Magic Items 2

Wands

A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick. The cost of a wand is equal to the level of the spell x the creator’s caster level x 750 gp. If the wand has a material component cost, it is added to the base cost once for each charge (50 x material component cost). Table 15–15 gives sample prices for wands created at lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

Physical Description: A typical wand is 6 inches to 12 inches long, about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.

Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.

Table 15–15: Wand Costs

Cleric

Druid Paladin

Spell Level Wizard Sorcerer Bard R anger 0 375 gp 375 gp 375 gp — 1st 750 gp 750 gp 750 gp 1,500 gp 2nd 4,500 gp 6,000 gp 6,000 gp 4,500 gp 3rd 11,250 gp 13,500 gp 15,750 gp 11,250 gp 4th 21,000 gp 24,000 gp 30,000 gp 21,000 gp

Wondro us Items

This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description).

Physical Description: Varies.

Activation: Usually use activated or command word, but details vary from item to item.

Special Qualities: Roll d%. An 01 result indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities.

Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.

Wondrous items with charges can never be intelligent.

Table 15–16: Minor Wondrous Items d% Item Market Price 01 Feather token, anchorS 50 gp 02 Universal solvent 50 gp 03 Elixir of love 150 gp 04 Unguent of timelessness 150 gp 05 Feather token, fanS 200 gp 06 Dust of tracelessness 250 gp 07 Elixir of hiding 250 gp 08 Elixir of tumbling 250 gp 09 Elixir of swimming 250 gp 10 Elixir of vision 250 gp 11 Silversheen 250 gp 12 Feather token, birdS 300 gp 13 Feather token, treeS 400 gp 14 Feather token, swan boatS 450 gp 15 Elixir of truth 500 gp 16 Feather token, whipS 500 gp 17 Dust of dryness 850 gp 18 Bag of tricks, gray 900 gp 19 Hand of the mage 900 gp 20 Bracers of armor +1 1,000 gp 21 Cloak of resistance +1 1,000 gp 22 Pearl of power, 1st-level spell 1,000 gp 23 Phylactery of faithfulness 1,000 gp 24 Salve of slipperiness 1,000 gp 25 Elixir of fire breath 1,100 gp 26 Pipes of the sewers 1,150 gp 27 Dust of illusion 1,200 gp 28 Goggles of minute seeing 1,250 gp 29 Brooch of shielding 1,500 gp 30 Necklace of fireballs type I 1,650 gp 31 Dust of appearance 1,800 gp 32 Hat of disguise 1,800 gp 33 Pipes of sounding 1,800 gp 34 Efficient quiver 1,800 gp 35 Amulet of natural armor +1 2,000 gp 36 Handy haversack 2,000 gp 37 Horn of fog 2,000 gp 38 Elemental gem 2,250 gp 39 Robe of bonesS 2,400 gp 40 Sovereign glue 2,400 gp 41 Bag of holding type I 2,500 gp 42 Boots of elvenkind 2,500 gp 43 Boots of the winterlands 2,500 gp 44 Candle of truth 2,500 gp 45 Cloak of elvenkind 2,500 gp 46 Eyes of the eagle 2,500 gp 47 Scarab, golembane 2,500 gp 48 Necklace of fireballs type II 2,700 gp 49 Stone of alarm 2,700 gp 50 Bag of tricks, rust 3,000 gp 51 Bead of force 3,000 gp 52 Chime of opening 3,000 gp 53 Horseshoes of speed 3,000 gp 54 Rope of climbing 3,000 gp 55 Dust of disappearance 3,500 gp 56 Lens of detection 3,500 gp 57 Vestment, druid’s 3,750 gp 58 Figurine of wondrous power, silver ravenS 3,800 gp 59 Belt of giant strength +2 4,000 gp 60 Belt of incredible dexterity +2 4,000 gp 61 Belt of mighty constitution +2 4,000 gp 62 Bracers of armor +2 4,000 gp 63 Cloak of resistance +2 4,000 gp 64 Gloves of arrow snaring 4,000 gp 65 Headband of alluring charisma +2 4,000 gp 66 Headband of inspired wisdom +2 4,000 gp 67 Headband of vast intelligence +2 4,000 gp 68 Ioun stone, clear spindle 4,000 gp 69 Restorative ointment 4,000 gp 70 Marvelous pigmentsS 4,000 gp 71 Pearl of power, 2nd-level spell 4,000 gp 72 Stone salve 4,000 gp 73 Necklace of fireballs type III 4,350 gp 74 Circlet of persuasion 4,500 gp 75 Slippers of spider climbing 4,800 gp 76 Incense of meditation 4,900 gp 77 Amulet of mighty fists +1 5,000 gp 78 Bag of holding type II 5,000 gp 79 Bracers of archery, lesser 5,000 gp 80 Ioun stone, dusty rose prism 5,000 gp 81 Helm of comprehend languages and read magic 5,200 gp 82 Vest of escape 5,200 gp 83 Eversmoking bottle 5,400 gp 84 Sustaining spoon 5,400 gp 85 Necklace of fireballs type IV 5,400 gp 86 Boots of striding and springing 5,500 gp 87 Wind fan 5,500 gp 88 Horseshoes of a zephyr 6,000 gp 89 Pipes of haunting 6,000 gp 90 Necklace of fireballs type V 6,150 gp 91 Gloves of swimming and climbing 6,250 gp 92 Bag of tricks, tan 6,300 gp 93 Circlet of blasting, minor 6,480 gp 94 Horn of goodness/evil 6,500 gp 95 Robe of useful itemsS 7,000 gp 96 Boat, folding 7,200 gp 97 Cloak of the manta ray 7,200 gp 98 Bottle of air 7,250 gp 99 Bag of holding type III 7,400 gp 100 Periapt of health 7,400 gp

