RINGS & WONDROUS Item- List in Aertrea | World Anvil
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RINGS & WONDROUS Item- List


Magic Item Tables: Rings and Wondrous Items

  Magic Items- Rings
Wondrous Items- Belt Slot
Wondrous Items- Body Slot
Wondrous Items- Face Slot
Wondrous Items- Foot Slot
Wondrous Items- Hand Slot
Wondrous Items- Head Slot
Wondrous Items- Neck Slot
Wondrous Items- Shoulder/Cloak Slot
Wondrous Items- Torso or Chest Slot
Wondrous Items- Tools- A-C Descriptions
Wondrous Items- Tools- D- H Descriptions
Wondrous Items- Tools- I-O Descriptions
Wondrous Items- Tools- P-Z Descriptions  

Rings

 
  • Brief Blessing, 1,000 gp- as swift, melee weapon is good and magic for 1R, recharge with channel energy
  • Communication, 2000 gp- can be heard by anyone else with same ring within 1 mile
  • Dark Hidden, 2000 gp, invisible to darkvision
  • Floating, 2,000 gp- you are completely buoyant.
  • Four Winds, 2,000 gp: 4/D as immediate gain +2 deflection vs. one attack or gain feather falling.
  • Piercing Spells 2000 gp- 3/D next melee touch spell deals +2d6 damage if you are flanking.
  • Protection +1 2,000 gp- Deflection bonus to AC
  • Silent Spell 2000 gp- 1/D create silence effect on you, can cast up to 3 3rd level spells silently
  • Feather falling 2,200 gp Feather fall continuous
  • Brute Ring, 2300 gp- 2/D blast of force bull rushes enemy (+5)
  • Sustenance 2,500 gp- no need for food or water, only require 2 hours of sleep,
  • Climbing 2,500 gp +5 to climb
  • Jumping 2,500 gp- +5 to jump
  • Swimming 2,500 gp- +5 to swim
  • Lockpicking Ring, 3500 gp- +5 open lock, 1/D Knock spell
  • Mystic Healing 3,500 gp- +1 caster level with healing spells; 3 charges/day, healing spells more potent
  • Counterspells 4,000 gp- store one spell that is counter if cast at you.
  • Vengeance 4500 gp- 3/D when you are critical hit, ring deals 5d6 electrical.
  • Arming, 5,000 gp- store weapon and armors
  • Maniacal Devices 5,000 gp- +5 disable device or craft mechanical devices
  • Forcewall, 5,100 gp- 3CH/Day, create 10'x10' vertical wall of force for up to 4 rounds.
  • Adamantine Touch 6000 gp- your melee and natural attacks are considered adamantine for DR
  • Sacred Mistletoe 6000 gp +2 handle animal, wild empathy, knowledge nature, 1/D shillelagh
  • Swarming Bites 6000 gp- 2/D when flanking deal additional 1d6 damage.
  • Thunderclaps 6000 gp- 3/D with melee touch deal 1d8+5 electrical, 1/D also do shout spell.
  • Water Breathing, 6000 gp, continuously able to breath underwater.
  • Mystic Defiance 7,500 gp- 3/D reduce damage from spell or SLA by 10 pts.
  • Mystic Fire 7,500 gp0 +1 CL with fire spell, 3 CH/D to add damage to fire spells.
  • Mystic Lightning 7500 gp- +1 CL with fire spell, 3 CH/D to add damage to fire spells.
  • Antivenom 8000 gp- 1/D neutralize poison
  • Entropic Deflection, 8,000 gp- after moving at least 10' gain 20% miss chance
  • Mind shielding 8,000 gp- immune to detect thoughts, discern lies, and determine alignment
  • Protection +2 8,000 gp, +2 deflection to AC
  • Strength Sapping 8,000 gp- 1/D when you hit foe, fort save or they take 1d4 STR damage, you gain +2 STR
  • Force shield 8,500 gp- as free action, gain benefits of heavy shield made of force.
  • Ram, the 8,600 gp- 3CH/D, 50' range deals 1d6 per charge used and bull rushes.
  • Avoidance, 10,000 gp- 3/D as standard +20 to AC until start of next turn
  • Climbing, improved 10,000 gp, +10 to climb
  • Curing, 10,000 gp- increase max a spell can heal by +2
  • Jumping, improved 10,000 gp- +10 to jump
  • Swimming, improved 10,000 gp- +10 to swim
  • Animal friendship 10,800 gp- charm animal at will
  • Sophisticate 11,000 gp- +4 sense motive, knowledge local, know where pubs are, 1/D locate object or creature
  • Lightning Flashes, 11,500 gp- 3/D burst of lightning deals 5d6 to all within 5'
