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Slotless Wondrous Items

These wondrous items do not adhere to a specific slot, and are often carried by a character in a way similar to a potion or wand, worn on some part of the body that doesn't correspond to an item slot, or are otherwise utilized in a particular way detailed in the item's description. Slotless wondrous items range through the gamut of appearances and functions, and, generally, if a magic item doesn't fit into any other category it appears here.

Anyone can use slotless wondrous items unless specified otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.

Slotless Wondrous Items
d%Least Minor Slotless ItemPrice
01Feather token (anchor)50 gp
02Universal solvent50 gp
03–04Ioun torch75 gp
05Stubborn nail100 gp
06War paint of the terrible visage100 gp
07Elixir of love150 gp
08Unguent of timelessness150 gp
09Feather token (fan)200 gp
10Formula alembic200 gp
11Hybridization funnel200 gp
12Soul soap200 gp
13Dust of tracelessness250 gp
14–16Elixir of hiding250 gp
17–19Elixir of swimming250 gp
20–22Elixir of tumbling250 gp
23–25Elixir of vision250 gp
26–27Nightdrops250 gp
28Oil of silence250 gp
29–31Silversheen250 gp
32Traveler's any-tool250 gp
33–34Bottle of messages300 gp
35–36Feather token (bird)300 gp
37Origami swarm300 gp
38Alluring golden apple400 gp
39Feather token (tree)400 gp
40Key of lock jamming400 gp
41–42Feather token (swan boat)450 gp
43Animated portrait500 gp
44Bottled misfortune500 gp
45–46Elixir of truth500 gp
47–48Feather token (whip)500 gp
49–51Scabbard of honing500 gp
52–53Seer's tea550 gp
54–57Abjurant salt600 gp
58–61Arrow magnet600 gp
62–63Dust of darkness600 gp
64–69Campfire bead720 gp
70–72Archon's torch750 gp
73–75Book of extended summoning (lesser)750 gp
76–79Iron rope750 gp
80–83Snapleaf750 gp
84–86Bottled yeti fur800 gp
87–89Defoliant polish800 gp
90–92Dust of emulation800 gp
93–97Steadfast gut-stone800 gp
98–100Dust of dryness850 gp
d%Lesser Minor Slotless ItemPrice
01–03Roll on the Least Minor table
04Anatomy doll1,000 gp
05Bead of newt prevention1,000 gp
06Beast-bond brand1,000 gp
07Bookplate of recall1,000 gp
08–09Boro bead (1st)1,000 gp
10Concealing pocket1,000 gp
11Dowsing syrup1,000 gp
12Incense of transcendence1,000 gp
13–14Page of spell knowledge (1st)1,000 gp
15–17Pearl of Power (1st)1,000 gp
18Preserving flask (1st)1,000 gp
19–20Pyxes of redirected focus1,000 gp
21–22Salve of slipperiness1,000 gp
23Wasp nest of swarming1,000 gp
24–26Elixir of fire breath1,100 gp
27Grave salt1,100 gp
28–29Pipes of the sewers1,150 gp
30–31Dust of illusion1,200 gp
32–33Goblin skull bomb1,200 gp
34–35Elixir of dragon breath1,400 gp
36Bookmark of deception1,500 gp
37Word bottle1,500 gp
38Dust of acid consumption1,600 gp
39–40Dust of appearance1,800 gp
41–42Efficient quiver1,800 gp
43Pipes of sounding1,800 gp
44Scabbard of vigor1,800 gp
45Agile alpenstock2,000 gp
46Blood reservoir of physical prowess2,000 gp
47Clamor box2,000 gp
48Dry load powder horn2,000 gp
49Goblin fire drum (normal)2,000 gp
50–51Handy haversack2,000 gp
52–53Horn of fog2,000 gp
54Iron spike of safe passage2,000 gp
55Knight's pennon (honor)2,200 gp
56–59Volatile vaporizer (1st)2,200 gp
60–62Elemental gem2,250 gp
63–64Flying ointment2,250 gp
65Sovereign glue2,400 gp
66Apple of eternal sleep2,500 gp
67–68Bag of holding (type I)2,500 gp
69Candle of truth2,500 gp
70Hexing doll2,500 gp
71–72Stone of alarm2,700 gp
73Book of extended summoning (standard) 2,750 gp
74–77Bead of force3,000 gp
78Cauldron of brewing3,000 gp
79–80Chime of opening3,000 gp
81Philter of love3,000 gp
82–86Rope of climbing3,000 gp
87–88Volatile vaporizer (2nd)3,000 gp
89Shroud of disintegration3,300 gp
90–92Bag of tricks (gray)3,400 gp
93–95Dust of disappearance3,500 gp
96Dust of weighty burdens3,600 gp
97Noble's vigilant pillbox3,600 gp
98–99Figurine of wondrous power (silver raven) 3,800 gp
100Volatile vaporizer (3rd)3,800 gp
d%Greater Minor Slotless ItemPrice
01Boro bead (2nd)4,000 gp
02Cautionary creance4,000 gp
03Escape ladder4,000 gp
04Far-reaching sight4,000 gp
05–06Ioun stone (clear spindle)4,000 gp
07Marvelous pigments4,000 gp
08–15Page of spell knowledge (2nd)4,000 gp
16–25Pearl of Power (2nd)4,000 gp
26Preserving flask (2nd)4,000 gp
27Restorative ointment4,000 gp
28–30Stone salve4,000 gp
31Wind-caller compass4,400 gp
32Goblin fire drum (greater)4,500 gp
33Knight's pennon (battle)4,500 gp
34Knight's pennon (parley)4,500 gp
35Void dust4,500 gp
36Incense of meditation4,900 gp
37Admixture vial5,000 gp
38–51Bag of holding (type II)5,000 gp
52Bone razor5,000 gp
53Horn of the huntmaster5,000 gp
54Insistent doorknocker5,000 gp
55–56Ioun stone (dusty rose prism)5,000 gp
57Mallet of building5,000 gp
58Polymorphic pouch5,000 gp
59Scabbard of stanching5,000 gp
60School of eyes5,000 gp
61Sheath of bladestealth5,000 gp
62Stone of alliance5,000 gp
63Summoning shackle5,000 gp
64Eversmoking bottle5,400 gp
65Sustaining spoon5,400 gp
66Wind fan5,500 gp
67Grim lantern5,800 gp
68Coin of the untrodden road6,000 gp
69Horn of battle clarity6,000 gp
70Life link badge6,000 gp
71Martyr's tear6,000 gp
72Pipes of haunting6,000 gp
73Rope of knots6,000 gp
74Singing bell of striking6,000 gp
75Stone familiar6,000 gp
76Book of extended summoning (greater)6,126 gp
77Dragonbone divination sticks6,400 gp
78–79Horn of goodness/evil6,500 gp
79Naga-scale bindi6,600 gp
80Bottle of shadows7,000 gp
81Cape of bravado7,000 gp
82–83Instant bridge7,000 gp
84Mirror of guarding reflections7,000 gp
85Folding boat7,200 gp
86–87Bottle of air7,250 gp
88–94Bag of holding (type III)7,400 gp
95Balm of impish grace7,500 gp
96Candle of clean air7,500 gp
97Harp of charming7,500 gp
98–100Manual of war7,500 gp
d%Lesser Medium Slotless ItemPrice
01Chalice of poison weeping8,000 gp
02Exorcist's aspergillum8,000 gp
03Golem manual (flesh)8,000 gp
04Harp of shattering8,000 gp
05Insignia of valor8,000 gp
06Ioun stone (deep red sphere)8,000 gp
07Ioun stone (incandescent blue sphere)8,000 gp
08Ioun stone (pale blue rhomboid)8,000 gp
09Ioun stone (pink and green sphere)8,000 gp
10Ioun stone (pink rhomboid)8,000 gp
11Ioun stone (scarlet and blue sphere)8,000 gp
12Needles of fleshgraving8,000 gp
13Restless lockpicks8,000 gp
14Werewhistle8,000 gp
15–16Deck of illusions8,100 gp
17Candle of invocation8,400 gp
18–19Bag of tricks (rust)8,500 gp
20Boro bead (3rd)9,000 gp
21Decanter of endless water9,000 gp
22Loathsome mirror9,000 gp
23–25Page of spell knowledge (3rd)9,000 gp
26–31Pearl of Power (3rd)9,000 gp
32Preserving flask (3rd)9,000 gp
33Figurine of wondrous power (serpentine owl)9,100 gp
34Strand of prayer beads (lesser)9,600 gp
35–38Bag of holding (type IV)10,000 gp
39Boundary chalk10,000 gp
40Chime of resounding silence10,000 gp
41Construct channel brick10,000 gp
42Doomharp10,000 gp
43Drum of advance and retreat10,000 gp
44Embalming thread10,000 gp
45Eye of the void10,000 gp
46Figurine of wondrous power (bronze griffon)10,000 gp
47Figurine of wondrous power (ebony fly)10,000 gp
48Figurine of wondrous power (slate spider)10,000 gp
49Hourglass of last chances10,000 gp
50–51Ioun stone (dark blue rhomboid)10,000 gp
52Ki mat10,000 gp
53Lord's banner (swiftness)10,000 gp
54Malleable symbol10,000 gp
55Migrus locker10,000 gp
56Ornament of healing light10,000 gp
57Prayer wheel of ethical strength10,000 gp
58Stone horse (courser)10,000 gp
59Summon-slave crystal10,000 gp
60Treasurer's seal10,000 gp
61Black soul shard12,000 gp
62Golem manual (clay)12,000 gp
63Horsemaster's saddle12,000 gp
64Pipes of dissolution12,000 gp
65Pipes of pain12,000 gp
66Seeker's sight12,000 gp
67Blessed book12,500 gp
68Waters of transfiguration12,500 gp
69Gem of brightness13,000 gp
70Harp of contagion13,000 gp
71Lyre of building13,000 gp
72Void pennant14,000 gp
73Stone horse (destrier)14,800 gp
74Book of the loremaster15,000 gp
75Cauldron of plenty15,000 gp
76Horn of judgment 15,000 gp
77Horn of the tritons15,000 gp
78Pearl of the sirines15,300 gp
79Figurine of wondrous power (onyx dog)15,500 gp
80–81Bag of tricks (tan)16,000 gp
82Boro bead (4th)16,000 gp
83Page of spell knowledge (4th)16,000 gp
84–87Pearl of Power (4th)16,000 gp
88Preserving flask (4th)16,000 gp
89–91Scabbard of keen edges16,000 gp
92–93Figurine of wondrous power (golden lions)16,500 gp
94–95Chime of interruption16,800 gp
96–99Broom of flying17,000 gp
100Figurine of wondrous power (marble elephant)17,000 gp
d%Greater Medium Slotless ItemPrice
01–03Ioun stone (iridescent spindle)18,000 gp
04Orb of foul Abaddon18,000 gp
05–08Carpet of flying (5 ft. by 5 ft.)20,000 gp
09Horn of antagonism20,000 gp
10–13Horn of blasting20,000 gp
14–17Ioun stone (pale lavender ellipsoid)20,000 gp
18–21Ioun stone (pearly white spindle)20,000 gp
22–24Master's perfect golden bell20,000 gp
25–27Necromancer's athame20,000 gp
28–31Portable hole20,000 gp
32–35Stone of good luck20,000 gp
36–37Figurine of wondrous power (ivory goats)21,000 gp
38–40Rope of entanglement21,000 gp
41–42Golem manual (stone)22,000 gp
43Orb of golden heaven22,000 gp
44–45Mattock of the titans23,348 gp
46–48Drinking horn of bottomless valor24,000 gp
49–51Boro bead (5th)25,000 gp
52–53Chaos emerald25,000 gp
54–57Page of spell knowledge (5th)25,000 gp
58–64Pearl of Power (5th)25,000 gp
65–67Preserving flask (5th)25,000 gp
68–69Maul of the titans25,305 gp
70–73Iron bands of binding26,000 gp
74–76Cube of frost resistance27,000 gp
77–80Manual of bodily health +127,500 gp
81–84Manual of gainful exercise +127,500 gp
85–88Manual of quickness of action +127,500 gp
89–92Tome of clear thought +127,500 gp
93–96Tome of leadership and influence +127,500 gp
97–100Tome of understanding +127,500 gp
d%Lesser Major Slotless ItemPrice
01–04Figurine of wondrous power (obsidian steed)28,500 gp
05–07Cauldron of the dead30,000 gp
08–11Drums of panic30,000 gp
12–15Ioun stone (orange prism)30,000 gp
16–19Ioun stone (pale green prism)30,000 gp
20–23Lantern of revealing30,000 gp
24–27Racing broom of flying30,000 gp
28–31Cauldron of resurrection33,000 gp
32–36Carpet of flying (5 ft. by 10 ft.) 35,000 gp
37–38Golem manual (iron)35,000 gp
39–40Boro bead (6th)36,000 gp
41–44Ioun stone (vibrant purple prism)36,000 gp
45–48Orb of utter chaos36,000 gp
49–50Page of spell knowledge (6th)36,000 gp
51–58Pearl of Power (6th)36,000 gp
59–60Preserving flask (6th)36,000 gp
61–64Cauldron of flying40,000 gp
65–66Enmity fetish40,000 gp
67–69Ioun stone (lavender and green ellipsoid)40,000 gp
70–73Ring gates40,000 gp
74–77Cauldron of seeing42,000 gp
78–81Crystal ball42,000 gp
82–83Golem manual (stone guardian)44,000 gp
84–87Drums of haste45,000 gp
88–91Strand of prayer beads (standard)45,800 gp
92–94Orb of storms48,000 gp
95–96Page of spell knowledge (7th)49,000 gp
97–100Pearl of Power (7th)49,000 gp
d%Greater Major Slotless ItemPrice
01–03Crystal ball with see invisibility50,000 gp
04–05Horn of Valhalla50,000 gp
06–08Crystal ball with detect thoughts51,000 gp
09Last leaves of the autumn dryad52,000 gp
10–11Instant fortress55,000 gp
12–15Manual of bodily health +255,000 gp
16–19Manual of gainful exercise +255,000 gp
20–23Manual of quickness of action +255,000 gp
24–27Tome of clear thought +255,000 gp
28–31Tome of leadership and influence +255,000 gp
32–35Tome of understanding +255,000 gp
36Lord's banner (terror)56,000 gp
37Carpet of flying (10 ft. by 10 ft.)60,000 gp
38–39Darkskull60,000 gp
40Orb of pure law60,000 gp
41Cube of force62,000 gp
42–43Page of spell knowledge (8th)64,000 gp
44–49Pearl of Power (8th)64,000 gp
50Crystal ball with telepathy70,000 gp
51Horn of blasting (greater)70,000 gp
52–54Pearl of Power (two spells)70,000 gp
55Gem of seeing75,000 gp
56Lord's banner (victory)75,000 gp
57Crystal ball with true seeing80,000 gp
58–59Page of spell knowledge (9th)81,000 gp
60–62Pearl of Power (9th)81,000 gp
63Well of many worlds82,000 gp
64–65Manual of bodily health +382,500 gp
66–67Manual of gainful exercise +382,500 gp
68–69Manual of quickness of action +382,500 gp
70–71Tome of clear thought +382,500 gp
72–73Tome of leadership and influence +382,500 gp
74–75Tome of understanding +382,500 gp
76Apparatus of the crab90,000 gp
77Bowl of conjuring water elementals90,000 gp
78Brazier of conjuring fire elementals90,000 gp
79Censer of conjuring air elementals90,000 gp
80Stone of conjuring earth elementals90,000 gp
81Mirror of opposition92,000 gp
82Strand of prayer beads (greater)95,800 gp
83Lord's banner (crusades)100,000 gp
84Manual of bodily health +4110,000 gp
85Manual of gainful exercise +4110,000 gp
86Manual of quickness of action +4110,000 gp
87Tome of clear thought +4110,000 gp
88Tome of leadership and influence +4110,000 gp
89Tome of understanding +4110,000 gp
90Manual of bodily health +5137,500 gp
91Manual of gainful exercise +5137,500 gp
92Manual of quickness of action +5137,500 gp
93Tome of clear thought +5137,500 gp
94Tome of leadership and influence +5137,500 gp
95Tome of understanding +5137,500 gp
96Efreeti bottle145,000 gp
97Cubic gate164,000 gp
98Iron flask170,000 gp
99Mirror of mental prowess175,000 gp
100Mirror of life trapping200,000 gp

