Slotless

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Slotless
Slotless Market Price
Universal solvent 50
Feather token (anchor) 50
Ioun torch 75
Stubborn nail 100
War paint of the terrible visage 100
Elixir of love 150
Unguent of timelessness 150
Soul soap 200
Feather token (fan) 200
Dust of tracelessness 250
Elixir of hiding 250
Elixir of swimming 250
Elixir of tumbling 250
Elixir of vision 250
Nightdrops 250
Oil of silence 250
Silversheen 250
Traveler's any-tool 250
Bottle of messages 300
Origami swarm 300
Feather token (bird) 300
Alluring golden apple 400
Key of lock jamming 400
Feather token (tree) 400
Feather token (swan boat) 450
Animated portrait 500
Bottled misfortune 500
Elixir of truth 500
Feather token (whip) 500
Seer's tea 550
Abjurant salt 600
Arrow magnet 600
Dust of darkness 600
Campfire bead 720
Archon's torch 750
Iron rope 750
Snapleaf 750
Book of exended summoning (lesser) 750
Bottled of yeti fur 800
Defoliant polish 800
Dust of emulation 800
Steadfast gut-stone 800
Dust of dryness 850
Bead of newt prevention 1000
Beast-bond brand 1000
Concealing pocket 1000
Dowsing syrup 1000
Incense of transcendence 1000
Pyxes of redirected focus 1000
Salve of slipperiness 1000
Wasp nest of swarming 1000
Pearl of power (1st) 1000
Elixir of fire breath 1100
Grave salt 1100
Pipes of the sewers 1150
Dust of illusion 1200
Goblin skull bomb 1200
Elixir of dragon breath 1400
Book of deception 1500
Word bottle 1500
Dust of acid consumption 1600
Dust of appearance 1800
Efficient quiver 1800
Pipes of sounding 1800
Agile alpenstock 2000
Clamor box 2000
Handy haversack 2000
Horn of fog 2000
Iron spike of passage 2000
Goblin fire drum (normal) 2,000
Knight's pennon (honor) 2,200
Volatile vaporizer (1st) 2,200
Elemental gem 2250
Flying ointment 2250
Sovereign glue 2400
Candle of truth 2500
Hexing doll 2500
Bag of Holding (type I) 2,500
Stone of alarm 2700
Book of exended summoning (standard) 2,750
Bead of force 3000
Cauldron of brewing 3000
Chime of opening 3000
Philter of love 3000
Rope of climbing 3000
Volatile vaporizer (2nd) 3,000
Shroud of disintegration 3300
Bag of tricks (gray) 3,400
Dust of disappearance 3500
Dust of weight burdens 3600
Noble's vigilant pillbox 3600
Figurine of wondrous power (silver raven) 3,800
Volatile vaporizer (3rd) 3,800
Cautionary creance 4000
Escape ladder 4000
Far-reaching sight 4000
Marvelous pigments 4000
Restorative ointment 4000
Stone salve 4000
Ioun stone (clear) 4,000
Pearl of power (2nd) 4,000
Wind-caller compass 4400
Void dust 4500
Goblin fire drum (greater) 4,500
Knight's pennon (battle) 4,500
Knight's pennon (parley) 4,500
Incense of meditation 4900
Horn of the huntmaster 5000
Insistant doorknocker 5000
Mallet of building 5000
Polymorphic pouch 5000
Scabbard of stanching 5000
School of eyes 5000
Sheath of bladestealth 5000
Stone of alliance 5000
Bag of Holding (type II) 5,000
Ioun stone (dusty rose) 5,000
Eversmoking bottle 5400
Sustaining spoon 5400
Wind fan 5500
Coin of the untrodden road 6000
Horn of battle clarity 6000
Martyr's tears 6000
Pipes of haunting 6000
Rope of knots 6000
Singing beel of striking 6000
Stone familiar 6000
Book of exended summoning (greater) 6,126
Dragonbane divination sticks 6400
Horn of goodness/evil 6500
Cape of bravado 7000
Instant bridge 7000
Mirror of guarded reflections 7000
Folding boat 7200
Bottle of air 7250
Bag of Holding (type III) 7,400
Balm of impish grace 7500
Candle of clean air 7500
Harp of charming 7500
Chalice of poison weeping 8000
Exorcist's aspergillum 8000
Harp of shattering 8000
Insignia of valor 8000
Needles of flesh graving 8000
Restless lockpics 8000
Werewhistle 8000
Golem manual (flesh) 8,000
Ioun stone (deep red) 8,000
Ioun stone (incandescent blue) 8,000
Ioun stone (pale blue) 8,000
Ioun stone (pink) 8,000
Ioun stone (pink and green) 8,000
Ioun stone (scarlet and blue) 8,000
Deck of illusions 8100
Candle of invocation 8400
Bag of tricks (rust) 8,500
Decanter of endless water 9000
Loathsome mirror 9000
Pearl of power (3rd) 9,000
Figurine of wondrous power (serpentine owl) 9,100
Strand of prayer beads (lesser) 9,600
Boundary chalk 10000
Chime of resounding silence 10000
Construct channel brick 10000
Doomharp 10000
Drum of advance and retreat 10000
Embalming thread 10000
Eye of the voice 10000
Hourglass of last chances 10000
Ki mat 10000
Malleable symbol 10000
Ornament of healing light 10000
Prayer wheel of ethical strength 10000
Treasurer's seal 10000
Bag of Holding (type IV) 10,000
Figurine of wondrous power (bronze griffon) 10,000
Figurine of wondrous power (ebony fly) 10,000
Ioun stone (dark blue) 10,000
Lord's banner (swiftness) 10,000
Stone horse (courser) 10,000
Black soul shard 12000
Horseman's saddle 12000
Pipes of dissolution 12000
Pipes of pain 12000
Seeker's sight 12000
Golem manual (clay) 12,000
Blessed book 12500
Waters of transfiguration 12500
Gem of brightness 13000
Harp of contagion 13000
Lyre of building 13000
Void pennant 14000
Stone horse (destrier) 14,800
Book of the loremaster 15000
Cauldron of plenty 15000
Horn of judgement 15000
Horn of the tritons 15000
Pearl of the sirines 15300
Figurine of wondrous power (onyx dog) 15,500
Scabbard of keen edges 16000
Bag of tricks (tan) 16,000
Pearl of power (4th) 16,000
Figurine of wondrous power (golden lions) 16,500
Chime of interruption 16800
Broom of flying 17000
Figurine of wondrous power (marble elephant) 17,000
Orb of foul abaddon 18000
Ioun stone (iridescent) 18,000
Horn of antagonism 20000
Horn of blasing 20000
Master's perfect golden ball 20000
Portable hole 20000
Stone of good luck 20000
Carpet of flying (5x5) 20,000
Ioun stone (pale lavender) 20,000
Ioun stone (pearly white) 20,000
Rope of entanglement 21000
Figurine of wondrous power (ivory goats) 21,000
Orb of golden heaven 22000
Golem manual (stone) 22,000
Mattock of the titans 23348
Drinking horn of bottomless valor 24000
Chaos emerald 25000
Pearl of power (5th) 25,000
Maul of the titans 25305
Iron bands of binding 26000
Cube of frost resistance 27000
Manual of bodily health +1 27,500
Manual of gainful exercise +1 27,500
Tome of clear thought +1 27,500
Tome of leadership and influence +1 27,500
Tome of understanding +1 27,500
Figurine of wondrous power (obsidian steed) 28,500
Cauldron of the dead 30000
Drums of panic 30000
Lantern of revealing 30000
Racing broom of flying 30000
Ioun stone (orange) 30,000
Ioun stone (pale green) 30,000
Cauldron of resurrection 33000
Carpet of flying (5x10) 35,000
Golem manual (iron) 35,000
Orb of utter chaos 36000
Ioun stone (vibrant purple) 36,000
Pearl of power (6th) 36,000
Cauldron of flying 40000
Enmity fetish 40000
Ring gates 40000
Ioun stone (lavender and green) 40,000
Cauldron of seeing 42000
Crystal ball 42,000
Golem manual (stone guardian) 44,000
Drums of haste 45000
Strand of prayer beads (standard) 45,800
Orb of storms 48000
Pearl of power (7th) 49,000
Horn of valhalla 50000
Crystal ball with see invisibility 50,000
Crystal ball with detect thoughts 51,000
Last leaves of autumn dryad 52000
Instant fortress 55000
Manual of bodily health +2 55,000
Manual of gainful exercise +2 55,000
Manual of quickness of action +1 55,000
Tome of clear thought +2 55,000
Tome of leadership and influence +2 55,000
Tome of understanding +2 55,000
Lord's banner (terror) 56,000
Darkskull 60000
Orb of pure law 60000
Carpet of flying (10x10) 60,000
Cube of force 62000
Pearl of power (8th) 64,000
Horn of blasting, greater 70000
Crystal ball with telepathy 70,000
Pearl of power (two spells) 70,000
Gem of seeing 75000
Lord's banner (victory) 75,000
Crystal ball with true seeing 80,000
Pearl of power (9th) 81,000
Well of many worlds 82000
Manual of bodily health +3 82,500
Manual of gainful exercise +3 82,500
Manual of quickness of action +2 82,500
Manual of quickness of action +3 82,500
Tome of clear thought +3 82,500
Tome of leadership and influence +3 82,500
Tome of understanding +3 82,500
Apparatus of the crab 90000
Bowl of conjuring water elementals 90000
Brazier of conjuring fire elementals 90000
Censor of conjuring air elementals 90000
Stone of conjuring earth elementals 90000
Strand of prayer beads (greater) 95,800
Lord's banner (crusades) 100,000
Manual of bodily health +4 110,000
Manual of gainful exercise +4 110,000
Manual of quickness of action +4 110,000
Tome of clear thought +4 110,000
Tome of leadership and influence +4 110,000
Tome of understanding +4 110,000
Manual of bodily health +5 137,500
Manual of gainful exercise +5 137,500
Manual of quickness of action +5 137,500
Tome of clear thought +5 137,500
Tome of leadership and influence +5 137,500
Tome of understanding +5 137,500
Efreeti bottle 145000
Cubic gate 164000
Iron flask 170000
Mirror of mental prowess 175000
Mirror of life trapping 200000


Descriptions

Abjurant salt ( 600 )
Aura moderate abjuration ; CL 9th ; Weight 1 lb.
DESCRIPTION
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.
CONSTRUCTION
Requirements Craft Wondrous Item, magic circle against evil, permanency Cost 300 gp
Agile alpenstock ( 2,000 )
Aura faint transmutation ; CL 3rd ; Weight 1 lb.
DESCRIPTION
This gnarled wooden walking stick aids a creature's travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the agile alpenstock is held in hand. It can be wielded in combat as a quarterstaff.
CONSTRUCTION
Requirements Craft Wondrous Item, longstrider Cost 1,000 gp
Alluring golden apple ( 400 )
Aura faint enchantment ; CL 4th ; Weight 1 lb.
DESCRIPTION
This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 Will save or be paralyzed as if by hold person as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a –2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.
CONSTRUCTION
Requirements Craft Wondrous Item, beguiling gift, hold person Cost 200 gp
Animated portrait ( 500 )
Aura faint illusion ; CL 5th ; Weight 10 lbs.
DESCRIPTION
This 4-foot-by-6-foot framed painting is a detailed portrait of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately. The image is a magical effect with no actual intelligence, but is programmed with up to ten 25-word verbal responses and can respond to questions if these responses seem appropriate. For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as "who are you?" and "what is your name?" If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.
CONSTRUCTION
Requirements Craft Wondrous Item, magic mouth, major image Cost 250 gp
Apparatus of the crab ( 90,000 )
Aura strong evocation and transmutation ; CL 19th ; Weight 100 lbs.
DESCRIPTION
"An apparatus of the crab is a metallic magical vehicle. When unoccupied, it appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.
Lever (1d10) Lever Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open/close ""eyes"" with continual flame inside
9 Rise/sink in water
10 Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant).

When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Melee 2 pincers +12 (2d8); CMB +14; CMD 24."
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering) Cost 45,000 gp
Archon's torch ( 750 )
Aura faint evocation ; CL 5th ; Weight 1 lb.
DESCRIPTION
This torch is made of pale yellow wood and inscribed with holy runes. When lit, it burns as a regular torch, but only lasts for 5 minutes. When held by a lawful good creature, it functions as an archon's aura spell. The magical aura ends if a lawful good creature isn't holding it, and resumes automatically if a lawful good creature holds it again.
CONSTRUCTION
Requirements Craft Wondrous Item, archon's aura Cost 375 gp
Arrow magnet ( 600 )
Aura faint abjuration ; CL 3rd ; Weight -
DESCRIPTION
This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, protection with arrows Cost 300 gp
Bag of holding ( Varies )
Aura moderate conjuration ; CL 9th ; Weight 15+ lbs.
DESCRIPTION
"This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
Bag Bag Weight Contents Limit Contents Volume Limit Price
Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

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."
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest Cost Type I 1,250 gp; Type II 2,500 gp; Type III 3,700 gp; Type IV 5,000 gp
Bag of tricks ( Varies )
Aura faint conjuration ; CL 3rd ; Weight 1 lb.
DESCRIPTION
"This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. 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 bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
% Gray Bag % Rust Bag % Tan Bag
01–30 Bat 01–30 Wolverine 01–30 Grizzly bear
31–60 Rat 31–60 Wolf 31–60 Lion
61–75 Cat 61–85 Boar 61–80 Heavy horse
76–90 Weasel 86–100 Leopard 81–90 Tiger
91–100 Riding dog 91–100 Rhinoceros

The heavy horse and the riding dog appear with harness and tack, and each 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 10 animals can be drawn from the bag each week, but no more than two per day.