  • Energy resistance, minor 12,000 gp- resist 10 against 1 kind of energy
  • Steelhand Ring 12000 gp- ignore 5 points of hardness with sunder, can disarm unarmed, 1/D 50% fortification
  • Spell Battle, 12000 gp- Identify spells within 60', 1/D counter or redirect spell with dispel magic
  • Chameleon, 12750 gp- +10 to hide, disguise self at will
  • Sea Strider- 14000 gp- 30 swim speed with +8 swim, 1/D dimension door within a body of water.
  • Retribution 15000 gp- 1/D explodes in 30 radius dealing 10d6 damage, wearer is not immune to this damage.
  • Water walking 15,000 gp- continuous water walking effect, as spell
  • Greater Counterspells, 16,000 gp- stores 1-6th level spell, counters if cast at you, can also counter other spells .
  • Jailer's Dungeon Ring 16,000 gp- rings attune to each other, no location, allows scrying
  • Divergence, 18,000 gp- has resist energy 10 (at creation), 1/D reflect spell of that energy, 3rd or lower,
  • Inner Fortitude, Minor 18,000 gp- reduces ability damage by 2 and drain by 1
  • Protection +3 18,000 gp- +3 deflection bonus to AC
  • Spell storing, minor 18,000 gp- holds up to 3 spell levels of spells.
  • Arcane Might 20000 gp- +1 level for arcane for SR, CL checks and level based variable.
  • Bone Ring, 20,000 gp- 3/D prevent energy drain or ability drain
  • Invisibility 20,000 gp- invisibility at will
  • Wizardry (I) 20,000 gp- doubles 1st level arcane spells per day from class.
  • Evasion 25,000 gp- gain the evasion ability
  • X-ray vision 25,000 gp- 10 M/D at 1M intervals, see through objects up to 20'
  • Blinking 27,000 gp- on command as blink spell
  • Energy resistance, major 28,000 gp
  • Force Armor 30000 gp- must wear two, +5 force armor, +1d4 damage unarmed, anyone hitting you takes 1d4
  • Vanishing 30000 gp- for 2Rs you are invisible to all senses (but not magic)
  • Protection +4 32,000 gp
  • Return 33,600 gp- as a swift teleport to previously linked square if within 100.
  • Negative Energy Protection 36000 gp- you can't gain negative levels.
  • Wizardry (II) 40,000 gp- doubles 2nd level arcane spells from class.
  • Freedom of movement 40,000 gp- continuous freedom of movement.
  • Inner Fortitude, Major 42,000 gp- reduces ability damage by 4 and drain by 2
  • Energy resistance, greater 44,000 gp
  • Delayed Doom 45,000 gp- nine times can delay harmful effect after failed save for 1 M.
  • Nine Lives 45000 gp- has nine charges, heals 20 if reduced to 0 or below or reroll failed save.
  • Friend shield (pair) 50,000 gp- either wearer can cast shield other at will
  • Protection +5 50,000 gp, +5 deflection bonus to AC
  • Shooting stars 50,000 gp- various light effects, dancing balls of lightning do damage.
  • Spell storing 50,000 gp- stores up to 5 spell levels of spells
  • Ring of Continuation, 56,000 gp- make 1 spell of 10M/Lv or longer last 24 hours.
  • Inner Fortitude, Greater 66,000 gp- reduces ability damage by 6 and drain by 3
  • Spiritualist Ring 70,000 gp- Speak w/dead & spectral hand 3/D, ghost touch weapon, +4 saves vs. energy
  • Wizardry (III) 70,000 gp- dbobles 3rd level arcane spells per day from class.
  • Telekinesis 75,000 gp- At will, telekinesis as spell.
  • Regeneration 90,000 gp -heal 1 HP per round, immune to bleed.
  • Spell Turning 100,000 gp- 3/D refelct the next 9 spell levels of spells back at caster as spell turning.
  • Wizardry (IV) 100,000 gp doubles 4th level spells per day
  • Three wishes 120,000 gp- contains up to 3 wishes, as the spell.
  • Djinni calling 125,000 gp- 1H per day served by Djinni,
  • Elemental command (air) 200,000 gp- multiple spell-like abilities
  • Elemental command (earth) 200,000 gp- multiple spell-like abilities
  • Elemental command (fire) 200,000 gp- multiple spell-like abilities
  • Elemental command (water) 200,000 gp- multiple spell-like abilities
  • Spell storing, major 200,000 gp- holds up to 10 spell levels of spells.
  •    