Abjurant Salt

Price 600 gp; Aura moderate abjuration; CL 9th; Weight 1 lb.

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

Cost 300 gp

Craft Wondrous Item, magic circle against evil, permanency

Admixture Vial

Price 5,000 gp; Aura moderate universal; CL 8th; Weight

Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.

Construction Requirements

Cost 2,500 gp

Craft Wondrous Item, creator must be an alchemist with the combine extracts discovery

Agile Alpenstock

Price 2,000 gp; Aura faint transmutation; CL 3rd; Weight 1 lb.

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

Cost 1,000 gp

Craft Wondrous Item, longstrider

Alluring Golden Apple

Price 400 gp; Aura faint enchantment; CL 4th; Weight 1 lb.

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

Cost 200 gp

Craft Wondrous Item, beguiling gift, hold person

Anatomy Doll

Price 1,000 gp; Aura faint necromancy; CL 5th; Weight 1 lb.

This stuffed rag doll might resemble a child's toy if not for the vital organs depicted on its cloth. By dabbing the doll with a few drops of blood from a living creature (a standard action), the bearer can form a sympathetic link between the doll and the victim. If the chosen victim has spell resistance, the doll must beat the target's spell resistance to create the link. As a standard action, the bearer can twist or stab the doll; this gives the target the sickened condition for one round and deals 1 point of negative energy damage plus 1 point for each die of the doll bearer's sneak attack damage (if any). Each time the target is affected by the doll, it receives a DC 14 Will save to end the link. The doll's holder needs line of effect to the victim, but not line of sight. Once linked to a particular creature, an anatomy doll cannot be linked to another creature, but the bearer can re-establish a broken link by anointing it with more of the target's blood.

Construction Requirements

Cost 500 gp

Craft Wondrous Item, bestow curse, bleed

Animated Portrait

Price 500 gp; Aura faint illusion; CL 5th; Weight 10 lbs.

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

Cost 250 gp

Craft Wondrous Item, magic mouth, major image

Apparatus of the Crab

Price 90,000 gp; Aura strong evocation and transmutation; CL 19th; Weight 00 lbs.

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
1Extend/retract legs and tail
2Uncover/cover forward porthole
3Uncover/cover side portholes
4Extend/retract pincers and feelers
5Snap pincers
6Move forward/backward
7Turn left/right
8Open/close "eyes" with continual flame inside
9Rise/sink in water
10Open/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

Cost 45,000 gp

Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)

Apple of Eternal Sleep

Price 2,500 gp; Aura moderate enchantment; CL 10th; Weight

This ripe red apple looks fresh and delicious. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or fall into an eternal slumber as though by the witch's grand hex of the same name. The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.

Construction Requirements

Cost 1,250 gp

Brew Potion, Craft Wondrous Item, creator must be a witch with the eternal slumber grand hex

Archon's Torch

Price 750 gp; Aura faint evocation; CL 5th; Weight 1 lb.

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

Cost 375 gp

Craft Wondrous Item, archon's aura

Arrow Magnet

Price 600 gp; Aura faint abjuration; CL 3rd; Weight

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

Cost 300 gp

Craft Wondrous Item, protection from arrows

Bag of Holding

Price Varies; Aura moderate conjuration; CL 9th; Weight 15+ lbs.

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.

BagBag WeightContents LimitContents Volume LimitPrice
Type I15 lbs.250 lbs.30 cubic ft.2,500 gp
Type II25 lbs.500 lbs.70 cubic ft.5,000 gp
Type III35 lbs.1,000 lbs.150 cubic ft.7,400 gp
Type IV60 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

Type I 1,250 gp; Type II 2,500 gp; Type III 3,700 gp; Type IV 5,000 gp

Craft Wondrous Item, secret chest

Bag of Tricks

Price Varies; Aura faint conjuration; CL 3rd; Weight 1 lb.

