Web Enhancement Items

Rods

Rod of Absor ption
Aura strong abjuration; CL 15th
Slot none; Price 50,000 gp; Weight 5 lb.

This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.

A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.

A rod of absorption absorbs a maximum of 50 spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.

To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within.

Requirements Craft Rod, spell turning; Cost 25,000 gp

Rod of Alertness
Aura moderate abjuration, divination, enchantment, and evocation; CL 11th
Slot none; Price 85,000 gp; Weight 4 lb.

This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, the rod enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.

If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for

11 rounds. The rod can perform this function once per day.

Requirements Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility; Cost 42,500 gp

Rod of Fla me Extinguishing
Aura strong transmutation; CL 12th
Slot none; Price 15,000 gp; Weight 5 lb.

This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action).

For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges.

Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge.

Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.

When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.

If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges.

A rod of flame extinguishing has 10 charges when found.

Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.

Requirements Craft Rod, pyrotechnics; Cost 7,500 gp

Rod of Lordl y Might
Aura strong enchantment, evocation, necromancy, and transmutation;

CL 19th
Slot none; Price 70,000 gp; Weight 10 lb.

This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is equivalent to drawing a weapon.) It weighs 10 pounds.

The following spell-like functions of the rod can each be used once per day. * Hold person upon touch, if the wielder so commands (Will

DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost. * Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action. * Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half ) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking, as with hold person.

The following weapon functions of the rod have no limit on the number of times they can be employed. * In its normal form, the rod can be used as a +2 light mace. * When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet. * When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet. * When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice) for an overall length ranging from 6 feet to 15 feet. At its 15- foot length, the rod is suitable for use as a lance.

The following other functions of the rod also have no limit on the number of times they can be employed. * Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5. * The ladder function can be used to force open doors.

The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button

4. The force exerted has a Strength modifier of +12. * When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.

Requirements Craft Magic Arms and Armor, Craft Rod, bull’s strength, fear, flame blade, hold person, inflict light wounds; Cost 35,000 gp

Rod of Secur ity
Aura strong conjuuration; CL 20th
Slot none; Price 61,000 gp; Weight 5 lb.

This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.

In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.

Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.

When the rod’s effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.

Requirements Craft Rod, gate; Cost 30,500 gp

Rod of Splendor
Aura strong conjuration and transmutation; CL 12th
Slot none; Price 25,000 gp; Weight 5 lb.

The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.

Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.

The value of noble garb created by the rod ranges from

7,000 to 10,000 gp (1d4+6 x1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).

In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 persons. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.

Requirements Craft Rod, eagle’s splendor, fabricate, major creation; Cost 12,500 gp

Rod of Thunder and Lightning
Aura moderate evocation; CL 9th
Slot none; Price 33,000 gp; Weight 5 lb.

Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows. * Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round. * Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still applies.

The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. * Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). * Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a range of 200 feet. * Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt.

The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.

Requirements Craft Magic Arms and Armor, Craft Rod, lightning bolt, shout; Cost 16,500 gp

Staves

Staff of Abjura tion
Aura strong abjuration; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells: * Shield (1 charge) * Resist energy (1 charge) * Dispel magic (1 charge) * Lesser globe of invulnerability (2 charges) * Dismissal (2 charges) * Repulsion (3 charges)

Requirements Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, repulsion, resist energy, shield; Cost 41,000 gp

Staff of Co njura tion
Aura strong conjuration; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures.

It allows use of the following spells: * Unseen servant (1 charge) * Summon swarm (1 charge) * Stinking cloud (1 charge) * Minor creation (2 charges) * Cloudkill (2 charges) * Summon monster VI (3 charges)

Requirements Craft Staff, cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant; Cost 41,000 gp

Staff of Divination
Aura strong divination; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells: * Detect secret doors (1 charge) * Locate object (1 charge) * Tongues (1 charge) * Locate creature (2 charges) * Prying eyes (2 charges) * True seeing (3 charges)

Requirements Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing; Cost 41,000 gp

Staff of Enchantment
Aura strong enchantment; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: * Sleep (1 charge) * Hideous laughter (1 charge) * Suggestion (1 charge) * Crushing despair (2 charges) * Mind fog (2 charges) * Suggestion, mass (3 charges)