    Belt/Waist Wondrous Items

    Magic Items- Wondrous Items- Belt Slot  
    • Belt of Healing, 750 gp- +2 heal, 3Ch/D each heals you 2d8+
    • Belt of tumbling 800 gp- +4 to tumble
    • Meridian belt 1,000 gp- allows you to switch between 4 magic rings easily
    • Belt of One Mighty Blow, 1500 gp- 1/D extra damage, 1d8 light, 2d6 medium 3d6 two handed
    • Bladed belt 2,000 gp- can transform into MWK slashing or piercing weapon.
    • Dragon Spirit Cincture, 2,000 gp- breath weapon die +1 size, DC +1
    • Silkslick Belt, 2000 gp- Escape artist as move, 1/D +10 to escape artist
    • Aquatic cummerbund 2,600 gp- +4 on swim
    • Belt of Growth, 3000 gp- 1/D enlarge person
    • Equestrian belt 3,200 gp- Auto make some ride checks, +4 ride
    • Belt of Ultimate Athleticism, 3,600 gp- can take 10 on athletic skills, 1/D can take 20
    • Belt of giant strength +2 4,000 gp
    • Belt of incredible dexterity +2 4,000 gp
    • Belt of mighty constitution +2 4,000 gp
    • Belt of teeth 4,000 gp- can bite for you on attack of opportunity
    • Belt of the Champion (Thyrm Relic) 4500 gp- +2 STR, +5 STR checks, +4 vs. fear
    • Belt of Hidden Pouches, 5000 gp- has visible and invisible pockets of holding.
    • Blinkback belt 5,000 gp- thrown weapons teleport back to sheath
    • Plague rat belt 5,200 gp- +2 CON, 3/D reroll save vs. poison or disease
    • Belt of foraging 6,000 gp- easier and quicker travel when foraging.
    • Belt of Priestly Might, 6,000 gp- +2 STR, +1 natural armor, must match deity
    • Serpent belt 9,000 gp- +2 poison saves, +2 escape artist, 1/D belt becomes snake
    • Monkey belt 9,400 gp- +2 DEX, bonus to climb, 1/D gain tail
    • Belt of physical might +2 10,000 gp +2 to two physical abilities
    • Belt of the weasel 10,000 gp- +2 DEX, benefits when prone, compression
    • Belt of thunderous charging 10,000 gp- +2 STR, +2 bull rush overrun, w/charge weapons +1 size
    • Minotaur belt 11,000 gp- +2 STR, ignore some difficult terrain.
    • Plague rat belt, greater 11,200 gp- +3 DEX & CON, 3/D reroll save vs. poison or disease
    • Belt of Battle, 12000 gp- +2 initiative, 3CH/D use to gain extra actions.
    • Belt of equilibrium 12,000 gp
    • Security belt 12,500 gp- nonmagical, hard to steal from, shrinks items
    • Belt of mighty hurling, lesser 14,000 gp- +2 STR, thrown weapons gain returning & +10 range increment, use STR
    • Belt of dwarvenkind 14,900 gp- gives racial bonus for dwarves or increases them
    • Cord of stubborn resolve 15,000 gp- +2 CON, turns fatigue to nonlethal and exhaustion to fatigue
    • Desperation Chain, 15,000 gp- 1/D automatically cast 3rd or lower spell when helpless.
    • Belt of Giant strength, 16,000 gp
    • Belt of physical perfection +2 16,000 gp, +2 to STR, DEX, CON
    • Belt of incredible dexterity +4 16,000 gp
    • Belt of mighty constitution +4 16,000 gp
    • Monkey belt, greater 18,000 gp- +4 STR & DEX, bonus to climb, 1/D gain tail
    • Anaconda’s coils 18,500 gp- +2 STR, +2 grapple, gain constrict for 1d6
    • Serpent belt, greater 20,000 gp- +2 poison saves, +2 escape artist, 1/D belt becomes snake, +2 STR & DEX
    • Gwaeron's’S Belt, 21,000 gp- 1/D flaming weapon and wind walk
    • Gorgon belt 23,000 gp- +4 STR, ignore some difficult terrain, 1/D poison gas.
    • Elemental earth belt 24,000 gp- +4 CON, Immune to push/pull, 1/D elemental form.
    • Sash of flowing water 25,000 gp- make unarmed strikes to deflect successful hits.