Gray Bag
d% Animal Rust Bag
d% Animal Tan Bag
d% Animal
01–30 Bat 01–30 Wolverine 01–30 Grizzly bear
31–60 Rat 31–60 Wolf 31–60 Lion
61–75 Cat 61–85 Boar 61–80 Heavy horse
76–90 Weasel 86–100 Leopard 81–90 Tiger
91–100 Riding dog 91–100 Rhinoceros

The heavy horse and the riding dog appear with harness and tack, and each 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 10 animals can be drawn from the bag each week, but no more than two per day."
CONSTRUCTION
Requirements Craft Wondrous Item, summon nature's ally IV (gray), summon nature's ally III (rust), or summon nature's ally V (tan) Cost Gray 1,700 gp; Rust 4,250 gp; Tan 8,000 gp
Balm of impish grace ( 7,500 )
Aura moderate transmutation ; CL 7th ; Weight -
DESCRIPTION
When rubbed vigorously into the skin, this potent red liniment enhances a Tiny or smaller creature's ability to make full use of its size and mobility. Applying a dose of liniment is a standard action that provokes an attack of opportunity (similar to applying an oil). A creature under the effects of the liniment no longer provokes attacks of opportunity for moving through threatened squares or for entering a larger creature's square. The balm lasts for 5 minutes before its effects wear off. A newly created bottle of balm holds 5 doses.
CONSTRUCTION
Requirements Craft Wondrous Item, grace Cost 3,750 gp
Bead of force ( 3,000 )
Aura moderate evocation ; CL 10th ; Weight -
DESCRIPTION
This small black sphere appears to be a lusterless pearl. A bead of force can be thrown 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. Once thrown, a bead of force 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 the targeted creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.
CONSTRUCTION
Requirements Craft Wondrous Item, resilient sphere Cost 1,500 gp
Bead of newt prevention ( 1,000 )
Aura faint abjuration ; CL 5th ; Weight -
DESCRIPTION
This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.
CONSTRUCTION
Requirements Craft Wondrous Item, dispel magic Cost 500 gp
Beast-bond brand ( 1,000 )
Aura faint abjuration ; CL 5th ; Weight -
DESCRIPTION
This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply). A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.
CONSTRUCTION
Requirements Craft Wondrous Item, Reach Spell, creator must have an animal companion or familiar Cost 500 gp
Black soul shard ( 12,000 )
Aura moderate necromancy ; CL 7th ; Weight -
DESCRIPTION
This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature's life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the black soul shard absorbs one of these negative levels into itself, negating the effect. The black soul shard can only absorb a negative level if carried by the person it is attuned to. If an attuned black soul shard is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature's death. Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a black soul shard. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one black soul shard attuned to it at a time.
CONSTRUCTION
Requirements Craft Wondrous Item, death ward, restoration Cost 6,000 gp
Blessed book ( 12,500 )
Aura moderate transmutation ; CL 7th ; Weight 1 lb.
DESCRIPTION
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 material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
CONSTRUCTION
Requirements Craft Wondrous Item, secret page Cost 6,250 gp
Book of extended summoning ( Lesser 750; Normal 2,750; Greater 6,126 )
Aura strong conjuration ; CL 17th ; Weight 1 lb.
DESCRIPTION
This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, Extend Spell, summon monster I Cost Lesser 375 gp; Normal 1,375 gp; Greater 3,063 gp
Book of the loremaster ( 15,000 )
Aura moderate divination ; CL 7th ; Weight 2 lbs.
DESCRIPTION
This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.
CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance Cost 7,500 gp
Bookmark of deception ( 1,500 )
Aura faint illusion ; CL 5th ; Weight -
DESCRIPTION
This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with nondetection.
CONSTRUCTION
Requirements Craft Wondrous Item, nondetection, secret page Cost 750 gp
Bottle of air ( 7,250 )
Aura moderate transmutation ; CL 7th ; Weight 2 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, water breathing Cost 3,625 gp
Bottle of messages ( 300 )
Aura faint illusion ; CL 3rd ; Weight 1 lb.
DESCRIPTION
This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.
CONSTRUCTION
Requirements Craft Wondrous Item, magic mouth Cost 150 gp
Bottled misfortune ( 500 )
Aura moderate necromancy ; CL 10th ; Weight 1 lb.
DESCRIPTION
This leather bottle is filled to the brim with frothy green liquid. As a full-round action, a witch can target the bottle with any hex (but not a greater or grand hex) she knows that targets a single creature, transferring its effects to the brew within, which congeals into a sticky syrup. Any creature can use this syrup as a dose of injury poison (including the 5% chance to affect the user if she does not possess the poison use class feature). Any creature struck by a weapon coated in this syrup must save against the hex (DC 15) or be affected as if the witch had targeted them with the hex directly. The syrup counts as a poison and is a magical effect. If the hex cannot affect a target more than once every 24 hours, subsequent doses of the syrup are similarly ineffective against that target. Once imbued with the power of a hex, the syrup lasts for 24 hours before reverting into useless, harmless liquid.
CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, creator must be a witch with the poison sleep hex Cost 250 gp
Bottled yeti fur ( 800 )
Aura faint abjuration ; CL 3rd ; Weight -
DESCRIPTION
This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.
CONSTRUCTION
Requirements Craft Wondrous Item, barkskin, resist energy Cost 400 gp
Boundary chalk ( 10,000 )
Aura moderate evocation ; CL 10th ; Weight -
DESCRIPTION
The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.
CONSTRUCTION
Requirements Craft Wondrous Item, wall of force Cost 5,000 gp
Bowl of conjuring water elementals ( 90,000 )
Aura moderate conjuration ; CL 11th ; Weight 3 lbs.
DESCRIPTION
This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental. If the bowl is filled with salt water, it conjures a Huge water elemental as if using summon monster VI. If filled with fresh water, it conjures a Large water elemental as if using summon monster V. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster V, summon monster VI Cost 45,000 gp
Brazier of conjuring fire elementals ( 90,000 )
Aura moderate conjuration ; CL 11th ; Weight 5 lbs.
DESCRIPTION
This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using summon monster VI. Otherwise, the brazier conjures a Large fire elemental as if using summon monster V. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster V, summon monster VI Cost 45,000 gp
Broom of flying ( 17,000 )
Aura moderate transmutation ; CL 9th ; Weight 3 lbs.
DESCRIPTION
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 flies to its owner from as far away as 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
CONSTRUCTION
Requirements Craft Wondrous Item, overland flight, permanency Cost 8,500 gp
Campfire bead ( 720 )
Aura faint evocation ; CL 1st ; Weight -
DESCRIPTION
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.
CONSTRUCTION
Requirements Craft Wondrous Item, produce flame Cost 360 gp
Candle of clean air ( 7,500 )
Aura moderate abjuration ; CL 10th ; Weight -
DESCRIPTION
This clean-smelling white candle is inscribed with glyphs portraying various sweet smelling flowers. When lit, the candle repels smoke, mist, cloud, and other gas effects in a 5-foot radius. These effects do not penetrate the area around the candle if they are of spell level 3 or lower. Against more powerful cloud effects (including effects not based on spells, such as dragon breath or a gorgon's breath weapon), the candle grants creatures in the area a +4 resistance bonus on saving throws against these effects. Creatures in the area gain a +4 deflection bonus to AC against attacks from creatures with the air subtype. The candle burns for up to 5 minutes, in increments of 1 minute. Once all 5 minutes are used, the candle is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, wind wall Cost 3,750 gp
Candle of invocation ( 8,400 )
Aura strong conjuration ; CL 17th ; Weight 1/2 lb.
DESCRIPTION
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. 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. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, gate, creator must be the same alignment as candle created Cost 4,200 gp
Candle of truth ( 2,500 )
Aura faint enchantment ; CL 3rd ; Weight 1/2 lb.
DESCRIPTION
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, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.
CONSTRUCTION
Requirements Craft Wondrous Item, zone of truth Cost 1,250 gp
Cape of bravado ( 7,000 )
Aura faint enchantment ; CL 2nd ; Weight 1 lb.
DESCRIPTION
This bright red garment bestows no benefit when worn on the shoulders, but when held in one hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows a +1 insight bonus to AC and a +5 competence bonus on Bluff checks to feint in combat. Readying the cape in combat is a move action; if the wielder has a base attack bonus of +1 or higher, the wielder can ready the cape as a free action as part of movement. Once per day as an immediate action, a creature brandishing a cape of bravado may attempt to compel an opponent within 30 feet to attack him on its next turn (Will negates DC 11).
CONSTRUCTION
Requirements Craft Wondrous Item, compel hostility, creator must have 5 ranks in the Bluff skill Cost 3,500 gp
Carpet of flying ( Varies )
Aura moderate transmutation ; CL 10th ; Weight varies
DESCRIPTION
"This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Size Capacity Speed Weight Price
5-ft.-by-5-ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp
5-ft.-by-10-ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp
10-ft.-by-10-ft. 800 lbs. 40 ft. 15 lbs. 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."
CONSTRUCTION
Requirements Craft Wondrous Item, overland flight Cost 5-ft.-by-5-ft. 10,000 gp; 5-ft.-by-10-ft. 17,500 gp; 10-ft.-by-10-ft. 30,000 gp
Cauldron of brewing ( 3,000 )
Aura faint transmutation ; CL 5th ; Weight 5 lbs.
DESCRIPTION
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be trained in Craft (Alchemy) Cost 1,500 gp
Cauldron of flying ( 40,000 )
Aura moderate transmutation ; CL 10th ; Weight 100 lbs.
DESCRIPTION
This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.
CONSTRUCTION
Requirements Craft Wondrous Item, overland flight Cost 20,000 gp
Cauldron of plenty ( 15,000 )
Aura strong conjuration ; CL 12th ; Weight 25 lbs.
DESCRIPTION
This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
CONSTRUCTION
Requirements Craft Wondrous Item, create food and water, hereo's feast Cost 7,500 gp
Cauldron of resurrection ( 33,000 )
Aura strong conjuration ; CL 13th ; Weight 35 lbs.
DESCRIPTION
The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if with a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron is usable once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, resurrection Cost 16,500 gp
Cauldron of seeing ( 42,000 )
Aura moderate divination ; CL 10th ; Weight 5 lbs.
DESCRIPTION
When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices.
CONSTRUCTION
Requirements Craft Wondrous Item, scrying Cost 21,000 gp
Cauldron of the dead ( 30,000 )
Aura faint transmutation ; CL 5th ; Weight 35 lbs.
DESCRIPTION
This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD worth, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead Cost 15,000 gp
Cautionary creance ( 4,000 )
Aura faint transmutation ; CL 1st ; Weight 2 lbs.
DESCRIPTION
This slim leather leash is just over 100 feet long, incredibly light, and uncannily strong, making it an excellent tool for training birds of prey and other flying predators. It grants a +4 circumstance bonus on any Handle Animal check made to train such animals. When used to bind a flying animal companion or familiar to its master, the leash allows the master to cast feather fall on the creature at will. If the master has the share touch spells class ability, once per day he can use that ability on the leashed creature, even if they are not touching. The delivered spell can be no higher than 3rd level. The creance attaches to the master's forearm; attack rolls and skill checks made with that arm take a –1 penalty.
CONSTRUCTION
Requirements Craft Wondrous Item, Reach Spell, feather fall Cost 2,000 gp
Censer of conjuring air elementals ( 90,000 )
Aura moderate conjuration ; CL 13th ; Weight 1 lb.
DESCRIPTION
This 6-inch-wide, perforated metallic vessel resembles a thurible found in a place of worship. The censer must be filled with incense to function. On command as a full-round action, the bearer may summon an air elemental. If the censer is filled with incense of meditation, it conjures a greater air elemental as if using summon monster VII. If filled with any other incense, it conjures a Large air elemental as if using summon monster V. Conjuring an elemental consumes any normal incense in the censer, or one-fourth of a block of incense of meditation. The censer cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster V, summon monster VII Cost 45,000 gp
Chalice of poison weeping ( 8,000 )
Aura moderate conjuration ; CL 7th ; Weight 1 lb.
DESCRIPTION
This silver chalice has stylized representations of rearing unicorns serving as handles. The bearer of the chalice can expel toxins from a poisoned creature's body, causing the target to weep the poison from its eyes and allowing the bearer to collect it in the chalice. This functions as neutralize poison on the target, eliminating that poison. If the target is immune to poison or the poison has run its course, the chalice has no effect. If the poison normally has a solid or liquid form, it collects as a single dose of the poison in the cup (regardless of how many times the target was poisoned). The collected poison has all the normal effects of the original poison, except its DC is 4 lower, and can be stored in another container or used like any other poison. The chalice can be used once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, neutralize poison Cost 4,000 gp
Chaos emerald ( 25,000 )
Aura strong abjuration ; CL 19th ; Weight 1 lb.
DESCRIPTION
"This lustrous green gemstone is uncut and about the size of a human fist. The gem grants its bearer the use of the following abilities.
entropic shield (1 charge)
lesser confusion (1 charge)
magic circle against law (1 charge)
chaos hammer (2 charges)

A newly created chaos emerald has 1d6+2 charges. It can hold a maximum of 10 charges and automatically regains 1d3–1 charges each day.

