Wondrous Item Descriptions
Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.
Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and
damage rolls with unarmed attacks and natural weapons.
Faint evocation; CL 5th;
Craft Wondrous Item,
greater magic fang, creator's
caster level must be at least three times the amulet's bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).
Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th;
Craft Wondrous Item,
barkskin, creator's
caster level must be at least three times the amulet's bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize
plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).
Apparatus of the Crab: This item appears to be a large, sealed iron barrel, but it has a secret catch (
Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 200; hardness 15; Spd 20 ft.,
swim 20 ft.; AC 20 (-1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).
Lever (1d10)
|
Lever Function
|
1
|
Extend/retract legs and tail |
2
|
Uncover/cover forward porthole |
3
|
Uncover/cover side portholes |
4
|
Extend/retract pincers and feelers |
5
|
Snap pincers |
6
|
Move forward/backward |
7
|
Turn left/right |
8
|
Open "eyes" with continual flame inside/close "eyes" |
9
|
Rise/sink in water |
10
|
Open/close hatch |
Operating a lever is a
full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The
bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
Bag
|
Bag Weight
|
Contents Weight Limit
|
Contents Volume Limit
|
Market Price
|
Type I |
15 lb.
|
250 lb.
|
30 cu. ft.
|
2,500 gp |
Type II |
25 lb.
|
500 lb.
|
70 cu. ft.
|
5,000 gp |
Type III |
35 lb.
|
1,000 lb.
|
150 cu. ft.
|
7,400 gp |
Type IV |
60 lb.
|
1,500 lb.
|
250 cu. ft.
|
10,000 gp |
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a
bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a
bag of holding is a
move action-unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a
full-round action.
Bag of Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the
Handle Animal skill. Each of the three kinds of a
bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
--- Gray --
|
---- Rust ----
|
---- Tan ----
|
d%
|
Animal
|
d%
|
Animal
|
d%
|
Animal
|
01-30
|
Bat |
01-30
|
Wolverine |
01-30
|
Brown bear |
31-60
|
Rat |
31-60
|
Wolf |
31-60
|
Lion |
61-75
|
Cat |
61-85
|
Boar |
61-80
|
Heavy warhorse |
76-90
|
Weasel |
86-100
|
Black bear |
81-90
|
Tiger |
91-100
|
Badger |
|
|
91-100
|
Rhinoceros |
Bead of Force: This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes,
sending forth a burst that deals 5d6 points of force
damage to all creatures within a 10-foot radius.
It functions like a
resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to
damage of any sort except from a
rod of cancellation, a
rod of negation, disintegrate, or a targeted
dispel magic spell. These effects destroy the sphere without
harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within.
The explosion completely consumes the bead, making this a one-use item.
Belt, Monk's: This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. The wearer's AC and unarmed
damage is treated as a
monk of five levels higher. If donned by a character with the
Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a
monk, she gains the AC and unarmed
damage of a 5th-level
monk. This AC bonus functions just like the
monk's AC bonus.
Belt of Dwarvenkind: This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based
skill checks as they relate to dealing with
dwarves, a +2 competence bonus on similar checks when dealing with
gnomes and
halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot
darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2
resistance bonus on saves against
poison, spells, or spell-like effects.
Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength score in the form of an enhancement bonus of +4 or +6.
Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A
wizard can fill the 1,000 pages of a
blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Boat, Folding: A folding boat looks like a small wooden box-about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a
command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second
command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
A third word of
command causes the boat or ship to fold itself into a box once again.
Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on
Move Silently checks.
Faint transmutation; CL 5th;
Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Levitation: On
command, these leather boots allow the wearer to
levitate as if she had cast
levitate on herself.
Boots of Speed: As a
free action, the wearer can click her boot heels together, enabling her to act as though affected by a
haste spell for up to 10 rounds each day. The duration of the
haste effect need not be consecutive rounds.
Boots of Striding and Springing: These boots increase the wearer's base land
speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can
jump with a +5 competence bonus on
Jump checks.
Boots of Teleportation: Any character wearing this footwear may
teleport three times per day, exactly as if he had cast the spell of the same name.