Gray 3,400 gp; Rust 8,500 gp; Tan 16,000 gp

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
d% Animal
Rust Bag
d% Animal
Tan Bag
d% Animal
01–30Bat01–30Wolverine01–30Grizzly bear
31–60Rat31–60Wolf31–60Lion
61–75Cat61–85Boar61–80Heavy horse
76–90Weasel86–100Leopard81–90Tiger
91–100Riding dog91–100Rhinoceros

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

Gray 1,700 gp; Rust 4,250 gp; Tan 8,000 gp

Craft Wondrous Item, summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V (tan)

Balm of Impish Grace

Price 7,500 gp; Aura moderate transmutation; CL 7th; Weight

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

Cost 3,750 gp

Craft Wondrous Item, grace

Bead of Force

Price 3,000 gp; Aura moderate evocation; CL 10th; Weight

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

Cost 1,500 gp

Craft Wondrous Item, resilient sphere

Bead of Newt Prevention

Price 1,000 gp; Aura faint abjuration; CL 5th; Weight

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

Cost 500 gp

Craft Wondrous Item, dispel magic

Beast-bond Brand

Price 1,000 gp; Aura faint abjuration; CL 5th; Weight

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

Cost 500 gp

Craft Wondrous Item, Reach Spell, creator must have an animal companion or familiar

Black Soul Shard

Price 12,000 gp; Aura moderate necromancy; CL 7th; Weight

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

Cost 6,000 gp

Craft Wondrous Item, death ward, restoration

Blessed Book

Price 12,500 gp; Aura moderate transmutation; CL 7th; Weight 1 lb.

This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.

A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.

Construction Requirements

Cost 6,250 gp

Craft Wondrous Item, secret page

Blood Reservoir of Physical Prowess

Price 2,000 gp; Aura faint necromancy; CL 3rd; Weight

This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time.

The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.

The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn.

The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.

Construction Requirements

Cost 1,000 gp

Craft Wondrous Item, death knell

Bone Razor

Price 5,000 gp; Aura faint necromancy; CL 5th; Weight 1 lb.

This jagged bone knife seems too thin and frail for combat but easily cuts flesh. If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature's flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature's flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature's bones, the previous animate skeleton is immediately destroyed.

Construction Requirements

Cost 2,500 gp

Craft Wondrous Item, animate dead

Book of Extended Summoning

Price Varies; Aura strong conjuration; CL 17th; Weight 1 lb.

Lesser 750 gp; Standard 2,750 gp; Greater 6,126 gp

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

Lesser 375 gp; Normal 1,375 gp; Greater 3,063 gp

Craft Wondrous Item, Extend Spell, summon monster I

Book of the Loremaster

Price 15,000 gp; Aura moderate divination; CL 7th; Weight 2 lbs.

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

Cost 7,500 gp

Craft Wondrous Item, clairaudience/clairvoyance

Bookmark of Deception

Price 1,500 gp; Aura faint illusion; CL 5th; Weight

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

Cost 750 gp

Craft Wondrous Item, nondetection, secret page

Bookplate of Recall

Price 1,000 gp; Aura strong conjuration; CL 13th; Weight

This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.

Construction Requirements

Cost 500 gp

Craft Wondrous Item, instant summons

Boro Bead

Price Varies; Aura strong transmutation; CL 16th; Weight

1st level extracts 1,000 gp; 2nd level extracts 4,000 gp; 3rd level extracts 9,000 gp; 4th level extracts 16,000 gp; 5th level extracts 25,000 gp; 6th level extracts 36,000 gp

This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.

Construction Requirements

1st-level extracts 500 gp; 2nd-level extracts 2,000 gp; 3rd-level extracts 4,500 gp; 4th-level extracts 8,000 gp; 5th-level extracts 12,500 gp; 6th-level extracts 18,000 gp

Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalled

Bottle of Air

Price 7,250 gp; Aura moderate transmutation; CL 7th; Weight 2 lbs.

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

Cost 3,625 gp

Craft Wondrous Item, water breathing

Bottle of Messages

Price 300 gp; Aura faint illusion; CL 3rd; Weight 1 lb.

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

Cost 150 gp

Craft Wondrous Item, magic mouth

Bottle of Shadows

Price 7,000 gp; Aura faint conjuration; CL 5th; Weight

This bottle is crafted from the darkest ebony. When opened and held upright, faint whispers can be heard emanating from the bottle's mouth. The bottle initially has 4 charges. When turned upside down, the bottle summons a shadow to do the bidding of the user, draining 1 charge each round of service. As a standard action, the bearer may dismiss the summoned shadow. If the shadow kills a humanoid creature of at least 4 HD, the bottle gains 1 charge. The bottle is automatically restored to 4 charges at sundown.

Construction Requirements

Cost 3,500 gp

Craft Wondrous Item, animate dead

Bottled Misfortune

Price 500 gp; Aura moderate necromancy; CL 10th; Weight 1 lb.

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

Cost 250 gp

Brew Potion, Craft Wondrous Item, creator must be a witch with the poison steep hex

Bottled Yeti Fur

Price 800 gp; Aura faint abjuration; CL 3rd; Weight

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

Cost 400 gp

Craft Wondrous Item, barkskin, resist energy

Boundary Chalk

Price 10,000 gp; Aura moderate evocation; CL 10th; Weight

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

Cost 5,000 gp

Craft Wondrous Item, wall of force

Bowl of Conjuring Water Elementals

Price 90,000 gp; Aura moderate conjuration; CL 11th; Weight 3 lbs.

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

Cost 45,000 gp

Craft Wondrous Item, summon monster V, summon monster VI

Brazier of Conjuring Fire Elementals

Price 90,000 gp; Aura moderate conjuration; CL 11th; Weight lbs.

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

Cost 45,000 gp

Craft Wondrous Item, summon monster V, summon monster VI

Broom of Flying

Price 17,000 gp; Aura moderate transmutation; CL 9th; Weight 3 lbs.

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

Cost 8,500 gp

Craft Wondrous Item, overland flight, permanency

Campfire Bead

Price 720 gp; Aura faint evocation; CL 1st; Weight

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

Cost 360 gp

Craft Wondrous Item, produce flame

Candle of Clean Air

Price 7,500 gp; Aura moderate abjuration; CL 10th; Weight

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

Cost 3,750 gp

Craft Wondrous Item, wind wall

Candle of Invocation

Price 8,400 gp; Aura strong conjuration; CL 17th; Weight 1/2 lb.

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

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

Cost 4,200 gp

Craft Wondrous Item, gate, creator must be same alignment as candle created

Candle of Truth

Price 2,500 gp; Aura faint enchantment; CL 3rd; Weight 1/2 lb.

This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.

Construction Requirements

Cost 1,250 gp

Craft Wondrous Item, zone of truth

Cape of Bravado

Price 7,000 gp; Aura faint enchantment; CL 2nd; Weight 1 lb.

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

Cost 3,500 gp

Craft Wondrous Item, compel hostility , creator must have 5 ranks in the Bluff skill

Carpet of Flying

Price Varies; Aura moderate transmutation; CL 10th; Weight varies

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.

SizeCapacitySpeedWeightPrice
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

5-ft.-by-5-ft. 10,000 gp; 5-ft.-by-10-ft. 17,500 gp; 10-ft.-by-10-ft. 30,000 gp

Craft Wondrous Item, overland flight

Cauldron of Brewing

Price 3,000 gp; Aura faint transmutation; CL 5th; Weight 5 lbs.

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

Cost 1,500 gp

Craft Wondrous Item, creator must be trained in Craft (Alchemy)

Cauldron of Flying

Price 40,000 gp; Aura moderate transmutation; CL 10th; Weight 100 lbs.

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

Cost 20,000 gp

Craft Wondrous Item, overland flight

Cauldron of Plenty

Price 15,000 gp; Aura strong conjuration; CL 12th; Weight 25 lbs.

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

Cost 7,500 gp

Craft Wondrous Item, create food and water, heroes' feast

Cauldron of Resurrection

Price 33,000 gp; Aura strong conjuration; CL 13th; Weight 35 lbs.

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

Cost 16,500 gp

Craft Wondrous Item, resurrection

Cauldron of Seeing

Price 42,000 gp; Aura moderate divination; CL 10th; Weight 5 lbs.

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

Cost 21,000 gp

Craft Wondrous Item, scrying

Cauldron of the Dead

Price 30,000 gp; Aura faint transmutation; CL 5th; Weight 35 lbs.

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

Cost 15,000 gp

Craft Wondrous Item, animate dead

Cautionary Creance

Price 4,000 gp; Aura faint transmutation; CL 1st; Weight 2 lbs.

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

Cost 2,000 gp

Craft Wondrous Item, Reach Spell, feather fall

Censer of Conjuring Air Elementals

Price 90,000 gp; Aura moderate conjuration; CL 13th; Weight 1 lb.

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

Cost 45,000 gp

Craft Wondrous Item, summon monster V, summon monster VII

Chalice of Poison Weeping

Price 8,000 gp; Aura moderate conjuration; CL 7th; Weight 1 lb.

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

Cost 4,000 gp

Craft Wondrous Item, fabricate, neutralize poison

Chaos Emerald

Price 25,000 gp; Aura strong abjuration; CL 19th; Weight 1 lb.

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.

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

Cost 12,500 gp

Craft Wondrous Item, chaos hammer, entropic shield, lesser confusion, magic circle against law, creator must be chaotic

Chime of Interruption

Price 16,800 gp; Aura moderate evocation; CL 7th; Weight 1 lb.

This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.

While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of the chime unless the caster can make a concentration check (DC 15 + the spell's level).

Construction Requirements

Cost 8,400 gp

Craft Wondrous Item, shout

Chime of Opening

Price 3,000 gp; Aura moderate transmutation; CL 11th; Weight 1 lb.

A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a 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

Cost 1,500 gp

Craft Wondrous Item, knock

Chime of Resounding Silence

Price 10,000 gp; Aura moderate evocation; CL 7th; Weight 1 lb.

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

Cost 5,000 gp

Craft Wondrous Item, shout, silence

Clamor Box

Price 2,000 gp; Aura moderate illusion; CL 10th; Weight 2 lbs.

