65Manuel de rapidité d'action +382 500 po
66Tome de la pensée claire +382 500 po
67Tome de leadership et d'influence +382 500 po
68Tome de compréhension +382 500 po
69Appareil du crabe90 000 po
70Manteau de résistance à la magie90 000 po
71Miroir d'opposition92 000 po
72Chapelet de chapelet, plus95 800 po
73Amulette des poings puissants +496 000 po
74Yeux de pétrification98 000 po
75Bol de contrôle des élémentaires de l'eau100 000 po
76Brasero de commandant des élémentaires de feu100 000 po
77Encensoir de contrôle des élémentaires de l'air100 000 po
78Pierre de contrôle des élémentaires de la terre100 000 po
79Manuel de santé corporelle +4110 000 po
80Manuel d'exercice rémunérateur +4110 000 po
81Manuel de rapidité d'action +4110 000 po
82Tome de la pensée claire +4110 000 po
83Tome de leadership et d'influence +4110 000 po
84Tome de compréhension +4110 000 po
85Amulette des avions120 000 po
86Robe des yeux120 000 po
87Heaume d'éclat125 000 po
88Manuel de santé corporelle +5137 500 po
89Manuel d'exercice rémunérateur +5137 500 po
90Manuel de rapidité d'action +5137 500 po
91Tome de la pensée claire +5137 500 po
92Tome de leadership et d'influence +5137 500 po
93Tome de compréhension +5137 500 po
94Bouteille d'Efreeti145 000 po
95Amulette des poings puissants +5150 000 po
96Diamant du chaos160 000 po
97Portail cubique164 000 po
98Flacon de fer170 000 po
99Miroir des prouesses mentales175 000 po
100Miroir du piégeage de la vie200 000 po

Descriptions des objets merveilleux

Les objets merveilleux standard sont décrits ci-dessous.

Amulette de santé

Cette amulette est un disque d'or sur une chaîne. Il porte généralement l'image d'un lion ou d'un autre animal puissant. L'amulette confère au porteur un bonus d'amélioration de Constitution de +2, +4 ou +6.

Transmutation modérée ; CL 8e ; Fabriquer un objet merveilleux, l'endurance de l'ours ; Prix ​​4 000 po (+2), 16 000 po (+4), 36 000 po (+6).

Amulette des poings puissants

Cette amulette confère un bonus d'amélioration de +1 à +5 aux jets d'attaque et de dégâts avec les attaques à mains nues et les armes naturelles.

Évocation faible; CL 5 ; Fabriquer un objet merveilleux, un plus grand croc magique, le niveau de lanceur de sorts du créateur doit être au moins trois fois supérieur au bonus de l'amulette ; Prix ​​6 000 po (+1), 24 000 po (+2), 54 000 po (+3), 96 000 po (+4), 150 000 po (+5).

Amulette d'armure naturelle

Cette amulette, généralement fabriquée à partir d'écailles d'os ou de bête, endurcit le corps et la chair du porteur, lui donnant un bonus d'amélioration à son bonus d'armure naturelle de +1 à +5, selon le type d'amulette.

Transmutation faible ; CL 5 ; Fabriquer un objet merveilleux, de la peau d'écorce, le niveau de lanceur de sorts du créateur doit être au moins trois fois supérieur au bonus de l'amulette ; Prix ​​2 000 po (+1), 8 000 po (+2), 18 000 po (+3), 32 000 po (+4) ou 50 000 po (+5).

Amulette des avions

Cet appareil semble généralement être une amulette circulaire noire, bien que tout personnage qui le regarde de près voit un tourbillon de couleur sombre et mobile. L'amulette permet à son porteur d'utiliser le changement de plan. Cependant, c'est un élément difficile à maîtriser. L'utilisateur doit effectuer un test d'Intelligence DD 15 afin d'obtenir l'amulette pour l'emmener dans l'avion (et l'emplacement spécifique sur cet avion) ​​qu'il souhaite. Si elle échoue, l'amulette la transporte, ainsi que tous ceux qui voyagent avec elle, vers un emplacement aléatoire sur ce plan (01-60 sur d%) ou vers un plan aléatoire (61-100).

Forte conjuration ; CL 15 ; Fabriquer un objet merveilleux, changement d'avion ; Prix ​​120 000 po.

Amulette de preuve contre la détection et la localisation

Cette amulette en argent protège le porteur de la divination et de la localisation magique tout comme le fait un sort de non-détection. Si un sort de divination est tenté contre le porteur, le lanceur de la divination doit réussir un test de niveau de lanceur de sorts (1d20 + niveau de lanceur de sorts) contre un DD de 19 (comme si le lanceur avait lancé non-détection sur lui-même).

Abjuration modérée ; CL 8e ; Fabriquer un objet merveilleux, non-détection ; Prix ​​35 000 po.

Appareil du Crabe

Cet objet semble être un grand baril de fer scellé, mais il a un loquet secret (Recherchez DC 20 pour localiser) qui ouvre une trappe à une extrémité. Quiconque rampe à l'intérieur trouve dix leviers (non étiquetés) : L'appareil a les caractéristiques suivantes : hp 200 ; dureté 15; Vitesse 20 pieds, nage 20 pieds; AC 20 (-1 taille, +11 naturel); Atk +12 corps à corps (2d8, 2 tenailles).

Levier (1d10)Fonction de levier
1Étendre/rétracter les pattes et la queue
2Découvrir/couvrir le hublot avant
3Découvrir/couvrir les hublots latéraux
4Étendre/rétracter les pinces et les palpeurs
5Pinces à pression
6Avancer/reculer
7Tourner à gauche/à droite
8Ouvrir les "yeux" avec une flamme continue à l'intérieur/fermer les "yeux"
9Monter/descendre dans l'eau
dixOuvrir/fermer la trappe

L'actionnement d'un levier est une action complète et aucun levier ne peut être actionné plus d'une fois par tour. Cependant, étant donné que deux personnages moyens peuvent tenir à l'intérieur, l'appareil peut se déplacer et attaquer dans le même tour. L'appareil peut fonctionner dans l'eau jusqu'à 900 pieds de profondeur. Il contient suffisamment d'air pour qu'un équipage de deux personnes survive 1d4+1 heures (deux fois plus longtemps pour un seul occupant). Lorsqu'il est activé, l'appareil ressemble à un homard géant.