Boots of the Winterlands: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal
speed, leaving no tracks. The boots also enable him to travel at normal
speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without
falling or slipping. Finally,
boots of the winterlands warm the wearer, as if he were affected by an
endure elements spell.
Boots, Winged: These boots appear to be ordinary footgear. On
command, the boots sprout wings at the heel and let the wearer
fly, without having to maintain
concentration, as if affected by a
fly spell. He can
fly three times day for up to 5 minutes per flight.
Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a
standard action, but a character so doing can then act for as long as she can hold her breath.
Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the
summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as if
summon monster VII had been cast).
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.
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.
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.
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).
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.
Broom of Flying: This broom is able to
fly through the air as if affected by a
n 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.
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.
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.
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.
Carpet of Flying: This rug is able to
fly through the air as if affected by an
overland flight spell of unlimited duration. The size,
carrying capacity, and
speed of the different
carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own
command word to activate it-if the device is within voice range, the
command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Size
|
Capacity
|
Speed
|
Weight
|
Market Price
|
5 ft. by 5 ft. |
200 lb.
|
40 ft.
|
8 lb.
|
20,000 gp |
5 ft. by 10 ft. |
400 lb.
|
40 ft.
|
15 lb.
|
35,000 gp |
10 ft. by 10 ft. |
800 lb.
|
40 ft.
|
10 lb.
|
60,000 gp |
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).
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
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).
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).
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.
Circlet of Blasting, Minor: On
command, this simple golden headband projects a blast of
searing light (3d8 points of
damage) once per day.
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.
Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.
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.
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.
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.
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.
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.
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.
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.
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.
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).
Cube of Force: This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special
wall of force 10 feet on a side around her person. This cubic
screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of
screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's
speed is limited to the maximum value given on the table.
When the
cube of force is active, attacks dealing more than 30 points of
damage drain 1
charge for every 10 points of
damage beyond 30 that they deal. Spells that affect the integrity of the
screenalso drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:
Cube Face
|
Charge Cost per Minute
|
Maximum Speed
|
Effect
|
1
|
1
|
30 ft.
|
Keeps out gases, wind, etc. |
2
|
2
|
20 ft.
|
Keeps out nonliving matter |
3
|
3
|
15 ft.
|
Keeps out living matter |
4
|
4
|
10 ft.
|
Keeps out magic |
5
|
6
|
10 ft.
|
Keeps out all things |
6
|
0
|
As normal
|
Deactivates |
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.
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).
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).
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.
Deck of Illusions: This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a
major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
Playing Card
|
Tarot Card
|
Creature
|
Ace of hearts |
IV. The Emperor |
Red dragon |
King of hearts |
Knight of swords |
Male human fighter and four guards |
Queen of hearts |
Queen of staves |
Female human wizard |
Jack of hearts |
King of staves |
Male human druid |
Ten of hearts |
VII. The Chariot |
Cloud giant |
Nine of hearts |
Page of staves |
Ettin |
Eight of hearts |
Ace of cups |
Bugbear |
Two of hearts |
Five of staves |
Goblin |
Playing Card
|
Tarot Card
|
Creature
|
Ace of diamonds |
III. The Empress |
Glabrezu (demon) |
King of diamonds |
Two of cups |
Male elf wizard and female apprentice |
Queen of diamonds |
Queen of swords |
Half-elf ranger (female) |
Jack of diamonds |
XIV. Temperance |
Harpy |
Ten of diamonds |
Seven of staves |
Male half-orc barbarian |
Nine of diamonds |
Four of pentacles |
Ogre mage |
Eight of diamonds |
Ace of pentacles |
Gnoll |
Two of diamonds |
Six of pentacles |
Kobold |
Playing Card
|
Tarot Card
|
Creature
|
Ace of spades |
II. The High Priestess |
Lich |
King of spades |
Three of staves |
Three male human clerics |
Queen of spades |
Four of cups |
Medusa |
Jack of spades |
Knight of pentacles |
Male dwarf paladin |
Ten of spades |
Seven of swords |
Frost giant |
Nine of spades |
Three of swords |
Troll |
Eight of spades |
Ace of swords |
Hobgoblin |
Two of spades |
Five of cups |
Goblin |
Playing Card
|
Tarot Card
|
Creature
|
Ace of clubs |
VIII. Strength |
Iron golem |
King of clubs |
Page of pentacles |
Three male halfling rogues |
Queen of clubs |
Ten of cups |
Pixies |
Jack of clubs |
Nine of pentacles |
Female half-elf bard |
Ten of clubs |
Nine of staves |
Hill giant |
Nine of clubs |
King of swords |
Ogre |
Eight of clubs |
Ace of staves |
Orc |
Two of clubs |
Five of cups |
Kobold |
Playing Card
|
Tarot Card
|
Creature
|
Joker |
Two of pentacles |
Illusion of deck's owner |
Joker |
Two of staves |
Illusion of deck's owner (sex reversed) |
A randomly generated deck is usually complete (11-100 on d%), but may be discovered (01-10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.