Table 15–17: Medium Wondrous Items d% Item Market Price 01 Boots of levitation 7,500 gp 02 Harp of charming 7,500 gp 03 Amulet of natural armor +2 8,000 gp 04 Golem manual, fleshS 8,000 gp 05 Hand of glory 8,000 gp 06 Ioun stone, deep red sphere 8,000 gp 07 Ioun stone, incandescent blue sphere 8,000 gp 08 Ioun stone, pale blue rhomboid 8,000 gp 09 Ioun stone, pink and green sphere 8,000 gp 10 Ioun stone, pink rhomboid 8,000 gp 11 Ioun stone, scarlet and blue sphere 8,000 gp 12 Deck of illusionsS 8,100 gp 13 Necklace of fireballs type VI 8,100 gp 14 Candle of invocationS 8,400 gp 15 Bracers of armor +3 9,000 gp 16 Cloak of resistance +3 9,000 gp 17 Decanter of endless water 9,000 gp 18 Necklace of adaptation 9,000 gp 19 Pearl of power, 3rd-level spell 9,000 gp 20 Talisman of the sphere 9,000 gp 21 Figurine of wondrous power, serpentine owlS 9,100 gp 22 Necklace of fireballs type VII 9,150 gp 23 Strand of prayer beads, lesserS 9,600 gp 24 Bag of holding type IV 10,000 gp 25 Belt of physical might +2 10,000 gp 26 Figurine of wondrous power, bronze griffonS 10,000 gp 27 Figurine of wondrous power, ebony flyS 10,000 gp 28 Glove of storing 10,000 gp 29 Headband of mental prowess +2 10,000 gp 30 Ioun stone, dark blue rhomboid 10,000 gp 31 Cape of the mountebank 10,080 gp 32 Phylactery of undead turning 11,000 gp 33 Gauntlet of rust 11,500 gp 34 Boots of speed 12,000 gp 35 Goggles of night 12,000 gp 36 Golem manual, clayS 12,000 gp 37 Medallion of thoughts 12,000 gp 38 Blessed book 12,500 gp 39 Gem of brightnessS 13,000 gp 40 Lyre of buildingS 13,000 gp 41 Robe, monk’s 13,000 gp 42 Cloak of arachnida 14,000 gp 43 Belt of dwarvenkind 14,900 gp 44 Periapt of wound closure 15,000 gp 45 Pearl of the sirines 15,300 gp 46 Figurine of wondrous power, onyx dogS 15,500 gp 47 Belt of giant strength +4 16,000 gp 48 Belt of incredible dexterity +4 16,000 gp 49 Belt of mighty constitution +4 16,000 gp 50 Belt of physical perfection +2 16,000 gp 51 Boots, winged 16,000 gp 52 Bracers of armor +4 16,000 gp 53 Cloak of resistance +4 16,000 gp 54 Headband of alluring charisma +4 16,000 gp 55 Headband of inspired wisdom +4 16,000 gp 56 Headband of mental superiority +2 16,000 gp 57 Headband of vast intelligence +4 16,000 gp 58 Pearl of power, 4th-level spell 16,000 gp 59 Scabbard of keen edges 16,000 gp 60 Figurine of wondrous power, golden lionsS 16,500 gp 61 Chime of interruption 16,800 gp 62 Broom of flying 17,000 gp 63 Figurine of wondrous power, marble elephantS 17,000 gp 64 Amulet of natural armor +3 18,000 gp 65 Ioun stone, iridescent spindle 18,000 gp 66 Bracelet of friends 19,000 gp 67 Amulet of mighty fists +2 20,000 gp 68 Carpet of flying, 5 ft. by 5 ft. 20,000 gp 69 Horn of blasting 20,000 gp 70 Ioun stone, pale lavender ellipsoid 20,000 gp 71 Ioun stone, pearly white spindle 20,000 gp 72 Portable holeS 20,000 gp 73 Stone of good luck (luckstone) 20,000 gp 74 Figurine of wondrous power, ivory goatsS 21,000 gp 75 Rope of entanglement 21,000 gp 76 Golem manual, stoneS 22,000 gp 77 Mask of the skull 22,000 gp 78 Mattock of the titans 23,348 gp 79 Circlet of blasting, major 23,760 gp 80 Cloak of displacement, minor 24,000 gp 81 Helm of underwater action 24,000 gp 82 Bracers of archery, greater 25,000 gp 83 Bracers of armor +5 25,000 gp 84 Cloak of resistance +5 25,000 gp 85 Eyes of doom 25,000 gp 86 Pearl of power, 5th-level spell 25,000 gp 87 Maul of the titans 25,305 gp 88 Strand of prayer beadsS 25,800 gp 89 Cloak of the bat 26,000 gp 90 Iron bands of binding 26,000 gp 91 Cube of frost resistance 27,000 gp 92 Helm of telepathy 27,000 gp 93 Periapt of proof against poison 27,000 gp 94 Robe of scintillating colors 27,000 gp 95 Manual of bodily health +1S 27,500 gp 96 Manual of gainful exercise +1S 27,500 gp 97 Manual of quickness in action +1S 27,500 gp 98 Tome of clear thought +1S 27,500 gp 99 Tome of leadership and influence +1S 27,500 gp 100 Tome of understanding +1S 27,500 gp