A non-chaotic creature who holds or carries a chaos emerald gains one negative level. This negative level persists as long as the creature holds or carries the gem and disappears when the gem is dropped. This negative level cannot be overcome in any way (including restoration spells) while held or carried."
CONSTRUCTION
Requirements Craft Wondrous Item, chaos hammer, entropic shield, lesser confusion, magic circle against law, creator must be chaotic Cost 12,500 gp
Chime of interruption ( 16,800 )
Aura moderate evocation ; CL 7th ; Weight 1 lb.
DESCRIPTION
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 the chime unless the caster can make a concentration check (DC 15 + the spell's level).
CONSTRUCTION
Requirements Craft Wondrous Item, shout Cost 8,400 gp
Chime of opening ( 3,000 )
Aura moderate transmutation ; CL 11th ; Weight 1 lb.
DESCRIPTION
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 spellcaster 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 and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime's caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful 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 10 times before it cracks and becomes useless.
CONSTRUCTION
Requirements Craft Wondrous Item, knock Cost 1,500 gp
Chime of resounding silence ( 10,000 )
Aura moderate evocation ; CL 7th ; Weight 1 lb.
DESCRIPTION
This foot-long tube of gold absorbs nearby sound when struck, as if it were the target of a silence spell. This ability can be used once per day. The chime vibrates silently for the next 5 rounds, increasing in strength as time passes. On the bearer's turn each round there is a cumulative 20% chance that the chime prematurely ends the magical silence and releases the pent-up sound as a shout spell as a free action, oriented in a random direction. The bearer may spend a standard action to strike the vibrating chime again, ending its silence early and unleashing the shout in a direction of his choosing. If dropped while vibrating, the chime automatically gains the broken condition and releases the shout effect in a random direction. A broken chime of resounding silence cannot be used until it is repaired. The chime has no effect if struck in an area of silence it did not create.
CONSTRUCTION
Requirements Craft Wondrous Item, shout, silence Cost 5,000 gp
Clamor box ( 2,000 )
Aura moderate illusion ; CL 10th ; Weight 2 lbs.
DESCRIPTION
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
CONSTRUCTION
Requirements Craft Wondrous Item, ghost sound Cost 1,000 gp
Coin of the untrodden road ( 6,000 )
Aura moderate transmutation ; CL 6th ; Weight -
DESCRIPTION
When tossed into the air, this tarnished copper coin brings forth potential lost by life's decisions. If a human, half-elf, or half-orc flips the coin and catches it, she takes a –2 penalty to the ability score modified by her +2 racial ability score bonus, but gains a +2 inherent bonus to a random other ability score. The bonus and penalty last for 1 hour. Negating the penalty automatically negates the bonus as well. The coin can be used three times per day.
CONSTRUCTION
Requirements Craft Wondrous Item, alter self Cost 3,000 gp
Concealing pocket ( 1,000 )
Aura faint illusion ; CL 3rd ; Weight -
DESCRIPTION
This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment's wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.
CONSTRUCTION
Requirements Craft Wondrous Item, magic aura Cost 500 gp
Construct channel brick ( 10,000 )
Aura moderate transmutation ; CL 7th ; Weight 1 lb.
DESCRIPTION
This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the Artifice domain, she adds +2d6 points of damage to her artificer's touch domain power when repairing constructs and objects.
CONSTRUCTION
Requirements Craft Wondrous Item, make whole Cost 5,000 gp
Crystal ball ( Varies )
Aura moderate divination ; CL 10th ; Weight 7 lbs.
DESCRIPTION
"This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use.

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

Crystal Ball Type 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."
CONSTRUCTION
Requirements Craft Wondrous Item, scrying (plus any additional spells put into the crystal ball) Cost Crystal ball 21,000 gp; Crystal ball with see invsibility 25,000 gp; Crystal ball with detect thoughts 25,500 gp; Crystal ball with telepathy 35,000 gp; Crystal ball with true seeing 40,000 gp
Cube of force ( 62,000 )
Aura moderate evocation ; CL 10th ; Weight 1/2 lb.
DESCRIPTION
"This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 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 when fully charged—charges used are automatically 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 following table.

When the cube of force is active, attacks dealing more than 30 points of damage to a wall drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below.

Cube Face Charge Cost per Minute Max. 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

Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.