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.
Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a
fear spell (Will DC 16 partial).
Drums of panic can be used once per day.
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.
The
greater invisibility bestowed by the dust lasts for 2d6 rounds.The invisible creature doesn't know when the duration will end.
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.
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.
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.
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
efficientquiver weighs the same no matter what's placed inside it.
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.
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.
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.
Elixir of Hiding: A character drinking this liquid gains an intuitive ability to
hide (+10 competence bonus on
Hide checks for 1 hour).
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.
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.
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).
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.
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).
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.
Eyes of Charming: These two crystal lenses fit over the user's eyes. The wearer is able to use
charm person (one target per round) merely by meeting a target's gaze. Those failing a DC 16 Will save are
charmed as per the spell. If the wearer has only one lens, the DC of the
saving throw is reduced to 10.
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.
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.
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.
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.
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.
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.
Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:
•
The Goat of Traveling: This statuette provides a speedy and enduring
mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week-continuously or in any combination of periods totaling 24 hours. At this point, or when the
command word is uttered, it returns to its statuette form for not less than one day before it can again be used.
•
The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a
nightmare except for the addition of a pair of wicked horns of exceptional size (
damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of
damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.
•
The Goat of Terror: When called upon with the proper
command word, this statuette becomes a destrier-like
mount, with the statistics of a
light warhorse. However, its rider can employ the goat's horns as weapons (one horn as a
+3 heavy lance, the other as a
+5 longsword). When ridden in an attack against an opponent, the
goat of terror radiates
fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use.
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.
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.
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.
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.)
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.
Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.
Anchor: A token useful to moor a
craft in water so as to render it immobile for up to one day.
Bird: A token that can be used to deliver a small written
message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the
message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind
speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of moving on water at a
speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base
attack bonus, does 1d6+1 points of
damage, has a +1 enhancement bonus on attack and
damage rolls, and a makes a free
grapple attack (with a +15
attack bonus) if it hits. The whip lasts no longer than 1 hour.
Moderate conjuration; CL 12th;
Craft Wondrous Item,
major creation; Price 50 gp (
anchor), 300 gp (
bird), 200 gp (
fan), 450 gp (
swan boat), 400 gp (
tree), 500 gp (
whip).
Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
• Fire opal:
Fireball (10d6, Reflex DC 20 half )
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.
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.
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.
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.
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.
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.
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.
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.
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.
Horn of the Tritons: This device is a conch shell that can be blown once per day except by a triton which can sound it three times per day. A
horn of the tritons can
perform any one of the following functions when blown.
• Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 Will save.
• Attract 5d4 Large sharks (01-30 on d%), 5d6 Medium sharks (31-80), or 1d10 sea lions (81-100) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, the one who sounded the horn.
• Causes aquatic creatures with Intelligence scores of 1 or 2 within 500 feet to become panicked as if they had been targeted by a
fear spell (Will DC 16 partial). Those who successfully save are shaken for 3d6 rounds.
Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its
command word and blows the horn. Then the horn summons a number of
human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn's type determines what barbarians are summoned and what
prerequisite is needed to use the horn. Any character who uses a
horn of Valhalla but doesn't have the
prerequisite is attacked by the barbarians she herself summoned.
d%
|
Type of Horn
|
Barbarians Summoned
|
Prerequisite
|
01-40
|
Silver |
2d4+2, 2nd level |
None |
41-75
|
Brass |
2d4+1, 3rd level |
Spellcaster level 1st |
76-90
|
Bronze |
2d4, 4th level |
Proficiency with all martial weapons or bardic music ability |
91-100
|
Iron |
1d4+1, 5th level |
Proficiency with all martial weapons or bardic music ability |
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
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.
