BODY Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

BODY Slot- Wondrous Items- Descriptions

Body Slot Wondrous Items

    The body slot consists of robes, vestments, and items that can be worn on or around the body.  


BLAZING ROBE

11,000 GP AURA moderate evocation CL 8th WEIGHT 1 lb.
This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric’s slick surface. The robe grants the wearer fire resistance 5 and increases the wearer’s caster level for all spells with the fire descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of fire. Creatures other than the wearer within the area take 2d6 points of fire damage (Reflex DC 16 half).
CONSTRUCTION REQUIREMENTS COST 5,500 GP Craft Wondrous Item, Heighten Spell, resist energy, fireball


BODYWRAP OF MIGHTY STRIKES

VARIES
  • +1 bonus 3,000 GP
  • +2 bonus 12,000 GP
  • +3 bonus 27,000 GP
  • +4 bonus 48,000 GP
  • +5 bonus 75,000 GP
  • +6 bonus 108,000 GP
  • +7 bonus 147,000 GP
AURA faint evocation CL 5th WEIGHT 1 lb. This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round).
The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer’s turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.
Additionally, the bodywrap can grant melee weapon special abilities to a creature’s unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3–8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation.
Bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability. CONSTRUCTION REQUIREMENTS COST varies
  • +1 bonus 1,500 GP
  • +2 bonus 6,000 GP
  • +3 bonus 13,500 GP
  • +4 bonus 24,000 GP
  • +5 bonus 37,500 GP
  • +6 bonus 54,000 GP
  • +7 bonus 73,500 GP
Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the bodywrap’s bonus, plus any requirements of the melee weapon special abilities  


GHOST SHROUD

Price (Item Level): 5,000 gp (9th) Body Slot: Body Caster Level: 12th Aura: Strong; (DC 21) necromancy Activation: — Weight: —
This shroud looks like a ghostly, translucent version of a winding cloth used to wrap a body for burial. While wearing a ghost shroud, you gain a +1 deflection bonus to Armor Class. In addition, all your melee attacks can affect incorporeal creatures as if you were wield- ing a ghost touch weapon.
Prerequisites: Craft Wondrous Item, create undead, Knowledge (religion) 5 ranks. Cost to Create: 2,500 gp, 200 XP, 5 days.    

CASSOCK OF THE CLERGY

4,600 GP AURA moderate abjuration CL 1st WEIGHT 1 lb.
The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day. If the wearer is a spontaneous divine caster, once per day she may spend 1 hour in prayer to gain an orison of her choice as a spell known for the next 24 hours. CONSTRUCTION REQUIREMENTS COST 2,300 GP Craft Wondrous Item, bless, sanctuary, creator must be a divine spellcaster


CORSET OF DIRE WITCHCRAFT

22,000 GP AURA moderate abjuration CL 6th WEIGHT 1 lb. This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a spell caster, each day when she prepares spells, she may enhance one spell she knows, increasing its caster level by +2 for 24 hours.
CONSTRUCTION REQUIREMENTS COST 11,000 GP Craft Wondrous Item, mage armor,


DRUID’S VESTMENT

3,750 GP AURA moderate transmutation CL 10th WEIGHT —
This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with elaborate plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.
CONSTRUCTION REQUIREMENTS COST 1,375 GP Craft Wondrous Item, polymorph or wild shape ability
 


MONK’S ROBE

13,000 GP AURA moderate transmutation CL 10th WEIGHT 1 lb.
When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk’s AC bonus.
CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, righteous might or transformation


OTHERWORLDLY KIMONO

67,000 GP AURA strong conjuration CL 15th WEIGHT 1 lb.
Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono. The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks.
Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with “walls” of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn’t escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space.
Whenever a creature is drawn inside the kimono, the victim’s image temporarily manifests as another embroidered design among the kimono’s other images. While a victim is trapped inside, the kimono’s bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono’s increased bonuses return to normal when the victim is freed or released.
CONSTRUCTION REQUIREMENTS COST 33,500 GP Craft Wondrous Item, Heighten Spell, maze, resistance