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

Cost 1,000 gp

Craft Wondrous Item, ghost sound

Coin of the Untrodden Road

Price 6,000 gp; Aura moderate transmutation; CL 6th; Weight

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

Cost 3,000 gp

Craft Wondrous Item, alter self

Concealing Pocket

Price 1,000 gp; Aura faint illusion; CL 3rd; Weight

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

Cost 500 gp

Craft Wondrous Item, magic aura

Construct Channel Brick

Price 10,000 gp; Aura moderate transmutation; CL 7th; Weight 1 lb.

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

Cost 5,000 gp

Craft Wondrous Item, make whole

Crystal Ball

Price Varies; Aura moderate divination; CL 10th; Weight 7 lbs.

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 TypePrice
Crystal ball42,000 gp
Crystal ball with see invisibility50,000 gp
Crystal ball with detect thoughts (Will DC 13 negates)51,000 gp
Crystal ball with telepathy*70,000 gp
Crystal ball with true seeing80,000 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

Crystal ball 21,000 gp; Crystal ball with see invisibility 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

Craft Wondrous Item, scrying (plus any additional spells put into the crystal ball)

Cube of Force

Price 62,000 gp; Aura moderate evocation; CL 10th; Weight 1/2 lb.

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 FaceCharge Cost per MinuteMax. SpeedEffect
1130 ft.Keeps out gases, wind, etc.
2220 ft.Keeps out nonliving matter
3315 ft.Keeps out living matter
4410 ft.Keeps out magic
5610 ft.Keeps out all things
60As normalDeactivates

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

Attack FormExtra Charges
Disintegrate6
Horn of blasting6
Passwall3
Phase door5
Prismatic spray7
Wall of fire2

Construction Requirements

Cost 31,000 gp

Craft Wondrous Item, wall of force

Cube of Frost Resistance

Price 27,000 gp; Aura faint abjuration; CL 5th; Weight 2 lbs.

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

Cost 13,500 gp

Craft Wondrous Item, protection from energy

Cubic Gate

Price 164,000 gp; Aura strong conjuration; CL 13th; Weight 2 lbs.

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

Cost 82,000 gp

Craft Wondrous Item, plane shift

Darkskull

Price 60,000 gp; Aura moderate evocation [evil]; CL 9th; Weight 5 lbs.

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

Cost 30,000 gp

Craft Wondrous Item, unhallow, creator must be evil

Decanter of Endless Water

Price 9,000 gp; Aura moderate transmutation; CL 9th; Weight 2 lbs.

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.

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

Cost 4,500 gp

Craft Wondrous Item, control water

Deck of Illusions

Price 8,100 gp; Aura moderate illusion; CL 6th; Weight 1/2 lb.

This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing CardTarot CardCreature
Ace of heartsIV. The EmperorRed dragon
King of heartsKnight of swordsMale human fighter and four guards
Queen of heartsQueen of stavesFemale human wizard
Jack of heartsKing of stavesMale human druid
Ten of heartsVII. The ChariotCloud giant
Nine of heartsPage of stavesEttin
Eight of heartsAce of cupsBugbear
Two of heartsFive of stavesGoblin
Ace of diamondsIII. The EmpressGlabrezu (demon)
King of diamondsTwo of cupsMale elf wizard and female apprentice
Queen of diamondsQueen of swordsHalf-elf ranger
Jack of diamondsXIV. TemperanceHarpy
Ten of diamondsSeven of stavesMale half-orc barbarian
Nine of diamondsFour of pentaclesOgre mage
Eight of diamondsAce of pentaclesGnoll
Two of diamondsSix of pentaclesKobold
Ace of spadesII. The High PriestessLich
King of spadesThree of stavesThree human clerics
Queen of spadesFour of cupsMedusa
Jack of spadesKnight of pentaclesMale dwarf paladin
Ten of spadesSeven of swordsFrost giant
Nine of spadesThree of swordsTroll
Eight of spadesAce of swordsHobgoblin
Two of spadesFive of cupsGoblin
Ace of clubsVIII. StrengthIron golem
King of clubsPage of pentaclesThree halfling rogues
Queen of clubsTen of cupsPixies
Jack of clubsNine of pentaclesHalf-elf bard
Ten of clubsNine of stavesHill giant
Nine of clubsKing of swordsOgre
Eight of clubsAce of stavesOrc
Two of clubsFive of cupsKobold
JokerTwo of pentaclesIllusion of deck's owner
Joker (with trademark)Two of stavesIllusion 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

Cost 4,050 gp

Craft Wondrous Item, major image

Defoliant Polish

Price 800 gp; Aura faint transmutation; CL 5th; Weight

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

Cost 400 gp

Craft Wondrous Item, diminish plants

Doomharp

Price 10,000 gp; Aura faint necromancy; CL 4th; Weight 5 lbs.

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

Cost 5,000 gp

Craft Wondrous Item, cause fear

Dowsing Syrup

Price 1,000 gp; Aura moderate divination; CL 11th; Weight 1/2 lb.

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

Cost 500 gp

Craft Wondrous Item, find the path, locate creature, locate object

Dragonbone Divination Sticks

Price 6,400 gp; Aura faint divination; CL 5th; Weight 1 lb.

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

Cost 3,200 gp

Craft Wondrous Item, augury, guidance

Drinking Horn of Bottomless Valor

Price 24,000 gp; Aura moderate enchantment; CL 10th; Weight 2 lbs.

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

Cost 12,000 gp

Craft Wondrous Item, aid, enlarge person, heroism

Drum of Advance and Retreat

Price 10,000 gp; Aura faint transmutation; CL 1st; Weight 5 lbs.

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 20 Perform (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

Cost 5,000 gp

Craft Wondrous Item, expeditious retreat

Drums of Haste

Price 45,000 gp; Aura faint transmutation; CL 5th; Weight 5 lbs.

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

Cost 22,500 gp

Craft Wondrous Item, haste

Drums of Panic

Price 30,000 gp; Aura moderate necromancy; CL 7th; Weight 10 lbs.

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

Cost 15,000 gp

Craft Wondrous Item, fear

Dry Load Powder Horn

Price 2,000 gp; Aura faint conjuration; CL 3rd; Weight 1 lb.

This horn holds 20 doses of black powder for firearms. When a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum. Once the gun is loaded with powder from the dry load powder horn, it retains the pocket of air for 10 minutes or until the firearm is fired, whichever comes first.

Firing a firearm that has been loaded from this horn underwater still incurs the –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally.

Construction Requirements

Cost 1,000 gp

Craft Wondrous Item, air bubble

Dust of Acid Consumption

Price 1,600 gp; Aura moderate transmutation; CL 10th; Weight

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

Cost 800 gp

Craft Wondrous Item, control water, disintegrate

Dust of Appearance

Price 1,800 gp; Aura faint conjuration; CL 5th; Weight

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

Cost 900 gp

Craft Wondrous Item, glitterdust

Dust of Darkness

Price 600 gp; Aura faint evocation; CL 3rd; Weight

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

Cost 300 gp

Craft Wondrous Item, darkness

Dust of Disappearance

Price 3,500 gp; Aura moderate illusion; CL 7th; Weight

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

Cost 1,750 gp

Craft Wondrous Item, greater invisibility

Dust of Dryness

Price 850 gp; Aura moderate transmutation; CL 11th; Weight

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

Cost 425 gp

Craft Wondrous Item, control water

Dust of Emulation

Price 800 gp; Aura faint illusion; CL 1st; Weight

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

Cost 400 gp

Craft Wondrous Item, disguise self

Dust of Illusion

Price 1,200 gp; Aura moderate illusion; CL 6th; Weight

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

Cost 600 gp

Craft Wondrous Item, disguise self

Dust of Tracelessness

Price 250 gp; Aura faint transmutation; CL 3rd; Weight

This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen 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

Cost 125 gp

Craft Wondrous Item, pass without trace

Dust Of Weighty Burdens

Price 3,600 gp; Aura faint transmutation; CL 5th; Weight 3 lbs.

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

Cost 1,800 gp

Craft Wondrous Item, slow, stone shape

Efficient Quiver

Price 1,800 gp; Aura moderate conjuration; CL 9th; Weight 2 lbs.

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

Cost 900 gp

Craft Wondrous Item, secret chest

Efreeti Bottle

Price 145,000 gp; Aura strong conjuration; CL 14th; Weight 1 lb.

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

Cost 72,500 gp

Craft Wondrous Item, planar binding

Elemental Gem

Price 2,250 gp; Aura moderate conjuration; CL 11th; Weight

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

Cost 1,125 gp

Craft Wondrous Item, summon monster V or summon nature's ally V

Elixir of Dragon Breath

Price 1,400 gp; Aura moderate evocation; CL 7th; Weight

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

Cost 700 gp

Craft Wondrous Item, dragon's breath

Elixir of Fire Breath

Price 1,100 gp; Aura moderate evocation; CL 11th; Weight

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

Cost 550 gp

Craft Wondrous Item, scorching ray

Elixir of Hiding

Price 250 gp; Aura faint illusion; CL 5th; Weight

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

Construction Requirements

Cost 125 gp

Craft Wondrous Item, invisibility

Elixir of Love

Price 150 gp; Aura faint enchantment; CL 4th; Weight

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

Cost 75 gp

Craft Wondrous Item, charm person

Elixir of Swimming

Price 250 gp; Aura faint transmutation; CL 2nd; Weight

This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).

Construction Requirements

Cost 125 gp

Craft Wondrous Item, creator must have 5 ranks in the Swim skill

Elixir of Truth

Price 500 gp; Aura faint enchantment; CL 5th; Weight

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

Cost 250 gp

Craft Wondrous Item, zone of truth

Elixir of Tumbling

Price 250 gp; Aura faint transmutation; CL 5th; Weight

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

Construction Requirements

Cost 125 gp

Craft Wondrous Item, cat's grace

Elixir of Vision

Price 250 gp; Aura faint divination; CL 2nd; Weight

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

Construction Requirements

Cost 125 gp

Craft Wondrous Item, true seeing

Embalming Thread

Price 10,000 gp; Aura moderate transmutation; CL 7th; Weight

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

Cost 5,000 gp

Craft Wondrous Item, gentle repose, stoneskin

Enmity Fetish

Price 40,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.