Forte évocation et transmutation ; CL 19 ; Création d'objets merveilleux, animation d'objets, flamme continue, le créateur doit avoir 8 rangs dans la compétence Connaissances (architecture et ingénierie) ; Prix ​​90 000 po ; Poids 500 lb.

Sac de tenue

Cela semble être un sac en tissu commun d'environ 2 pieds sur 4 pieds. Le sac de maintien s'ouvre sur un espace adimensionnel : son intérieur est plus grand que ses dimensions extérieures. Indépendamment de ce qui est mis dans le sac, il pèse un montant fixe. Ce poids, ainsi que les limites de poids et de volume du contenu du sac, dépendent du type de sac, comme indiqué dans le tableau ci-dessous.

SacPoids du sacContenu
Limite de poids
Contenu
Limite de volume
Prix ​​du marché
Type I15 livres250 livres30 cu. pi.2 500 po
Type II25 livres500 livres70 cu. pi.5 000 po
Type III35 livres1 000 livres150 cu. pi.7 400 po
Type IV60 livres1 500 livres250 cu. pi.10 000 po

Si le sac est surchargé, ou si des objets pointus le transpercent (de l'intérieur ou de l'extérieur), le sac se rompt et se détériore. Tous les contenus sont perdus à jamais. Si un sac de stockage est retourné, son contenu se répand, sain et sauf, mais le sac doit être remis en place avant de pouvoir être réutilisé. Si des créatures vivantes sont placées dans le sac, elles peuvent survivre jusqu'à 10 minutes, après quoi elles s'étouffent. Récupérer un objet spécifique d'un sac de stockage est une action de déplacement, à moins que le sac ne contienne plus qu'un sac à dos ordinaire ne peut en contenir, auquel cas récupérer un objet spécifique est une action complète.

Si un sac de rétention est placé dans un trou portable, une faille vers le plan astral est déchirée dans l'espace : le sac et le trou sont aspirés dans le vide et perdus à jamais. Si un trou portable est placé dans un sac de possession, il ouvre une porte vers le plan astral : le trou, le sac et toutes les créatures dans un rayon de 3 mètres sont tirés là, détruisant le trou portable et le sac de possession dans le traiter.

Conjuration modérée ; CL 9e ; Fabriquez un objet merveilleux, un coffre secret.

Sac d'astuces

Ce petit sac semble normal et vide. Cependant, quiconque atteint le sac ressent une petite boule floue. Si la balle est retirée et lancée jusqu'à 20 pieds de distance, elle se transforme en animal. L'animal sert le personnage qui l'a tiré du sac pendant 10 minutes (ou jusqu'à ce qu'il soit tué ou renvoyé dans le sac), après quoi il disparaît. Il peut suivre n'importe laquelle des commandes décrites dans la compétence Manipuler un animal. Chacun des trois types d'un sac d'astuces produit un ensemble différent d'animaux. Utilisez les tableaux suivants pour déterminer quels animaux peuvent être tirés de chacun.

Le cheval de guerre lourd apparaît avec harnais et harnachement et accepte le personnage qui l'a tiré du sac en tant que cavalier.

Les animaux produits sont toujours aléatoires, et un seul peut exister à la fois. Jusqu'à dix animaux peuvent être tirés du sac chaque semaine.

Conjuration faible ou modérée ; CL 3e (gris), 5e (rouille), 9e (ocre) ; Fabriquez un objet merveilleux, invoquez l'allié de la nature II (gris), invoquez l'allié de la nature III (rouille) ou invoquez l'allié de la nature V (bronzage); Prix ​​900 po (gris); 3 000 po (rouille) ; 6 300 po (bronzage).

Perle de Force

Cette petite sphère noire semble être une perle sans éclat. Vous pouvez le lancer jusqu'à 60 pieds sans pénalité de portée. Lors d'un impact brutal, la perle explose, envoyant une rafale qui inflige 5d6 points de dégâts de force à toutes les créatures dans un rayon de 3 mètres.

Il fonctionne comme un sort de sphère résilient (Reflex DC 16 annule) avec un rayon de 3 mètres et une durée de 10 minutes. Un globe de force chatoyante enferme une créature, à condition que cette dernière soit suffisamment petite pour tenir dans le diamètre de la sphère. La sphère contient son sujet pendant la durée du sort. La sphère n'est sujette à aucun dommage, à l'exception d'un bâtonnet d'annulation, d'un bâtonnet de négation, de désintégration ou d'un sort de dissipation magique ciblé. Ces effets détruisent la sphère sans nuire au sujet. Rien ne peut passer à travers la sphère, à l'intérieur ou à l'extérieur, bien que le sujet puisse respirer normalement. Le sujet peut lutter, mais le globe ne peut être physiquement déplacé ni par des personnes extérieures ni par les luttes de personnes à l'intérieur.

L'explosion consomme complètement la perle, ce qui en fait un objet à usage unique.

Évocation modérée ; CL 10 ; Fabriquer un objet merveilleux, une sphère résiliente ; Prix ​​3000 po.

Ceinture, Monk's

Cette simple ceinture de corde, lorsqu'elle est enroulée autour de la taille d'un personnage, confère une grande capacité au combat à mains nues. La CA et les dégâts à mains nues du porteur sont traités comme un moine de cinq niveaux plus haut. Si elle est portée par un personnage avec le don Stunning Fist, la ceinture lui permet de faire une attaque étonnante supplémentaire par jour. Si le personnage n'est pas un moine, il gagne la CA et les dégâts à mains nues d'un moine de niveau 5. Ce bonus AC fonctionne exactement comme le bonus AC du moine.