    • Belt of giant strength +6 36,000 gp
    • Belt of incredible dexterity +6 36,000 gp
    • Belt of mighty constitution +6 36,000 gp
    • Belt of physical might +4 40,000 gp- +4 to two physical abilities
    • Belt of mighty hurling, greater 42,000 gp- +4 STR, thrown weapons gain returning & +10 range increment, use STR
    • Belt of stoneskin 60,000 gp- 100 pt stone skin DR 10/Ad per day.
    • Belt of physical perfection +4 64,000 gp- +4 to STR, DEX, CON
    • Belt of physical might +6 90,000 gp, +6 to two physical abilities
    • Shadowform belt 110,000 gp- +6 DEX, 10R/D become incorporeal
    • Belt of physical perfection +6 144,000 gp, +6 to STR, DEX, CON
       


    Body/Armor Slot Wondrous Items


    Wondrous Items- Body Slot
    • Robe of infinite twine 1,000 gp- draw out twine or rope from robe
    • Robe of needles 1,000 gp 6/D ranged touch w/needle for 1 dam & 1 bleed
    • Robe of bones 2,400 gp- Skeleton patches detached to summon them
    • Bodywrap of mighty strikes +1 3,000 gp- enhancement bonuses to unarmed strikes
    • Druid’s vestment 3,750 gp- +1 wildshape per day
    • Cassock of the clergy 4,600 gp- extra orizon, +3 CHA checks w/same alignment, bless & sanctuary 1/D
    • Ghost Shroud, 5,000 gp- +1 deflect to AC, all attacks are ghost touch
    • Robe of components 5,000 gp- provides up to 50 gp of components per day.
    • Sorcerer’s robe 5,000 gp
    • Robe of Retaliation, 6,500 gp- 3/D when hit, sac spell deal 1d6/SL to attacker
    • Robe of useful items 7,000 gp- pull out useful nonmagical items
    • Robe of blending 8,400 gp 1/D for 1 H, alter self, speak that language
    • Robe of Mysterious Conjuration, 10,000 gp 3/D sac spell slot to summon monster spell
    • Blazing robe 11,000 gp- Fire resist 5, +1 CL w/fire spells, 1/D burst for 2d6
    • Shocking robe 11,000 gp- electrical resist 5, +1 CL with electrical, 1/D fire bolt
    • Voidfrost robe 11,000 gp- cold resist 5, +1 CL with cold, 1/D burst of cold
    • Bodywrap of mighty strikes +2 12,000 gp
    • Monk’s robe 13,000 gp- +5 effective monk level for abilities.
    • Robe of arcane heritage 16,000 gp
    • Xorn robe 20,000 gp- +5 spot, earth glide, eat metals
    • Robe of Arcane Might, 21,000 gp: +4 armor, +1 CL for one school
    • Corset of dire witchcraft 22,000 gp +4 armor, prepare one spell at +2 CL
    • Shroud of Scales, 24,000 gp- DR 5/Magic, immune frightful presence
    • Bodywrap of mighty strikes +3 27,000 gp
    • Robe of scintillating colors 27,000 gp- 10R/D gaze can daze, +miss chance
    • Robe of the Inferno, 37,000 gp- +4 armor, create orbs as light, fire resist 10, 2/D orbs deal 8d6
    • Bodywrap of mighty strikes +4 48,000 gp
    • Smuggler’s collapsible robe 48,000 gp- sucks you & equip into extra dimensional space for 24 H, nondetection
    • Robe of stars 58,000 gp- can travel astrally, +1 luck to saves, 5/M +5 shuriken
    • Robe of gates 64,000 gp- max # of summon monsters
    • Otherworldly kimono 67,000 gp, +4 resistance, +4 to CL checks, 1/D maze-like ability
    • Bodywrap of mighty strikes +5 75,000 gp
    • Resplendent robe of the thespian 75,000 gp- SR 18, +4 resistance, +2 on SR checks, glamered,
    • Robe of the Archmagi 75,000 gp- +5 armor, SR 18, +4 resistance, +2 overcome SR
    • Bodywrap of mighty strikes +6 108,000 gp
    • Robe of eyes 120,000 gp- darkvision 120, see invisible, +10 spot, uncanny dodge
    • Bodywrap of mighty strikes +7 147,000 gp