Attack Form Extra Charges
Disintegrate 6
Horn of blasting 6
Passwall 3
Phase door 5
Prismatic spray 7
Wall of fire 2
"
CONSTRUCTION
Requirements Craft Wondrous Item, wall of force Cost 31,000 gp
Cube of frost resistance ( 27,000 )
Aura faint abjuration ; CL 5th ; Weight 2 lbs.
DESCRIPTION
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 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.
CONSTRUCTION
Requirements Craft Wondrous Item, protection from energy Cost 13,500 gp
Cubic gate ( 164,000 )
Aura strong conjuration ; CL 13th ; Weight 2 lbs.
DESCRIPTION
This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses 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.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift Cost 82,000 gp
Darkskull ( 60,000 )
Aura moderate evocation [evil] ; CL 9th ; Weight 5 lbs.
DESCRIPTION
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 given in the unhallow spell description, and it cannot be changed.
CONSTRUCTION
Requirements Craft Wondrous Item, unhallow, creator must be evil Cost 30,000 gp
Decanter of endless water ( 9,000 )
Aura moderate transmutation ; CL 9th ; Weight 2 lbs.
DESCRIPTION
"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 exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it."
CONSTRUCTION
Requirements Craft Wondrous Item, control water Cost 4,500 gp
Deck of illusions ( 8,100 )
Aura moderate illusion ; CL 6th ; Weight 1/2 lb.
DESCRIPTION
"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
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
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
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three 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
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles 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
Joker Two of pentacles Illusion of deck's owner
Joker (with trademark) 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 with 1d20 of its cards missing (01–10). If cards are missing, reduce the price by a corresponding amount."
CONSTRUCTION
Requirements Craft Wondrous Item, major image Cost 4,050 gp
Defoliant polish ( 800 )
Aura faint transmutation ; CL 5th ; Weight -
DESCRIPTION
This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.
CONSTRUCTION
Requirements Craft Wondrous Item, diminish plants Cost 400 gp
Doomharp ( 10,000 )
Aura faint necromancy ; CL 4th ; Weight 5 lbs.
DESCRIPTION
Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.
CONSTRUCTION
Requirements Craft Wondrous Item, cause fear Cost 5,000 gp
Dowsing syrup ( 1,000 )
Aura moderate divination ; CL 11th ; Weight 1/2 lb.
DESCRIPTION
The thick liquid in this ceramic jar smells sickly sweet. To activate its powers, the user it must be unstopper the jar as a standard action while thinking deeply about a specific person or object that she has seen at least once from up to 30 feet away. When then poured onto the ground, the syrup flows at 15 feet per round following the most direct route to the creature or object visualized, provided the creature or object is on the same plane, leaving behind a sticky trail. The syrup can flow uphill or even up stairs and can pass through openings as narrow as one-sixteenth of an inch. It cannot penetrate other liquids or porous or absorbent surfaces (such as sand or sawdust).
CONSTRUCTION
Requirements Craft Wondrous Item, find the path, locate creature, locate object Cost 500 gp
Dragonbane divination sticks ( 6,400 )
Aura faint divination ; CL 5th ; Weight 1 lb.
DESCRIPTION
These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast augury and divination. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day. If a creature carries multiple sets of dragonbone divination sticks, all of them provide a bonus on the same saving throw.
CONSTRUCTION
Requirements Craft Wondrous Item, augury, guidance Cost 3,200 gp
Drinking horn of bottomless vigor ( 24,000 )
Aura moderate enchantment ; CL 10th ; Weight 2 lbs.
DESCRIPTION
"This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. A fully charged horn has 3 charges—charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it's owner can command it to fill with mead or a similar alcoholic drink. A creature can spend one or more charges while drinking from the horn to gain the following benefits:
1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute.
2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes.
3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged.
A creature must drink deeply from the horn to receive its full benefit. Using 1 charge is similar to drinking a potion—it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required). To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes and attack of opportunity. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn."
CONSTRUCTION
Requirements Craft Wondrous Item, aid, enlarge person, heroism Cost 12,000 gp
Drum of advance and retreat ( 10,000 )
Aura faint transmutation ; CL 1st ; Weight 5 lbs.
DESCRIPTION
When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.
CONSTRUCTION
Requirements Craft Wondrous Item, expeditious retreat Cost 5,000 gp
Drums of haste ( 45,000 )
Aura faint transmutation ; CL 5th ; Weight 5 lbs.
DESCRIPTION
This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.
CONSTRUCTION
Requirements Craft Wondrous Item, haste Cost 22,500 gp
Drums of panic ( 30,000 )
Aura moderate necromancy ; CL 7th ; Weight 10 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, fear Cost 15,000 gp
Dust of acid consumption ( 1,600 )
Aura moderate transmutation ; CL 10th ; Weight -
DESCRIPTION
This brown dust is similar to dust of dryness, but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.
CONSTRUCTION
Requirements Craft Wondrous Item, control water, disintegrate Cost 800 gp
Dust of appearance ( 1,800 )
Aura faint conjuration ; CL 5th ; Weight -
DESCRIPTION
This 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.
CONSTRUCTION
Requirements Craft Wondrous Item, glitterdust Cost 900 gp
Dust of darkness ( 600 )
Aura faint evocation ; CL 3rd ; Weight -
DESCRIPTION
This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust's darkness as if it were normal darkness. The dust dispels and counters the outlining effects of glitterdust, but doesn't affect the spell's blinding effects. Glitterdust dispels and counters the effects of the dust of darkness.
CONSTRUCTION
Requirements Craft Wondrous Item, darkness Cost 300 gp
Dust of disappearance ( 3,500 )
Aura moderate illusion ; CL 7th ; Weight -
DESCRIPTION
This dust looks 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.
CONSTRUCTION
Requirements Craft Wondrous Item, greater invisibility Cost 1,750 gp
Dust of dryness ( 850 )
Aura moderate transmutation ; CL 11th ; Weight -
DESCRIPTION
This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, 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 outsider with the elemental and water subtypes, 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.
CONSTRUCTION
Requirements Craft Wondrous Item, control water Cost 425 gp
Dust of emulation ( 800 )
Aura faint illusion ; CL 1st ; Weight -
DESCRIPTION
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self Cost 400 gp
Dust of illusion ( 1,200 )
Aura moderate illusion ; CL 6th ; Weight -
DESCRIPTION
This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form. A creature covered in dust of illusion 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.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self Cost 600 gp
Dust of tracelessness ( 250 )
Aura faint transmutation ; CL 3rd ; Weight -
DESCRIPTION
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 humanoids 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.
CONSTRUCTION
Requirements Craft Wondrous Item, pass without trace Cost 125 gp
Dust of weighty burdens ( 3,600 )
Aura faint transmutation ; CL 5th ; Weight 3 lbs
DESCRIPTION
Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes. A newly-crafted flask contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet. One application of the dust sprinkled over an object increases the target's weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application. A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or gain heavy encumbrance and be unable to fly for 2d4 rounds. Targets in the splash area must save or gain medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above.
CONSTRUCTION
Requirements Craft Wondrous Item, slow, stone shape Cost 1,800 gp
Efficient quiver ( 1,800 )
Aura moderate conjuration ; CL 9th ; Weight 2 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest Cost 900 gp
Efreeti bottle ( 145,000 )
Aura strong conjuration ; CL 14th ; Weight 1 lb.
DESCRIPTION
This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. 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, afterward the efreeti disappears forever, and the bottle becomes nonmagical. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, planar binding Cost 72,500 gp
Elemental gem ( 2,250 )
Aura moderate conjuration ; CL 11th ; Weight -
DESCRIPTION
An elemental gem comes in one of four different varieties. Each 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.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster V or summon nature's ally V Cost 1,125 gp
Elixir of dragon breath ( 1,400 )
Aura moderate evocation ; CL 7th ; Weight -
DESCRIPTION
"This gurgling, luminescent elixir comes in several different varieties, each keyed to a particular type of metallic or chromatic dragon. A creature that drinks the elixir can, as a standard action, breathe out a single blast of energy similar to a dragon's breath weapon, dealing 7d6 points of energy damage. Creatures in the area may attempt a DC 16 Reflex save for half damage. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first. The type of energy produced and the shape of the blast are determined by the elixir's associated dragon type:
Black or copper dragon: 30-foot line of acid.
Blue or bronze dragon: 30-foot line of electricity.
Brass dragon: 30-foot line of fire.
Green dragon: 15-foot cone of acid.
Gold or red dragon: 15-foot cone of fire.
Silver or white dragon: 15-foot cone of cold."
CONSTRUCTION
Requirements Craft Wondrous Item, dragon's breath Cost 700 gp
Elixir of fire breath ( 1,100 )
Aura moderate evocation ; CL 11th ; Weight -
DESCRIPTION
This strange bubbling 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 target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.
CONSTRUCTION
Requirements Craft Wondrous Item, scorching ray Cost 550 gp
Elixir of hiding ( 250 )
Aura faint illusion ; CL 5th ; Weight -
DESCRIPTION
A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).
CONSTRUCTION
Requirements Craft Wondrous Item, invisibility Cost 250 gp
Elixir of love ( 150 )
Aura faint enchantment ; CL 4th ; Weight -
DESCRIPTION
This sweet-tasting liquid causes the character drinking it to become enraptured 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.
CONSTRUCTION
Requirements Craft Wondrous Item, charm person Cost 75 gp
Elixir of swimming ( 250 )
Aura faint transmutation ; CL 2nd ; Weight -
DESCRIPTION
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).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must have 5 ranks in the Swim skill Cost 125 gp
Elixir of truth ( 500 )
Aura faint enchantment ; CL 5th ; Weight -
DESCRIPTION
This elixir forces the drinker to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (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.
CONSTRUCTION
Requirements Craft Wondrous Item, zone of truth Cost 250 gp
Elixir of tumbling ( 250 )
Aura faint transmutation ; CL 5th ; Weight -
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, cat's grace Cost 125 gp
Elixir of vision ( 250 )
Aura faint divination ; CL 2nd ; Weight -
DESCRIPTION
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).
CONSTRUCTION
Requirements Craft Wondrous Item, true seeing Cost 125 gp
Embalming thread ( 10,000 )
Aura moderate transmutation ; CL 7th ; Weight -
DESCRIPTION
This coarse, acrid-smelling thread is more akin to wire than fabric. When carefully sewn into the body of a flesh golem or zombie (requiring 1 hour per Hit Die of the creature and a successful DC 20 Heal or Spellcraft check), the stitches change the creature's damage reduction to DR 5/adamantine and slashing. Variant zombies lacking damage reduction (such as fast zombies) instead gain DR 5/slashing. One length of stitching is required for every Hit Die of the creature being enhanced. Using an insufficient number of lengths has no effect. A full thimble of embalming thread contains 20 lengths. If the skill check to use the stitches fails, they are not wasted, but must first be cleaned and unknotted, requiring 1 hour per stitch. Once used successfully, the stitches cannot be reused.
CONSTRUCTION
Requirements Craft Wondrous Item, gentle repose, stoneskin Cost 5,000 gp
Enmity fetish ( 40,000 )
Aura faint transmutation ; CL 5th ; Weight 1 lb.
DESCRIPTION
This small talisman is comprised of teeth, fingers, ears, or other grotesque trophies taken from the freshly dead. Each talisman is imbued with an intense animosity toward a particular type of creature, chosen from the ranger favored enemy list when the fetish is created. Once per day, the talisman can impart this animosity to a ranger (or other character with the favored enemy class feature), replacing one of his favored enemies with the fetish's designated creature type. This lasts 24 hours. To activate the fetish, the ranger must spend 10 minutes quietly holding it; he then may select one of his favored enemies to replace with the item's favored enemy. For example, a ranger with a +6 favored enemy bonus against orcs may use a dragon-hating fetish, gaining a +6 favored enemy bonus against dragons and losing the bonus against orcs for 24 hours. Alternatively, once per day, the bearer can activate the fetish as a swift action, but its effects only last 10 minutes and the bearer only gains half his favored enemy bonus (for example, the ranger would lose his orc bonus and only gain a +3 favored enemy bonus against dragons for 10 minutes).
CONSTRUCTION
Requirements Craft Wondrous Item, instant enemy, creator must have the favored enemy class feature Cost 20,000 gp
Escape ladder ( 4,000 )
Aura moderate transmutation ; CL 7th ; Weight 1 lb.
DESCRIPTION
This 10-foot long rope ladder unrolls itself on command, extending upward into the air and magically holding itself in place. The ends of each rope have small loops for tying to another rope, a grappling hook, a piton, or similar fixtures. A second command word makes the ladder roll itself again, pulling itself toward whichever end the speaker is touching. Climbing the ladder is a DC 0Climb check. The ladder can hold up to 300 pounds if holding itself in the air, or 600 pounds if attached to a sturdy surface. A third command word creates an extradimensional space at the top of the ladder that is identical to rope trick, except it only holds up to one Medium creature and has a very short duration. When a creature enters the extradimensional space, at the end of the creature's turn the space collapses and the creature is transported as though by dimension door 1d6 × 100 feet away in a random direction to a safe, ground-level location. The ladder remains behind and falls to the ground when this power is used. The third command word may be used once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, animate rope, dimension door, rope trick Cost 2,000 gp
Eversmoking bottle ( 5,400 )
Aura faint transmutation ; CL 3rd ; Weight 1 lb.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, pyrotechnics Cost 2,700 gp
Exorcist's aspergillum ( 8,000 )
Aura moderate divination ; CL 7th ; Weight 1 lb.
DESCRIPTION
This short aspergillum is made of silver. An inquisitor who carries it may use detect undead as if it were one of the spells associated with her detect alignment ability. Once per day, the item can alter an inquisitor's judgment ability; by spending one use of her judgment ability, she can allow her spells of 3rd level and lower to have full effect against incorporeal creatures, as though using the Ectoplasmic Spell feat. This lasts until the combat ends.
CONSTRUCTION
Requirements Craft Wondrous Item, Ectoplasmic Spell, detect undead, creator must be an inquisitor Cost 4,000 gp
Eye of the void ( 10,000 )
Aura moderate necromancy ; CL 9th ; Weight 1 lb.
DESCRIPTION
The eye of the void normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15-foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.
CONSTRUCTION
Requirements Craft Wondrous Item, fear Cost 5,000 gp
Far-reaching sight ( 4,000 )
Aura faint divination ; CL 3rd ; Weight 1 lb.
DESCRIPTION
This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.
CONSTRUCTION
Requirements Craft Wondrous Item, true strike Cost 2,000 gp
Feather token ( Anchor 50; Bird 300; Fan 200; Swan boat 450; Tree 400; Whip 500 )
Aura strong conjuration ; CL 12th ; Weight -
DESCRIPTION
"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. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance.
Anchor: A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.
Bird: A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. 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 swan-like 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 nonlethal 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."
CONSTRUCTION
Requirements Craft Wondrous Item, major creation Cost Anchor 25 gp; Bird 150 gp; Fan 100 gp; Swan boat 225 gp; Tree 200 gp; Whip 250 gp
Figurines of wondrous power ( Varies )
Aura varies ; CL varies ; Weight 1 lb.
DESCRIPTION
"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 pegasus 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 1 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 1 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 1 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 horse. 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 2 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 horse 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 (use the stats for the giant eagle) 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. Moderate enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects."
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, additional spells (see text) Cost Bronze griffon 5,000 gp; Ebony fly 5,000 gp; Golden lions 8,250 gp; Ivory goats 10,500 gp; Marble elephant 8,500 gp; Obsidian steed 14,250 gp; Onyx dog 7,750 gp; Serpentine owl 4,550 gp; Silver raven 1,900 gp; Slate spider 5,000 gp
Flying ointment ( 2,250 )
Aura moderate transmutation ; CL 9th ; Weight -
DESCRIPTION
This preparation of herbs includes belladonna, mandrake, and foxglove (also known as "witch's glove"), all carefully measured and mixed into a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, overland flight Cost 1,125 gp
Folding boat ( 7,200 )
Aura moderate transmutation ; CL 6th ; Weight 4 lbs.
DESCRIPTION
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. 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 rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four 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, but only when it is unoccupied.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate, creator must have 2 ranks in Craft (ships) Cost 3,600 gp
Gem of brightness ( 13,000 )
Aura moderate evocation ; CL 6th ; Weight -
DESCRIPTION
This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as 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, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. 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 and its facets grow cloudy with a fine network of cracks.
CONSTRUCTION
Requirements Craft Wondrous Item, daylight Cost 6,500 gp
Gem of seeing ( 75,000 )
Aura moderate divination ; CL 10th ; Weight -
DESCRIPTION
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 many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.
CONSTRUCTION
Requirements Craft Wondrous Item, true seeing Cost 37,500 gp
Goblin fire drum ( Normal 2,000; Greater 4,500 )
Aura faint transmutation ; CL 3rd ; Weight 1 lb.
DESCRIPTION
This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues. A greater goblin fire drum has all the above abilities and can create pyrotechnics once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, pyrotechnics, spark Cost Normal 1,000 gp; Greater 2,250 gp
Goblin skull bomb ( 1,200 )
Aura moderate evocation ; CL 6th ; Weight 1 lb.
DESCRIPTION
An ember glow lights the beady eyes of this blackened, burned out goblin's skull. It is very brittle and shatters if dropped on solid ground. When a goblin skull bomb breaks, the very last creature to touch it bursts into a raging magical flame, automatically suffering 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature's blackened, burned-out skull, which is a new goblin skull bomb. If the target survives the fire, doesn't have a skull, or if its skull is destroyed before another creature touches it, it does not create a new goblin skull bomb. A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as mage hand or telekinesis) or attacked with ranged weapons (hardness 0, 1 hp).
CONSTRUCTION
Requirements Craft Wondrous Item, flaming sphere Cost 600 gp
Golem manual ( Varies )
Aura varies ; CL varies ; Weight 5 lbs.
DESCRIPTION
"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 (although these spells can only be used to create a golem and cannot be copied), 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, animate objects, commune, prayer, resurrection, creator must be caster level 11th.
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, animate dead, bull's strength, geas/quest, limited wish, creator must be caster level 8th.
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 an iron golem. Strong conjuration, enchantment, and transmutation; CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th.
Stone Golem Manual: The book contains antimagic field, geas/quest, limited wish, and symbol of stunning. 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, antimagic field, geas/quest, limited wish, symbol of stunning, creator must be caster level 14th.
Stone Golem Guardian Manual: The book contains antimagic field, discern location, geas/quest, limited wish, shield other, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, discern location, geas/quest, limited wish, shield other, symbol of stunning, creator must be caster level 14th."
CONSTRUCTION
Requirements Craft Construct, caster must have a specific level, additional spells Cost Clay golem manual 6,000 gp; Flesh golem manual 4,000 gp; Iron golem manual 17,500 gp; Stone golem manual 11,000 gp; Stone golem guardian manual 22,000 gp
Grave salt ( 1,100 )
Aura faint evocation ; CL 5th ; Weight 5 lbs.
DESCRIPTION
When poured on ground in a circle, this pure white salt sanctifies the enclosed area as the spell consecrate. Applying the salt takes 1 round per dose. A single dose is sufficient to form a 5-foot radius circle, with each additional dose increasing the circle's radius by 5 feet. The area within the circle remains consecrated for 1 hour per dose, though any corporeal creature can spend a standard action to break the circle and end the effect prematurely. A newly created pouch of grave salt holds 5 doses. Grave salt can also be used directly against restless spirits. A single dose can be hurled up to 15 feet as a ranged touch attack. An incorporeal undead creature struck by the salt must make a DC 14 Will save or take 1d4 points of Charisma damage. Strong winds and other effects that penalize ranged attacks make it impossible to employ the salt in this manner.
CONSTRUCTION
Requirements Craft Wondrous Item, consecrate Cost 550 gp
Handy haversack ( 2,000 )
Aura moderate conjuration ; CL 9th ; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well made, well used, and quite ordinary. 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. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, secret chest Cost 1,000 gp
Harp of charming ( 7,500 )
Aura faint enchantment ; CL 5th ; Weight 5 lbs.
DESCRIPTION
This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a harp of charming enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if she can succeed on a DC 14 Perform (string) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, suggestion Cost 3,750 gp
Harp of contagion ( 13,000 )
Aura moderate necromancy ; CL 7th ; Weight 5 lbs.
DESCRIPTION
This grand-looking wooden harp is carved with images of various venomous creatures. Once per day the bearer may play the harp to target a single opponent with a poison spell (DC 16). Alternatively, the bearer may play the harp to grant allies within 30 feet a +2 resistance bonus on saving throws against disease and poison; maintaining this benefit each round is a standard action. If the player has the countersong bardic performance ability, he may expend rounds of bardic performance to use the harp to refocus his countersong against disease and poison instead of sonic or language-dependent effects.
CONSTRUCTION
Requirements Craft Wondrous Item, poison, resistance Cost 6,500 gp
Harp of shattering ( 8,000 )
Aura faint evocation ; CL 3rd ; Weight 5 lbs.
DESCRIPTION
This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges, which refresh each day at daybreak. By making a DC 10 Perform (string) check, the bearer can produce the following effects:
break (1 charge)
shatter (2 charges)