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

Cost 20,000 gp

Craft Wondrous Item, instant enemy, creator must have the favored enemy class feature

Escape Ladder

Price 4,000 gp; Aura moderate transmutation; CL 7th; Weight 1 lb.

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 0 Climb 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

Cost 2,000 gp

Craft Wondrous Item, animate rope, dimension door, rope trick

Eversmoking Bottle

Price 5,400 gp; Aura faint transmutation; CL 3rd; Weight 1 lb.

This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.

The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Construction Requirements

Cost 2,700 gp

Craft Wondrous Item, pyrotechnics

Exorcist's Aspergillum

Price 8,000 gp; Aura moderate divination; CL 7th; Weight 1 lb.

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

Cost 4,000 gp

Craft Wondrous Item, Ectoplasmic Spell, detect undead, creator must be an inquisitor

Eye of the Void

Price 10,000 gp; Aura moderate necromancy; CL 9th; Weight 1 lb.

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

Cost 5,000 gp

Craft Wondrous Item, fear

Far-Reaching Sight

Price 4,000 gp; Aura faint divination; CL 3rd; Weight 1 lb.

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

Cost 2,000 gp

Craft Wondrous Item, true strike

Feather Token

Price Varies; Aura strong conjuration; CL 12th; Weight

Anchor 50 gp; Bird 300 gp; Fan 200 gp; Swan boat 450 gp; Tree 400 gp; Whip 500 gp

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

Anchor 25 gp; Bird 150 gp; Fan 100 gp; Swan boat 225 gp; Tree 200 gp; Whip 250 gp

Craft Wondrous Item, major creation

Figurines of Wondrous Power

Price Varies; Aura varies; CL varies; Weight 1 lb.

Bronze griffon 10,000 gp; Ebony fly 10,000 gp; Golden lions 16,500 gp; Ivory goats 21,000 gp; Marble elephant 17,000 gp; Obsidian steed 28,500 gp; Onyx dog 15,500 gp; Serpentine owl 9,100 gp; Silver raven 3,800 gp; Slate spider 10,000 gp

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.

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.

Slate Spider: This statuette of a spider with stubby legs can be used once per day for 1 minute. When activated, the figurine sprouts longer, segmented legs, and scampers about the bearer, picking lint off robes, chiseling grime from armor, or otherwise grooming the bearer. If commanded to do so (a free action), it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot the firearm fires has no chance of misfiring. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.

Construction Requirements

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

Craft Wondrous Item, animate objects, additional spells (see text)

Flying Ointment

Price 2,250 gp; Aura moderate transmutation; CL 9th; Weight

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

Cost 1,125 gp

Craft Wondrous Item, overland flight

Folding Boat

Price 7,200 gp; Aura moderate transmutation; CL 6th; Weight 4 lbs.

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

Cost 3,600 gp

Craft Wondrous Item, fabricate, creator must have 2 ranks in Craft (ships)

Formula Alembic

Price 200 gp; Aura faint divination; CL 3rd; Weight 2 lbs.

This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion.

Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn).

Construction Requirements

Cost 100 gp

Brew Potion, Craft Wondrous Item, identify, creator must be an alchemist

Gem of Brightness

Price 13,000 gp; Aura moderate evocation; CL 6th; Weight

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

Cost 6,500 gp

Craft Wondrous Item, daylight

Gem of Seeing

Price 75,000 gp; Aura moderate divination; CL 10th; Weight

This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.

Construction Requirements

Cost 37,500 gp

Craft Wondrous Item, true seeing

Goblin Fire Drum

Price Varies; Aura faint transmutation; CL 3rd; Weight 1 lb.

Normal 2,000 gp; Greater 4,500 gp

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 bearer deal an additional +1 point of fire damage per die (maximum +10).

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

Normal 1,000 gp; Greater 2,250 gp

Craft Wondrous Item, pyrotechnics, spark (Advanced Player's Guide)

Goblin Skull Bomb

Price 1,200 gp; Aura moderate evocation; CL 6th; Weight 1 lb.

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

Cost 600 gp

Craft Wondrous Item, flaming sphere

Golem Manual

Price Varies; Aura varies; CL varies; Weight 5 lbs.

Clay golem manual 12,000 gp; Flesh golem manual 8,000 gp; Iron golem manual 35,000 gp; Stone golem manual 22,000 gp; Stone golem guardian manual 44,000 gp

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

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

Craft Construct, caster must be of a specific level, additional spells

Grave Salt

Price 1,100 gp; Aura faint evocation; CL 5th; Weight 5 lbs.

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

Cost 550 gp

Craft Wondrous Item, consecrate

Grim Lantern

Price 5,800 gp; Aura faint evocation; CL 5th; Weight 2 lbs.

This macabre lantern is composed of a humanoid skull dangling from a short length of chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull's eye sockets, casting light as a bullseye lantern. On command, the lantern can consume its soulstuff in a sudden blast of heat, as burning hands. Doing so extinguishes the lantern. Whenever a living creature with at least 1 HD is slain within 30 feet of an empty grim lantern, the lantern absorbs a fragment of that creature's soul, restoring its glow.

Construction Requirements

Cost 2,900 gp

Craft Wondrous Item, burning hands, creator cannot be good

Handy Haversack

Price 2,000 gp; Aura moderate conjuration; CL 9th; Weight lbs.

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

Cost 1,000 gp

Craft Wondrous Item, secret chest

Harp of Charming

Price 7,500 gp; Aura faint enchantment; CL 5th; Weight lbs.

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

Cost 3,750 gp

Craft Wondrous Item, suggestion

Harp of Contagion

Price 13,000 gp; Aura moderate necromancy; CL 7th; Weight 5 lbs.

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

Cost 6,500 gp

Craft Wondrous Item, poison, resistance

Harp of Shattering

Price 8,000 gp; Aura faint evocation; CL 3rd; Weight 5 lbs.

This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges. By making a DC 10 Perform (string) check, the bearer can produce the following effects:

When the last charge is expended, the harp loses all of its magic but still functions as a masterwork harp.

Construction Requirements

Cost 4,000 gp

Craft Wondrous Item, break, shatter

Hexing Doll

Price 2,500 gp; Aura faint enchantment; CL 5th; Weight 1 lb.

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

Cost 1,250 gp

Craft Wondrous Item, bestow curse

Horn of Antagonism

Price 20,000 gp; Aura faint enchantment; CL 3rd; Weight 4 lbs.

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

Cost 10,000 gp

Craft Wondrous Item, daze monster

Horn of Battle Clarity

Price 6,000 gp; Aura faint enchantment; CL 5th; Weight 2 lbs.

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

Cost 3,000 gp

Craft Wondrous Item, rage

Horn of Blasting

Price 20,000 gp; Aura moderate evocation; CL 7th; Weight 1 lb.

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

Cost 10,000 gp

Craft Wondrous Item, shout

Horn of Blasting, Greater

Price 70,000 gp; Aura strong evocation; CL 16th; Weight 1 lb.

This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude 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

Cost 35,000 gp

Craft Wondrous Item, greater shout

Horn of Fog

Price 2,000 gp; Aura faint conjuration; CL 3rd; Weight 1 lb.

This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; 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

Cost 1,000 gp

Craft Wondrous Item, obscuring mist

Horn of Goodness/Evil

Price 6,500 gp; Aura moderate abjuration; CL 6th; Weight 1 lb.

This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If 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

Cost 3,250 gp

Craft Wondrous Item, magic circle against evil, magic circle against good

Horn of Judgment

Price 15,000 gp; Aura moderate transmutation; CL 9th; Weight 1 lb.

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, Advanced Player's Guide) for 9 rounds.

Construction Requirements

Cost 7,500 gp

Craft Wondrous Item, ghostbane dirge

Horn of the Huntmaster

Price 5,000 gp; Aura moderate enchantment; CL 11th; Weight 5 lbs.

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

Cost 2,500 gp

Craft Wondrous Item, greater heroism

Horn of the Tritons

Price 15,000 gp; Aura moderate conjuration; CL 9th; Weight 2 lbs.

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:

Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.

Construction Requirements

Cost 7,500 gp

Craft Wondrous Item, control water, dismissal, fear, summon nature's ally V, creator must be a triton

Horn of Valhalla

Price 50,000 gp; Aura strong conjuration; CL 13th; Weight 2 lbs.

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 HornBarbarians SummonedPrerequisite
01–40Silver2d4+2, 2nd-levelNone
41–75Brass2d4+1, 3rd-levelSpellcaster level 1st
76–90Bronze2d4, 4th-levelProficiency with all martial weapons or bardic performance ability
91–100Iron1d4+1, 5th-levelProficiency with all martial weapons or bardic performance ability

Construction Requirements

Cost 25,000 gp

Craft Wondrous Item, summon monster VI

Horsemaster's Saddle

Price 12,000 gp; Aura faint transmutation; CL 5th; Weight 5 lbs.

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

Cost 6,000 gp

Craft Wondrous Item, mount, creator must have 5 ranks in Ride

Hourglass of Last Chances

Price 10,000 gp; Aura moderate conjuration and transmutation; CL 11th; Weight

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

Cost 5,000 gp

Craft Wondrous Item, freedom of movement, heal

Hybridization Funnel

Price 200 gp; Aura faint transmutation; CL 3rd; Weight 2 lbs.

This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.

Construction Requirements

Cost 100 gp

Craft Wondrous Item, fabricate or combine extracts discovery

Incense of Meditation

Price 4,900 gp; Aura moderate enchantment; CL 7th; Weight 1 lb.

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

Cost 2,450 gp

Craft Wondrous Item, Maximize Spell, bless

Incense of Transcendence

Price 1,000 gp; Aura moderate enchantment; CL 7th; Weight 1 lb.

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

Cost 500 gp

Craft Wondrous Item, prayer, creator must be oracle level 7th

Insignia of Valor

Price 8,000 gp; Aura moderate conjuration; CL 7th; Weight

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

Cost 4,000 gp

Craft Wondrous Item, cure critical wounds

Insistent Doorknocker

Price 5,000 gp; Aura moderate transmutation; CL 9th; Weight 2 lbs.