Requirements Craft Staff, crushing despair, hideous laughter, mass suggestion, mind fog, sleep, suggestion; Cost 41,000 gp

Staff of Evo cation
Aura strong evocation; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells: * Magic missile (1 charge) * Shatter (1 charge) * Fireball (1 charge) * Ice storm (2 charges) * Wall of force (2 charges) * Chain lightning (3 charges)

Requirements Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force; Cost 41,000 gp

Staff of Illu sion
Aura strong illusion; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells: * Disguise self (1 charge) * Mirror image (1 charge) * Major image (1 charge) * Rainbow pattern (2 charges) * Persistent image (2 charges) * Mislead (3 charges)

Requirements Craft Staff, disguise self, major image, mirror image, persistent image, project image, rainbow pattern; Cost

41,000 gp

Staff of Necro mancy
Aura strong necromancy; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells: * Cause fear (1 charge) * Ghoul touch (1 charge) * Halt undead (1 charge) * Enervation (2 charges) * Waves of fatigue (2 charges) * Circle of death (3 charges)

Requirements Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue; Cost 41,000 gp

Staff of Tra nsmutation
Aura strong transmutation; CL 13th
Slot none; Price 82,000 gp; Weight 5 lb.

This staff is generally carved from or decorated with petrified wood and allows use of the following spells: * Expeditious retreat (1 charge) * Alter self (1 charge) * Blink (1 charge) * Polymorph (2 charges) * Baleful polymorph (2 charges) * Disintegrate (3 charges)

Requirements Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Cost 41,000 gp

Staff of the Woodla nds
Aura moderate varied; CL 13th
Slot none; Price 100,400 gp; Weight 5 lb.

Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: * Charm animal (1 charge) * Speak with animals (1 charge) * Barkskin (2 charges) * Wall of thorns (3 charges) * Summon nature’s ally VI (3 charges) * Animate plants (4 charges)

The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.

Requirements Craft Magic Arms and Armor, Craft Staff, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns;

Cost 50,500 gp

Wondrous Items

Ca ndl e of Invo cation
Aura strong conjuration; CL 17th
Slot —; Price 8,400 gp; Weight 1/2 lb.

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

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

In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.

It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties.

Requirements Craft Wondrous Item, gate, creator must be same alignment as candle created; Cost 4,200 gp

Cu be of For ce
Aura moderate evocation; CL 10th
Slot —; Price 62,000 gp; Weight 1/2 lb.

This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has

36 charges which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.

When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:

Cube Face Cost Maximum

Charge per Minute Speed Effect

1 1 30 ft. Keeps out gases, wind, etc.

2 2 20 ft. Keeps out nonliving matter

3 3 15 ft. Keeps out living matter

4 4 10 ft. Keeps out magic

5 6 10 ft. Keeps out all things

6 0 As normal Deactivates

Attack Form Extra Charges

Horn of blasting 6

Wall of fire 2

Passwall 3

Disintegrate 6

Phase door 5

Prismatic spray 7

Requirements Craft Wondrous Item, wall of force; Cost

31,000 gp

Dar kskull
Aura moderate evocation [evil]; CL 9th
Slot —; Price 60,000 gp; Weight 5 lb.

This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin. Each darkskull has a single spell effect tied to it. This spell is from the standard list and cannot be changed.

Requirements Craft Wondrous Item, unhallow, creator must be evil; Cost 30,000 gp

Deck of Illu sions
Aura faint illusion; CL 6th
Slot —; Price 8,100 gp; Weight 1/2 lb.

This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards.

When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card.