Transmutation modérée ; CL 10 ; Fabriquer un objet merveilleux, une puissance vertueuse ou une transformation ; Prix ​​13 000 po ; Poids 1 lb.

Ceinture des nains

Cette ceinture donne au porteur un bonus de compétence de +4 aux tests de Charisme et aux tests de compétence basés sur le Charisme en ce qui concerne le traitement des nains, un bonus de compétence de +2 aux tests similaires lorsqu'ils traitent avec des gnomes et des halfelins, et une pénalité de compétence de -2 sur des tests similaires. vérifie lorsque vous traitez avec quelqu'un d'autre. Le porteur peut comprendre, parler et lire le nain. Si le porteur n'est pas un nain, il bénéficie d'une vision dans le noir à 18 mètres, d'une ruse des pierres naine, d'un bonus d'amélioration de +2 à la Constitution et d'un bonus de résistance de +2 aux jets de sauvegarde contre le poison, les sorts ou les effets magiques.

Divination modérée; CL 12 ; Fabriquer un objet merveilleux, des langues, le créateur doit être un nain ; Prix ​​14 900 po ; Poids 1 lb.

Ceinture de force géante

Cette large ceinture est en cuir épais et cloutée de fer. La ceinture s'ajoute au score de Force du porteur sous la forme d'un bonus d'amélioration de +4 ou +6.

Transmutation modérée ; CL 10 ; Fabriquer un objet merveilleux, la force du taureau ; Prix ​​16 000 po (+4), 36 000 po (+6) ; Poids 1 lb.

Livre béni

Ce tome bien fait est toujours de petite taille, généralement pas plus de 12 pouces de haut, 8 pouces de large et 1 pouce d'épaisseur. Tous ces livres sont durables, imperméables, reliés avec du fer recouvert d'argent et verrouillés.

Un sorcier peut remplir les 1 000 pages d'un livre béni avec des sorts sans payer le coût matériel de 100 po par page. Ce livre n'est jamais trouvé en tant que trésor généré aléatoirement avec des sorts déjà inscrits dedans.

Transmutation modérée ; CL 7e ; Fabriquer un objet merveilleux, page secrète ; Prix ​​12 500 po ; Poids 1 lb.

Bateau, Pliant

Un bateau pliant ressemble à une petite boîte en bois d'environ 12 pouces de long, 6 pouces de large et 6 pouces de profondeur. Il peut être utilisé pour stocker des articles comme n'importe quelle autre boîte. Si un mot de commande est donné, cependant, la boîte se déplie pour former un bateau de 10 pieds de long, 4 pieds de large et 2 pieds de profondeur. Un deuxième mot de commande le fait se déployer sur un navire de 24 pieds de long, 8 pieds de large et 6 pieds de profondeur. Tous les objets autrefois stockés dans la boîte reposent désormais à l'intérieur du bateau ou du navire.

Dans sa forme plus petite, le bateau a une paire de rames, une ancre, un mât et une voile latine. Dans sa forme plus grande, le bateau a un pont, des sièges d'aviron simples, cinq paires de rames, une rame de direction, une ancre, une cabine de pont et un mât avec une voile carrée. Le bateau peut accueillir confortablement quatre personnes, tandis que le navire en transporte facilement quinze.

Un troisième mot de commande fait que le bateau ou le navire se replie à nouveau dans une boîte.

Transmutation faible ; CL 6e ; Fabriquer un objet merveilleux, fabriquer, le créateur doit avoir 2 rangs dans la compétence Artisanat (fabrication navale) ; Prix ​​7 200 po ; Poids 4 lb.

Bottes d'Elvenkind

Ces bottes souples permettent au porteur de se déplacer silencieusement dans pratiquement n'importe quel environnement, accordant un bonus de compétence de +5 aux tests de Mouvement silencieux.

Transmutation faible ; CL 5 ; Fabriquez un objet merveilleux, le créateur doit être un elfe ; Prix ​​2 500 po ; Poids 1 lb.

Bottes de lévitation

Sur commande, ces bottes en cuir permettent au porteur de léviter comme si elle avait lancé la lévitation sur elle-même.

Transmutation faible ; CL 3e ; Fabriquer un objet merveilleux, léviter ; Prix ​​7 500 po ; Poids 1 lb.

Bottes de vitesse

En tant qu'action libre, le porteur peut claquer les talons de ses bottes, ce qui lui permet d'agir comme s'il était affecté par un sort de hâte jusqu'à 10 rounds par jour. La durée de l'effet de hâte n'a pas besoin d'être des tours consécutifs.

Transmutation modérée ; CL 10 ; Fabriquez un objet merveilleux, hâtez-vous ; Prix ​​12 000 po ; Poids 1 lb.

Bottes de marche et de saut

Ces bottes augmentent la vitesse de base du porteur de 3 mètres. En plus de cette capacité de foulée (considérée comme un bonus d'amélioration), ces bottes permettent au porteur de faire de grands sauts. Elle peut sauter avec un bonus de compétence de +5 aux tests de Saut.

Transmutation faible ; CL 3e ; Craft Wondrous Item, longstrider, le créateur doit avoir 5 rangs dans la compétence Jump; Prix ​​5 500 po ; Poids 1 lb.

Bottes de téléportation

Tout personnage portant ces chaussures peut se téléporter trois fois par jour, exactement comme s'il avait lancé le sort du même nom.

Conjuration modérée ; CL 9e ; Fabriquer un objet merveilleux, téléporter ; Prix ​​49 000 po ; Poids 3 lb.