    Face Slot: Hand/Glove/Gauntlet Slot Wondrous Items and Prices:

        Wondrous Items- Hand Slot
    • Assisting gloves 180 gp- 1 time, allows aid another for 1 M
    • Arcanists Gloves, 500 gp- +2 to CL of next 1st level arcane spell 2/D
    • Brute Gauntlets, 500 gp- 3 CH/D, each gives + to STR checks & Damage 1R.
    • Reach Gauntlets, 500 gp- use 1 PP to gain 5' reach 3/D
    • Brawler's Gauntlets, 1000 gp- 3/d for 1 R, +2 grapple checks & damage of unarmed strikes
    • Gauntlets of Energy Transformation 1000 gp- 3/D for 1 R change energy type of weapon.
    • Gloves of Spell Disruption 1000 gp- +5 DC to cast spell after hit
    • Claws of the ice bear 1,300 gp spiked guantlets, +2 climb & tumble, 3/D spider climb for 1 R
    • Adamantine Mind Blade Gauntlets, 2000 gp- allows mindblade to be adamantine.
    • Devastation Gauntlets, 2000 gp- 3CH/D, each deals +2d6 with crit
    • Gauntlets of Extended Range 2000 gp- thrown weapons double range increment
    • Gauntlets of Giant Slaying 2000 gp 3/D for 1 R deal extra damage to larger creatures
    • Gauntlets of Throwing 2000 gp 3/D give weapon throwing and returning
    • Gloves of Fortunate Striking, 2000 gp- 1/D reroll an attack roll.
    • Gloves of Lightning 2000 gp- 3/D ranged touch for 1d8+5
    • Gloves of reconnaissance 2,000 gp- 1D upto 1 M, see & hear through 5' thick material
    • Glowing glove 2,000 gp- touch can leave glowing prints, as candles
    • Apprentice’s cheating gloves 2,200 gp- use mage hand 7 prestidigitation at will
    • Challenger’s gloves 2,200 gp
    • Gloves of Agile Striking 2200 gp-2/D for 1 R +1d6 with light or ranged, +2d6 skirmish.
    • Repelling Gauntlets 2300 gp- 1/D foe enter adj square, DC 17 refl or pushed 5' and stops.
    • Gloves of Eldritch Admixture, 2500 gp- 3CH/D each +2d6 eldritch blast damage
    • Healer’s gloves 2,500 gp-+5 heal skill, +1 hp with cure spell
    • Gloves of Manual Prowess 3000 gp-3 CH/D each +5 or more to some skills
    • Gloves of Object Reading 3000 gp- holding objects tells you about owners
    • Engineer’s workgloves 3,000 gp 1/D understand mechanical device, +5 craft/knowledge with mechanics
    • Gloves of the Undra Servant 3100 gp- ray of frost at will, 3/D for 5 R weapon is frost
    • Hellcat Gauntlets 3200 gp- 3/d next spell deals +1d6 slashing/SL
    • Finned Gauntlets, 3500 gp- swim speed 30, +8 swim
    • True Strike Gauntlets, 3500 gp- 1/D cast true strike
    • Rending Gauntlets 3610 gp- 3/D if 2nd attack hits, +2d6 damage
    • Gauntlets of the pack Lord (relic- Thyrm) 4000 gp claw attacks, monk skills +5 LV, ghost touch
    • Gauntlets of the Skilled Maneuver, 4000 gp- +2 to CMB w/ one maneuver
    • Ghostvision gloves 4,000 gp- see undead, use channel as d12 ranged touch, blind to living
    • Gloves of arrow snaring 4,000 gp act as snatch arrow feat 2/D
    • Trapspringer’s gloves 4,000 gp- +5 to disarm traps, +1 luck saves vs traps.
    • Gauntlets of Eldritch Power, 5000 gp- each changes eldritch blast to a specific elemental damage.
    • Gauntlets of Lassitude, 5000 gp 3/D melee touch causes slow for 5 R, will sv.
    • Ki Straps 5000 gp- stunning fist DC +2 (or other uses of stunning fist)
    • Poisoner’s gloves 5,000 gp- each can hold 1 dose or poison or similar and deliver with melee touch.
    • Gauntlets of the Iron Lord (relic Asmodeus) 5120 gp- +1 spiked gauntlets, +2 luck to melee touch.
    • Gauntlets of Arcane Weaponry 6000 gp- any weapon held is magic silver
    • Magnetist’s gloves 6,000 gp- 3/D ranged disarm attempt
    • Toxic Gloves 6000 gp- 3/d next attack also has poison
    • Gloves of swimming and climbing 6,250 gp- +5 swim and climb
    • Gauntlets of the Blazing Arc 6300 gp- 3/D burning hands for 4d4+4
    • Gloves of Flame, 7000 gp, endure cold, cold resist 5, fire effects
    • Deliquescent gloves 8,000 gp- unarmed or touch or weapon attacks deal +1d6 acid,
    • Form-fixing gauntlets 8,000 gp- +2 unarmed, natural CM vs. shape changers
    • Gloves of the Balanced Hands 8000 gp- gives two weapon fighting (or improved)
    • Iron cobra gauntlet 8,000 gp- becomes an iron cobra.
    • Mesmerist's Gloves 8000 gp- 2/D 3rd or lower enchantment spell has extra target
    • Shadow falconer’s glove 8,000 gp- 1/D shadow bird disarms or steals for you
    • Gauntlet of Gruumsh, 8302 gp- +1 gauntlet, 3/D touch save or blind.
    • Dragon Fang Gauntlets, 8610 gp- +2 STR, unarmed = magic, 3/D imp sunder
    • Glyphbane gloves 9,000 gp- +5 disable magic traps, hijack glyphs
    • Ghoul Gauntlets 10000 gp 1/R make natural or touch attack, fort or paralyzed.
    • Glove of storing 10,000 gp- hold item, retrieve as free.
    • Gloves of shaping 10,000 gp- allpws the shaping of materials like stone and wood as if clay
    • Mindblade Gauntlet, lesser 10000 gp- has a +1 weapon enhancement you can apply to mind blade
    • Pliant gloves 10,000 gp 10R/D extend arms to gain reach
    • Storm Gauntlets 10640 gp- +1 spike gauntlets, 4CH/D electrical spells
    • Gauntlets of Mindfire 11000 gp-1 D 15' spread, Fort or mindfire
    • Gauntlet of rust 11,500 gp- 1/D rusting grasp spell
    • Gloves of the Titan's Gloves 14000 gp- 3/D for & R +8 to grapple
    • Gloves of dueling 15,000 gp- +4 CMD vs. disarm/sunder, weapon focus gives +2 additional
    • Gauntlet of Rust, Greater, 34500 gp- 3/Day grusting grasp spell
    • Vampiric gloves 18,000 gp 3/d vampiric touch, can be ranged if bleeding.
    • Casting Glove, 20000 gp- as gloves of storing but can activate stored magic item.
    • Giant fist gauntlets 20,000 gp- 20 R/D unarmed strikes can do free bull rush.
    • Mind Blade Gauntlet 24000 gp - has a +2 weapon enhancement you can apply to mind blade
    • Gloves of the shortened path 27,000 gp- can reach into a distant square
    • Gloves of the commanding conjurer 30,000 gp- summoned can understand you, 3/D steal summoned
    • Gauntlet of rust, greater 34,500 gp 3//D rusting grasp spell
    • Talons of Leng 67,000 gp- +3 claws, on crit save or insane
    • Gauntlets of the weaponmaster 110,000 gp- store up to 10 weapons, 3/D greater heroism