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

Cost 2,500 gp

Craft Wondrous Item, passwall

Instant Bridge

Price 7,000 gp; Aura moderate transmutation; CL 10th; Weight 5 lbs.

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

Cost 3,500 gp

Craft Wondrous Item, shrink item, wall of iron

Instant Fortress

Price 55,000 gp; Aura strong conjuration; CL 13th; Weight 1 lb.

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

The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.

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

Cost 27,500 gp

Craft Wondrous Item, mage's magnificent mansion

Ioun Stone

Price varies; Aura strong varied; CL 12th; Weight

These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape (see the table on page 306).

Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone. The pale lavender and lavender-and-green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing). See table on next page.

ColorShapeEffectPrice
ClearSpindleSustains creature without food or water4,000 gp

Dusty rosePrism+1 insight bonus to AC5,000 gp

Deep redSphere+2 enhancement bonus to Dexterity8,000 gp

Incandescent blueSphere+2 enhancement bonus to Wisdom8,000 gp

Pale blueRhomboid+2 enhancement bonus to Strength8,000 gp

PinkRhomboid+2 enhancement bonus to Constitution8,000 gp

Pink and greenSphere+2 enhancement bonus to Charisma8,000 gp

Scarlet and blueSphere+2 enhancement bonus to Intelligence8,000 gp

Dark blueRhomboidAlertness (as the feat)10,000 gp

IridescentSpindleSustains creature without air18,000 gp

Pale lavenderEllipsoidAbsorbs spells of 4th level or lower120,000 gp

Pearly whiteSpindleRegenerate 1 point of damage per 10 minutes20,000 gp

OrangePrism+1 caster level30,000 gp

Pale greenPrism+1 competence bonus on attack rolls, saves, skill checks, and ability checks30,000 gp

Vibrant purplePrismStores three levels of spells, as a ring of spell storing36,000 gp

Lavender and greenEllipsoidAbsorbs spells of 8th level or lower240,000 gp

1 After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless.
2 After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless.

Construction Requirements

Cost varies

Craft Wondrous Item, creator must be 12th level

Ioun Torch

Price 75 gp; Aura strong universal; CL 12th; Weight

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

Cost 62 gp, 5 SP

Craft Wondrous Item, continual flame, creator must be 12th level

Iron Bands of Binding

Price 26,000 gp; Aura strong evocation; CL 13th; Weight 1 lb.

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

Cost 13,000 gp

Craft Wondrous Item, grasping hand

Iron Flask

Price 170,000 gp; Aura strong conjuration; CL 20th; Weight 1 lb.

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

The command word can be 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%Contentsd%Contents
01–50Empty89Demon (glabrezu)
51–54Large air elemental90Demon (succubus)
55–58Invisible stalker91Devil (osyluth)
59–62Large earth elemental92Devil (barbazu)
63–66Xorn93Devil (erinyes)
67–70Large fire elemental94Devil (cornugon)
71–74Salamander95Agathion (avoral)
75–78Large water elemental96Azata (ghaele)
79–82Xill97Archon (trumpet)
83–85Yeth hound98Rakshasa
86Demon (shadow)99Demon (balor)
87Demon (vrock)100Devil (pit fiend)
88Demon (hezrou)

Construction Requirements

Cost 85,000 gp

Craft Wondrous Item, trap the soul

Iron Rope

Price 750 gp; Aura faint transmutation; CL 4th; Weight 1 lb.

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

Cost 375 gp

Craft Wondrous Item, animate rope

Iron Spike of Safe Passage

Price 2,000 gp; Aura faint illusion; CL 3rd; Weight 2 lbs.

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

Cost 1,000 gp

Craft Wondrous Item, silent image

Key of Lock Jamming

Price 400 gp; Aura faint abjuration; CL 1st; Weight 1/2 lb.

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

Cost 200 gp

Craft Wondrous Item, hold portal

Ki Mat

Price 10,000 gp; Aura moderate conjuration; CL 7th; Weight 3 lbs.

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

Cost 5,000 gp

Craft Wondrous Item, lesser restoration, creator must be a monk

Knight's Pennon

Price varies; Aura moderate abjuration or transmutation; CL 6th; Weight 1 lb.

Battle 4,500 gp; Honor 2,200 gp; Parley 4,500 gp

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

Battle 2,250 gp; Honor 1,100 gp; Parley 2,250 gp

Craft Wondrous Item, heroism (battle), protection from evil (honor), eagle's splendor (parley)

Lantern of Revealing

Price 30,000 gp; Aura faint evocation; CL 5th; Weight 2 lbs.

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

Cost 15,000 gp

Craft Wondrous Item, invisibility purge

Last Leaves of the Autumn Dryad

Price 52,000 gp; Aura moderate divination and transmutation; CL 8th; Weight

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

Cost 26,000 gp

Craft Wondrous Item, arcane eye, tree shape, whispering wind

Price 6,000 gp; Aura strong conjuration; CL 13th; Weight 1 lb.

When this plain leather badge is sewn onto a summoner's armor or clothing, a faded image of his summoner rune appears on its surface. The summoner can add charges to the badge by expending summoner spells slots; the badge gains charges equal to the spell level of the slot expended (maximum 5 charges). Adding charges to the badge is a standard action (regardless of the spell level expended). When the summoner uses his life link ability, instead of sacrificing his own hit points, he may expend charges from the badge to heal the eidolon 1d6 hit points per charge. The summoner does not have to decide how many charges are spent beforehand (he may expend one charge, roll, and decide whether or not to spend more charges for more healing). All charges in the badge are lost when the summoner readies spells after resting.

Construction Requirements

Cost 3,000 gp

Craft Wondrous Item, rejuvenate eidolon

Loathsome Mirror

Price 9,000 gp; Aura faint enchantment; CL 5th; Weight 10 lbs.

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

Cost 4,500 gp

Craft Wondrous Item, unadulterated loathing

Lord's Banner

Price Varies; Aura moderate varies; CL 10th; Weight 3 lbs.

Crusades 100,000 gp; Swiftness 10,000 gp; Terror 56,000 gp; Victory 75,000 gp

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

Crusades 50,000 gp; Swiftness 5,000 gp; Terror 28,000 gp; Victory37,500 gp

Craft Wondrous Item, eagle's splendor (leadership), hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory)

Lyre of Building

Price 13,000 gp; Aura moderate transmutation; CL 6th; Weight lbs.

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

Cost 6,500 gp

Craft Wondrous Item, fabricate

Malleable Symbol

Price 10,000 gp; Aura moderate conjuration; CL 9th; Weight 1 lb.

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:

The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.

Construction Requirements

Cost 5,000 gp

Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy

Mallet of Building

Price 5,000 gp; Aura moderate conjuration; CL 9th; Weight 2 lbs.

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

Cost 2,500 gp

Craft Wondrous Item, minor creation

Manual of Bodily Health

Price varies; Aura strong universal; CL 17th; Weight 5 lbs.

+1 Constitution 27,500 gp; +2 Constitution 55,000 gp; +3 Constitution 82,500 gp; +4 Constitution 110,000 gp; +5 Constitution 137,500 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

+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

Craft Wondrous Item, wish or miracle

Manual of Gainful Exercise

Price varies; Aura strong universal; CL 17th; Weight 5 lbs.

+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

+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

Craft Wondrous Item, wish or miracle

Manual of Quickness of Action

Price varies; Aura strong universal; CL 17th; Weight 5 lbs.

+1 Dexterity 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

+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

Craft Wondrous Item, wish or miracle

Manual of War

Price 7,500 gp; Aura moderate enchantment; CL 10th; Weight 2 lbs.

Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.

Construction Requirements

Cost 3,750 gp

Craft Wondrous Item, modify memory, creator must be a fighter

Martyr's Tear

Price 6,000 gp; Aura moderate necromancy; CL 6th; Weight

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

Cost 3,000 gp

Craft Wondrous Item, vampiric touch

Marvelous Pigments

Price 4,000 gp; Aura strong conjuration; CL 15th; Weight

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

Cost 2,000 gp

Craft Wondrous Item, major creation

Master's Perfect Golden Bell

Price 20,000 gp; Aura strong abjuration; CL 15th; Weight 10 lbs.

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

Cost 10,000 gp

Craft Wondrous Item, banishment

Mattock of the Titans

Price 23,348 gp; Aura strong transmutation; CL 16th; Weight 120 lbs.

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

Cost 13,348 gp

Craft Wondrous Item, Craft Magic Arms and Armor, move earth

Maul of the Titans

Price 25,305 gp; Aura strong evocation; CL 15th; Weight 160 lbs.

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

Cost 12,305 gp

Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist

Migrus Locker

Price 10,000 gp; Aura moderate evocation; CL 6th; Weight 20 lbs.

This small locker is carved from fossilized wood and it is usually found chained and sealed. When the locker is unsealed and opened, the migrus—a desiccated hairless cat with a humanoid face—is found within. After a few moments the migrus animates and begins to clean itself, and its face begins to take the appearance of the creature who opened the migrus locker. The migrus considers the last creature to release it from the locker is its master.

The migrus moves in a strange jerky motion. It obeys simple verbal commands from its master. The migrus takes a very literal and brutal approach to problem solving and is fond of taking trophies. If the migrus is slain, it decays messily overnight in a glistening slick of putrid fluid. At the next dawn, the migrus reconstitutes within its locker (if the locker is opened before dawn, the partially-reconstituted migrus is visible inside, consuming the remnants of its former body.

The migrus has attributes of a cat familiar (Bestiary 131) except it has the construct type. The migrus always does its best to return to its master and cannot be permanently destroyed by normal means. If the locker is destroyed (hardness 5, 10 hp), the migrus is destroyed, no matter the distance to the locker.

Construction Requirements

Cost 5,000 gp

Craft Wondrous Item, reincarnate or stone to flesh

Mirror of Guarding Reflections

Price 7,000 gp; Aura moderate illusion; CL 7th; Weight 4 lbs.

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

Cost 3,500 gp

Craft Wondrous Item, mirror image

Mirror of Life Trapping

Price 200,000 gp; Aura strong abjuration; CL 17th; Weight 0 lbs.