Bottes des Pays d'hiver

Cette chaussure confère de nombreux pouvoirs au porteur. Premièrement, il est capable de traverser la neige à sa vitesse normale, sans laisser de traces. Les bottes lui permettent également de se déplacer à vitesse normale sur la glace la plus glissante (surfaces horizontales uniquement, pas verticales ou fortement inclinées) sans tomber ni glisser. Enfin, les bottes des pays d'hiver réchauffent le porteur, comme s'il était affecté par un sort d'endurer les éléments.

Faible abjuration et transmutation ; CL 5 ; Fabriquer un objet merveilleux, la grâce du chat, supporter les éléments, passer sans laisser de trace ; Prix ​​2 500 po ; Poids 1 lb.

Bottes, Ailé

Ces bottes semblent être des chaussures ordinaires. Sur commande, les bottes poussent des ailes au talon et laissent voler le porteur, sans avoir à maintenir sa concentration, comme s'il était affecté par un sort de mouche. Il peut voler trois fois par jour jusqu'à 5 minutes par vol.

Transmutation faible ; CL 5 ; Fabriquer un objet merveilleux, voler ; Prix ​​16 000 po ; Poids 1 lb.

Bouteille d'air

Cet article semble être une bouteille en verre normale avec un bouchon en liège. Lorsqu'il est transporté dans un environnement sans air, il retient l'air à l'intérieur à tout moment, renouvelant continuellement son contenu. Cela signifie qu'un personnage peut tirer de l'air de la bouteille pour respirer. La bouteille peut même être partagée par plusieurs personnages qui la font circuler. L'expiration de la bouteille est une action simple, mais un personnage qui le fait peut alors agir aussi longtemps qu'il peut retenir son souffle.

Transmutation modérée ; CL 7e ; Fabriquer un objet merveilleux, respirer l'eau ; Prix ​​7 250 po ; Poids 2 lb.

Bol de contrôle des élémentaires de l'eau

Ce grand récipient est généralement fabriqué à partir de pierre semi-précieuse bleue ou verte. Il mesure environ 1 pied de diamètre, la moitié de cette profondeur et est relativement fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).

If salt water is used, the elemental is Huge rather than Large (as if summon monster VII had been cast).

Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 3 lb.

Bracelet of Friends

This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.

Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp.

Bracers of Archery, Greater

These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.

Moderate transmutation; CL 8th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.

Bracers of Archery, Lesser

These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.

Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 5,000 gp; Weight 1 lb.

Bracers of Armor

These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.

Brazier of Commanding Fire Elementals

This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.

Brooch of Shielding

This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.

Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 1,500 gp.

Broom of Flying

This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.

Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency; Price 17,000 gp; Weight 3 lb.

Candle of Invocation

Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle’s operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours.

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties.

Strong conjuration; CL 17th; Craft Wondrous Item, gate, creator must be same alignment as candle created; Price 8,400 gp; Weight ½ lb.

Candle of Truth

This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.

Faint enchantment; CL 3rd; Craft Wondrous Item, zone of truth; Price 2,500 gp; Weight ½ lb.

Cape of the Mountebank

On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.

Moderate conjuration; CL 9th; Craft Wondrous Item, dimension door; Price 10,080 gp; Weight 1 lb.

Carpet of Flying

This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

SizeCapacitySpeedPoidsMarket Price
5 ft. by 5 ft.200 lb.40 ft.8 lb.20,000 gp
5 ft. by 10 ft.400 lb.40 ft.10 lb.35,000 gp
10 ft. by 10 ft.800 lb.40 ft.15 lb.60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.

Moderate transmutation; CL 10th; Craft Wondrous Item, overland flight, permanency.

Censer of Controlling Air Elementals

This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon monster VI spell. If incense of meditation is burned within the censer, the air elemental is an elder air elemental instead (as if summon monster IX had just been cast). Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 17th; Craft Wondrous Item, summon monster VI, summon monster IX; Price 100,000 gp; Weight 1 lb.

Chaos Diamond

This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:

Each power is usable 1d4 times per day. This is rolled for each power individually and the character does not know the result.

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, confusion, lesser, word of chaos, creator must be chaotic; Price 160,000 gp; Weight 1 lb.

Chime of Interruption

This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.

While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell’s level).

Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 16,800 gp; Weight 1 lb.

Chime of Opening

A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of ten times before it cracks and becomes useless.

Moderate transmutation; CL 11th; Craft Wondrous Item, knock; Price 3,000 gp; Weight 1 lb.

Circlet of Blasting, Minor

On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.

Faint evocation; CL 6th; Craft Wondrous Item, searing light; Price 6,480 gp.

Circlet of Blasting, Major

On command, this elaborate golden headband projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.

Strong evocation; CL 17th; Craft Wondrous Item, Maximize Spell, searing light; Price 23,760 gp.

Circlet of Persuasion

This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.

Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 4,500 gp.

Cloak of Arachnida

This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.

Faint conjuration and transmutation; CL 6th; Craft Wondrous Item, spider climb, web; Price 14,000 gp; Weight 1 lb.

Cloak of the Bat

Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.

By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp; Weight 1 lb.

Cloak of Charisma

This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.

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

Cloak of Displacement, Minor

This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a 20% miss chance on attacks against the wearer. It functions continually.

Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price 24,000 gp; Weight 1 lb.

Cloak of Displacement, Major

This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.

Moderate illusion; CL 7th; Craft Wondrous Item, Extend Spell, displacement; Price 50,000 gp; Weight 1 lb.

Cloak of Elvenkind

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.

Cloak of Etherealness

This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.

Strong transmutation; CL 15th; Craft Wondrous Item, ethereal jaunt; Price 55,000 gp; Weight 1 lb.

Cloak of the Manta Ray

This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp; Weight 1 lb.

Cloak of Resistance

These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.