When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing Card Tarot Card Creature

Ace of hearts IV. The Emperor Red dragon

King of hearts Knight of swords Male human fighter and four guards

Queen of hearts Queen of staves Female human wizard

Jack of hearts King of staves Male human druid

Ten of hearts VII. The Chariot Cloud giant

Nine of hearts Page of staves Ettin

Eight of hearts Ace of cups Bugbear

Two of hearts Five of staves Goblin

Playing Card Tarot Card Creature

Ace of diamonds III. The Empress Glabrezu (demon)

King of diamonds Two of cups Male elf wizard and female apprentice

Queen of diamonds Queen of swords Half-elf ranger (female)

Jack of diamonds XIV. Temperance Harpy

Ten of diamonds Seven of staves Male half-orc barbarian

Nine of diamonds Four of pentacles Ogre mage

Eight of diamonds Ace of pentacles Gnoll

Two of diamonds Six of pentacles Kobold

Playing Card Tarot Card Creature

Ace of spades II. The High Priestess Lich

King of spades Three of staves Three male human clerics

Queen of spades Four of cups Medusa

Jack of spades Knight of pentacles Male dwarf paladin

Ten of spades Seven of swords Frost giant

Nine of spades Three of swords Troll

Eight of spades Ace of swords Hobgoblin

Two of spades Five of cups Goblin

Playing Card Tarot Card Creature

Ace of clubs VIII. Strength Iron golem

King of clubs Page of pentacles Three male halfling rogues

Queen of clubs Ten of cups Pixies

Jack of clubs Nine of pentacles Female half-elf bard

Ten of clubs Nine of staves Hill giant

Nine of clubs King of swords Ogre

Eight of clubs Ace of staves Orc

Two of clubs Five of cups Kobold

Playing Card Tarot Card Creature

Joker Two of pentacles Illusion of deck’s owner

Joker Two of staves Illusion of deck’s owner (sex reversed)

A randomly generated deck is usually complete (11–100 on d%), but may be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.

Requirements Craft Wondrous Item, major image; Cost

4,050 gp

Figur ines of Wondrou s Pow er
Aura varies; CL varies
Slot —; Price 10,000 gp (bronze griffon), 10,000 gp (ebony fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 17,000 gp (marble elephant), 28,500 gp (obsidian steed), 15,500 gp (onyx dog), 9,100 gp (serpentine owl), 3,800 gp (silver raven); Weight 1 lb.

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

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

Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to

6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette. Moderate transmutation; CL 11th;

Craft Wondrous Item, animate objects.

Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous

Item, animate objects.

Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week.

Otherwise, they can be used once per day for up to 1 hour.

They enlarge and shrink upon speaking the command word.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.

Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function: * The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than one day before it can again be used. * The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time. * The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light warhorse. However, its rider can employ the goat’s horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.

Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant.

The statuette can be used four times per month for up to

24 hours at a time. Moderate transmutation; CL 11th; Craft

Wondrous Item, animate objects.

Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped.

On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means. Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift.

Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in

Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. Moderate transmutation; CL 11th; Craft Wondrous

Item, animate objects.

Serpentine Owl: This figurine becomes either a normal sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Moderate transmutation; CL 11th; Craft Wondrous

Item, animate objects.

Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities.

It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Faint enchantment and transmutation; CL 6th; Craft Wondrous

Item, animal messenger, animate objects.

Requirements Craft Wondrous Item, animate objects, additional spells, see text; Cost 5,000 gp (bronze griffon), 5,000 gp (ebony fly), 8,250 gp (golden lions), 10,500 gp (ivory goats), 8,500 gp (marble elephant), 14,250 gp (obsidian steed), 7,750 gp (onyx dog), 4,550 gp (serpentine owl), 1,900 gp (silver raven)

Feather To ken
Aura moderate conjuration; CL 12th
Slot —; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip); Weight

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

Anchor: A token useful to moor a craft in water so as to render it immobile for up to 1 day.

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

Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed.

The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.

Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.

Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter).

This is an instantaneous effect.

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

Requirements Craft Wondrous Item, major creation; Cost 25 gp (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan boat), 200 gp (tree), 250 gp (whip)

Gem of Br ightness
Aura faint evocation; CL 6th
Slot —; Price 13,000 gp; Weight

This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts. * One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges. * Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14

Fortitude save. This use of the gem expends 1 charge. * The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds.

This use expends 5 charges.

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

Requirements Craft Wondrous Item, daylight; Cost 6,500 gp

Gol em Ma nual
Aura varies; CL varies
Slot —; Price 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp (iron), 22,000 gp (stone), 44,000 gp (stone, greater);

Weight 5 lb.