    Foot/Boot Slot Wondrous Items

    Wondrous Items- Foot Slot
    • Boots of Landing, 500 gp- land on feet, treat fall as 20' less
    • Boots of Agile Leaping, 600 gp- DEX to jump, stand up bonuses
    • Boots of Stomping, 600 gp- 3/D stomp, knock others down, 1d4 damage
    • Acrobat Boots, 900 gp- +2 tumble, 3CH/D increase movement speed
    • Boots of the cat 1,000 gp- always take minimum falling damage
    • Anklet of Translocation, 1400 gp- 2/D as swift, teleport up to 10'
    • Daredevil boots 1,400 gp- 10R/D +5 tumble to avoid AoO, if success +1 to hit
    • Steadfast Boots, 1400 gp- +4 CMD bullrush, overrun, trip, 2-handed weapon always readied.
    • Boots of Dragon Riding, 1500 gp- +2 climb, jump, 1/D 10 R gain clmb speed
    • Boots of the enduring march 1,500 gp- forced marches are easier
    • Boots of the Mountain King, 1500 gp- ignore rubble, slopes, stairs
    • Boots of the Battle Charger, 2000 gp- 2/D charge as standard, other bonuses
    • Dimension Stride Boots, 2000 gp- +2 jump, 5CH/D to teleport as standard
    • Feather step slippers 2,000 gp- 1/D for 10M, ignore difficult terrain
    • Rock Boots, 2000 gp- +4 CMD resist bull rush & trip, 5/D 1 R ignore difficult terrain
    • Sandals of Sprinting, 2300 gp 3/D for 1 R +30 speed
    • Boots of friendly terrain 2,400 gp- treat a certain terrain as favored terrain
    • Boots of elvenkind 2,500 gp- +5 move silently
    • Boots of Jumping, 2500 gp- only need 10' to run to jump. 3CH/D increase jump
    • Boots of the winterlands 2,500 gp- move across ice and snow, endure cold
    • Boots of Desperation, 2800 gp- 3/D for 1 R +5 dodge, +30 speed
    • Acrobat slippers 3,000 gp- Retain AC when moving, avoid falling or tripping
    • Horseshoes of speed 3,000 gp- Mount's speed +30
    • Skirmisher Boots, 3200 gp-+2 damage w/skirmish, 2/D extra attack after move
    • Boots of the mire 3,500 gp +2 saves poison/disease, move through swamp easily without tracks
    • Quicksilver Boots, 3500 gp- move as a swift, blur, across water
    • Boots of Unending Journey- Relic Yondalla- 4000 gp- +10 speed, pass without trace, no fatigue/exhaustion
    • Burglar boots, minor 4,000 gp- +5 spot, search, saves, AC vs. floor traps.
    • Horseshoes of crushing blows +1 4,000 gp- give mount enhancement or special weapon abilities
    • Sandals of quick reaction 4,000 gp- take standard & move in surprise round.
    • Slippers of cloudwalking 4,400 gp- 10M/D air walk but only on clouds, fogs, vapors,
    • Slippers of spider climbing 4,800 gp- 10m/D spider climb, speed 20
    • Boots of Swift Passage, 5000 gp- 5/D as move teleport 20
    • Sandals of the lightest step 5,000 gp- 5/D 1 R air walk, end on solid or fall
    • Boots of Tremorsense, 5000 gp- 3/D tremorsense 30' for 5 R
    • Boots of striding and springing 5,500 gp- +5 jump, +10 speed
    • Boots of Big Stepping, 6000 gp- +2 CL w/teleportations, 3/D teleport 60'
    • Boots of Side Stepping, 6000 gp- 3/D make a free 5' step
    • Gwaeron's Boots, 6000 gp- pass without trace, no scent
    • Horseshoes of a zephyr 6,000 gp- mount moves above ground, over water,
    • Boots of Skating, 7000 gp- +10 speed, +20 downhill, normal up
    • Jaunt boots 7,200 gp- 3/D move 15 without AoO
    • Boots of levitation 7,500 gp- unlimited levitation
    • Boots of escape 8,000 gp- !/D if grappled or entangled, teleport 400.
    • Earth root boots 8,000 gp: +1 to CMD, max 10, per round without moving
    • Nightmare boots 8,500 gp- 20% conceal with charge, 3/D conceal, 1/D fire burst
    • Nightmare horseshoes 9,000 gp- 10R/D smoke ability of Nightmare, hooves +1d4 fire
    • Sandals of Springing, 10000 gp +10 to jump
    • Tremor boots 10,000 gp- tremorsense 5' if standing on ground
    • Boots of the mastodon 10,500 gp- -2 move silent, bonuses w/overrun, 1/D trample
    • Shoes of lightning leaping 10,500 gp- 1/D move 50' lightning bolt 6d6d along path.
    • Boots of Tracklessness, 11000 gp- leave no tracks, 1/D invisible 7 R
    • Boots of speed 12,000 gp- 10R/D haste
    • Riding Boots, 12000 gp- +5 ride, ride by attack feat, extra damage w/spirited charge
    • Verdant boots 12,000 gp- cause square to grow plants, cover, difficult terrain, provides food.
    • Horseshoes of crushing blows +2 16,000 gp
    • Winged boots 16,000 gp- 3/D for 5 M as fly spell
    • Shoes of the firewalker 21,000 gp- fire resist 10, water walk across lava
    • Boots of the Mountain King, Greater, 21500 gp- ignore rubble, slopes, stairs, 1/D stoneskin
    • Dryad sandals 24,000 gp- +2 stealth & pass without trace in forest, 1/D hide in tree
    • Horseshoes of mist 27,000 gp- for 1M, total 10M/D mount & rider gaseous
    • Getaway boots 30,000 gp- 1/D attune to area, teleport back there as full round
    • Horseshoes of crushing blows +3 36,000 gp
    • Horseshoes of glory 39,600 gp- 1/D mount +1 Size & DR 5/alignment
    • Boots of Temporal Acceleration, 43000 gp- 1/D time stop-like effect 2 R
    • Burglar boots, major 46,000 gp- +10 spot, search, saves, AC vs. floor traps, 1/D find traps
    • Boots of teleportation 49,000 gp- 3/D teleport as spell
    • Slippers of the triton 56,000 gp- breath water, swim 30 or swim +10
    • Horseshoes of crushing blows +4 64,000 gp
    • Horseshoes of crushing blows +5 100,000 gp