Crystal Ball

This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

Crystal Ball TypeMarket Price
  1. 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.
Crystal ball42,000 gp
Crystal ball with see invisibility50,000 gp
Crystal ball with detect thoughts (Will DC 13 negates)51,000 gp
Crystal ball with telepathy170,000 gp
Crystal ball with true seeing80,000 gp

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 ¾ 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 FaceCharge Cost
per Minute
Maximum SpeedEffect
1130 ft.Keeps out gases, wind, etc.
2220 ft.Keeps out nonliving matter
3315 ft.Keeps out living matter
4410 ft.Keeps out magic
5610 ft.Keeps out all things
60As normalDeactivates

Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp.

Cube of Frost Resistance

This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.

Faint abjuration; CL 5th; Craft Wondrous Item, protection from energy; Price 27,000 gp.

Cubic Gate

This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.

If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.

If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding on DC 23 Will saves).

Strong conjuration; CL 13th; Craft Wondrous Item, plane shift; Price 164,000 gp.

Darkskull

This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that no additional spell effect is tied or fixed to the darkskull).

Moderate evocation (evil); CL 9th; Craft Wondrous Item, unhallow, creator must be evil; Price 60,000 gp; Weight 5 lb.

Decanter of Endless Water

If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

  • "Stream" pours out 1 gallon per round.
  • "Fountain" produces a 5-foot-long stream at 5 gallons per round.
  • "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp; Weight 2 lb.

Deck of Illusions

This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing CardTarot CardCreature
Ace of heartsIV. The EmperorRed dragon
King of heartsKnight of swordsMale human fighter and four guards
Queen of heartsQueen of stavesFemale human wizard
Jack of heartsKing of stavesMale human druid
Ten of heartsVII. The ChariotCloud giant
Nine of heartsPage of stavesEttin
Eight of heartsAce of cupsBugbear
Two of heartsFive of stavesGoblin
Ace of diamondsIII. The EmpressGlabrezu (demon)
King of diamondsTwo of cupsMale elf wizard and female apprentice
Queen of diamondsQueen of swordsHalf-elf ranger (female)
Jack of diamondsXIV. TemperanceHarpy
Ten of diamondsSeven of stavesMale half-orc barbarian
Nine of diamondsFour of pentaclesOgre mage
Eight of diamondsAce of pentaclesGnoll
Two of diamondsSix of pentaclesKobold
Ace of spadesII. The High PriestessLich
King of spadesThree of stavesThree male human clerics
Queen of spadesFour of cupsMedusa
Jack of spadesKnight of pentaclesMale dwarf paladin
Ten of spadesSeven of swordsFrost giant
Nine of spadesThree of swordsTroll
Eight of spadesAce of swordsHobgoblin
Two of spadesFive of cupsGoblin
Ace of clubsVIII. ForceIron golem
King of clubsPage of pentaclesThree male halfling rogues
Queen of clubsTen of cupsPixies
Jack of clubsNine of pentaclesFemale half-elf bard
Ten of clubsNine of stavesHill giant
Nine of clubsKing of swordsOgre
Eight of clubsAce of stavesOrc
Two of clubsFive of cupsKobold
JokerTwo of pentaclesIllusion of deck’s owner
JokerTwo of stavesIllusion 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 ½ lb.

Dimensional Shackles

These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Moderate abjuration; CL 11th; Craft Wondrous Item, dimensional anchor; Price 28,000 gp; Weight 5 lb.

Drums of Panic

These drums are kettle drums (hemispheres about 1½ feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.

Moderate necromancy; CL 7th; Craft Wondrous Item, fear; Price 30,000 gp; Weight 10 lb. for the pair.

Dust of Appearance

This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes.

Dust of appearance is typically stored in small silk packets or hollow bone tubes.

Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust; Price 1,800 gp.

Dust of Disappearance

This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.

The greater invisibility bestowed by the dust lasts for 2d6 rounds.The invisible creature doesn’t know when the duration will end.

Moderate illusion; CL 7th; Craft Wondrous Item, greater invisibility; Price 3,500 gp.

Dust of Dryness

This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an elemental with the water subtype, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.

Moderate transmutation; CL 11th; Craft Wondrous Item, control water; Price 850 gp.

Dust of Illusion

This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.

Faint illusion; CL 6th; Craft Wondrous Item, disguise self; Price 1,200 gp.

Dust of Tracelessness

This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.

Faint transmutation; CL 3rd; Craft Wondrous Item, pass without trace; Price 250 gp.

Efficient Quiver

This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800 gp; Weight 2 lb.

Efreeti Bottle

This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01-10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91-100) that the efreeti of the bottle grants three wishes. In either case, the efreeti afterward disappears forever. The other 80% of the time (11-90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti’s death), doing as she commands. Roll each day the bottle is opened for that day’s effect.

Strong conjuration; CL 14th; Craft Wondrous Item, summon monster VII; Price 145,000 gp; Weight 1 lb.

Elemental Gem

This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).

When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the gem.

The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.

Moderate conjuration; CL 11th; Craft Wondrous Item, summon nature’s ally V; Price 2,250 gp.

Elixir of Fire Breath

This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.

Moderate evocation; CL 11th; Craft Wondrous Item, scorching ray; Price 1,100 gp.

Elixir of Hiding

A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).

Faint illusion; CL 5th; Craft Wondrous Item, invisibility Price 250 gp.

Elixir of Love

This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effects wear off in 1d3 hours.

Faint transmutation; CL 4th; Craft Wondrous Item, charm person; Price 150 gp.

Elixir of Sneaking

This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour.

Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.

Elixir of Swimming

This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).

Faint illusion; CL 2nd; Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Price 250 gp.

Elixir of Truth

This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates).

She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question. No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.

Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth; Price 500 gp.

Elixir of Vision

Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).

Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price 250 gp.

Eversmoking Bottle

This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.

The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics; Price 5,400 gp; Weight 1 lb.