A golem manual contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem’s body. Each manual also holds the prerequisite spells needed for a specific golem, effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem.

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

Clay Golem Manual: The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th;

Craft Construct, creator must be caster level 11th, animate objects, commune, prayer, resurrection.

Flesh Golem Manual: The book contains animate dead, bull’s strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft

Construct, creator must be caster level 8th, animate dead, bull’s strength, geas/quest, limited wish.

Iron Golem Manual: The book contains cloudkill, geas/ quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem. Strong conjuration, enchantment and transmutation; CL 16th;

Craft Construct, creator must be caster level 16th, cloudkill, geas/quest, limited wish, polymorph any object.

Stone Golem Manual: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment;

CL 14th; Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, symbol of stunning.

Stone Golem Manual, Greater: The book contains geas/ quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, symbol of stunning.

Requirements Craft Construct, creator must be caster level

16th, additional spells; Cost 6,000 gp (clay), 4,000 gp (flesh), 17,500 gp (iron), 11,000 gp (stone), 22,000 gp (stone, greater)

Helm of Br ill iance
Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lb.

This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows: * Diamond: Prismatic spray (save DC 20) * Ruby: Wall of fire * Fire opal: Fireball (10d6, Reflex DC 20 half ) * Opal: Daylight

The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated. * It emanates a bluish light when undead are within 30 feet.

This light causes 1d6 points of damage per round to all such creatures within that range. * The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. * The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.

Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.

If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.

Requirements Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Cost 62,500 gp

Hor n of Val halla
Aura strong conjuration; CL 13th
Slot —; Price 50,000 gp; Weight 2 lb.

This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them.

Each horn can be blown just once every 7 days. Roll d% and refer to the table below to see what type of horn is found. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned. d% Type of Horn Barbarians Prerequisite

Summoned

01–40 Silver 2d4+2, 2nd level None

41–75 Brass 2d4+1, 3rd level Spellcaster level 1st

76–90 Bronze 2d4, 4th level Proficiency with all martial weapons or bardic music ability

91–100 Iron 1d4+1, 5th level Proficiency with all martial weapons or bardic music ability

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

1 hour has elapsed, whichever comes first.

Requirements Craft Wondrous Item, summon monster VI; Cost 25,000 gp

Instant For tress
Aura strong conjuration; CL 13th
Slot —; Price 55,000 gp; Weight 1 lb.

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

The adamantine walls of an instant fortress have 100 hit points and hardness 20.

The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.

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

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

Requirements Craft Wondrous Item, mage’s magnificent mansion;

Cost 27,500 gp

Iro n Fla sk
Aura strong conjuration; CL 20th
Slot —; Price 170,000 gp (empty); Weight 1 lb.

These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.

The command word can be given only once per day.

If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following: d% Contents d% Contents

01–50 Empty 89 Demon (glabrezu)

51–54 Large air elemental 90 Demon (succubus)

55–58 Arrowhawk 91 Devil (osyluth)

59–62 Large earth elemental 92 Devil (barbazu)

63–66 Xorn 93 Devil (erinyes)

67–70 Large fire elemental 94 Devil (cornugon)

71–74 Salamander 95 Celestial (avoral)

75–78 Large water elemental 96 Celestial (ghaele)

79–82 Adult tojanida 97 Formian myrmarch

83–84 Chaos Beast 98 Arrowhawk, elder

85–86 Formian taskmaster 99 Rakshasa

87 Demon (vrock) 100 Demon (balor) or

88 Demon (hezrou) devil (pit fiend)— equal chance for either

Requirements Craft Wondrous Item, trap the soul; Cost

85,000 gp

Lyre of Bu ild ing
Aura faint transmutation; CL 6th
Slot —; Price 13,000 gp; Weight 5 lb.

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

The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of

100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Requirements Craft Wondrous Item, fabricate; Cost 6,500 gp

Ma nual of Bod ily Heal th
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3),

110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.

This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score.

Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, wish or miracle; Cost

13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4),

68,750 gp (+5)

Ma nual of Ga inful Exercise
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3),

110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.