RESPLENDENT ROBE OF THE THESPIAN

75,000 GP AURA strong varied CL 16th WEIGHT 1 lb.
These magnificent vestments disguise the presence of armor as normal clothing (as the glamered armor property). When worn by a bard, the robe grants the wearer the following powers: • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance Bards and those who fancy themselves actors or performers commission versions of these robes using only the finest fabric.
CONSTRUCTION REQUIREMENTS COST 37,500 GP Craft Wondrous Item, antimagic field, break enchantment, greater heroism, veil


ROBE OF ARCANE MIGHT

Price (Item Level): 21,000 gp (15th) Body Slot: Body Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: — Weight: 1 lb.
Mystical sigils line the hems of this bulky, thick-shouldered robe. Minuscule gems adorn the cuffs, collar, and hems. A robe of arcane might grants you a +4 armor bonus to AC. In addition, each robe is attuned to one of the eight schools of magic, chosen during creation (and identifiable with a successful DC 20 Spellcraft check). When casting a spell from that school, you gain a +1 competence bonus to your caster level.
Prerequisites: Craft Wondrous Item, mage armor, specialist wizard in the rel- evant school. Cost to Create: 10,500 gp, 840 XP, 21 days.


ROBE OF THE INFERNO

Price (Item Level): 37,000 gp (17th) Body Slot: Body Caster Level: 10th Aura: Moderate; (DC 20) abjuration, evocation Activation: See text Weight: 1 lb.
The coal-colored cloth of this robe is decorated with crimson-stitched runes. The runes run around the bottom and up the length of the gar- ment in meandering lines, and are a mixture of arcane formulas and praises to fire written in Ignan. The robe emits a faint odor of brimstone, and a gentle warmth surrounds it. While you wear this robe, it provides you with a +4 armor bonus to AC. This is a continuous effect and requires no activation.
The robe can also be activated as a swift (command) action by speaking a word in Ignan that causes four fiery orbs, each about 6 inches in diameter, to spring from the sleeves. They circle slowly around your body at waist height as long as the robe remains active, but don’t interfere with your actions in any way. As long as they are active, they collectively provide light equal to that of a torch and grant you resistance to fire 10.
Two times per day, you can send one of the fiery orbs streaking toward a single enemy within 60 feet as a ranged touch attack, which is a standard (command) action. Failure means the orb misses and explodes harmlessly in a shower of sparks. Success means it explodes in a 5-foot- radius burst around the target, dealing 8d6 points of fire damage and leaving affected creatures dazzled for 1 round (Reflex DC 16 halves the damage and negates the dazzled condition).
Prerequisites: Craft Wondrous Item, mage armor, resist energy, scorching ray. Cost to Create: 18,500 gp, 1,480 XP, 37 days.  

ROBE OF MYSTERIOUS CONJURATION

Price (Item Level): 10,000 gp (12th) Body Slot: Body Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) Weight: 2 lb.
A robe of mysterious conjuration intensifies your connection to other planes, linking your mind to the distant realms from which a puissant mage can pluck servants and bind them to his will.
Three times per day, you can activate the robe and sacrifice a prepared arcane spell (or arcane spell slot) to summon one or more monsters, as if you had cast a summon monster spell of the same level as the sacrificed spell from your class spell list. The summoned monsters can act immediately.
Prerequisites: Craft Wondrous Item, summon monster V. Cost to Create: 5,000 gp, 400 XP,    

SHROUD OF SCALES

Price (Item Level): 24,000 gp (15th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) abjuration Activation: — Weight: 10 lb.
This opaque, reticulated shawl appears to con- tain hundreds of polychromatic dragon scales stitched into its fibers. Deep, flowing sleeves hang from long arm slits cut into the main body of the shawl.
While wearing a shroud of scales, you can use your arms and hands normally and see through the garment despite its appar- ent opacity. You gain damage reduction 5/magic and are immune to a dragon’s frightful presence.
Prerequisites: Craft Wondrous Item, stoneskin. Cost to Create: 12,000 gp, 960 XP, 24 days.  


ROBE OF RETALIATION

Price (Item Level): 6,500 gp (10th) Body Slot: Body Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Immediate (command) Weight: 2 lb.
An image of a solar eclipse with a blazing corona can be seen on the back of this heavy red robe.
A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe and sacrifice an arcane spell of 1st level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.
Prerequisites: Craft Wondrous Item, fire shield. Cost to Create: 3,250 gp, 260 XP, 7 days.  