Table 15–18: Major Wondrous Items d% Item Market Price 01 Dimensional shackles 28,000 gp 02 Figurine of wondrous power, obsidian steedS 28,500 gp 03 Drums of panic 30,000 gp 04 Ioun stone, orange 30,000 gp 05 Ioun stone, pale green prism 30,000 gp 06 Lantern of revealing 30,000 gp 07 Robe of blending 30,000 gp 08 Amulet of natural armor +4 32,000 gp 09 Amulet of proof against detection and location 35,000 gp 10 Carpet of flying, 5 ft. by 10 ft. 35,000 gp 11 Golem manual, ironS 35,000 gp 12 Belt of giant strength +4 36,000 gp 13 Belt of incredible dexterity +4 36,000 gp 14 Belt of mighty constitution +4 36,000 gp 15 Bracers of armor +6 36,000 gp 16 Headband of alluring charisma +6 36,000 gp 17 Headband of inspired wisdom +6 36,000 gp 18 Headband of vast intelligence +6 36,000 gp 19 Ioun stone, vibrant purple prism 36,000 gp 20 Pearl of power, 6th-level spell 36,000 gp 21 Scarab of protection 38,000 gp 22 Belt of physical might +4 40,000 gp 23 Headband of mental prowess +4 40,000 gp 24 Ioun stone, lavender and green ellipsoid 40,000 gp 25 Ring gatesS 40,000 gp 26 Crystal ball 42,000 gp 27 Golem manual, greater stoneS 44,000 gp 28 Amulet of mighty fists +3 45,000 gp 29 Orb of storms 48,000 gp 30 Boots of teleportation 49,000 gp 31 Bracers of armor +7 49,000 gp 32 Pearl of power, 7th-level spell 49,000 gp 33 Amulet of natural armor +5 50,000 gp 34 Cloak of displacement, major 50,000 gp 35 Crystal ball with see invisibility 50,000 gp 36 Horn of ValhallaS 50,000 gp 37 Crystal ball with detect thoughts 51,000 gp 38 Wings of flying 54,000 gp 39 Cloak of etherealness 55,000 gp 40 Instant fortressS 55,000 gp 41 Manual of bodily health +2S 55,000 gp 42 Manual of gainful exercise +2S 55,000 gp 43 Manual of quickness in action +2S 55,000 gp 44 Tome of clear thought +2S 55,000 gp 45 Tome of leadership and influence +2S 55,000 gp 46 Tome of understanding +2S 55,000 gp 47 Eyes of charming 56,000 gp 48 Robe of stars 58,000 gp 49 Carpet of flying, 10 ft. by 10 ft. 60,000 gp 50 DarkskullS 60,000 gp 51 Cube of forceS 62,000 gp 52 Belt of physical perfection +4 64,000 gp 53 Bracers of armor +8 64,000 gp 54 Headband of mental superiority +4 64,000 gp 55 Pearl of power, 8th-level spell 64,000 gp 56 Crystal ball with telepathy 70,000 gp 57 Horn of blasting, greater 70,000 gp 58 Pearl of power, two spells 70,000 gp 59 Helm of teleportation 73,500 gp 60 Gem of seeing 75,000 gp 61 Robe of the archmagi 75,000 gp 62 Mantle of faith 76,000 gp 63 Amulet of mighty fists +4 80,000 gp 64 Crystal ball with true seeing 80,000 gp 65 Pearl of power, 9th-level spell 81,000 gp 66 Well of many worlds 82,000 gp 67 Manual of bodily health +3S 82,500 gp 68 Manual of gainful exercise +3S 82,500 gp 69 Manual of quickness in action +3S 82,500 gp 70 Tome of clear thought +3S 82,500 gp 71 Tome of leadership and influence +3S 82,500 gp 72 Tome of understanding +3S 82,500 gp 73 Apparatus of the crabS 90,000 gp 74 Belt of physical might +6 90,000 gp 75 Headband of mental prowess +6 90,000 gp 76 Mantle of spell resistance 90,000 gp 77 Mirror of opposition 92,000 gp 78 Strand of prayer beads, greaterS 95,800 gp 79 Manual of bodily health +4S 110,000 gp 80 Manual of gainful exercise +4S 110,000 gp 81 Manual of quickness in action +4S 110,000 gp 82 Tome of clear thought +4S 110,000 gp 83 Tome of leadership and influence +4S 110,000 gp 84 Tome of understanding +4S 110,000 gp 85 Amulet of the planes 120,000 gp 86 Robe of eyes 120,000 gp 87 Amulet of mighty fists +5 125,000 gp 88 Helm of brillianceS 125,000 gp 89 Manual of bodily health +5S 137,500 gp 90 Manual of gainful exercise +5S 137,500 gp 91 Manual of quickness in action +5S 137,500 gp 92 Tome of clear thought +5S 137,500 gp 93 Tome of leadership and influence +5S 137,500 gp 94 Tome of understanding +5S 137,500 gp 95 Belt of physical perfection +6 144,000 gp 96 Headband of mental superiority +6 144,000 gp 97 Efreeti bottle 145,000 gp 98 Cubic gate 164,000 gp 99 Iron flaskS 170,000 gp 100 Mirror of life trappingS 200,000 gp

Amulet of Mighty Fists

Aura faint evocation; CL 5th

Slot neck; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5); Weight

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can be enchanted with melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15–7 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Requirements Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus, plus any Requirements of the melee weapon special abilities; Cost 2,500 gp (+1), 10,000 gp (+2), 22,500 gp (+3), 40,000 gp (+4), 62,500 gp (+5)

Amulet of Nat ural Armor

Aura faint transmutation; CL 5th

Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight

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.

Requirements Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)

Amulet of the Planes

Aura strong conjuration; CL 15th

Slot neck; Price 120,000 gp; Weight

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).

Requirements Craft Wondrous Item, plane shift; Cost 60,000 gp

Amulet of Proof against Detecti on and

Locati on

Aura moderate abjuration; CL 8th

Slot neck; Price 35,000 gp; Weight

This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself ).

Requirements Craft Wondrous Item, nondetection; Cost 17,500 gp

Bag of Holding

Aura moderate conjuration; CL 9th

Slot —; Price see below; Weight

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 Contents Contents Market

Weight L imit V olume Limit 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 fullround action.

If a bag of holding is placed within a portable hole, a rift to the Astral

Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Requirements Craft Wondrous Item, secret chest; Cost 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)

Bag of Tric ks

Aura faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan)

Slot —; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)

This small sack appears 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, but no more than two per day.

Requirements Craft Wondrous Item, summon nature’s ally II (gray), summon nature’s ally III (rust), or summon nature’s ally V (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)

Gray Bag R ust Bag Tan Bag 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

Aura moderate evocation; CL 10th

Slot —; Price 3,000 gp; Weight

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 oneuse item.

Requirements Craft Wondrous Item, resilient sphere;

Cost 1,500 gp

Belt of Dwa rvenkind

Aura moderate divination; CL 12th

Slot waist; Price 14,900 gp; Weight 1 lb.

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, and spell-like effects.

Requirements Craft Wondrous Item, tongues, creator must be a dwarf; Cost 7,450 gp

Belt of Giant Strength

Aura moderate transmutation; CL 8th

Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)

This belt has a large iron buckle, usually depicting the image of a bull. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. This bonus is a temporary ability bonus until the belt has been worn for 24 hours.

Requirements Craft Wondrous Item, bull’s strength; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Belt of Inc redib le Dext erit y

Aura moderate transmutation; CL 8th

Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)

This belt has a large silver buckle, usually depicting the image of a tiger.

The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. This bonus is a temporary ability bonus until the belt has been worn for 24 hours.

Requirements Craft Wondrous Item, cat’s grace; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Belt of Mighty Constit ution

Aura moderate transmutation; CL 8th

Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)

This belt has a large golden buckle, usually depicting the image of a bear.

The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. This bonus is a temporary ability bonus until the belt has been worn for 24 hours.