CONSTRUCTION
Requirements Craft Wondrous Item, break, shater Cost 4,000 gp
Hexing doll ( 2,500 )
Aura faint enchantment ; CL 5th ; Weight 1 lb.
DESCRIPTION
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a –4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.
CONSTRUCTION
Requirements Craft Wondrous Item, bestow curse Cost 1,250 gp
Horn of antagonism ( 20,000 )
Aura faint enchantment ; CL 3rd ; Weight 4 lbs.
DESCRIPTION
Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A creature with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, daze monster Cost 10,000 gp
Horn of battle clarity ( 6,000 )
Aura faint enchantment ; CL 5th ; Weight 2 lbs.
DESCRIPTION
The call of this hollowed-out animal horn rallies nearby creatures to battle. When the horn is blown, all creatures within 60 feet who have not yet acted in combat are no longer considered flat-footed. The horn has no effect on other conditions or abilities that treat a creature as flat-footed. A barbarian who sounds a horn of battle clarity may spend 2 rounds of rage to act as if she had the superstition rage power for the remainder of that battle.
CONSTRUCTION
Requirements Craft Wondrous Item, rage Cost 3,000 gp
Horn of blasting ( 20,000 )
Aura moderate evocation ; CL 7th ; Weight 1 lb.
DESCRIPTION
This spiraling animal horn 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 (Fortitude 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 sonic damage to the person sounding it.
CONSTRUCTION
Requirements Craft Wondrous Item, shout Cost 10,000 gp
Horn of blasting, greater ( 70,000 )
Aura strong evocation ; CL 16th ; Weight 1 lb.
DESCRIPTION
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 save 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 for each usage beyond the first each day.
CONSTRUCTION
Requirements Craft Wondrous Item, greater shout Cost 35,000 gp
Horn of fog ( 2,000 )
Aura faint conjuration ; CL 3rd ; Weight 1 lb.
DESCRIPTION
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; a fog cloud travels 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.
CONSTRUCTION
Requirements Craft Wondrous Item, obscuring mist Cost 1,000 gp
Horn of goodness/evil ( 6,500 )
Aura moderate abjuration ; CL 6th ; Weight 1 lb.
DESCRIPTION
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 she is good, then blowing the horn has the effect of a magic circle against evil. If she 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.
CONSTRUCTION
Requirements Craft Wondrous Item, magic circle against evil, magic circle against good Cost 3,250 gp
Horn of judgement ( 15,000 )
Aura moderate transmutation ; CL 9th ; Weight 1 lb.
DESCRIPTION
This golden trumpet is inlaid with silver and ivory and in. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with ghostbane dirge (Will DC 17 negates) for 9 rounds.
CONSTRUCTION
Requirements Craft Wondrous Item, ghostbane dirge Cost 7,500 gp
Horn of the huntmaster ( 5,000 )
Aura moderate enchantment ; CL 11th ; Weight 5 lbs.
DESCRIPTION
This elongated bull's horn curves sharply at the end, almost making it seem more like an enormous smoking pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.
CONSTRUCTION
Requirements Craft Wondrous Item, greater heroism Cost 2,500 gp
Horn of the tritons ( 15,000 )
Aura moderate conjuration ; CL 9th ; Weight 2 lbs.
DESCRIPTION
"This device is a large, intricately inscribed and decorated conch shell that can be blown once per day (except by a triton, who can sound it three times per day). Blowing the horn activates any one of the following functions:
Calm rough waters in a 1-mile radius. Alternatively, this functions as a dismissal spell against a targeted water elemental (DC 19 negates).
Summon 1d4+1 sharks or 1d3 advanced sharks as if using summon nature's ally V.
Create a fear effect (DC 16 negates) in a 500-foot radius that only affects creatures with the aquatic or amphibious subtype which have Intelligence scores of 1 or 2.
Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius."
CONSTRUCTION
Requirements Craft Wondrous Item, control water, dismissal, fear, summon nature's ally V, creator must be a triton Cost 7,500 gp
Horn of valhalla ( 50,000 )
Aura strong conjuration ; CL 13th ; Weight 2 lbs.
DESCRIPTION
"This magic instrument comes in four varieties. Each appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, 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 above 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.

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.

d% Type of Horn Barbarians Summoned Prerequisite
01–40 Silver 2d4+2, 2nd-level None
41–75 Brass 2d4+1, 3rd-level Spellcaster level 1st
76–90 Bronze 2d4, 4th-level Proficiency with all martial weapons or bardic performance ability
91–100 Iron 1d4+1, 5th-level Proficiency with all martial weapons or bardic performance ability
"
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster VI Cost 25,000 gp
Horseman's saddle ( 12,000 )
Aura faint transmutation ; CL 5th ; Weight 5 lbs.
DESCRIPTION
This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.
CONSTRUCTION
Requirements Craft Wondrous Item, mount, creator must have 5 ranks in Ride Cost 6,000 gp
Hourglass of last chances ( 10,000 )
Aura moderate conjuration and transmutation ; CL 11th ; Weight -
DESCRIPTION
This tiny hourglass is filled with blood-red sand. The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time—freedom of movement (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect. Ending the hourglass's effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive.
CONSTRUCTION
Requirements Craft Wondrous Item, freedom of movement, heal Cost 5,000 gp
Incense of meditation ( 4,900 )
Aura moderate enchantment ; CL 7th ; Weight 1 lb.
DESCRIPTION
This incense comes in many shapes and colors, but is otherwise indistinguishable from nonmagical incense until lit. When it is burned, 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. The incense may be burned in a censer of controlling air elements to summon a more powerful elemental; this renders it useless for maximizing spellcasting.
CONSTRUCTION
Requirements Craft Wondrous Item, Maximize Spell, bless Cost 2,450 gp
Incense of transcendence ( 1,000 )
Aura moderate enchantment ; CL 7th ; Weight 1 lb.
DESCRIPTION
The heady vapors of this coiled incense facilitate a deep meditative trance. When an oracle lights a coil of incense of transcendence and then spends 8 hours praying and meditating nearby, she can replace one of her revelations with another revelation. The new revelation must be one available to her (such as from the same mystery) and must be available at the same class level as the original revelation (for example, she cannot replace a revelation available at 1st level with a revelation requiring a minimum of 7th level). If she replaces a revelation that is a prerequisite for another revelation or ability, she cannot use that other revelation or ability while under the influence of the incense. The coil of incense burns for 8 hours. Its effects persist for 24 hours, after which the oracle's original revelations return.
CONSTRUCTION
Requirements Craft Wondrous Item, prayer, creator must be oracle level 7th Cost 500 gp
Insignia of valor ( 8,000 )
Aura moderate conjuration ; CL 7th ; Weight -
DESCRIPTION
This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities. If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.
CONSTRUCTION
Requirements Craft Wondrous Item, cure critical wounds Cost 4,000 gp
Insistant doorknocker ( 5,000 )
Aura moderate transmutation ; CL 9th ; Weight 2 lbs.
DESCRIPTION
This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using passwall. Speaking the command word again ends the passwall effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.
CONSTRUCTION
Requirements Craft Wondrous Item, passwall Cost 2,500 gp
Instant bridge ( 7,000 )
Aura moderate transmutation ; CL 10th ; Weight 5 lbs.
DESCRIPTION
This thin steel plate is approximately 1 foot square. When the command word is spoken, it rapidly stretches outward and unfolds, becoming a panel 1 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs 300 pounds and can support up to 4,000 pounds. When the command word is repeated, it collapses into its portable form once more. The instant bridge can be activated up to three times per day. If any part of it destroyed while it is extended, it immediately loses all magic.
CONSTRUCTION
Requirements Craft Wondrous Item, shrink item, wall of iron Cost 3,500 gp
Instant fortress ( 55,000 )
Aura strong conjuration ; CL 13th ; Weight 1 lb.
DESCRIPTION
"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 halves).

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."
CONSTRUCTION
Requirements Craft Wondrous Item, mage's magnificent mansion Cost 27,500 gp
Ioun stone ( Varies )
Aura strong varied ; CL 12th ; Weight -
DESCRIPTION
"
Color/Shape Aura Effect Market Price
Clear Spindle strong varied Sustains creature without food or water 4,000 gp
Dark Blue Rhomboid strong varied Alertness (as the feat) 10,000 gp
Deep Red Sphere strong varied +2 enhancement bonus to Dexterity 8,000 gp
Dusty Rose Prism strong varied +1 insight bonus to AC 5,000 gp
Incandescent Blue Sphere strong varied +2 enhancement bonus to Wisdom 8,000 gp
Iridescent Spindle strong varied Sustains creature without air 18,000 gp
Lavender and Green Ellipsoid strong varied Absorbs spells of 8th level or lower1 40,000 gp
Orange Prism strong varied +1 caster level 30,000 gp
Pale Blue Rhomboid strong varied +2 enhancement bonus to Strength 8,000 gp
Pale Green Prism strong varied +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Pale Lavender Ellipsoid strong varied Absorbs spells of 4th level or lower2 20,000 gp
Pearly White Spindle strong varied Regenerate 1 point of damage per 10 minutes 20,000 gp
Pink and Green Sphere strong varied +2 enhancement bonus to Charisma 8,000 gp
Pink Rhomboid strong varied +2 enhancement bonus to Constitution 8,000 gp
Scarlet and Blue Sphere strong varied +2 enhancement bonus to Intelligence3 8,000 gp
Vibrant Purple Prism strong varied Stores three levels of spells, as a ring ofspell storing (minor) 36,000 gp
1 After absorbing 50 spell levels, the stone burns out and turns dull gray.
2 After absorbing 20 spell levels, the stone burns out and turns dull gray.
3 This stone has one skill associated with it, as a +2 headband of vast intelligence."
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be 12th level Cost varies
Ioun torch ( 75 )
Aura strong universal ; CL 12th ; Weight -
DESCRIPTION
This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
CONSTRUCTION
Requirements Craft Wondrous Item, continual flame, creator must be 12th level Cost 62 gp, 5 sp
Iron bands of binding ( 26,000 )
Aura strong evocation ; CL 13th ; Weight 1 lb.
DESCRIPTION
This potent item is a 3-inch-diameter rusty iron sphere wrapped in iron bands. 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 (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. Iron bands of binding are usable once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, grasping hand Cost 13,000 gp
Iron flask ( 170,000 )
Aura strong conjuration ; CL 20th ; Weight 1 lb.
DESCRIPTION
"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 used 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 purchased bottle is empty, but 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 Invisible stalker 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 Agathion (avoral)
75–78 Large water elemental 96 Azata (ghaele)
79–82 Xill 97 Archon (trumpet)
83–85 Yeth hound 98 Rakshasa
86 Demon (shadow) 99 Demon (balor)
87 Demon (vrock) 100 Devil (pit fiend)
88 Demon (hezrou)
"
CONSTRUCTION
Requirements Craft Wondrous Item, trap the soul Cost 375 gp
Iron rope ( 750 )
Aura faint transmutation ; CL 4th ; Weight 1 lb.
DESCRIPTION
When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.
CONSTRUCTION
Requirements Craft Wondrous Item, animate rope Cost 375 gp
Iron spike of passage ( 2,000 )
Aura faint illusion ; CL 3rd ; Weight 2 lbs.
DESCRIPTION
When hammered into place this 9-inch iron spike creates an illusion up to 15 feet high and in a 15-foot diameter centered on the spike. The illusion can be of one of the following: a small hillock of appropriate composition for the terrain, a pile of mundane crates or barrels, a mound of rubble, or a small structure (such as a cabin or canvas enclosure). The exact size and specific parameters (such the composition of timber) are chosen when the spike is placed. Interacting with the illusion grants a Will save (DC 12) to disbelieve it. Hammering the spike into place or removing it is a full-round action. The spike can be used any number of times and its effects last until removed.
CONSTRUCTION
Requirements Craft Wondrous Item, silent image Cost 1,000 gp
Key of lock jamming ( 400 )
Aura faint abjuration ; CL 1st ; Weight 1/2 lb.
DESCRIPTION
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, +8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.
CONSTRUCTION
Requirements Craft Wondrous Item, hold portal Cost 200 gp
Ki mat ( 10,000 )
Aura moderate conjuration ; CL 7th ; Weight 3 lbs.
DESCRIPTION
This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.
CONSTRUCTION
Requirements Craft Wondrous Item, lesser restoration, creator must be a monk Cost 5,000 gp
Knight's pennon ( Battle 4,500; Honor 2,000; Parley 4,500 )
Aura moderate abjuration or transmutation ; CL 6th ; Weight 1 lb.
DESCRIPTION
"This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design.
Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day.
Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day.
Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action."
CONSTRUCTION
Requirements Craft Wondrous Item, heroism (battle), protection from evil (honor), eagle's splendor (parley) Cost Battle 2,250 gp; Honor 1,100 gp; Parley 2,250 gp
Lantern of revealing ( 30,000 )
Aura faint evocation ; CL 5th ; Weight 2 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, invisibility purge Cost 15,000 gp
Last leaves of autumn dryad ( 52,000 )
Aura moderate divination and transmutation ; CL 8th ; Weight -
DESCRIPTION
This vibrant cluster of leaves constantly changes hue through the different colors of the autumn season, from brown and red to orange and yellow. Once per day, the bearer may touch the leaves to her tongue to assume tree shape (as the spell) for up to 8 hours, appearing as a healthy tree that is lush with thousands of autumn leaves for the duration of the effect. While in tree form, a creature may release these leaves upon the wind, consciously controlling them as a scrying sensor with the abilities of arcane eye. The leaves have the statistics of an army ant swarm, except the swarm has plant traits, fast healing 5, and vulnerability to fire. The creature may shape the scrying leaves into a semblance of her face, allowing her to speak through the leaves. The leaves' voice is a quiet, dry rustle, and they are capable of conveying most of the creature's intended facial expressions (they can smile, frown, and so on). If the creature has the wild empathy class ability or is a sorcerer with the fey bloodline, she may have any ghost sound, speak with animals, or speak with plants spell she casts originate from the leaves instead of herself, and her tree shape does not prevent her from casting these spells. If the scrying leaves fail to return before creature returns to its normal shape, the magic item does not function for 1 week. During this time, the leaves fade to brown and appear to have a light coating of frost on them.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane eye, tree shape, whispering wind Cost 26,000 gp
Loathsome mirror ( 9,000 )
Aura faint enchantment ; CL 5th ; Weight 10 lbs.
DESCRIPTION
This buckler-sized mirror magnifies flaws and faults, presenting the least appealing image of any creature reflected in it. The mirror must be held in one hand to function. As a standard action three times per day, the bearer of the mirror can project a reflection onto the creature that produced it, making them appear utterly loathsome to all onlookers. The subject must be within 30 feet of the mirror, and must be able to see the mirror to be affected. For the next 5 rounds any creature attempting to target the subject with a beneficial spell or effect must make a DC 14 Will save. On a failure, the creature must choose a new subject for the spell or effect is wasted. Once a creature succeeds on this saving throw, it can target the subject normally for the remainder of the mirror's effect's duration.
CONSTRUCTION
Requirements Craft Wondrous Item, unadulterated loathing Cost 4,500 gp
Lord's banner ( Crusades 100,000; Swiftness 10,000; Terror 56,000; Victory 75,000 )
Aura moderate varies ; CL 10th ; Weight 3 lbs.
DESCRIPTION
"A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.