Eyes of Charming

These two crystal lenses fit over the user’s eyes. The wearer is able to use charm person (one target per round) as a gaze attack. Those failing a DC 16 Will save are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10.

Moderate enchantment; CL 7th; Craft Wondrous Item, Heighten Spell, charm person; Price 56,000 gp for a pair.

Eyes of Doom

These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week.

Moderate necromancy; CL 11th; Craft Wondrous Item, doom, deathwatch, fear; Price 25,000 gp.

Eyes of the Eagle

These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Spot checks. Wearing only one of the pair causes a character to become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer can use the single lens without being stunned so long as she covers her other eye. Of course, she can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness.

Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance; Price 2,500 gp.

Eyes of Petrification

These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (Fortitude DC 19 negates) for 10 rounds per day. Both lenses must be worn for the magic to be effective.

Moderate transmutation; CL 11th; Craft Wondrous Item, flesh to stone; Price 98,000 gp.

Figurines of Wondrous Power

Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.

Bronze Griffon

When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.

Ebony Fly

When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.

Golden Lions

These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 16,500 gp.

Ivory Goats

These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:

  • The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for not less than one day before it can again be used.
  • The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.
  • The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount, with the statistics of a light warhorse. However, its rider can employ the goat’s horns as weapons (one horn as a +3 lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 21,000 gp.

Marble Elephant

This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 17,000 gp.

Obsidian Steed

This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit.

Thus, the user can travel to other planes via this means.

Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift; Price 28,500 gp.

Onyx Dog

When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks.) It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 15,500 gp.

Serpentine Owl

This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 9,100 gp.

Silver Raven

This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.

Faint enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects; Price 3,800 gp.

Feather Token

Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.

Anchor

A token useful to moor a craft in water so as to render it immobile for up to one day.

Bird

A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.

Ventilateur

A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.

Swan Boat

A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.

Tree

A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

Whip

A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.

Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).

Gauntlets of Ogre Power

These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.

Faint transmutation; CL 6th; Craft Wondrous Item, bull’s strength; Price 4,000 gp; Weight 4 lb.

Gauntlet of Rust

This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.

Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp; Price 11,500 gp; Weight 2 lb.

Gem of Brightness

This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.

  • One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.
  • Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.

Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp.

Gem of Seeing

This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit.

Moderate divination; CL 10th; Craft Wondrous Item, true seeing; Price 75,000 gp.

Gloves of Arrow Snaring

Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for it. Both gloves must be worn for the magic to be effective. At least one hand must be free to take advantage of the magic.

Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price 4,000 gp.

Gloves of Dexterity

These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.

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

Glove of Storing

This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.

Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).

Gloves of Swimming and Climbing

These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.

Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength, cat’s grace; Price 6,250 gp.

Goggles of Minute Seeing

The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.

Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price 1,250 gp.

Goggles of Night

The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.

Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision; Price 12,000 gp.

Golem Manual

A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem’s body. Each manual also holds the prerequisite spells needed for a specific golem, effectively grants the builder use of the Craft Construct feat during the construction of the golem, and grants the character an increase to her caster level for the purpose of crafting a golem. Any golem built using a golem manual does not cost the creator any XP, since the requisite XP are "contained" in the book and "expended" by the book during the creation process.

The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem’s body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book’s ashes are sprinkled upon the golem, it becomes fully animated.

Clay Golem Manual

The book contains animate objects, bless, commune, 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 greater 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, see invisibility; Price 8,000 gp; Weight 2 lb.

Hand of the Mage

This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.

Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp; Weight 2 lb.

Handy Haversack

A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.

Harp of Charming

This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.

Faint enchantment; CL 5th; Craft Wondrous Item, suggestion; Price 7,500 gp; Weight 5 lb.

Hat of Disguise

This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp.

Headband of Intellect

This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.

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

Helm of Brilliance

This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows:

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 24,000 gp; Weight 3 lb.

Horn of Blasting

This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Will DC 16 negates).

If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.

Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 20,000 gp; Weight 1 lb.

Horn of Blasting, Greater

This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.

Strong evocation; CL 16th; Craft Wondrous Item, greater shout; Price 70,000 gp; Weight 1 lb.

Horn of Fog

This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring mist; Price 2,000 gp; Weight 1 lb.

Horn of Goodness/Evil

This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.

Faint abjuration; CL 6th; Craft Wondrous Item, magic circle against good, magic circle against evil; Price 6,500 gp; Weight 1 lb.

Horn of the Tritons

This device is a conch shell that can be blown once per day except by a triton which can sound it three times per day. A horn of the tritons can perform any one of the following functions when blown.

  • Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 Will save.
  • Attract 5d4 Large sharks (01-30 on d%), 5d6 Medium sharks (31-80), or 1d10 sea cats (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 HornBarbarians SummonedPrerequisite
01-40Silver2d4+2, 2nd levelNone
41-75Brass2d4+1, 3rd levelSpellcaster level 1st
76-90Bronze2d4, 4th levelProficiency with all martial weapons or bardic music ability
91-100Iron1d4+1, 5th levelProficiency with all martial weapons or bardic music ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lb.

Horseshoes of Speed

These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal’s hooves, they increase the animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.

Faint transmutation; CL 3rd; Craft Wondrous Item, haste; Price 3,000 gp; Weight 12 lb. (for four).

Horseshoes of a Zephyr

These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.

Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 6,000 gp; Weight 4 lb. (for four).

Incense of Meditation

This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.

When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).

Each block of incense burns for 8 hours, and the effects persist for 24 hours.

Moderate enchantment; CL 7th; Craft Wondrous Item, Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.

Instant Fortress

This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.

The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.

The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half).

The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.

Strong conjuration; CL 13th; Craft Wondrous Item, mage’s magnificent mansion; Price 55,000 gp.

Ioun Stones

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.