Requirements Craft Wondrous Item, bear’s endurance; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Belt of Physica l Might

Aura moderate transmutation; CL 12th

Slot belt; Weight 1 lb.; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6)

This belt has a large steel buckle, usually depicting the image of a giant.

The belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. This bonus is a temporary ability bonus until the belt has been worn for 24 hours. These bonuses are chosen when the belt is created and cannot be changed.

Requirements Craft Wondrous Item, bear’s endurance, bull’s strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)

Belt of Physica l Perfecti on

Aura moderate transmutation; CL 16th

Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6)

This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. This bonus is a temporary ability bonus until the belt has been worn for 24 hours.

Requirements Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)

Bless ed Book

Aura moderate transmutation; CL 7th

Slot —; Price 12,500 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, secret page; Cost 6,250 gp

Boat , Folding

Aura faint transmutation; CL 6th

Slot —; Price 7,200 gp; Weight 4 lb.

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 4 people comfortably, while the ship carries 15 with ease.

A third word of command causes the boat or ship to fold itself into a box once again.

Requirements Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill; Cost 3,600 gp

Boots of Elvenkind

Aura faint transmutation; CL 5th

Slot feet; Price 2,500 gp; Weight 1 lb.

These soft boots enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.

Requirements Craft Wondrous Item, creator must be an elf;

Cost 1,250 gp

Boots of Levitati on

Aura faint transmutation; CL 3rd

Slot feet; Price 7,500 gp; Weight 1 lb.

On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.

Requirements Craft Wondrous Item, levitate; Cost 3,750 gp

Boots of Speed

Aura moderate transmutation; CL 10th

Slot feet; Price 12,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, haste; Cost 6,000 gp

Boots of Striding and Springing

Aura faint transmutation; CL 3rd

Slot feet; Price 5,500 gp; Weight 1 lb.

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 Acrobatics checks.

Requirements Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill; Cost 2,250 gp

Boots of Teleportati on

Aura moderate conjuration; CL 9th

Slot feet; Price 49,000 gp; Weight 3 lb.

Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.

Requirements Craft Wondrous Item, teleport; Cost 24,500 gp

Boots of the Wint erlands

Aura faint abjuration and transmutation; CL 5th

Slot feet; Price 2,500 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, cat’s grace, endure elements, pass without trace; Cost 1,250 gp

Boots , Winged

Aura faint transmutation; CL 8th

Slot feet; Price 16,000 gp; Weight 1 lb.

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 (including a +4 bonus on Fly skill checks). He can fly three times day for up to 5 minutes per flight.

Requirements Craft Wondrous Item, fly; Cost 8,000 gp

Bott le of Air

Aura moderate transmutation; CL 7th

Slot —; Price 7,250 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, water breathing; Cost 3,625 gp

Brac elet of Friends

Aura strong conjuration; CL 15th

Slot hands; Price 19,000 gp; Weight

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 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.

Requirements Craft Wondrous Item, refuge; Cost 9,500 gp

Brac ers of Archery, Great er

Aura moderate transmutation; CL 8th

Slot hands; Price 25,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, Craft Magic Arms and

Armor; Cost 12,500 gp

Brac ers of Archery, Less er

Aura faint transmutation; CL 4th

Slot hands; Price 5,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, Craft Magic Arms and

Armor; Cost 2,500 gp

Brac ers of Armor

Aura moderate conjuration; CL 7th

Slot hands; 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.

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.

Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15–2 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8.

Bracers of armor must have a +1 enhancement bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost.

Requirements Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500 gp (+7), 32,000 gp (+8)

Brooch of Shielding

Aura faint abjuration; CL 1st

Slot —;

Price 1,500 gp; Weight

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.

Requirements Craft Wondrous Item, shield; Cost 1,250 gp

Broom of Flying

Aura moderate transmutation; CL 9th

Slot —; Price 17,000 gp; Weight 3 lb.

This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) 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.

Requirements Craft Wondrous Item, overland flight, permanency;

Cost 8,500 gp

Cand le of Truth

Aura faint enchantment; CL 3rd

Slot —; Price 2,500 gp; Weight 1/2 lb.

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.

Requirements Craft Wondrous Item, zone of truth; Cost 1,250 gp

Cap e of the Mount eban k

Aura moderate conjuration; CL 9th

Slot shoulders; Price 10,080 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, dimension door; Cost 5,400 gp

Carpet of Flying

Aura moderate transmutation; CL 10th

Slot —; Price varies; Weight

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.

Market

Size Capacity Speed Weight Price 5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp 5 ft. by 10 ft. 400 lb. 40 ft. 10 lb. 35,000 gp 10 ft. by 10 ft. 800 lb. 40 ft. 15 lb. 60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a

Fly skill check and gives a +5 bonus to other Fly checks.

Requirements Craft Wondrous Item, overland flight, permanency;

Cost 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)

Chim e of Int errupti on

Aura moderate evocation; CL 7th

Slot —; Price 16,800 gp; Weight 1 lb.

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

Spellcraft check (DC 15 + the spell’s level).

Requirements Craft Wondrous Item, shout; Cost 8,400 gp

Chim e of Op ening

Aura moderate transmutation; CL 11th

Slot —; Price 3,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, knock; Cost 1,500 gp

Circlet of Persuasi on

Aura faint transmutation; CL 5th

Slot head; Price 4,500 gp; Weight

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

Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,250 gp

Cloak of Arac hnida

Aura faint conjuration and transmutation;

CL 6th

Slot shoulders; Price 14,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, spider climb, web; Cost 7,000 gp

Cloak of the Bat

Aura moderate transmutation; CL 7th

Slot shoulders; Price 26,000 gp; Weight 1 lb.

Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth 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 (including a +3 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). 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.

Requirements Craft Wondrous Item, beast shape III, fly;

Cost 13,000 gp

Cloak of Disp lac ement , Maj or

Aura moderate illusion; CL 7th

Slot shoulders; Price 50,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, Extend

Spell, displacement; Cost 25,000 gp

Cloak of Disp lac ement , Min or

Aura faint illusion; CL 3rd

Slot shoulders; Price 24,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, displacement; Cost 12,000 gp

Cloak of Elvenkind

Aura faint illusion; CL 3rd

Slot shoulders; Price 2,500 gp; Weight 1 lb.

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

Stealth checks.