A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.

Crusades (evocation aura): A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design).
Swiftness (abjuration aura): A group or army that are traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.
Terror (necromancy aura): Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a DC 16 Will save or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 24 hours.
Victory (evocation aura): Allies of the owner of a lord's banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner."
CONSTRUCTION
Requirements Craft Wondrous Item, eagle's splendor (leadership), hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory) Cost Crusades 50,000 gp; Swiftness 5,000 gp; Terror 28,000 gp; Victory 37,500 gp
Lyre of building ( 13,000 )
Aura moderate transmutation ; CL 6th ; Weight 5 lbs.
DESCRIPTION
This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against 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, etc. The effect produced in 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 she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate Cost 6,500 gp
Malleable symbol ( 10,000 )
Aura moderate conjuration ; CL 9th ; Weight 1 lb.
DESCRIPTION
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: *10-foot burst centered anywhere within 30 feet *60-foot line *30-foot cone The symbol reverts to its nodescript lump form after being away from its bearer for 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy Cost 5,000 gp
Mallet of building ( 5,000 )
Aura moderate conjuration ; CL 9th ; Weight 2 lbs.
DESCRIPTION
This heavy builder's mallet has a wooden shaft and a head made from shiny black iron that turns slightly red when held close to metal. The wielder of the mallet can, as a full-round action, swing the hammer to create and immediately hammer into place a copper nail, iron spike, iron piton, or 4-foot wooden fence post. A created fence post can penetrate earth, and the other materials can penetrate earth, wood, or stone. Removing the created item from the surface destroys it, but otherwise the item lasts as long as a normal object of its sort. The mallet can create up to 100 items per day.
CONSTRUCTION
Requirements Craft Wondrous Item, minor creation Cost 2,500 gp
Manual of bodily health ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Constitution 27,500 gp; +2 Constitution 55,000 gp; +3 Constitution 82,500 gp; +4 Constitution 110,000 gp; +5 Constitution 137500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, wish or miracle Cost +1 Constitution 26,250 gp; +2 Constitution 52,500 gp; +3 Constitution 78,750 gp; +4 Constitution 105,000 gp; +5 Constitution 131,250 gp
Manual of gainful exercise ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Strength 27,500 gp; +2 Strength 55,000 gp; +3 Strength 82,500 gp; +4 Strength 110,000 gp; +5 Strength 137,500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, wish or miracle Cost +1 Strength 26,250 gp; +2 Strength 52,500 gp; +3 Strength 78,750 gp; +4 Strength 105,000 gp; +5 Strength 131,250 gp
Manual of quickness of action ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Dextreity 27,500 gp; +2 Dexterity 55,000 gp; +3 Dexterity 82,500 gp; +4 Dexterity 110,000 gp; +5 Dexterity 137,500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, wish or miracle Cost +1 Dexterity 26,250 gp; +2 Dexterity 52,500 gp; +3 Dexterity 78,750 gp; +4 Dexterity 105,000 gp; +5 Dexterity 131,250 gp
Martyr's tear ( 6,000 )
Aura moderate necromancy ; CL 6th ; Weight -
DESCRIPTION
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
CONSTRUCTION
Requirements Craft Wondrous Item, vampiric touch Cost 3,000 gp
Marvelous pigments ( 4,000 )
Aura strong conjuration ; CL 15th ; Weight -
DESCRIPTION
These pigments 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 image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on—appear to be valuable but are really made of tin, lead, glass, 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. The effect is instantaneous.
CONSTRUCTION
Requirements Craft Wondrous Item, major creation Cost 2,000 gp
Master's perfect golden bell ( 20,000 )
Aura strong abjuration ; CL 15th ; Weight 10 lbs.
DESCRIPTION
This lustrous golden bell produces a deep and resonant ring which vibrates in perfect harmony with the Material Plane and destructively interferes with otherworldly beings. These vibrations reduce the damage reduction and spell resistance of all extraplanar creatures within 30 feet by 5 (for example, changing DR 10/magic to DR 5/magic). The bell has no clapper; to ring it, the bearer must attack it with an unarmed strike (this counts as an attack, with no attack roll needed, and does not damage the bell). The ringing lasts 1d6 rounds; stifling the ringing early is a standard action. It can ring for a maximum of 10 rounds per day
CONSTRUCTION
Requirements Craft Wondrous Item, banishment Cost 10,000 gp
Mattock of the titans ( 23,348 )
Aura strong transmutation ; CL 16th ; Weight 120 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, move earth Cost 13,348 gp
Maul of the titans ( 25,305 )
Aura strong evocation ; CL 15th ; Weight 160 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist Cost 12,305 gp
Mirror of guarded reflections ( 7,000 )
Aura moderate illusion ; CL 7th ; Weight 4 lbs.
DESCRIPTION
Reflections visible in this palm-sized hand mirror always seem ghostly and insubstantial. When a creature holding the mirror is targeted by an attack, he can spend an immediate action to summon his reflection from the glass to interpose itself between him and the blow. The reflection functions as an image produced by the spell mirror image. If the image is struck by the attack, it shatters with a resounding crash. The creature that destroyed the image is subject to bad luck; the next time it makes an attack roll or saving throw, it must roll twice and take the worse result. If the attack does not strike the image, the image fades away at the start of the mirror bearer's next turn. The mirror can be used three times per day.
CONSTRUCTION
Requirements Craft Wondrous Item, mirror image Cost 3,500 gp
Mirror of life trapping ( 200,000 )
Aura strong abjuration ; CL 17th ; Weight 0 lbs.
DESCRIPTION
This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. 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 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 destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed.
CONSTRUCTION
Requirements Craft Wondrous Item, imprisonment Cost 100,000 gp
Mirror of mental prowess ( 175,000 )
Aura strong abjuration and divination ; CL 17th ; Weight 40 lbs.
DESCRIPTION
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. *Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. *View other places as if with clairvoyance, and the controller can even view locations on other planes if she is sufficiently familiar with them. *Use it as a portal to visit other places. The controller first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror. *Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
CONSTRUCTION
Requirements Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts, gate, legend lore Cost 87,500 gp
Needles of flesh graving ( 8,000 )
Aura faint transmutation ; CL 5th ; Weight 1 lb.
DESCRIPTION
These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.
CONSTRUCTION
Requirements Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos) Cost 4,000 gp
Nightdrops ( 250 )
Aura faiint transmutation ; CL 5th ; Weight -
DESCRIPTION
This narrow vial holds 5 doses of viscous liquid. When dripped onto a willing creature's eyes, it gives the creature low-light vision for 1 hour. The affected creature takes a –2 penalty on saves against light-based spells and effects and gains the light sensitivity weakness. A dose affects one creature, regardless of how many eyes it has.
CONSTRUCTION
Requirements Craft Wondrous Item, beast shape I Cost 125 gp
Noble's vigilant pillbox ( 3,600 )
Aura faint divination ; CL 5th ; Weight -
DESCRIPTION
This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts (page 101) or alchemist's kindness (page 100). Each pearl has a primary, passive ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round. When activated, the white pearl detects poison in a 10-foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a delay poison spell. The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a remove disease spell. The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of see invisibility for 1 minute. A charms found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and black pearl is worth 1,700 gp.
CONSTRUCTION
Requirements Craft Wondrous Item, delay poison, detect poison, remove disease, see invisibility Cost 1,800 gp
Oil of silence ( 250 )
Aura faint illusion ; CL 5th ; Weight -
DESCRIPTION
When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of oil of silence can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.
CONSTRUCTION
Requirements Craft Wondrous Item, silence Cost 125 gp
Orb of foul abaddon ( 18,000 )
Aura moderate conjuration ; CL 10th ; Weight 1 lb.
DESCRIPTION
This grapefruit-sized sphere of glossy black stone glows with faint whorls of orange fire deep within its inky substance. When held in hand, it can be commanded to unleash a dread bolt once per day. When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION
Requirements Craft Wondrous Item, dread bolt, creator must be evil Cost 9,000 gp
Orb of golden heaven ( 22,000 )
Aura moderate evocation ; CL 10th ; Weight 1 lb.
DESCRIPTION
This alabaster sphere, overlaid with golden bands set with diamonds in runelike patterns, sheds light like a continual flame spell. Making a melee touch attack with the orb has the same effect as dousing the target with a flask of holy water. A good creature may hold the orb in hand and command it to invoke consecrate and searing light each once per day. The orb bestows one permanent negative level on any evil creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
If the bearer of an orb of golden heaven wears a crown of golden heaven, its light counts as daylight instead of continual flame, and its consecrate acts as if the orb were a shrine to the bearer's deity.
CONSTRUCTION
Requirements Craft Wondrous Item, bless water, consecrate, daylight, searing light Cost 11,000 gp
Orb of pure law ( 60,000 )
Aura moderate divination ; CL 10th ; Weight 1 lb.
DESCRIPTION
This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition. When held in hand, the bearer of the orb may use detect chaos and detect law at will. A lawful creature may hold the orb in hand and command it to invoke dispel chaos and arrow of law each once per day. The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION
Requirements Craft Wondrous Item, arrow of law, detect chaos, detect law, dispel chaos Cost 30,000 gp
Orb of storms ( 48,000 )
Aura strong varied ; CL 18th ; Weight 6 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, control weather, endure elements, storm of vengeance Cost 24,000 gp
Orb of utter chaos ( 36,000 )
Aura moderate abjuration ; CL 10th ; Weight 1 lb.
DESCRIPTION
This globe of varicolored material constantly shifts hue and texture, from steel-hard to spongy or even gelatinous. The bearer of the orb is constantly protected by entropic shield. Three times per day, when the bearer holds the orb and casts a spell with the polymorph subtype, chaotic descriptor, or one that gives creatures the confused condition, she may modify her caster level for that spell by 1d6–2. Once per day the bearer may hold the orb and command it to dispel magic. If the dispel check succeeds, the wielder absorbs the unraveled magical energy through the orb and gains the benefit of an aid spell. The orb bestows one permanent negative level on any lawful creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION
Requirements Craft Wondrous Item, aid, dispel magic, entropic shield Cost 18,000 gp
Origami swarm ( 300 )
Aura faint transmutation ; CL 3rd ; Weight -
DESCRIPTION
This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an origami swarm loses all magic.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects Cost 150 gp
Ornament of healing light ( 10,000 )
Aura faint conjuration ; CL 5th ; Weight 1 lb.
DESCRIPTION
This palm-sized holy symbol is composed of tiny pieces of stained glass held in a gold frame. The exact symbol is determined upon the item's creation. As a free action, the creature holding the ornament can project the image of the holy symbol upon any creature or surface within 15 feet, similar to using a shadow puppet and lamp. This light is not bright enough to illuminate an area. If the bearer is a paladin, she may use her lay on hands ability on a creature touched by the symbol's light (effectively increasing her lay on hands range from touch to 15 feet).
CONSTRUCTION
Requirements Craft Wondrous Item, sacred bond Cost 5,000 gp
Pearl of power ( varies; 1st-level 1,000; 2nd-level 4,000; 3rd-level 9,000; 4th-level 16,000; 5th-level 25,000; 6th-level 36,000; 7th-level 49,000; 8th-level 64,000; 9th-level 81,000; Two spells 70,000 )
Aura strong transmutation ; CL 17th ; Weight -
DESCRIPTION