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

Cost 100,000 gp

Craft Wondrous Item, imprisonment

Mirror of Mental Prowess

Price 175,000 gp; Aura strong abjuration and divination; CL 17th; Weight 40 lbs.

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.

Construction Requirements

Cost 87,500 gp

Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts, gate, legend lore

Mirror of Opposition

Price 92,000 gp; Aura strong necromancy; CL 15th; Weight 45 lbs.

This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely. The mirror functions up to four times per day. Destroying the mirror (hardness 1, 5 hit points) causes all of the duplicates to immediately vanish.

Construction Requirements

Cost 46,000 gp

Craft Wondrous Item, clone

Naga-scale Bindi

Price 6,600 gp; Aura moderate transmutation; CL 11th; Weight

This shining, jewel-like scale is usually worn on the forehead between the eyebrows, though a creature can affix the scale to any part of her body by pressing it to her skin and speaking its command word. Once affixed, the scale causes the creature to take on the attributes of a particular type of naga, chosen when the scale was created. Her skin becomes scaly, her eyes slitted and reptilian, her tongue forked, and her neck lengthens and distends until it resembles a cobra's hood. The creature gains a +4 bonus to her natural armor, darkvision 60 feet, and a poisonous bite attack that deals 1d4 points of damage (1d3 for a Small creature)Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect varies by the scale's naga type (see below); cure 1 save. Each scale also grants its wearer access to a special ability, as follows:

Dark naga: The wearer gains a +8 bonus on saves made to resist any form of mind reading and a +2 bonus against charm effects. Poison effect: sleep for 1 round.

Guardian naga: The wearer can spit venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make saves to avoid the poison's effect. Poison effect: 1d2 Con damage.

Spirit naga: Once per minute, the wearer can attempt to charm a single creature within 30 feet, as the spell charm person (Will DC 19 negates). Poison effect: 1d4 Con damage.

Lunar naga: Once per day, the wearer can spend a standard action to fascinate all creatures within 30 feet, as per the spell hypnotism (Will DC 19 negates). Poison effect: 1d3 Con and 1 Wis.

Royal naga: Once per day, the wearer can attempt to blind or deafen a single creature within 30 feet, as the spell blindness/deafness (Will DC 19 negates). Poison effect: 1d6 bleed.

Water naga: The wearer gains a swim speed equal to its base land speed, and can breathe water or air. Poison effect: 1 Con.

The bindi's effects last for 11 minutes, or until the creature spends a standard action to return to her normal form. The bindi can be used twice before it loses its luster and becomes nonmagical.

Construction Requirements

Cost 3,300 gp

Craft Wondrous Item, monstrous physique IV

Necromancer's Athame

Price 20,000 gp; Aura moderate necromancy; CL 11th; Weight 2 lbs.

This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects this athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.

Construction Requirements

Cost 10,000 gp

Craft Wondrous Item, create undead, creator must be a necromancer

Needles of Fleshgraving

Price 8,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.

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

Cost 4,000 gp

Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)

Nightdrops

Price 250 gp; Aura faint transmutation; CL 5th; Weight

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

Cost 125 gp

Craft Wondrous Item, beast shape I

Noble's Vigilant Pillbox

Price 3,600 gp; Aura faint divination; CL 5th; Weight

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

Cost 1,800 gp

Craft Wondrous Item, delay poison, detect poison, remove disease, see invisibility

Oil of Silence

Price 250 gp; Aura faint illusion; CL 5th; Weight

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

Cost 125 gp

Craft Wondrous Item, silence

Orb of Foul Abaddon

Price 18,000 gp; Aura moderate conjuration; CL 10th; Weight 1 lb.

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

Cost 9,000 gp

Craft Wondrous Item, dread bolt , creator must be evil

Orb of Golden Heaven

Price 22,000 gp; Aura moderate evocation; CL 10th; Weight 1 lb.

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

Cost 11,000 gp

Craft Wondrous Item, bless water, consecrate, daylight, searing light

Orb of pure Law

Price 60,000 gp; Aura moderate divination; CL 10th; Weight 1 lb.

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

Cost 30,000 gp

Craft Wondrous Item, arrow of law , detect chaos, detect law, dispel chaos

Orb of Storms

Price 48,000 gp; Aura strong varied; CL 18th; Weight 6 lbs.

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

Cost 24,000 gp

Craft Wondrous Item, control weather, endure elements, storm of vengeance

Orb of Utter Chaos

Price 36,000 gp; Aura moderate abjuration; CL 10th; Weight 1 lb.

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

Cost 18,000 gp

Craft Wondrous Item, aid, dispel magic, entropic shield

Origami Swarm

Price 300 gp; Aura faint transmutation; CL 3rd; Weight

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

Cost 150 gp

Craft Wondrous Item, animate objects

Ornament of Healing Light

Price 10,000 gp; Aura faint conjuration; CL 5th; Weight 1 lb.

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

Cost 5,000 gp

Craft Wondrous Item, sacred bond

Page of Spell Knowledge

Price varies

1st-level 1,000 gp; 2nd-level 4,000 gp

3rd-level 9,000 gp; 4th-level 16,000 gp

5th-level 25,000 gp; 6th-level 36,000 gp

7th-level 49,000 gp; 8th-level 64,000 gp

9th-level 81,000 gp; Aura strong transmutation; CL 17th; Weight

This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.

Construction Requirements

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

Craft Wondrous Item, creator must be able to cast the spell contained in the page

Pearl of Power

Price varies; 1st-level 1,000 gp

2nd-level 4,000 gp; 3rd-level 9,000 gp

4th-level 16,000 gp; 5th-level 25,000 gp

6th-level 36,000 gp; 7th-level 49,000 gp

8th-level 64,000 gp; 9th-level 81,000 gp

Two spells 70,000 gp; Aura strong transmutation; CL 17th; Weight

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

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; Two spells 35,000 gp

Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled

Pearl of the Sirines

Price 15,300 gp; Aura moderate abjuration and transmutation; CL 8th; Weight

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

Cost 8,150 gp

Craft Wondrous Item, freedom of movement, water breathing

Philter of Love

Price 3,000 gp; Aura strong enchantment; CL 15th; Weight

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

Cost 1,500 gp

Craft Wondrous Item, charm monster, permanency

Pipes of Dissolution

Price 12,000 gp; Aura faint abjuration; CL 5th; Weight 3 lbs.

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

Cost 6,000 gp

Craft Wondrous Item, dispel magic

Pipes of Haunting

Price 6,000 gp; Aura faint necromancy; CL 4th; Weight 3 lbs.

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

Cost 3,000 gp

Craft Wondrous Item, scare

Pipes of Pain

Price 12,000 gp; Aura moderate enchantment; CL 6th; Weight 3 lbs.

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

Cost 6,000 gp

Craft Wondrous Item, sound burst, creator must have the bardic performance class ability

Pipes of Sounding

Price 1,800 gp; Aura faint illusion; CL 2nd; Weight 3 lbs.

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

Cost 900 gp

Craft Wondrous Item, ghost sound

Pipes of the Sewers

Price 1,150 gp; Aura faint conjuration; CL 2nd; Weight 3 lbs.

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. The Perform 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

Cost 575 gp

Craft Wondrous Item, charm animal, summon nature's ally I, wild empathy ability

Polymorphic Pouch

Price 5,000 gp; Aura moderate transmutation; CL 9th; Weight 1 lb.

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

Cost 2,500 gp

Craft Wondrous Item, polymorph, secret chest

Portable Hole

Price 20,000 gp; Aura strong conjuration; CL 12th; Weight

A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, 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

Cost 10,000 gp

Craft Wondrous Item, plane shift

Prayer Wheel of Ethical Strength

Price 10,000 gp; Aura faint transmutation; CL 5th; Weight 3 lbs.

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

Cost 5,000 gp

Craft Wondrous Item, align weapon

Preserving Flask

Price varies; Aura strong abjuration; CL 17th; Weight

1st-level 1,000 gp; 2nd-level 4,000 gp; 3rd-level 9,000 gp; 4th-level 16,000 gp; 5th-level 25,000 gp; 6th-level 36,000 gp

This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.

Construction Requirements

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

Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be stored

Pyxes of Redirected Focus

Price 1,000 gp; Aura moderate transmutation; CL 9th; Weight

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

Cost 500 gp

Craft Wondrous Item, prayer

Racing Broom of Flying

Price 30,000 gp; Aura faint transmutation; CL 5th; Weight 3 lbs.

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

Cost 15,000 gp

Craft Wondrous Item, haste, overland flight, permanency

Restless Lockpicks

Price 8,000 gp; Aura faint transmutation; CL 3rd; Weight 1 lb.

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 Device using 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

Cost 4,000 gp

Craft Wondrous Item, knock, mage hand

Restorative Ointment

Price 4,000 gp; Aura faint conjuration; CL 5th; Weight 1/2 lb.

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

Cost 2,000 gp

Craft Wondrous Item, cure light wounds, neutralize poison, remove disease

Ring Gates

Price 40,000 gp; Aura strong conjuration; CL 17th; Weight 1 lb.

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 a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an "entry side" and an "exit side," both marked with appropriate symbols.

The weight listed is per ring.

Construction Requirements

Cost 20,000 gp

Craft Wondrous Item, gate

Rope of Climbing

Price 3,000 gp; Aura faint transmutation; CL 3rd; Weight 3 lbs.

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

Cost 1,500 gp

Craft Wondrous Item, animate rope

Rope of Entanglement

Price 21,000 gp; Aura strong transmutation; CL 12th; Weight 5 lbs.

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

Cost 10,500 gp

Craft Wondrous Item, animate objects, animate rope or entangle

Rope of Knots

Price 6,000 gp; Aura moderate transmutation; CL 9th; Weight

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

Cost 3,000 gp

Craft Wondrous Item, animate rope

Salve of Slipperiness

Price 1,000 gp; Aura moderate conjuration; CL 6th; Weight

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

Cost 500 gp

Craft Wondrous Item, grease

Scabbard of Honing

Price 500 gp; Aura faint transmutation; CL 3rd; Weight 1 lb.