Requirements Craft Wondrous Item, invisibility, creator must be an elf; Cost 1,250 gp

Cloak of Et herealness

Aura strong transmutation; CL 15th

Slot shoulders; Price 55,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, ethereal jaunt; Cost 27,500 gp

Cloak of the Manta Ra y

Aura moderate transmutation; CL 9th

Slot shoulders; Price 7,200 gp; Weight 1 lb.

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 beast shape II 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.

Requirements Craft Wondrous Item, beast shape II, water breathing; Cost 3,600 gp

Cloak of Resistanc e

Aura faint abjuration; CL 5th

Slot shoulders; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.

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

Requirements Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5)

Crown of Blasting, Min or

Aura Faint evocation; CL 6th

Slot crown; Weight 1 lb.; Price 6,480 gp

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

Requirements Craft Wondrous Item, searing light; Cost 3,240 gp

Crown of Blasting, Maj or

Aura Strong evocation; CL 17th

Slot crown; Weight 1 lb.; Price 23,760 gp

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

Requirements Craft Wondrous Item, Maximize Spell, searing light; Cost 11,880 gp

Crysta l Ball

Aura moderate divination; CL 10th

Slot —; Price varies; Weight 7 lb.

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

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

Crystal Ball Type Market Price

Crystal ball 42,000 gp

Crystal ball with see invisibility 50,000 gp

Crystal ball with detect thoughts (Will DC 13 negates) 51,000 gp

Crystal ball with telepathy* 70,000 gp

Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell,

Will DC 14 negates) as well.

Requirements Craft Wondrous Item, scrying (plus any additional spells put into item); Cost 21,000 gp (standard), 25,000 (with see invisibility), 25,500 gp (with detect thoughts), 35,000 gp (with telepathy), 40,000 gp (with true seeing)

Cube of Frost Resistanc e

Aura faint abjuration; CL 5th

Slot —; Price 27,000 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, protection from energy;

Cost 13,500 gp

Cubic Gat e

Aura strong conjuration; CL 13th

Slot —; Price 164,000 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, plane shift; Cost 82,000 gp

Decant er of End less Wat er

Aura moderate transmutation; CL 9th

Slot —; Price 9,000 gp; Weight 2 lb.

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 of water 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.

Requirements Craft Wondrous Item, control water; Cost 4,500 gp

Dim ensi ona l Shac kles

Aura moderate abjuration; CL 11th

Slot hands; Price 28,000 gp; Weight 5 lb.

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.

Requirements Craft Wondrous Item, dimensional anchor; Cost 14,000 gp

Drums of Panic

Aura moderate necromancy; CL 7th

Slot —; Price 30,000 gp; Weight 10 lb. for the pair.

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.

Requirements Craft Wondrous Item, fear; Cost 15,000 gp

Dust of App earanc e

Aura faint conjuration; CL 5th

Slot —; Price 1,800 gp; Weight

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 Stealth checks. The dust’s effect lasts for 5 minutes.

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

Requirements Craft Wondrous Item, glitterdust; Cost 900 gp

Dust of Disapp earanc e

Aura moderate illusion; CL 7th

Slot —; Price 3,500 gp; Weight

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

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

Requirements Craft Wondrous Item, greater invisibility; Cost 1,750 gp

Dust of Dryness

Aura moderate transmutation; CL 11th

Slot —; Price 850 gp; Weight

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.

Requirements Craft Wondrous Item, control water; Cost 425 gp

Dust of Illusi on

Aura faint illusion; CL 6th

Slot —; Price 1,200 gp; Weight

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.

Requirements Craft Wondrous Item, disguise self;

Cost 600 gp

Dust of Trac elessn ess

Aura faint transmutation; CL 3rd

Slot —; Price 250 gp; Weight

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.

Requirements Craft Wondrous Item, pass without trace; Cost 125 gp

Effici ent Quiver

Aura moderate conjuration; CL 9th

Slot —; Price 1,800 gp; Weight 2 lb.

This appears to be a typical arrow container capable of holding about 20 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 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 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 quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Requirements Craft Wondrous Item, secret chest; Cost 900 gp

Ef reeti Bott le

Aura strong conjuration; CL 14th

Slot —; Price 145,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, summon monster

VII; Cost 72,500 gp

Elementa l Gem

Aura moderate conjuration; CL 11th

Slot —; Price 2,250 gp; Weight

This gem contains a conjuration spell attuned to a specific

Elemental Plane (Air, Earth, Fire, or Water).

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

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

Requirements Craft Wondrous Item, summon nature’s ally V; Cost 1,125 gp

Elixi r of Fire Breat h

Aura moderate evocation; CL 11th

Slot —; Price 1,100 gp; Weight

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.

Requirements Craft Wondrous Item, scorching ray; Cost 550 gp

Elixi r of Hiding

Aura faint illusion; CL 5th

Slot —; Price 250 gp; Weight

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

Requirements Craft Wondrous Item, invisibility; Cost 125 gp

Elixi r of Love

Aura faint transmutation; CL 4th

Slot —; Price 150 gp; Weight

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 effect wears off in 1d3 hours.

Requirements Craft Wondrous Item, charm person; Cost 75 gp

Elixi r of Swimming

Aura faint illusion; CL 2nd

Slot —; Price 250 gp; Weight

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).

Requirements Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Cost 125 gp

Elixi r of Truth

Aura faint enchantment; CL 5th

Slot —; Price 500 gp; Weight

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 truthcompelling enchantment but also doesn’t have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.

Requirements Craft Wondrous Item, zone of truth; Cost 250 gp

Elixi r of Tumb ling

Aura faint illusion; CL 5th

Slot —; Price 250 gp; Weight

This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.

Requirements Craft Wondrous Item, cat’s grace; Cost 125 gp

Elixi r of Visi on

Aura faint divination; CL 2nd

Slot —; Price 250 gp; Weight

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

Requirements Craft Wondrous Item, true seeing; Cost 125 gp

Eversm oking Bott le

Aura faint transmutation; CL 3rd

Slot —; Price 5,400 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, pyrotechnics; Cost 2,700 gp

Eyes of Charming

Aura moderate enchantment; CL 7th

Slot eyes; Price 56,000 gp for a pair; Weight

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.

Requirements Craft Wondrous Item, Heighten Spell, charm person; Cost 28,000 gp

Eyes of Doom

Aura moderate necromancy; CL 11th

Slot eyes; Price 25,000 gp; Weight

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.