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells. Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. 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).
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled Cost 1st-level 500 gp; 2nd-level 2,000 gp; 3rd-level 4,500 gp; 4th-level 8,000 gp; 5th-level 12,500 gp; 6th-level 18,000 gp; 7th-level 24,500 gp; 8th-level 32,000 gp; 9th-level 40,500 gp
Pearl of the sirines ( 15,300 )
Aura moderate abjuration and transmutation ; CL 8th ; Weight -
DESCRIPTION
This pearl is worth at least 1,000 gp for its beauty alone, yet 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.
CONSTRUCTION
Requirements Craft Wondrous Item, freedom of movement, water breathing Cost 8,150 gp
Philter of love ( 3,000 )
Aura strong enchantment ; CL 15th ; Weight -
DESCRIPTION
This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.
CONSTRUCTION
Requirements Craft Wondrous Item, charm monster, permanency Cost 1,500 gp
Pipes of dissolution ( 12,000 )
Aura faint abjuration ; CL 5th ; Weight 3 lbs.
DESCRIPTION
Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome spell resistance. Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes cannot be used again for 1 hour.
CONSTRUCTION
Requirements Craft Wondrous Item, dispel magic Cost 6,000 gp
Pipes of haunting ( 6,000 )
Aura faint necromancy ; CL 4th ; Weight 3 lbs.
DESCRIPTION
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 at 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.
CONSTRUCTION
Requirements Craft Wondrous Item, scare Cost 3,000 gp
Pipes of pain ( 12,000 )
Aura moderate enchantment ; CL 6th ; Weight 3 lbs.
DESCRIPTION
By making a DC 15 Perform (wind instruments) check, the bearer can use these pipes to create a wondrous melody which fascinates creatures within 30 feet for as long as the bearer continues to play (Will DC 14 negates). This is a mind-affecting sonic compulsion effect. The bearer is immune to the sound of the pipes. When the bearer stops playing, for the next 2d4 rounds all creatures who were fascinated by the music are stricken by intense pain at even the slightest noise. Unless a creature is in a totally silent area, it takes 1d4 points of damage per round on its turn, and it has sonic vulnerability until this time expires. Thereafter, the creature is shaken unless it is in a totally silent area; this hypersensitivity to noise is a curse effect.
CONSTRUCTION
Requirements Craft Wondrous Item, sound burst, creator must have the bardic performance class ability Cost 6,000 gp
Pipes of sounding ( 1,800 )
Aura faint illusion ; CL 2nd ; Weight 3 lbs.
DESCRIPTION
When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds that can imitate creatures, environmental sounds, or most other sounds. The figment sounds are the equivalent of ghost sound.
CONSTRUCTION
Requirements Craft Wondrous Item, ghost sound Cost 900 gp
Pipes of the sewers ( 1,150 )
Aura faint conjuration ; CL 2nd ; Weight 3 lbs.
DESCRIPTION
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if any 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. ThePerform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, charm animal, sumon nature's ally I, wild empathy ability Cost 575 gp
Polymorphic pouch ( 5,000 )
Aura moderate transmutation ; CL 9th ; Weight 1 lb.
DESCRIPTION
This leather pouch is usually decorated with a druidic motif. Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.
CONSTRUCTION
Requirements Craft Wondrous Item, polymorph, secret chest Cost 2,500 gp
Portable hole ( 20,000 )
Aura strong conjuration ; CL 12th ; Weight -
DESCRIPTION
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, resulting in a portable extradimensional space. 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, traveling with the item. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift Cost 10,000 gp
Prayer wheel of ethical strength ( 10,000 )
Aura faint transmutation ; CL 5th ; Weight 3 lbs.
DESCRIPTION
Sacred or profane mantras cover the outer face of this cylindrical wooden block, which rotates around a decorative brass spindle. By holding the spindle in one hand while meditating or resting to regain ki, the bearer may attune his ki points to the wheel. Once attuned, the bearer's ki strikes count as good (if the wheel has sacred mantras) or evil (if the wheel has profane mantras) instead of lawful for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one prayer wheel at a time, and a prayer wheel can only be attuned to one person at a time. Only creatures who can make lawfully-aligned ki strikes can use a prayer wheel.
CONSTRUCTION
Requirements Craft Wondrous Item, align weapon Cost 5,000 gp
Pyxes of redirected focus ( 1,000 )
Aura moderate transmutation ; CL 9th ; Weight -
DESCRIPTION
This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared burning hands domain spell to true strike. The pyxes has no effect on creatures with no domain spells or only one domain.
CONSTRUCTION
Requirements Craft Wondrous Item, prayer Cost 500 gp
Racing broom of flying ( 30,000 )
Aura faint transmutation ; CL 5th ; Weight 3 lbs.
DESCRIPTION
A racing broom of flying functions like a broom of flying, except for 9 minutes per day it can fly faster than its standard counterpart. Activating this increased speed is a swift action. The broom's increased fly speed is 60 feet with a load up to 200 pounds, or at a speed of 40 feet carrying up to 400 pounds. Each minute at this faster speed uses 1 hour of the broom's daily flight time. As a swift action, the rider may expend 5 hours of flight time to increase the broom's speed to 120 feet with a load up to 200 pounds, or at a speed of 80 feet carrying up to 400 pounds. This speed boost lasts for 1 round, but when it ends there is a 50% chance that the broom gains the broken condition and is powerless until repaired.
CONSTRUCTION
Requirements Craft Wondrous Item, haste, overland flight, permanency Cost 15,000 gp
Restless lockpicks ( 8,000 )
Aura faint transmutation ; CL 3rd ; Weight 1 b.
DESCRIPTION
This set of mithral masterwork thieves' tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Deviceusing the bearer's skill bonus plus the +2 for being masterwork thieves' tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren't enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.
CONSTRUCTION
Requirements Craft Wondrous Item, knock, mage hand Cost 4,000 gp
Restorative ointment ( 4,000 )
Aura faint conjuration ; CL 5th ; Weight 1/2 lb.
DESCRIPTION
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains 5 applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes the disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds, neutralize poison, remove disease Cost 2,000 gp
Ring gates ( 40,000 )
Aura strong conjuration ; CL 17th ; Weight 1 lb.
DESCRIPTION
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, or 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 aring 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 an "entry side" and an "exit side," both marked with appropriate symbols. The weight listed is per ring.
CONSTRUCTION
Requirements Craft Wondrous Item, gate Cost 20,000 gp
Rope of climbing ( 3,000 )
Aura faint transmutation ; CL 3rd ; Weight 3 lbs.
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, animate rope Cost 1,500 gp
Rope of entanglement ( 21,000 )
Aura strong transmutation ; CL 12th ; Weight 5 lbs.
DESCRIPTION
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. A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. 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.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, animate rope or entangle Cost 10,500 gp
Rope of knots ( 6,000 )
Aura moderate transmutation ; CL 9th ; Weight -
DESCRIPTION
This rope is 100 feet long and can perform all the functions of a rope of climbing. Furthermore, upon command the rope of knots snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure or half that time to return itself to a simple coil. The rope has hardness 1 and 20 hit points. It repairs damage to itself at a rate of 2 hit points every 10 minutes.
CONSTRUCTION
Requirements Craft Wondrous Item, animate rope Cost 3,000 gp
Salve of slipperiness ( 1,000 )
Aura moderate conjuration ; CL 6th ; Weight -
DESCRIPTION
This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's CMD 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 long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.
CONSTRUCTION
Requirements Craft Wondrous Item, grease Cost 500 gp
Scabbard of keen edges ( 16,000 )
Aura faint transmutation ; CL 5th ; Weight 1 lb.
DESCRIPTION
This black scabbard is engraved with intricate silver runes that depict all manner of bladed weapons. A scabbard of keen edges 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. Runes similar to those on the outside of the scabbard appear on a blade while it is under this keen edge effect.
CONSTRUCTION
Requirements Craft Wondrous Item, keen edge Cost 8,000 gp
Scabbard of stanching ( 5,000 )
Aura faint conjuration ; CL 5th ; Weight 2 lbs.
DESCRIPTION
This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.
CONSTRUCTION
Requirements Craft Wondrous Item, cure light wounds Cost 2,500 gp
School of eyes ( 5,000 )
Aura moderate divination ; CL 10th ; Weight -
DESCRIPTION
This item is a flask of syrupy fluid with an eyeball floating in it. When a creature drinks the entire flask, 1d4 rounds later he is stunned for 1 round as 1d4+1 floating fish with large eyes for heads crawl out of his flesh. Once these eye-fish free themselves, they hover near the drinker, always staying in the drinker's square, and otherwise function as the eyes from a prying eyes spell, except they are Tiny rather than Fine. As long as the drinker has at least three of the fish in his square, he gains a +10 competence bonus on sight-based Perception checks. Every 1d6 × 10 minutes, 1d4+1 more eye-fish crawl out of his flesh, stunning him for 1 round each time. Each flask can produce up to 1d4+10 fish total; once this many have appeared, no more are created. The fish remain until they are destroyed or until 10 hours pass from the time the flask was used.
CONSTRUCTION
Requirements Craft Wondrous Item, prying eyes Cost 2,500 gp
Seeker's sight ( 12,000 )
Aura moderate divination ; CL 8th ; Weight 1 lb.
DESCRIPTION
This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.
CONSTRUCTION
Requirements Craft Wondrous Item, true seeing Cost 6,000 gp
Seer's tea ( 550 )
Aura faint divination ; CL 3rd ; Weight -
DESCRIPTION
This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.
CONSTRUCTION
Requirements Craft Wondrous Item, augury or divination Cost 275 gp
Sheath of bladestealth ( 5,000 )
Aura faint illusion ; CL 5th ; Weight 2 lbs.
DESCRIPTION
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus onSleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
CONSTRUCTION
Requirements Craft Wondrous Item, invisibility Cost 2,500 gp
Shroud of disintegration ( 3,300 )
Aura moderate transmutation ; CL 11th ; Weight 10 lbs.
DESCRIPTION
These burial wrappings are made of fine, embroidered materials. When a body is placed inside, speaking a command word turns the body to dust. The magic of the shroud is usable only once, after which the wrappings become ordinary, fine cloth.
CONSTRUCTION
Requirements Craft Wondrous Item, disintegrate Cost 1,650 gp
Silversheen ( 250 )
Aura faint transmutation ; CL 5th ; Weight -
DESCRIPTION
This shimmering paste-like substance can be applied to a weapon as a standard action. it gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
CONSTRUCTION
Requirements Craft Wondrous Item Cost 125 gp
Singing bell of striking ( 6,000 )
Aura faint transmutation ; CL 5th ; Weight 3 lbs.
DESCRIPTION
This simple bowl-shaped bell made of either cold iron or silver is played by rubbing a leather mallet along its rim, creating a ringing sound. By playing the bell while meditating or resting to regain ki, the bearer may attune his ki points to the instrument. Once attuned, the bearer's ki strikes count as cold iron (if the bell is cold iron) or silver (if the bell is silver) instead of magic for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one singing bell at a time, and a singing bell can only be attuned to one person at a time. Only creatures whose ki strikes normally act as magic weapons can use a singing bell of striking.
CONSTRUCTION
Requirements Craft Wondrous Item, versatile weapon Cost 3,000 gp
Snapleaf ( 750 )
Aura faint transmutation ; CL 5th ; Weight -
DESCRIPTION
This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. Activating a snapleaf is an immediate action and gives the bearer the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.
CONSTRUCTION
Requirements Craft Wondrous Item, feather fall, invisibility Cost 375 gp
Soul soap ( 200 )
Aura faint abjuration ; CL 1st ; Weight 2 lbs.
DESCRIPTION
This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.
CONSTRUCTION
Requirements Craft Wondrous Item, resistance Cost 100 gp
Sovereign glue ( 2,400 )
Aura strong transmutation ; CL 20th ; Weight -
DESCRIPTION
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. The price and creation cost given are per ounce.
CONSTRUCTION