ColorShapeEffectMarket Price
  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.
DégagerSpindleSustains creature without food or water4,000 gp
Dusty rosePrism+1 insight bonus to AC5,000 gp
Deep redSphere+2 enhancement bonus to Dexterity8,000 gp
Incandescent blueSphere+2 enhancement bonus to Wisdom8,000 gp
Pale blueRhomboid+2 enhancement bonus to Strength8,000 gp
PinkRhomboid+2 enhancement bonus to Constitution8,000 gp
Pink and greenSphere+2 enhancement bonus to Charisma8,000 gp
Scarlet and blueSphere+2 enhancement bonus to Intelligence8,000 gp
Dark blueRhomboidAlertness (as the feat)10,000 gp
Vibrant purplePrismStores three levels of spells, as a ring of spell storing, minor36,000 gp
IridescentSpindleSustains creature without air18,000 gp
Pale lavenderEllipsoidAbsorbs spells of 4th level or lower120,000 gp
Pearly whiteSpindleRegenerate 1 point of damage per hour20,000 gp
Pale greenPrism+1 competence bonus on attack rolls, saves, skill checks, and ability checks30,000 gp
OrangePrism+1 caster level30,000 gp
Lavender and greenEllipsoidAbsorbs spells of 8th level or lower240,000 gp

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:

Strong conjuration; CL 20th; Craft Wondrous Item, trap the soul; Price 170,000 gp (empty); Weight 1 lb.

Lantern of Revealing

This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.

Faint evocation; CL 5th; Craft Wondrous Item, invisibility purge; Price 30,000 gp; Weight 2 lb.

Lens of Detection

This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks.

It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.

Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb.

Lyre of Building

If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Faint transmutation; CL 6th; Craft Wondrous Item, fabricate; Price 13,000 gp; Weight 5 lb.

Mantle of Faith

This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.

Strong abjuration (good); CL 20th; Craft Wondrous Item, stoneskin; Price 76,000 gp.

Mantle of Spell Resistance

This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.

Moderate abjuration; CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.

Manual of Bodily Health

This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Manual of Gainful Exercise

This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Manual of Quickness of Action

This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Marvelous Pigments

These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.

Items created are not magical; the effect is instantaneous.

Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.

Mask of the Skull

This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

Strong necromancy and transmutation; CL 13th; Craft Wondrous Item, animate objects, finger of death, fly; Price 22,000 gp; Weight 3 lb.

Mattock of the Titans

This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.

Strong transmutation; CL 16th; Craft Wondrous Item, Craft Magic Arms and Armor, move earth; Price 23,348 gp; Cost 13,348 gp + 800 XP; Weight 120 lb.

Maul of the Titans

This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. However, the wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a -4 penalty on attack rolls.

Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist; Price 25,305 gp; Cost 12,305 gp + 480 XP; Weight 160 lb.

Medallion of Thoughts

This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.

Faint divination; CL 5th; Craft Wondrous Item, detect thoughts; Price 12,000 gp.

Mirror of Life Trapping

This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).

When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.

If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed.

Strong abjuration; CL 17th; Craft Wondrous Item, imprisonment; Price 200,000 gp; Weight 50 lb.

Mirror of Mental Prowess

This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.

  • Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
  • View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
  • Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
  • Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).

Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb.

Mirror of Opposition

This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price 92,000 gp; Weight 45 lb.

Necklace of Adaptation

This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Moderate transmutation; CL 7th; Craft Wondrous Item, alter self; Price 9,000 gp.

Necklace of Fireballs

This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.

Necklace10d69d68d67d66d65d64d63d62d6Market Price
Type I121,650 gp
Type II1222,700 gp
Type III1244,350 gp
Type IV12245,400 gp
Type V12225,850 gp
Type VI12248,100 gp
Type VII122228,700 gp

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Moderate evocation; CL 10th; Craft Wondrous Item, fireball.

Orb of Storms

This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.

Strong varied; CL 18th; Craft Wondrous Item, control weather, endure elements, storm of vengeance; Price 48,000 gp; Weight 6 lb.

Pearl of Power

This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells).

Pearl of the Sirines

This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.

The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.

Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item, freedom of movement, water breathing; Price 15,300 gp.

Periapt of Health

The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.

Faint conjuration; CL 5th; Craft Wondrous Item, remove disease; Price 7,400 gp.

Periapt of proof against poison

This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison, although poisons still active when the periapt is first donned still run their course.

Faint conjuration; CL 5th; Craft Wondrous Item, neutralize poison; Price 27,000 gp.

Periapt of Wisdom

Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).

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

Periapt of Wound Closure

This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and -9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.

Moderate conjuration; CL 10th; Craft Wondrous Item, heal; Price 15,000 gp.

Phylactery of Faithfulness

This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.

Faint divination; CL 1st; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law; Price 1,000 gp.

Phylactery of Undead Turning

This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.

Moderate necromancy (good); CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.

Pipes of Haunting

This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.

Faint necromancy; CL 4th; Craft Wondrous Item, scare; Price 6,000 gp; Weight 3 lb.

Pipes of Pain

These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)

As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).

Faint enchantment and evocation; CL 6th; Craft Wondrous Item, creator must have the bardic music class feature, sound burst; Price 12,000 gp; Weight 3 lb.

Pipes of the Sewers

These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is 15.

If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

Faint conjuration; CL 2nd; Craft Wondrous Item, charm animal, summon nature’s ally I, wild empathy ability; Price 1,150 gp; Weight 3 lb.

Pipes of Sounding

When played by a character who has the Perform (wind instruments) skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound (caster level 2nd).

Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound; Price 1,800 gp; Weight 3 lb.

Portable Hole

A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.

Moderate conjuration; CL 12th; Craft Wondrous Item, plane shift; Price 20,000 gp.

Restorative Ointment

A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).

Faint conjuration; CL 5th;Craft Wondrous Item, cure light wounds, neutralize poison, remove disease; Price 4,000 gp; Weight ½ lb.