    Head Slot Wondrous Items

    Wondrous Items- Head Slot  
    • Cap of human guise 800 gp- change at will into commoner disguise
    • Cap of light 900 gp- radiates light as spell
    • Bear Helm, 1500 gp 1/D when raging, half damage taken from crit or sneak attack,
    • Headbad of the Lore Binder, 1600 gp- +4 sacred to bardic knowledge, 3/D read magic
    • Hat of disguise 1,800 gp- continuous disguise spell
    • Circlet of Solace, 3000 gp- 3/day next healing spell also gives target +5 saves vs. disease, fear, poison.
    • Buffering cap 2,000 gp 1/day as immediate, turn bonus damage from crit into nonlethal damage.
    • Headband of Conscious Effort, 2000 gp, 1/D make Concentration check in place of FORT save.
    • Helm of Battle, 2000 gp- 3/day gain +2 on combat maneuver attempt
    • Scout's Headband, 3400 gp, +2 spot, 3CH/D: 1 CH darkvision 60 1H, 2 CH see invisible 10 M, 3 CH true seeing 1m
    • Circlet of Wild Surges, 4200 gp, 3/D with wild surge increase ML +1
    • Circlet of persuasion 4,500 gp- +3 comp to CHA based checks.
    • Helm of the Purple Plume, Relic of Tyr, 4500 gp- +2 CHA, +5 vs fear effects, if save gain heroism spell.
    • Helm of fearsome mien 5,000 gp
    • Helm of Gazes, 5000 gp- 3/day when saving vs. gaze, helm absorbes them.
    • Helm of the Fierce Mein, 5000 gp- when raging, gain intimidating glare.
    • Jingasa of the fortunate soldier 5,000 gp +1 deflection to AC, once ever, turn critical hit or sneak attack into normal hit.
    • Helm of comprehend languages & read magic 5,200 gp- comp languages & read magic continuous
    • Helm of Glorious Recovery, 5600 gp- 1/D as swift, heal 4d8+7.
    • Helm of Heroes, 5600 gp- 1/day when granting move action, grant attack action
    • Crown of swords 6,000 gp- when struck, create spiritual weapon, 10 rounds/D
    • Crown of blasting, minor 6,480 gp- 1/D searing light for 3d8
    • Phoenix Helm 6500 gp- low light vision, 1/D feather fal, resist energy, speak with birds
    • Horned Helm, 8000 gp- gives magical gore attack, 1d8
    • Helm of the mammoth lord 8,500 gp- magic gore attack (1d6), +5 skills & communicate w/elephant like creatures
    • Angel Helm, 10.000 gp - 1/D cure crit, dispel evil, resist cold/acid, weapons good aligned, Good only
    • Fiend Helm, 10000 gp- 1/D inflict critical wounds, dispel good, resist fire/electricty, weapons evil aligned, evil only
    • Cap of the free thinker 12,000 gp- 1/D reroll failed save against mind affect.
    • Hat of Anonymity, 12500 gp, nondetection and +5 to hide.
    • Blindhelm 15000 gp, blindsense 5' and +5 saves vs. gaze attacks
    • Circlet of Rapid Casting, 15000 gp- 3 ch/D, swift cast spells, 1 level per charge.
    • Halo of inner calm 16,000 gp- +4 Svs vs emotion affects, if good tielfling SR 13 7 +2 svs. vs evil descriptor.
    • Cat’s eye crown 18,000 gp- darkvision +60, detachable gem serves to clairaudience/clairvoyance.
    • Maw of the wyrm 18,000 gp- +4 intimidate, +4 saves vs frightful presence, 1/D breath weapon for 7d6.
    • Surge Crystal, 18000 gp- 5CH/D, each increases manifester level for next power.
    • Beholder Crown, 20000 gp, fires single shot spells rays (charms, deep slumber, fear, disintegrate, finger of death, inflict mod, flesh to stone
    • Magician’s hat 20,000 gp, 3/D as free, move metamagic feat from one prepared spell to another of same or equal level.
    • Circlet of mindsight 22,000 gp- as 30 blindsense but though a mind affect (not undead, etc)
    • Howling helm 22,600 gp-+2 skills & communicate with dogs/wolves, 3/d howl to summon wolves
    • Crown of blasting, major 23,760 gp1/D searing light for 40 damage.
    • Helm of underwater action 24,000 gp- breathe, see and act normally underwater
    • Crown of conquest 24,600 gp +4 Comp on intimidate, prayer spell self only with crit, increases leadership feat
    • Batrachian helm 26,000 gp- 3/d, as swift force grabs object, pulls foe (all 250 lb max), or pulls you to immovable
    • Helm of telepathy 27,000 gp-detect thoughts at will, 1/D suggestion,
    • Iron circlet of guarded souls 30,000 gp- nondetection and immunity to magic that target the soul.
    • Laurel of command 30,000 gp as swift grant someone +2 morale on attacks, saves, skills & ability checks for 1 R. 1/D per person.
    • Steel-mind cap 33,600 gp- 5 R/D reduced confused, stunned, or dazed effects.
    • Stormlord’s helm 35,000 gp- 1D call thunderstorm, 1D call lightning
    • Helm of brilliance, lesser 36,000 gp- resist fire 20, flaming weapon, detect undead, SLA- fire ball, flaming sphere, scorching ray, light
    • Judge’s wig 59,200 gp- +4 comp to diplomacy and intimidate, discern lies
    • Helm of teleportation 73,500 gp- 3/day use teleport spell
    • Halo of menace 84,000 gp- until harmed, those 20' -2 attacks, saves, AC against you, DC 20 will to resist.
    • Helm of brilliance 125,000 gp- detects/damages undead, flaming weapon, SLA: prismatic spray, wall fire, fireball, daylight
    • Helm of electric radiance 125,000 gp-resist electrical 30, shock weapon, detect undead, SLA- chain lightining, lightning bolt, shocking spear, daylight
    • Crown of heaven 150,000 gp +5 knowledge planes, good effects +1CL, aura of menace
     