Requirements Craft Wondrous Item, doom, deathwatch, fear;

Cost 12,500 gp

Eyes of the Ea gle

Aura faint divination; CL 3rd

Slot eyes; Price 2,500 gp; Weight

These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception 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.

Requirements Craft Wondrous Item, clairaudience/clairvoyance;

Cost 1,250 gp

Ga unt let of Rust

Aura moderate transmutation; CL 7th

Slot hands; Price 11,500 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, rusting grasp; Cost 5,750 gp

Gem of Seeing

Aura moderate divination; CL 10th

Slot —; Price 75,000 gp; Weight

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.

Requirements Craft Wondrous Item, true seeing; Cost 37,500 gp

Gloves of Arrow Sna ring

Aura faint abjuration; CL 3rd

Slot hands; Price 4,000 gp; Weight

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.

Requirements Craft Wondrous Item, shield; Cost 2,000 gp

Glove of Storing

Aura faint transmutation; CL 6th

Slot hands; Price 10,000 gp (one glove); Weight

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 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.

Requirements Craft Wondrous Item, shrink item; Cost 5,000 gp

Gloves of Swimming and Climbing

Aura faint transmutation; CL 5th

Slot hands; Price 6,250 gp; Weight

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.

Requirements Craft Wondrous Item, bull’s strength, cat’s grace;

Cost 3,125 gp

Goggles of Min ute Seeing

Aura faint divination; CL 3rd

Slot eyes; Price 1,250 gp; Weight

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

Disable Device checks. Both lenses must be worn for the magic to be effective.

Requirements Craft Wondrous Item, true seeing; Cost 625 gp

Goggles of Night

Aura faint transmutation; CL 3rd

Slot eyes; Price 12,000 gp; Weight

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.

Requirements Craft Wondrous Item, darkvision; Cost 6,000 gp

Hand of Glory

Aura faint varied; CL 5th

Slot neck; Price 8,000 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, animate dead, daylight, detect invisibility; Cost 4,000 gp

Hand of the Mage

Aura faint transmutation; CL 2nd

Slot neck; Price 900 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, mage hand; Cost 450 gp

Hand y Haversac k

Aura moderate conjuration; CL 9th

Slot —; Price 2,000 gp; Weight 5 lb.

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.

Requirements Craft Wondrous Item, secret chest; Cost 1,000 gp

Harp of Charming

Aura faint enchantment; CL 5th

Slot —; Price 7,500 gp; Weight 5 lb.

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.

Requirements Craft Wondrous Item, suggestion; Cost 3,750 gp

Hat of Dis guis e

Aura faint illusion; CL 1st

Slot head; Price 1,800 gp; Weight

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.

Requirements Craft Wondrous Item, disguise self; Cost 900 gp

Headband of Alluring Charisma

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

This attractive silver headband has a small red gem set so that it rests upon the forehead of the wearer.

The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. This bonus is a temporary ability bonus until the headband has been worn for 24 hours.

Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Headband of Inspi red Wisd om

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

This simple bronze headband has a small green gem set so that it rests upon the forehead of the wearer. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. This bonus is a temporary ability bonus until the headband has been worn for 24 hours.

Requirements Craft Wondrous Item, owl’s wisdom; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Headband of Menta l Prowess

Aura moderate transmutation; CL 12th

Slot headband; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 1 lb.

This simple copper headband has a small yellow gem set so that it rests upon the forehead of the wearer. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. This bonus is a temporary ability bonus until the headband has been worn for 24 hours. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.

Requirements Craft Wondrous Item, eagle’s splendor, fox’s cunning, and/or owl’s wisdom; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6) headband of Menta l Superiorit y

Aura moderate transmutation; CL 16th

Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.

This ornate platinum headband has a small white gem set so that it rests upon the forehead of the wearer. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. This bonus is a temporary ability bonus until the headband has been worn for 24 hours. The headband also grants skill ranks as a headband of vast intelligence.

Requirements Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)

Headband of Vast Int elligenc e

Aura moderate transmutation; CL 8th

Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

This intricate gold headband has a small blue gem set so that it rests upon the forehead of the wearer. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. This bonus is a temporary ability bonus until the headband has been worn for 24 hours.

A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.

Requirements Craft Wondrous Item, fox’s cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)

Helm of Comp rehend Lan guages and Read Magic

Aura faint divination; CL 4th

Slot head; Price 5,200 gp; Weight 3 lb.

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 Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Requirements Craft Wondrous Item, comprehend languages, read magic; Cost 2,600 gp

Helm of Telepat hy

Aura faint divination and enchantment; CL 5th

Slot head; Price 27,000 gp; Weight 3 lb.

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.

Requirements Craft Wondrous Item, detect thoughts, suggestion;

Cost 13,500 gp

Helm of Teleportati on

Aura moderate conjuration; CL 9th

Slot —; Price 73,500 gp; Weight 3 lb.

A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.

Requirements Craft Wondrous Item, teleport; Cost 36,750 gp

Helm of Und erwat er Acti on

Aura faint transmutation; CL 5th

Slot helmet; Price 35,000 gp; Weight 3 lb.

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 gives the wearer a 30 foot swim speed and 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.

Requirements Craft Wondrous Item, water breathing; Cost 17,500 gp

Horn of Blasting

Aura moderate evocation; CL 7th

Slot —; Price 20,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, shout; Cost 10,000 gp

Horn of Blasting, Great er

Aura strong evocation; CL 16th

Slot —; Price 70,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, greater shout; Cost 35,000 gp

Horn of Fog

Aura faint conjuration; CL 3rd

Slot —; Price 2,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, obscuring mist; Cost 1,000 gp

Horn of Goodn ess /Evil

Aura faint abjuration; CL 6th

Slot —; Price 6,500 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, magic circle against good, magic circle against evil; Cost 3,250 gp

Horseshoes of Speed

Aura faint transmutation; CL 3rd

Slot feet; Price 3,000 gp; Weight 12 lb. (for four).

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.

Requirements Craft Wondrous Item, haste; Cost 1,500 gp

Horseshoes of a Zephyr

Aura faint transmutation; CL 3rd

Slot feet; Price 6,000 gp; Weight 4 lb. (for four).

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

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

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

Vibrant purple Prism Stores three levels of spells, as a ring of spell storing 36,000 gp

Lavender and green Ellipsoid Absorbs spells of 8th level or lower2 40,000 gp 1 After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless. 2 After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless. horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.