This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, wish or miracle; Cost 13,750 gp (+1),

27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4), 68,750 gp (+5)

Ma nual of Qu ickness of Action
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4),

137,500 gp (+5); Weight 5 lb.

This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, wish or miracle; Cost

13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4),

68,750 gp (+5)

Marv elou s Pigments
Aura strong conjuration; CL 15th
Slot —; Price 4,000 gp; Weight

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

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

Items created are not magical; the effect is instantaneous.

Requirements Craft Wondrous Item, major creation; Cost

2,000 gp

Mirror of Life Tra pping
Aura strong abjuration; CL 17th
Slot —; Price 200,000 gp; Weight 50 lb.

This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has 15 nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection.

The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).

When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter.

A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.

If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one.

If the mirror is broken, all victims currently trapped in it are freed.

Requirements Craft Wondrous Item, imprisonment; Cost

100,000 gp

Por table Hol e
Aura moderate conjuration; CL 12th
Slot —; Price 20,000 gp; Weight

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

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

Requirements Craft Wondrous Item, plane shift; Cost

10,000 gp

Ring Ga tes
Aura strong conjuration; CL 17th
Slot —; Price 40,000 gp; Weight 1 lb. each.

These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function.

Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through.

Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a “entry side” and an “exit side,” both marked with appropriate symbols.

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

Robe of Bo nes
Aura moderate necromancy [evil]; CL 6th
Slot body; Price 2,400 gp; Weight 1 lb.

This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures.

Only the wearer of the robe can see the embroidery, recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below).

The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead: * Small goblin skeleton * Medium human commoner skeleton * Medium wolf skeleton * Small goblin zombie * Medium human commoner zombie * Medium wolf zombie

Requirements Craft Wondrous Item, animate dead; Cost

1,200 gp

Robe of Useful Items
Aura moderate transmutation; CL 9th
Slot body; Price 7,000 gp; Weight 1 lb.

This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round.

Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches: * Dagger * Bullseye lantern (filled and lit) * Mirror (a highly polished 2-foot-by-4-foot steel mirror) * Pole (10-foot length) * Hempen rope (50-foot coil) * Sack

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

01–08 Bag of 100 gold pieces

09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value

16–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself)

23–30 Gems, 10 (100 gp value each)

31–44 Ladder, wooden (24 ft. long)

45–51 Mule (with saddle bags)

52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)

60–68 Potion of cure serious wounds

69–75 Rowboat (12 ft. long)

76–83 Minor scroll of one randomly determined spell

84–90 War dogs, pair (treat as riding dogs)

91–96 Window (2 ft. by 4 ft., up to 2 ft. deep)

97–100 Portable ram

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

Requirements Craft Wondrous Item, fabricate; Cost 3,500 gp

Stra nd of Pra yer Bead s
Aura faint, moderate or strong (many schools); CL 1st (blessing),

5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons)
Slot neck; Price 9,600 gp (lesser), 25,800 gp (standard),

95,800 gp (greater); Weight 1/2 lb.

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

Special Bead Type Special Bead Ability

Bead of blessing Wearer can cast bless.

Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.

Bead of karma Wearer casts his spells at +4 caster level.

Effect lasts 10 minutes.

Bead of smiting Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).

Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity’s emissary frivolously, the deity takes that character’s items and places a geas upon him as punishment at the very least.)

Bead of wind walking Wearer can cast wind walk.

A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.

Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.

Requirements Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking); Cost 4,800 gp (lesser), 12,900 gp (standard), 47,900 gp (greater)

To me of Cl ear Thou ght
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3),

110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.

This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, miracle or wish; Cost

13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4),

68,750 gp (+5)

To me of Lead ership and Influ ence
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3),

110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.

This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, miracle or wish; Cost

13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4),

68,750 gp (+5)

To me of Understanding
Aura strong evocation (if miracle is used); CL 17th
Slot —; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3),

110,000 gp (+4), 137,500 gp (+5); Weight 5 lb.

This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.

Requirements Craft Wondrous Item, miracle or wish; Cost

13,750 gp (+1), 27,500 gp (+2), 41,250 gp (+3), 55,000 gp (+4),

68,750 gp (+5)