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APPARATUS OF THE CRAB

Aura strong evocation and transmutation; CL 19th

Slot none; Price 90,000 gp; Weight 500 lbs.

DESCRIPTION

At first glance, an inactive apparatus of the crab 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 activated, the apparatus looks something like a giant lobster.

When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee (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


BAG OF HOLDING

Aura moderate conjuration; CL 9th

Slot none; Price see below; Weight see below

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 Market 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 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)


BAG OF TRICKS

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

Slot none; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)

DESCRIPTION

This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of 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
d% Animal d% Animal 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 appears with harness and tack and accepts the character who drew it from the bag as a rider.

Animals produced are always random, and only one may exist at a time. Up to 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 II (gray), summon nature's ally III (rust), or summon nature's ally V (tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)


BEAD OF FORCE

Aura moderate evocation; CL 10th

Slot none; Price 3,000 gp; 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 a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.

CONSTRUCTION

Requirements Craft Wondrous Item, resilient sphere; Cost 1,500 gp


BLESSED BOOK

Aura moderate transmutation; CL 7th

Slot none; Price 12,500 gp; 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


BOAT, FOLDING

Aura moderate transmutation; CL 6th

Slot none; Price 7,200 gp; 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 4 people comfortably, while the ship carries 15 with ease.

A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.

CONSTRUCTION

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

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BOTTLE OF AIR

Aura moderate transmutation; CL 7th

Slot none; Price 7,250 gp; 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


BROOM OF FLYING

Aura moderate transmutation; CL 9th

Slot none; Price 17,000 gp; 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 300 yards 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


CANDLE OF INVOCATION

Aura strong conjuration; CL 17th

Slot none; Price 8,400 gp; 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 same alignment as candle created; Cost 4,200 gp


CANDLE OF TRUTH

Aura faint enchantment; CL 3rd

Slot none; Price 2,500 gp; 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 canceled and the candle ruined.

CONSTRUCTION

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


CARPET OF FLYING

Aura moderate transmutation; CL 10th

Slot none; Price varies; Weight

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.

Template:WondrousItemMain |- style="background: #8dbdbd; font-size:120%; font-weight:bold;" |- style="background: #D3E3E3; font-weight:bold; border: 1px;" | Size||Capacity||Speed||Weight||Market 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 10,000 gp (5 ft. by 5 ft.), 17,500 gp (5 ft. by 10 ft.), 30,000 gp (10 ft. by 10 ft.)


CHIME OF INTERRUPTION

Aura moderate evocation; CL 7th

Slot none; Price 16,800 gp; 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 it 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

Aura moderate transmutation; CL 11th

Slot none; Price 3,000 gp; 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 wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. 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


CRYSTAL BALL

Aura moderate divination; CL 10th

Slot none; Price varies; 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.

Template:WondrousItemMain |- style="background: #8dbdbd; font-size:120%; font-weight:bold;" |- style="background: #D3E3E3; font-weight:bold; border: 1px;" | Crystal Ball Type||Market Price |- | Crystal ball||42,000 gp |- | Crystal ball with see invisibility||50,000 gp |- | Crystal ball with telepathy*||70,000 gp |- | Crystal ball with true seeing||80,000 gp |- | Crystal ball with detect thoughts (Will DC 13 negates)||51,000 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 item); Cost 21,000 gp (standard), 25,000 (with see invisibility), 25,500 gp (with detect thoughts), 35,000 gp (with telepathy), 40,000 gp (with true seeing)


CUBE OF FORCE

Aura moderate evocation; CL 10th

Slot none; Price 62,000 gp; 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 table.

When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. 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