Requirements Craft Wondrous Item, levitate; Cost 3,000 gp

Inc ense of Meditati on

Aura moderate enchantment; CL 7th

Slot —; Price 4,900 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, Maximize Spell, bless; Cost 2,450 gp

Ioun Stones

Aura moderate varied; CL 12th

Slot —; Price varies; Weight

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.

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).

Requirements Craft Wondrous Item, creator must be 12th level; Cost half the market price

Iron Bands of Binding

Aura strong evocation; CL 13th

Slot —; Price 26,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous

Item, grasping hand; Cost 13,000 gp

Lant ern of Revealing

Aura faint evocation; CL 5th

Slot —; Price 30,000 gp; Weight 2 lb.

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.

Requirements Craft Wondrous Item, invisibility purge;

Cost 15,000 gp

Lens of Detecti on

Aura moderate divination; CL 9th

Slot —; Price 3,500 gp; Weight 1 lb.

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

It also aids in following tracks, adding a +5 competence bonus on

Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.

Requirements Craft Wondrous Item, true seeing; Cost 1,750 gp

Mant le of Fait h

Aura strong abjuration [good]; CL 20th

Slot chest; Price 76,000 gp; Weight

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

Requirements Craft Wondrous Item, stoneskin; Cost 38,000 gp

Mant le of Spell Resistanc e

Aura moderate abjuration; CL 9th

Slot chest; Price 90,000 gp; Weight

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

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

Requirements Craft Wondrous Item, spell resistance; Cost 45,000 gp

Mas k of the Skull

Aura strong necromancy and transmutation; CL 13th

Slot head; Price 22,000 gp; Weight 3 lb.

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 take 130 points of damage, 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.

Requirements Craft Wondrous Item, animate objects, finger of death, fly; Cost 11,000 gp

Matt ock of the Titans

Aura strong transmutation; CL 16th

Slot —; Price 23,348 gp; Weight 120 lb.

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.

Requirements Craft Wondrous Item, Craft Magic Arms and

Armor, move earth; Cost 13,348 gp

Maul of the Titans

Aura strong evocation; CL 15th

Slot —; Price 25,305 gp; Weight 160 lb.

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. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.

Requirements Craft Wondrous Item, Craft Magic Arms and

Armor, clenched fist; Cost 12,305 gp

Meda llion of Thoughts

Aura faint divination; CL 5th

Slot neck; Price 12,000 gp; Weight

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.

Requirements Craft Wondrous Item, detect thoughts; Cost 6,000 gp

Mirror of Opp ositi on

Aura strong necromancy; CL 15th

Slot —; Price 92,000 gp; Weight 45 lb.

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.

Requirements Craft Wondrous Item, clone; Cost 46,000 gp

Necklac e of Adaptati on

Aura moderate transmutation; CL 7th

Slot necklace; Price 40,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, spell; Cost 20,000 gp

Necklac e of Fireba lls

Aura moderate evocation; CL 10th

Slot neck; Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type

VI), 8,700 gp (type VII); Weight 1 lb.

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.

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.

Requirements Craft Wondrous Item, fireball; Cost 825 gp (type

I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)

Orb of Storms

Aura strong varied; CL 18th

Slot —; Price 48,000 gp; Weight 6 lb.

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.

Requirements Craft Wondrous Item, control weather, endure elements, storm of vengeance; Cost 24,000 gp

Pearl of Power

Aura strong transmutation; CL 17th

Slot —; 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), 70,000 gp (two spells);

Weight —

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).

Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)

Pearl of the Sirin es

Aura moderate abjuration and transmutation; CL 8th

Slot —; Price 15,300 gp; Weight

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.

Requirements Craft Wondrous Item, freedom of movement, water breathing; Cost 8,150 gp

Periapt of Health

Aura faint conjuration; CL 5th

Slot neck; Price 7,500 gp; Weight

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

Requirements Craft Wondrous Item, remove disease; Cost 3,750 gp

Periapt of Proof against Pois on

Aura faint conjuration; CL 5th

Slot neck; Price 27,000 gp; Weight

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.

Requirements Craft Wondrous Item, neutralize poison; Cost 13,500 gp

Periapt of Wound Closure

Aura moderate conjuration; CL 10th

Slot neck; Price 15,000 gp; Weight

This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). 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.

Requirements Craft Wondrous Item, heal; Cost 7,500 gp

Phylact ery of Fait hfulness

Aura faint divination; CL 1st

Slot —; Price 1,000 gp; Weight

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.

Requirements Craft Wondrous Item, detect chaos, detect evil, detect good, detect law; Cost 500 gp

Phylact ery of Negati ve Chann eling

Aura moderate necromancy [evil]; CL 10th

Slot phylactery; Price 11,000 gp; Weight 1/2 lb.

This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by 2d6. This also increases the amount of damage healed by undead creatures.

Requirements Craft Wondrous Item, 10th-level cleric; Cost 5,500 gp

Phylact ery of Positi ve Chann eling

Aura moderate necromancy [good]; CL 10th

Slot phylactery; Price 11,000 gp; Weight 1/2 lb.

This item is a boon to any character able to channel positive energy, increasing the amount of damage dealt to undead creatures by 2d6. This also increases the amount of damage healed by living creatures.

Requirements Craft Wondrous Item, 10th-level cleric; Cost 5,500 gp

Pip es of Haunting

Aura faint necromancy; CL 4th

Slot —; Price 6,000 gp; Weight 3 lb.

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.

Requirements Craft Wondrous Item, scare; Cost 3,000 gp

Pip es of the Sewers

Aura faint conjuration; CL 2nd

Slot —; Price 1,150 gp; Weight 3 lb.

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.

Requirements Craft Wondrous Item, charm animal, summon nature’s ally I, wild empathy ability; Cost 575 gp

Pip es of Sounding

Aura faint illusion; CL 2nd

Slot —; Price 1,800 gp; Weight 3 lb.

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).

Requirements Craft Wondrous Item, ghost sound; Cost 900 gp

Rest orati ve Ointm ent

Aura faint conjuration; CL 5th

Slot —; Price 4,000 gp; Weight 1/2 lb.

A jar of this unguent is 3 inches in diameter, 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).