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.
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.
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 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.
Ioun Stones: These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.
Ioun stones have AC 24, 10
hit points, and hardness 5.
Color
|
Shape
|
Effect
|
Market Price
|
Clear |
Spindle |
Sustains creature without food or water |
4,000 gp |
Dusty rose |
Prism |
+1 insight bonus to AC |
5,000 gp |
Deep red |
Sphere |
+2 enhancement bonus to Dexterity |
8,000 gp |
Incandescent blue |
Sphere |
+2 enhancement bonus to Wisdom |
8,000 gp |
Pale blue |
Rhomboid |
+2 enhancement bonus to Strength |
8,000 gp |
Pink |
Rhomboid |
+2 enhancement bonus to Constitution |
8,000 gp |
Pink and green |
Sphere |
+2 enhancement bonus to Charisma |
8,000 gp |
Scarlet and blue |
Sphere |
+2 enhancement bonus to Intelligence |
8,000 gp |
Dark blue |
Rhomboid |
Alertness (as the feat) |
10,000 gp |
Vibrant purple |
Prism |
Stores three levels of spells, as a ring of spell storing |
36,000 gp |
Iridescent |
Spindle |
Sustains creature without air |
18,000 gp |
Pale lavender |
Ellipsoid |
Absorbs spells of 4th level or lower1 |
20,000 gp |
Pearly white |
Spindle |
Regenerate 1 point of damage per hour |
20,000 gp |
Pale green |
Prism |
+1 competence bonus on attack rolls, saves, skill checks, and ability checks |
30,000 gp |
Orange |
Prism |
+1 caster level |
30,000 gp |
Lavender and green |
Ellipsoid |
Absorbs spells of 8th level or lower2 |
40,000 gp |
1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless. |
2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless. |
Regeneration from the pearly white
ioun stone works like a
ring of regeneration. (It only cures
damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a
rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to
empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see
ring of minor spell storing).
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.
Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the
command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.
The
command word can be given only once per day.
If the individual freeing the captured creature speaks the
command word, the creature can be forced to serve for 1 hour. If freed without the
command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its
saving throw and makes it hostile. A newly discovered bottle might contain any of the following:
d%
|
Contents
|
d%
|
Contents
|
01-50
|
Empty |
89
|
Demon (glabrezu) |
51-54
|
Large air elemental |
90
|
Demon (succubus) |
55-58
|
Arrowhawk |
91
|
Devil (osyluth) |
59-62
|
Large earth elemental |
92
|
Devil (barbazu) |
63-66
|
Xorn |
93
|
Devil (erinyes) |
67-70
|
Large fire elemental |
94
|
Devil (cornugon) |
71-74
|
Salamander |
95
|
Celestial (avoral) |
75-78
|
Large water elemental |
96
|
Celestial (ghaele) |
79-82
|
Adult tojanida |
97
|
Formian myrmarch |
83-84
|
Chaos Beast |
98
|
Arrowhawk, elder |
85-86
|
Formian taskmaster |
99
|
Rakshasa |
87
|
Demon (vrock) |
100
|
Demon (balor) or devil (pit fiend)-equal chance for either |
88
|
Demon (hezrou) |
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.
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.
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.
Mantle of Faith: This holy garment, worn over normal
clothing, grants
damage reduction 5/evil to the character wearing it.
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.
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.
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.
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.
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.
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.
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).
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.
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.
Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a
fireball spell (Reflex DC 14 half )
.
Spheres come in different strengths, ranging from those that deal 2d6 points of fire
damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of
damage it deals.
Each
necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.