ROBE OF BLENDING

8,400 GP AURA moderate transmutation CL 10th WEIGHT 1 lb.
Once per day this simple woolen robe allows you to assume the form of another humanoid creature, as if using alter self. This change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and understand Orc.
CONSTRUCTION REQUIREMENTS COST 4,200 GP Craft Wondrous Item, alter self, tongues  


ROBE OF BONES

2,400 GP AURA moderate necromancy CL 6th WEIGHT 1 lb.
This sinister item functions much like a robe of useful items, but specifically for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them as the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead: • Human skeleton • Fast goblin zombie • Wolf skeleton • Tough human zombie • Heavy horse skeleton • Plague ogre zombie
CONSTRUCTION REQUIREMENTS COST 1,200 GP Craft Wondrous Item, animate dead


ROBE OF COMPONENTS

5,000 GP AURA moderate conjuration CL 7th WEIGHT 1 lb.
The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer’s spellcasting. The robe can even produce spell components or foci with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer’s person or when the spell requiring them is cast.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, minor creation


ROBE OF EYES

120,000 GP AURA moderate divination CL 11th WEIGHT 1 lb.
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on spot checks. She retains her Dexterity bonus to AC even when flat-footed, and can’t be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded for 1d3 minutes. A daylight spell blinds the wearer for 2d4 minutes.
CONSTRUCTION REQUIREMENTS COST 60,000 GP Craft Wondrous Item, true seeing


ROBE OF GATES

64,000 GP AURA strong conjuration CL 17th WEIGHT 1 lb.
Silver circles and conjuring runes decorate this black robe. Three times per day when the wearer uses a summoning spell or spell-like ability to summon a variable number of creatures, he can choose to summon the maximum number of creatures possible. Creatures summoned in this way step from the shadowy folds of the robe, and appear adjacent to the wearer. If there isn’t sufficient room for all the creatures to appear, the extra creatures are wasted and do not appear. If the wearer is a summoner, he can call upon the robe to summon his eidolon as a standard action once per day. It must appear adjacent to the summoner when called this way.
CONSTRUCTION REQUIREMENTS COST 32,000 GP Craft Wondrous Item, Maximize Spell, gate, summon eidolon


ROBE OF INFINITE TWINE

1,000 GP AURA moderate conjuration CL 7th WEIGHT 1 lb.
This coarse hempen robe seems made from a single strand of twine. The wearer can draw up to 30 feet of twine or up to 10 feet of hemp rope per round from the robe without harming it. As an immediate action, the wearer can draw up to 150 feet of twine or 50 feet of rope from the robe, but this gives the robe the broken condition and suppresses its powers until it is repaired. Twine or rope drawn from the robe remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or rope. CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, minor creation

ROBE OF NEEDLES

1,000 GP AURA faint evocation CL 5th WEIGHT 4 lbs.
This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target’s flesh, dealing 1 point of piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, bleed

ROBE OF SCINTILLATING COLORS

27,000 GP AURA moderate illusion CL 11th WEIGHT 1 lb.
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.
Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). Additionally, the robe continuously illuminates a 30-foot radius. The effect can be used no more than a total of 10 rounds per day.
CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, blur, rainbow pattern

ROBE OF STARS

58,000 GP AURA strong varied CL 15th WEIGHT 1 lb.
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.
It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell. This robe also grants its wearer a +1 luck bonus on all saving throws.
Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.
CONSTRUCTION REQUIREMENTS COST 29,000 GP Craft Wondrous Item, magic missile, astral projection or plane shift

ROBE OF THE ARCHMAGI

75,000 GP AURA strong varied CL 14th WEIGHT 1 lb.   This normal-appearing garment is attuned to one of three types of alignment. It can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer’s alignment doesn’t match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item’s powers once the robe is donned. These powers are as follows.
• +5 armor bonus to AC • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance
If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.
CONSTRUCTION REQUIREMENTS COST 37,500 GP Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe


ROBE OF USEFUL ITEMS

7,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
A character who dons this battered robe notes that its patches rearrange into the shapes of various helpful but mundane items. Only the wearer of the robe can see the true shapes of these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches: • Dagger • Bullseye lantern (full and lit) • Mirror (a highly polished 2-foot-by-4-foot steel mirror) • Pole (10-foot length) • Hempen rope (50-foot coil) • Sack In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
d% RESULT 01–08 Bag of 100 gold pieces 09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value 16–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself) 23–30 Gems, 10 (100 gp value each) 31–44 Ladder, wooden (24 ft. long) 45–51 Mule (with saddlebags) 52–59 Pit, open (10 ft. by 10 ft. by 10 ft.) 60–68 Potion of cure serious wounds 69–75 Rowboat (12 ft. long) 76–83 Minor scroll of one randomly determined spell 84–90 War dogs, pair (treat as riding dogs) 91–96 Window (2 ft. by 4 ft., up to 2 ft. deep) 97–100 Portable ram
Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, fabricate


SHOCKING ROBE

11,000 GP AURA moderate abjuration and evocation CL 10th WEIGHT 1 lb.
This violet and yellow silk robe gives the impression of electricity crackling over its surface. The robe grants the wearer electricity resistance 5 and increases the wearer’s caster level for all spells with the electricity descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of electricity. Creatures other than the wearer within the area take 2d6 points of electricity damage (Reflex DC 16 half).
CONSTRUCTION REQUIREMENTS COST 5,500 GP Craft Wondrous Item, Heighten Spell, resist energy, lightning bolt


SMUGGLER’S COLLAPSIBLE ROBE

48,000 GP AURA moderate conjuration CL 9th WEIGHT 1 lb.
Appearing to be nothing more than a ratty wool robe with a hood, this garment is an invaluable tool for spies, thieves, and smugglers. On command, the wearer and non-living objects up to her maximum load are sucked into an extradimensional space within the robe, leaving the robe to collapse where the wearer was standing. The robe appears to be merely a pile of discarded clothes, and does not detect as magical or function so long as the wearer is within the extradimensional space.
While inside the extradimensional space, the wearer cannot take most actions, but can breathe comfortably for up to 24 hours. The wearer can see the area around the robe, though special senses such as darkvision or blindsense do not function. The wearer may leave the extradimensional space with a thought as a free action—the only action he can make while inside the extradimensional space. He reappears wearing the robe once more. However, if there is not enough room for the wearer to reappear (for example, if the robe was placed inside a small box) then the wearer cannot leave the extradimensional space.
If the robe is destroyed or its magic suppressed while the wearer is within the extradimensional space, or if he spends 24 hours within it, he and all objects inside reappear instantaneously in the robe’s space, and the wearer is dazed for one round.
CONSTRUCTION REQUIREMENTS COST 24,000 GP Craft Wondrous Item, secret chest, magic aura, arcane eye




VOIDFROST ROBE

11,000 GP AURA moderate abjuration and evocation CL 10th WEIGHT 1 lb.
This blue and white silk robe gives the impression of ice and frozen fog forming over its surface. The robe grants the wearer cold resistance 5 and increases the wearer’s caster level for all spells with the cold descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot radius burst of cold. Creatures other than the wearer within the area take 2d6 points of cold damage (Reflex DC 16 half).
CONSTRUCTION REQUIREMENTS COST 5,500 GP Craft Wondrous Item, Heighten Spell, resist energy, cone of cold


XORN ROBE

20,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This brown and gray robe is always dirty, and the chest and the back of each shoulder is decorated with a gem-like eye pattern. The wearer gains a +5 bonus on spot checks, and can use earth glide to pass through up to 20 feet of natural or worked stone per day. The distance traveled with earth glide does not need to be consecutive, but it must be used in 5-foot increments. The wearer is able to safely chew, swallow, digest, and derive nutrition from gems, precious metals, and metallic ore, with 100 gp worth of these materials sustaining him for 1 full day. If the wearer removes the robe after such a meal, he is sickened until 24 hours have passed since the last meal of this kind. Wearing the robe again immediately negates this penalty.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, passwall, purify food and drink

Comments

Please Login in order to comment!