Requirements Craft Wondrous Item, cure light wounds, neutralize poison, remove disease; Cost 2,000 gp

Robe of the Archma gi

Aura strong varied; CL 14th

Slot body; Price 75,000 gp; Weight 1 lb.

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

  • +5 armor bonus to AC.
  • Spell resistance 18.
  • +4 resistance bonus on all saving throws.
  • +2 enhancement bonus on caster level checks made to overcome spell resistance.

If a white robe is donned by an evil character, she immediately gains three permanent 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 permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way (including restoration spells), they are immediately removed if the robe is removed.

Requirements Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Cost 37,500 gp

Robe of Blending

Aura moderate illusion; CL 10th

Slot body; Price 30,000 gp; Weight 1 lb.

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 Stealth checks. The wearer can also 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.

Requirements Craft Wondrous Item, disguise self; Cost 15,000 gp

Robe of Eyes

Aura moderate divination; CL 11th

Slot body; Price 120,000 gp; Weight 1 lb.

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

Perception checks. She retains her Dexterity bonus to AC even when flatfooted, and she can’t be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack.

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

Requirements Craft Wondrous Item, true seeing; Cost 60,000 gp

Robe, Monk’s

Aura moderate transmutation; CL 10th

Slot body; Price 13,000 gp; Weight 1 lb.

This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe 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 (although she does not add her

Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus.

Requirements Craft Wondrous Item, righteous might or transformation; Cost 6,500 gp

Robe of Scinti llating Colors

Aura moderate illusion; CL 11th

Slot body; Price 27,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, blur, rainbow pattern;

Cost 13,500 gp

Robe of Sta rs

Aura strong varied; CL 15th

Slot body; Price 58,000 gp; Weight 1 lb.

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

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

Requirements Craft Wondrous Item, magic missile, astral projection or plane shift; Cost 29,000 gp

Rope of Climbing

Aura faint transmutation; CL 3rd

Slot —; Price 3,000 gp; Weight 3 lb.

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.

Requirements Craft Wondrous Item, animate rope; Cost 1,500 gp

Rope of Entan glement

Aura moderate transmutation; CL 12th

Slot —; Price 21,000 gp; Weight 5 lb.

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

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

Requirements Craft Wondrous Item, animate objects, animate rope, entangle; Cost 10,500 gp

Salve of Slipp erin ess

Aura faint conjuration; CL 6th

Slot —; Price 1,000 gp; Weight

This substance provides a +20 competence bonus on all Escape Artist checks and a +10 competence bonus to the wearer’s combat maneuver bonus for the purpose of avoiding grapple attempts. 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 longlasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

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

Requirements Craft Wondrous Item, grease; Cost 500 gp

Scabba rd of Keen Ed ges

Aura faint transmutation; CL 5th

Slot —; Price 16,000 gp; Weight 1 lb.

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.

Requirements Craft Wondrous Item, keen edge; Cost 8,000 gp

Sca rab of Protecti on

Aura strong abjuration and necromancy; CL 18th

Slot neck; Price 38,000 gp; Weight

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 12 such attacks, the scarab turns to powder and is destroyed.

Requirements Craft Wondrous Item, death ward, spell resistance;

Cost 19,000 gp

Sca rab , Golemban e

Aura moderate divination; CL 8th

Slot neck; Price 2,500 gp; Weight

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.

Requirements Craft Wondrous Item, detect magic, creator must be at least 10th level; Cost 1,250 gp

Silversheen

Aura faint transmutation; CL 5th

Slot —; Price 250 gp; Weight

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.

Requirements Craft Wondrous Item; Cost 125 gp

Slipp ers of Spid er Climbing

Aura faint transmutation; CL 4th

Slot feet; Price 4,800 gp; Weight 1/2 lb.

When worn, a pair of these slippers enables 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.

Requirements Craft Wondrous Item, spider climb; Cost 2,400 gp

Sovereign Glue

Aura strong transmutation; CL 20th

Slot —; Price 2,400 gp (per ounce);

Weight —

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.

Requirements Craft Wondrous Item, make whole; Cost 1,200 gp

Stone of Alarm

Aura faint abjuration; CL 3rd

Slot —; Price 2,700 gp; Weight 2 lb.

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).

Requirements Craft Wondrous Item, alarm; Cost 1,350 gp

Stone of Good Luck (Luckst one)

Aura faint evocation; CL 5th

Slot —; Price 20,000 gp; Weight

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.

Requirements Craft Wondrous Item, divine favor; Cost 10,000 gp

Stone Salve

Aura strong abjuration and transmutation; CL 13th

Slot —; Price 4,000 gp per ounce; Weight

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.

Requirements Craft Wondrous Item, stone to flesh, stoneskin; Cost 2,000 gp

Sustaining Spoon

Aura faint conjuration; CL 5th

Slot —; Price 5,400 gp; Weight

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.

Requirements Craft Wondrous Item, create food and water;

Cost 2,700 gp

Un guent of Tim elessn ess

Aura faint transmutation; CL 3rd

Slot —; Price 150 gp; Weight

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.

Requirements Craft Wondrous Item; Cost 75 gp

Uni versa l Solvent

Aura strong transmutation; CL 3rd

Slot —; Price 50 gp; Weight

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

Requirements Craft Wondrous Item, acid arrow; Cost 25 gp

Vest of Escap e

Aura faint conjuration and transmutation; CL 4th

Slot chest; Price 5,200 gp; Weight

Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on

Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.

Requirements Craft Wondrous Item, knock, grease; Cost 2,600 gp

Vestm ent , Druid ’s

Aura moderate transmutation; CL 10th

Slot body; Price 10,000 gp; Weight

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.

Requirements Craft Wondrous Item, polymorph or wild shape ability; Cost 5,000 gp

Well of Many Worlds

Aura strong conjuration; CL 17th

Slot —; Price 82,000 gp; Weight

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.)

Requirements Craft Wondrous Item, gate; Cost 41,000 gp

Wind Fan

Aura faint evocation; CL 5th

Slot —; Price 5,500 gp; Weight

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.

Requirements Craft Wondrous Item, gust of wind; Cost 2,750 gp

Wings of Flying

Aura moderate transmutation; CL 10th

Slot shoulders; Price 54,000 gp; Weight 2 lb.

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, also granting a +5 competence bonus on Fly skill checks.

Requirements Craft Wondrous Item, fly; Cost 27,000 gp