This leather scabbard resizes itself to fit any axe, sword, dagger, or similar item normally stored in a scabbard. Sheathing a nonmagical weapon in the scabbard for 1 minute hones its edge as if it had been sharpened with a whetstone (page 75).

Construction Requirements

Cost 250 gp

Craft Wondrous Item, mending

Scabbard of Keen Edges

Price 16,000 gp; Aura faint transmutation; CL 5th; Weight 1 lb.

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

Cost 8,000 gp

Craft Wondrous Item, keen edge

Scabbard of Stanching

Price 5,000 gp; Aura faint conjuration; CL 5th; Weight 2 lbs.

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

Cost 2,500 gp

Craft Wondrous Item, cure light wounds

Scabbard of Vigor

Price 1,800 gp; Aura faint transmutation; CL 5th; Weight 3 lbs.

Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.

BonusDuration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds

Construction Requirements

Cost 900 gp

Craft Wondrous Item, greater magic weapon

School of Eyes

Price 5,000 gp; Aura moderate divination; CL 10th; Weight

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

Cost 2,500 gp

Craft Wondrous Item, prying eyes

Seeker's Sight

Price 12,000 gp; Aura moderate divination; CL 8th; Weight 1 lb.

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

Cost 6,000 gp

Craft Wondrous Item, true seeing

Seer's Tea

Price 550 gp; Aura faint divination; CL 3rd; Weight

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

Cost 275 gp

Craft Wondrous Item, augury or divination

Sheath of Bladestealth

Price 5,000 gp; Aura faint illusion; CL 5th; Weight 2 lbs.

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 on Sleight 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

Cost 2,500 gp

Craft Wondrous Item, invisibility

Shroud of Disintegration

Price 3,300 gp; Aura moderate transmutation; CL 11th; Weight 10 lbs.

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

Cost 1,650 gp

Craft Wondrous Item, disintegrate

Silversheen

Price 250 gp; Aura faint transmutation; CL 5th; Weight

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

Cost 125 gp

Craft Wondrous Item

Singing Bell of Striking

Price 6,000 gp; Aura faint transmutation; CL 5th; Weight 3 lbs.

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

Cost 3,000 gp

Craft Wondrous Item, versatile weapon

Snapleaf

Price 750 gp; Aura faint transmutation; CL 5th; Weight

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

Cost 375 gp

Craft Wondrous Item, feather fall, invisibility

Soul Soap

Price 200 gp; Aura faint abjuration; CL 1st; Weight 2 lbs.

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

Cost 100 gp

Craft Wondrous Item, resistance

Sovereign Glue

Price 2,400 gp; Aura strong transmutation; CL 20th; Weight

This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask's capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent.

The price and creation cost given are per ounce.

Construction Requirements

Cost 1,200 gp

Craft Wondrous Item, make whole

Steadfast Gut-Stone

Price 800 gp; Aura faint abjuration; CL 3rd; Weight 2 lbs.

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

Cost 400 gp

Craft Wondrous Item, magic stone, shield other

Stone Familiar

Price 6,000 gp; Aura faint abjuration; CL 3rd; Weight 2 lbs.

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

Cost 3,000 gp

Craft Wondrous Item, share memory, creator must be a witch

Stone Horse

Price varies; Aura strong transmutation; CL 14th; Weight 6,000 lbs.

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

Courser 5,000 gp; Destrier 7,400 gp

Craft Wondrous Item, animate objects, flesh to stone

Stone of Alarm

Price 2,700 gp; Aura faint abjuration; CL 3rd; Weight 2 lbs.

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

Cost 1,350 gp

Craft Wondrous Item, alarm

Stone of Alliance

Price 5,000 gp; Aura faint divination; CL 3rd; Weight

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

Cost 2,500 gp

Craft Wondrous Item, shield other, status

Stone of Conjuring Earth Elementals

Price 90,000 gp; Aura moderate conjuration; CL 11th; Weight lbs.

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

Cost 45,000 gp

Craft Wondrous Item, summon monster V, summon monster VI

Stone of Good Luck (Luckstone)

Price 20,000 gp; Aura faint evocation; CL 5th; Weight

This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.

Construction Requirements

Cost 10,000 gp

Craft Wondrous Item, divine favor

Stone Salve

Price 4,000 gp; Aura strong abjuration and transmutation; CL 13th; Weight

This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.

The price and creation cost given are per ounce.

Construction Requirements

Cost 2,000 gp

Craft Wondrous Item, stone to flesh, stoneskin

Strand of Prayer Beads

Price varies; Aura Varies; CL Varies; Weight 1/2 lb.

Lesser strand 9,600 gp; Standard strand 45,800 gp; Greater strand95,800 gp

This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list.

Special Bead TypeSpecial Bead Ability
Bead of blessing (CL 1st)Wearer can cast bless.
Bead of healing (CL 5th)Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma (CL 9th)Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting (CL 7th)Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial).
Bead of summons (CL 17th) Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.)
Bead of wind walking (CL 11th)Wearer can cast wind walk.

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

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

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

Construction Requirements

Lesser strand 4,800 gp; Normal strand 22,900 gp; Greater strand 47,900 gp

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)

Stubborn Nail

Price 100 gp; Aura faint abjuration; CL 3rd; Weight 1/2 lb.

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

Cost 50 gp

Craft Wondrous Item, arcane lock, mending

Summoning Shackle

Price 5,000 gp; Aura moderate abjuration; CL 11th; Weight 1 lb.

This small silver shackle is carved with conjuration runes. When used as a focus as part of a summoning spell of 3rd level or less, it creates a faintly-glowing intangible magical chain from the caster to the summoned creature or creatures. The duration of that summoning spell is extended as if using the Extend Spell feat, with no increase in casting time. The chain prevents the creature from moving more than 30 feet from the caster, even when using teleportation (though the caster can use these effects to exceed this distance, which ends the shackling effect immediately). The chain does not otherwise obstruct or interfere with any object or creature other than the summoned creature. The shackle may be used up to five times per day. If the shackle or the chain is dispelled, the range limitation and increased duration ends; if the spell's unmodified duration would already have ended by then, the spell ends immediately.

Construction Requirements

Cost 2,500 gp

Craft Wondrous Item, Extend Spell, dimensional anchor, summon monster I

Summon-Slave Crystal

Price 10,000 gp; Aura moderate necromancy; CL 9th; Weight

This thumb-sized crystalline skull is carved with necromantic runes. Once per day, a spellcaster can grasp the stone while casting a summoning spell. When the spellcasting is finished, the caster may immediately attempt to possess the summoned creature, as if using magic jar, except as a free action. The creature does not get a saving throw to resist, though spell resistance still applies. If successful, the caster possesses the creatures' body until the duration of the summoning spell ends, at which time his mind returns to his body, the creature's mind returns to its body, and the creature disappears.

Construction Requirements

Cost 5,000 gp

Craft Wondrous Item, magic jar

Sustaining Spoon

Price 5,400 gp; Aura faint conjuration; CL 5th; Weight

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

Cost 2,700 gp

Craft Wondrous Item, create food and water

Tome of Clear Thought

Price varies; Aura strong universal; CL 17th; Weight lbs.

+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

+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

Craft Wondrous Item, miracle or wish

Tome of Leadership and Influence

Price varies; Aura strong universal; CL 17th; Weight 5 lbs.

+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

+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

Craft Wondrous Item, miracle or wish

Tome of Understanding

Price varies; Aura strong universal; CL 17th; Weight 5 lbs.

+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

+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

Craft Wondrous Item, miracle or wish

Traveler's Any-Tool

Price 250 gp; Aura moderate transmutation; CL 9th; Weight 2 lbs.

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

Cost 125 gp

Craft Wondrous Item, major creation

Treasurer's Seal

Price 10,000 gp; Aura faint abjuration; CL 3rd; Weight 1 lb.

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

Cost 5,000 gp

Craft Wondrous Item, alarm, arcane lock, fire trap

Unguent of Timelessness

Price 150 gp; Aura faint transmutation; CL 3rd; Weight

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

Cost 75 gp

Craft Wondrous Item, gentle repose

Universal Solvent

Price 50 gp; Aura faint transmutation; CL 3rd; Weight

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

Construction Requirements

Cost 25 gp

Craft Wondrous Item, acid arrow

Void Dust

Price 4,500 gp; Aura moderate transmutation; CL 11th; Weight

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

Cost 2,250 gp

Craft Wondrous Item, disintegrate

Void Pennant

Price 14,000 gp; Aura moderate abjuration; CL 10th; Weight 1 lb.

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

Cost 7,000 gp

Craft Wondrous Item, dimensional anchor

Volatile Vaporizer

Price varies; Aura faint transmutation; CL 4th; Weight

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

1st-level 1,100 gp; 2nd-level 1,500 gp; 3rd-level 1,900 gp

Craft Wondrous Item, alchemical allocation

War Paint of the Terrible Visage

Price 100 gp; Aura faint necromancy; CL 1st; Weight

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

Cost 50 gp

Craft Wondrous Item, cause fear

Wasp Nest of Swarming

Price 1,000 gp; Aura moderate conjuration; CL 9th; Weight 4 lbs.

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

Cost 500 gp

Craft Wondrous Item, insect plague

Waters of Transfiguration

Price 12,500 gp; Aura moderate transmutation; CL 9th; Weight 1 lb.

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

Cost 6,250 gp

Craft Wondrous Item, fabricate

Well of Many Worlds

Price 82,000 gp; Aura strong conjuration; CL 17th; Weight

This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, 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

Cost 41,000 gp

Craft Wondrous Item, gate

Werewhistle

Price 8,000 gp; Aura moderate transmutation; CL 9th; Weight

This 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

Cost 4,000 gp

Craft Wondrous Item, baleful polymorph

Wind Fan

Price 5,500 gp; Aura faint evocation; CL 5th; Weight

A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to 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

Cost 2,750 gp

Craft Wondrous Item, gust of wind

Wind-Caller Compass

Price 4,400 gp; Aura faint transmutation; CL 3rd; Weight

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

Cost 2,200 gp

Craft Wondrous Item, alter winds

Word Bottle

Price 1,500 gp; Aura moderate evocation; CL 7th; Weight 1 lb.

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-dependant 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

Cost 750 gp

Craft Wondrous Item, imbue with spell ability