Necklace
|
10d6
|
9d6
|
8d6
|
7d6
|
6d6
|
5d6
|
4d6
|
3d6
|
2d6
|
Market Price
|
Type I |
-
|
-
|
-
|
-
|
-
|
1
|
-
|
2
|
-
|
1,650 gp |
Type II |
-
|
-
|
-
|
-
|
1
|
-
|
2
|
-
|
2
|
2,700 gp |
Type III |
-
|
-
|
-
|
1
|
-
|
2
|
-
|
4
|
-
|
4,350 gp |
Type IV |
-
|
-
|
1
|
-
|
2
|
-
|
2
|
-
|
4
|
5,400 gp |
Type V |
-
|
1
|
-
|
2
|
-
|
2
|
-
|
2
|
-
|
5,850 gp |
Type VI |
1
|
-
|
2
|
-
|
2
|
-
|
4
|
-
|
-
|
8,100 gp |
Type VII |
1
|
2
|
-
|
2
|
-
|
2
|
-
|
2
|
-
|
8,700 gp |
If the necklace is being worn or carried by a character who fails her
saving throw against a magical fire attack, the item must make a
saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
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.
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.
Periapt of Health: The wearer of this blue gem on a silver chain is immune to
disease, including supernatural diseases.
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.
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).
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.
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.
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.
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.
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.
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).
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.
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).
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.
Robe of the Archmagi: This normal-appearing garment can be white (01-45 on d%, good
alignment), gray (46-75, neither good nor evil
alignment), or black (76-100, evil
alignment). Its wearer, if an arcane spellcaster, gains the following powers.
• +5 armor bonus to AC.
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).
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.
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
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.
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.
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.
• 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.
Robe of Useful Items: This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created
robe of useful items always has two each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Mirror (a highly polished 2-foot-by-4-foot steel mirror)
• Pole (10-foot length)
• Hempen rope (50-foot coil)
• Sack
In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
d%
|
Result
|
01-08
|
Bag of 100 gold pieces |
09-15
|
Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value |
16-22
|
Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side-must be placed upright, attaches and hinges itself) |
23-30
|
Gems, 10 (100 gp value each) |
31-44
|
Ladder, wooden (24 ft. long) |
45-51
|
Mule (with saddle bags) |
52-59
|
Pit, open (10 ft. by 10 ft. by 10 ft.) |
60-68
|
Potion of cure serious wounds
|
69-75
|
Rowboat (12 ft. long) |
76-83
|
Minor scroll of one randomly determined spell |
84-90
|
War dogs, pair (treat as riding dogs) |
91-96
|
Window (2 ft. by 4 ft., up to 2 ft. deep) |
97-100
|
Portable ram |
Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.)
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).
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).
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.
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.
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.
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.
Strand of Prayer Beads: This item appears to be a normal string of
prayer beads until the owner casts a
divine spell. Once that occurs, the owner instantly knows the powers of the
prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.
Special Bead Type
|
Special Bead Ability
|
Bead of blessing |
Wearer can cast bless. |
Bead of healing |
Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease. |
Bead of karma |
Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. |
Bead of smiting |
Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial). |
Bead of summons |
Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment in the very least.) |
Bead of wind walking |
Wearer can cast wind walk. |
Each special bead can be used once per day, except for the
bead of summons, which works only once and then becomes nonmagical. The
beads of blessing, smiting, and
wind walking function as spell trigger items; the
beads of karma and
summons can be activated by any character capable of casting
divine spells. The owner need not hold or wear the
strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a
strand of prayer beads that is missing one or more beads by the following amounts:
bead of blessing -600 gp,
bead of healing -9,000 gp,
bead of karma -20,000 gp,
bead of smiting -16,800 gp,
bead of summons -20,000 gp,
bead of wind walking -46,800 gp.
Faint, moderate or strong (many schools); CL 1st (
blessing), 5th (
healing), 7th (
smiting), 9th (
karma), 11th (
wind walking), 17th (
summons);
Craft Wondrous Items and one of the following spells per bead, as appropriate:
bless (
blessing);
cure serious wounds, remove blindness/ deafness, or
remove disease (
healing);
righteous might (
karma);
gate (
summons);
chaos hammer, holy smite, order's wrath, or
unholy blight (
smiting),
wind walk (
wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater).
Sustaining Spoon: This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four
humans.
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.
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.
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.
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.
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.)
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.
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).