Ring Gates

These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.

Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 40,000 gp; Weight 1 lb. each.

Robe of the Archmagi

This normal-appearing garment can be white (01-45 on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.

If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).

Strong varied; CL 14th; Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Price 75,000 gp; Weight 1 lb.

Robe of Blending

When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.

Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp; Weight 1 lb.

Robe of Bones

This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:

  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie

Moderate necromancy (evil); CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.

Robe of Eyes

This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision.

The robe of eyes sees all forms of invisible or ethereal things within 120 feet.

The wearer of a robe of eyes gains a +10 competence bonus on Search checks and Spot checks. She retains her Dexterity bonus to AC even when flat-footed, and she can’t be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack.

A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.

Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 120,000 gp; Weight 1 lb.

Robe of Scintillating Colors

The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.

Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).

The robe illuminates a 30-foot radius continuously.

The effect can be used no more than a total of 10 rounds per day.

Moderate illusion; CL 11th; Craft Wondrous Item, blur, rainbow pattern; Price 27,000 gp; Weight 1 lb.

Robe of Stars

This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.

  • It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.
  • It gives its wearer a +1 luck bonus on all saving throws.
  • Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used.

Strong varied; CL 15th; Craft Wondrous Item, magic missile, astral projection or plane shift; Price 58,000 gp; Weight 1 lb.

Robe of Useful Items

This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:

  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack

In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.

d%Résultat
01-08Bag of 100 gold pieces
09-15Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16-22Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself)
23-30Gems, 10 (100 gp value each)
31-44Ladder, wooden (24 ft. long)
45-51Mule (with saddle bags)
52-59Pit, open (10 ft. by 10 ft. by 10 ft.)
60-68Potion of cure serious wounds
69-75Rowboat (12 ft. long)
76-83Minor scroll of one randomly determined spell
84-90War dogs, pair (treat as riding dogs)
91-96Window (2 ft. by 4 ft., up to 2 ft. deep)
97-100Portable ram

Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.

Moderate transmutation; CL 9th; Craft Wondrous Item, fabricate; Price 7,000 gp; Weight 1 lb.

Rope of Climbing

A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.

Faint transmutation; CL 3rd; Craft Wondrous Item, animate rope; Price 3,000 gp; Weight 3 lb.

Rope of Entanglement

A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.

The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.

Moderate transmutation; CL 12th; Craft Wondrous Item, animate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.

Salve of Slipperiness

This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).

Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price 1,000 gp.

Scabbard of Keen Edges

This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.

Faint transmutation; CL 5th; Craft Wondrous Item, keen edge; Price 16,000 gp; Weight 1 lb.

Scarab of Protection

This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.

The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.

Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, death ward, spell resistance; Price 38,000 gp.

Scarab, Golembane

This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.

Shrouds of Disintegration

These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.

Strong transmutation; CL 15th; Craft Wondrous Item, disintegrate; Price 6,600 gp; Weight 10 lb.

Silversheen

This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.

Faint transmutation; CL 5th; Craft Wondrous Item; Price 250 gp.

Slippers of Spider Climbing

When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces— make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.

Faint transmutation; CL 4th; Craft Wondrous Item, spider climb; Price 4,800 gp; Weight ½ lb.

Sovereign Glue

This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask’s capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.)

Strong transmutation; CL 20th; Craft Wondrous Item, make whole; Price 2,400 gp (per ounce).

Stone of Alarm

This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price 2,700 gp; Weight 2 lb.

Stone of Controlling Earth Elementals

A stone of this nature is typically an oddly shaped bit of roughly polished rock.

The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. (If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell.) The elemental appears in 1d4 rounds. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.

Stone of Good Luck (Luckstone)

This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.

Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price 20,000 gp.

Stone Horse

Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind.

A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given.

There are two sorts of stone horses.

Courser

This item has the statistics of a heavy horse as well as having hardness 10.

Destrier

This item has the statistics of a heavy warhorse as well as having hardness 10.

Strong transmutation; CL 14th; Craft Wondrous Item, flesh to stone, animate objects; Price 10,000 gp (courser) or 14,800 gp (destrier); Weight 6,000 lb.

Stone Salve

This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.

Strong abjuration and transmutation; CL 13th; Craft Wondrous Item, flesh to stone, stoneskin; Price 4,000 gp per ounce.

Strand of Prayer Beads

This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.

Special Bead TypeSpecial Bead Ability
Bead of blessingWearer can cast bless.
Bead of healingWearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karmaWearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smitingWearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Bead of summonsSummons 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/quest upon him as punishment in the very least.)
Bead of wind walkingWearer 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 Item 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), 45,800 gp (standard), 95,800 gp (greater).

Sustaining Spoon

This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 5,400 gp.

Tome of Clear Thought

This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Tome of Leadership and Influence

This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Tome of Understanding

This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.

Unguent of Timelessness

When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.

Faint transmutation; CL 3rd; Craft Wondrous Item; Price 150 gp.

Universal Solvent

This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action.

Strong transmutation; CL 20th; Craft Wondrous Item, disintegrate; Price 50 gp.

Vest of Escape

Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Open Lock checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.

Faint conjuration and transmutation; CL 4th; Craft Wondrous Item, knock, grease; Price 5,200 gp.

Vestment, Druid’s

This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.

Moderate transmutation; CL 10th; Craft Wondrous Item, polymorph or wild shape ability; Price 10,000 gp.

Well of Many Worlds

This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)

Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 82,000 gp.

Wind Fan

A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to generate air movement duplicating a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.

Faint evocation; CL 5th; Craft Wondrous Item, gust of wind; Price 5,500 gp.

Wings of Flying

A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability).

Moderate transmutation; CL 10th; Craft Wondrous Item, fly; Price 54,000 gp; Weight 2 lb.

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