Requirements Craft Wondrous Item, make whole Cost 1,200 gp
Steadfast gut-stone ( 800 )
Aura faint abjuration ; CL 3rd ; Weight 2 lbs.
DESCRIPTION
This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0. When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage. Only one gut-stone may be in a creature's body at a time. Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.
CONSTRUCTION
Requirements Craft Wondrous Item, magic stone, shield other Cost 400 gp
Stone familiar ( 6,000 )
Aura faint abjuration ; CL 3rd ; Weight 2 lbs.
DESCRIPTION
This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.
CONSTRUCTION
Requirements Craft Wondrous Item, share memory, creator must be a witch Cost 3,000 gp
Stone horse ( varies )
Aura strong transmutation ; CL 14th ; Weight 6,000 lbs.
DESCRIPTION
Courser 10,000 gp; Destrier 14,800 gp This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse is combat-trained. A stone horse can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting stone to flesh, then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form. There are two sorts of stone horses. *Courser: This item has the statistics of a horse with hardness 10. *Destrier: This item has the statistics of a heavy horse with hardness 10.
CONSTRUCTION
Requirements Craft Wondrous Item, animate objects, flesh to stone Cost 5,000 gp
Stone of alarm ( 2,700 )
Aura faint abjuration ; CL 3rd ; Weight 2 lbs.
DESCRIPTION
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).
CONSTRUCTION
Requirements Craft Wondrous Item, alarm Cost 1,350 gp
Stone of alliance ( 5,000 )
Aura faint divination ; CL 3rd ; Weight -
DESCRIPTION
This tiny sphere of marble can be used to strengthen an existing link between the user and a creature bound to him. When activated by a creature and then swallowed by that creature's animal companion, bonded mount, or familiar, the stone magically remains inside the companion creature. Thereafter, the master is continually aware of the companion's distance, direction, and general condition as if using the spell status. If the master has line of sight to the companion, he may as an immediate action protect the creature from being harmed by one successful attack, taking the full effect of that attack instead. Once per day the master may spend a standard action to transfer the blinded, dazzled, deafened, fatigued, shaken, or sickened condition from the companion to himself. Alternatively, the master may partially transfer the exhausted, frightened, or nauseated condition from the companion to himself, with he and the companion both suffering the lesser version of that condition (fatigued for exhausted, and so on). The master must be within 30 feet of the companion for him to use either aspect of this ability. The stone remains harmlessly inside the companion until it dies, the master dies, or the master dismisses the companion, at which point it crumbles into a worthless powder and is digested.
CONSTRUCTION
Requirements Craft Wondrous Item, shield other, status Cost 2,500 gp
Stone of conjuring earth elementals ( 90,000 )
Aura moderate conjuration ; CL 11th ; Weight 5 lbs.
DESCRIPTION
A stone of this nature is typically an oddly shaped bit of roughly polished rock. On command as a full-round action, the bearer may summon an earth elemental. If there is an unbroken piece of unworked stone of at least Huge size nearby, the stone conjures a Huge earth elemental as if using summon monster VI. If there is no such stone available (for example, if there is only sand, earth, worked stone, or smaller pieces of stone), the stone conjures a Large earth elemental as if using summon monster V. The stone cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION
Requirements Craft Wondrous Item, summon monster V, summon monster VI Cost 45,000 gp
Stone of good luck (luckstone) ( 20,000 )
Aura faint evocation ; CL 5th ; Weight -
DESCRIPTION
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
CONSTRUCTION
Requirements Craft Wondrous Item, divine favor Cost 10,000 gp
Stone salve ( 4,000 )
Aura strong abjuration and transmutation ; CL 13th ; Weight -
DESCRIPTION
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 fleshspell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell. The price and creation cost given are per ounce.
CONSTRUCTION
Requirements Craft Wondrous Item, stone to flesh, stoneskin Cost 2,000 gp
Strand of prayer beads ( varies )
Aura Varies ; CL Varies ; Weight 1/2 lb.
DESCRIPTION
Lesser strand 9,600 gp; Standard strand 45,800 gp; Greater strand 95,800 gp
CONSTRUCTION
Requirements Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order's wrath, or unholy blight (smiting); wind walk (wind walking) Cost Lesser strand 4,800 gp; Normal strand 22,900 gp; Greater strand 47,900 gp
Stubborn nail ( 100 )
Aura faint abjuration ; CL 3rd ; Weight 1/2 lb.
DESCRIPTION
This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a nonmagical iron piton.
CONSTRUCTION
Requirements Craft Wondrous Item, arcane lock, mending Cost 50 gp
Sustaining spoon ( 5,400 )
Aura faint conjuration ; CL 5th ; Weight -
DESCRIPTION
If this seemingly unremarkable utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like 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.
CONSTRUCTION
Requirements Craft Wondrous Item, create food and water Cost 2,700 gp
Tome of clear thought ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Intelligence 27,500 gp; +2 Intelligence 55,000 gp; +3 Intelligence 82,500 gp; +4 Intelligence 110,000 gp; +5 Intelligence 137,500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, miracle or wish Cost +1 Intelligence 26,250 gp; +2 Intelligence 52,500 gp; +3 Intelligence 78,750 gp; +4 Intelligence 105,000 gp; +5 Intelligence 131,250 gp
Tome of leadership and influence ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Charisma 27,500 gp; +2 Charisma 55,000 gp; +3 Charisma 82,500 gp; +4 Charisma 110,000 gp; +5 Charisma 137,500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, miracle or wish Cost +1 Charisma 26,250 gp; +2 Charisma 52,500 gp; +3 Charisma 78,750 gp; +4 Charisma 105,000 gp; +5 Charisma 131,250 gp
Tome of understanding ( varies )
Aura strong universal ; CL 17th ; Weight 5 lbs.
DESCRIPTION
+1 Wisdom 27,500 gp; +2 Wisdom 55,000 gp; +3 Wisdom 82,500 gp; +4 Wisdom 110,000 gp; +5 Wisdom 137,500 gp 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.
CONSTRUCTION
Requirements Craft Wondrous Item, miracle or wish Cost +1 Wisdom 26,250 gp; +2 Wisdom 52,500 gp; +3 Wisdom 78,750 gp; +4 Wisdom 105,000 gp; +5 Wisdom 131,250 gp
Traveler's any-tool ( 250 )
Aura moderate transmutation ; CL 9th ; Weight 2 lbs.
DESCRIPTION
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
CONSTRUCTION
Requirements Craft Wondrous Item, major creation Cost 125 gp
Treasurer's seal ( 10,000 )
Aura faint abjuration ; CL 3rd ; Weight 1 lb.
DESCRIPTION
Six inches in diameter, one side of this porcelain seal shows a many-keyholed padlock, while the other displays a lightning bolt superimposed on an open hand. The padlock side is used to lock and alarm doors, chests, and other portals. The bearer may speak a command word to activate it when holding it against a lockable item. If the padlock side of the seal is touching the item, it bestows an alarm(mental alarm) and arcane lock on the target item. If the lightning bolt side of the seal is touching the item, it casts fire trap on the lock (the seal must be held to the lock for 10 minutes to use this ability). A creature carrying the seal can speak a command word to suspend its effects on an item for 1 minute. This ability is usable at will, but only works on effects created by that specific seal. The seal can be used at will but can only maintain effects on three items at any given time. Using it on a fourth item automatically negates the oldest effect.
CONSTRUCTION
Requirements Craft Wondrous Item, alarm, arcane lock, fire trap Cost 5,000 gp
Unguent of timelessness ( 150 )
Aura faint transmutation ; CL 3rd ; Weight -
DESCRIPTION
When applied to any matter that was once alive, such as wood, paper, or a dead body, 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 four Medium objects.
CONSTRUCTION
Requirements Craft Wondrous Item, gentle repose Cost 75 gp
Universal solvent ( 50 )
Aura faint transmutation ; CL 3rd ; Weight -
DESCRIPTION
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.
CONSTRUCTION
Requirements Craft Wondrous Item, acid arrow Cost 25gp
Void dust ( 4,500 )
Aura moderate transmutation ; CL 11th ; Weight -
DESCRIPTION
Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a dispel magic, unless the force effect is immune to dispel magic, in which case it acts like disintegrate. Void dust can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.
CONSTRUCTION
Requirements Craft Wondrous Item, disintegrate Cost 2,250 gp
Void pennant ( 14,000 )
Aura moderate abjuration ; CL 10th ; Weight 1 lb.
DESCRIPTION
This long tapering pennant resembles a stylized serpentine figure wearing a shimmering crown. The figure's claws function as clasps, attaching it to a lance, polearm, frame, or staff. The pennant has no effect when not mounted properly, or when activated by a lawfully aligned creature. Planting the pennant in the ground generates an area of twisted space around the flag out to a range of 30 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the pennant as a standard action. The pennant functions for 10 rounds per day. These rounds do not need to be consecutive.
CONSTRUCTION
Requirements Craft Wondrous Item, dimensional anchor Cost 7,000 gp
Volatile vaporizer ( varies )
Aura faint transmutation ; CL 4th ; Weight -
DESCRIPTION
1st-level 2,200 gp; 2nd-level 3,000 gp; 3rd-level 3,800 gp This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.
CONSTRUCTION
Requirements Craft Wondrous Item, alchemical allocation Cost 1st-level 1,100 gp; 2nd-level 1,500 gp; 3rd-level 1,900 gp
War paint of the terrible visage ( 100 )
Aura faint necromancy ; CL 1st ; Weight -
DESCRIPTION
This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.
CONSTRUCTION
Requirements Craft Wondrous Item, cause fear Cost 50 gp
Wasp nest of swarming ( 1,000 )
Aura moderate conjuration ; CL 9th ; Weight 4 lbs.
DESCRIPTION
This is a hand-sized replica of a wasp's nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can't find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released.
CONSTRUCTION
Requirements Craft Wondrous Item, insect plague Cost 500 gp
Waters of transfiguration ( 12,500 )
Aura moderate transmutation ; CL 9th ; Weight 1 lb.
DESCRIPTION
This small lacquered box made from exotic and colorful woods contains five vials and a single dropper. The vials are labeled "glass," "iron," "paper," "stone," and "wood," and each contains a magical fluid that permanently transforms solid objects it touches into that material. Administering the fluid requires the included dropper, is a standard action, and provokes an attack of opportunity (similar to drinking a potion, and the attacker can strike at the dropper instead of the bearer). For example, using the vial marked "paper" on a lock transforms the lock into paper, with all of the various properties of paper (hardness, hit points, flammability, and so on). If the target object has a volume of one cubic foot or less, the transformation occurs instantly. Larger objects slowly transform at a rate of 1 hour per cubic foot of material (maximum 10 cubic feet affected). Each vial contains 5 applications of that particular fluid. Magical and attended objects may resist this transformation with a successful DC 17 Fortitude save.
CONSTRUCTION
Requirements Craft Wondrous Item, fabricate Cost 6,250 gp
Well of many worlds ( 82,000 )
Aura strong conjuration ; CL 17th ; Weight -
DESCRIPTION
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, it opens to a new plane (also randomly determined). 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—it is a two-way portal.
CONSTRUCTION
Requirements Craft Wondrous Item, gate Cost 41,000 gp
Werewhistle ( 8,000 )
Aura moderate transmutation ; CL 9th ; Weight -
DESCRIPTION
The whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycanthrope within 30 feet to make a DC 17 Will save or be forced back into its humanoid form for the next 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, baleful polymorph Cost 4,000 gp
Wind fan ( 5,500 )
Aura faint evocation ; CL 5th ; Weight -
DESCRIPTION
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 duplicate 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.
CONSTRUCTION
Requirements Craft Wondrous Item, gust of wind Cost 2,750 gp
Wind-caller compass ( 4,400 )
Aura faint transmutation ; CL 3rd ; Weight -
DESCRIPTION
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind four times per day as if using alter winds.
CONSTRUCTION
Requirements Craft Wondrous Item, alter winds Cost 2,200 gp
Word bottle ( 1,500 )
Aura moderate evocation ; CL 7th ; Weight 1 lb.
DESCRIPTION
This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependent spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle. The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).
CONSTRUCTION
Requirements Craft Wondrous Item, imbue with spell ability Cost 750 gp