    Neck Slot Wondrous Items

    Wondrous Items- Neck Slot
    • Safewing Emblem 250 gp, 1 time ever, featherfall
    • Charm of Countersong, 400 gp, 1/D use counter song ability as immediate
    • Amulet of Aquatic Salvation, 500 gp 1/D water breathing for 5 R
    • Chronocharm of the Wanderer, 500 gp, 1/D reroll spot or listen
    • Chronocharm of the Fateweaver, 500 gp, 1/D reroll a balance, climb, or tumble check
    • Chronocharm of the Grandmaster, 500 gp, 1/D gain +5 dodge vs. a single range attack,
    • Chronocharm of the Horizon Walker, 500 gp, 1/D move half your speed as a swift action, no AoO
    • Chronocharm of the Laughing Rogue, 500 gp, 1/D reroll a disable device
    • Chronocharm of the Uncaring Archmage, 500 gp, 1/D 3rd or lower full round spell is a standard
    • Brooch of Stability, 500 gp, 1/D if reduced to -1 HP, auto become stable,
    • Symbol of Transfiuration, 500 gp, 3/D purify food and water, 1/D weapon is good for 1 R
    • Hand of the mage 900 gp- mage hand at will
    • Amber Amulet of the Vermin (500-1200 gp) 1/D summons a vermin
    • Reliquary Holy Symbol, 1000 gp, extra channel uses per day
    • Medal of Gallantry, 1300 gp, +2 diplomacy, -2 bluff, 1/D
    • sanctuary
    • Wyrmfang Amulet, 1350 gp, all natural weapons considered magic for DR
    • Aegis of recovery 1,500 gp- +2 resistance vs ongoing, if 0 HP heal 2d8+3 (once ever)
    • Brooch of shielding 1,500 gp- can absorbe 101 points of magic missile damage
    • Empowered Spellshard- 1st, 1500 gp, attuned to empower 1 1st level spell 3/D
    • Enduring Amulet, 1500 gp, continuous endure elements, 3CH/D gain resist fire and cold
    • 38–49 Necklace of fireballs (type I) 1,650 gp
    • Amulet of natural armor +1 2,000 gp enhancement bonus to natural armor
    • Amulet of Retributive Healing 2000 gp, 3/D when you heal another, you are also healed
    • Dragon Spirit Amulet, 2000 gp, 3/D expands a draconic aura (dragon shaman) to 60'
    • Spell Sink Scarab, 2000 gp, 3CH/D reduces damage from spells and powers
    • Enemy Spirit Pouch, 2100 gp, +1 to hit & damage (+2 for rangers) of specific creature subtype
    • Amulet of Tears, 2300 gp, 3CH/D giving you temporary hit points
    • Golembane scarab 2,500 gp- detect golems, overcome their DR
    • Necklace of fireballs (type II) 2,700 gp
    • Contact Medallion, 3000 gp, 3/D for 1 M contact someone telepathically
    • Empowered Spellshard- 2nd, 3000 gp, attuned to empower 1 2nd level spell 3/D
    • Heartseeker Amulet, 3000 gp, next melee attack is a touch attack,
    • Swarmbane clasp 3,000 gp- weapons deal normal damage to swarms, immune to their distraction
    • Brooch of Avoidance, 3100 gp, 3/D gain +4 dodge to avoid attacks of opportunity
    • Reins of Ascension, 3300 gp, 3CH/D for mount to jump or fly
    • Torc of the Titans, 3300 gp, 3/D 1 R +5 morale to STR checks and damage
    • Mind sentinel medallion 3,500 gp +2 vs mind affects, 2nd save vs. dominate or confusion then destroyed
    • Amulet of mighty fists +1 4,000 gp Enhancement to unarmed attack & damage or weapon enhancements
    • Necklace of fireballs (type III) 4,350 gp
    • Amulet of Fortune Prevailing, 5000 gp, 1/D reroll save
    • Collar of Healing, 5000 gp, 1/D heal animal 50 hp and remove exhaustion/fatigue
    • Hand of the Oak Father, 1/D barkskin, entangle, goodbery, plant growth, speak with plants, tree shape,
    • Vampire Torc, 5000 gp 2/D heal 1/2 damage dealt on next attack
    • Necklace of fireballs (type IV) 5,400 gp
    • Necklace of fireballs (type V) 5,850 gp
    • Amulet of Emergency Healing, 6000 gp 3/D close wounds
    • Empowered Spellshard- 3rd, 6000 gp, attuned to empower 1 3rd level spell 3/D
    • Unicorn Pendant, 6000 gp, 1/D cure mod, neutralize poison, +4 LV for lay on hands
    • Carcanet of detention 7,200 gp- 1/D wraps around foe to entangle & immobilize
    • Periapt of health 7,500 gp- immune to disease
    • Amulet of natural armor +2 8,000 gpenhancement bonus to natural armor
    • Amulet of proof against petrification 8,000 gp staggered instead of petrified
    • Everwake amulet 8,000 gp- you don't need to sleep
    • Gravewatch pendant 8,000 gp- undead have -2 to hit you (-4 if incorporeal)
    • Hand of glory 8,000 gp 1/D daylight, invisibility, use a 3rd ring
    • Necklace of fireballs (type VI) 8,100 gp
    • Necklace of fireballs (type VII) 8,700 gp
    • Amulet of hidden strength 9,000 gp, Make attack as swift or regain 2 Ki
    • Cat's Eye Brooch 9000 gp, +1 luck to all saves, +5 vs. disease
    • Necklace of adaptation 9,000 gp provides air to breath, immune to gases
    • Retributive Amulet, 9000 gp, 3/D deal 1/2 damage you were just dealt back
    • Collar of the true companion 10,000 gp +2 INT for animal, after 1 week awakens them,
    • Frost fist amulet 10,000 gp- fists become cold iron and frost
    • Crystal of healing hands 12,000 gp, can store a lay on hands power
    • Guardian gorget 12,000 gp +2 armor, light fortification, use glyph of warding if hit
    • Medallion of thoughts 12,000 gp Detect thoughts at will
    • Periapt of protection from curses 12,000 gp 3/D reroll save vs. curse
    • Fire Flower Pendent, 13000 gp, resist fire 10, immune to fire 1 R 1/D
    • Forge Fist Amulet, 13000 gp, fists become adamantine and flaming
    • Periapt of wound closure 15,000 gp- immune to HP bleed, auto stablize, double normal healing
    • Amulet of mighty fists +2 16,000 gp Enhancement to unarmed attack & damage or weapon enhancements
    • Brooch of amber sparks 16,800 gp absorbs 20 electrical at a time, holds up to 50, use for shocking grasp
    • Amulet of natural armor +3 18,000 gp enhancement bonus to natural armor
    • Dragonfoe amulet 20,000 gp- Vs. dragons ignore DR, roll x2 for SR, evasion,
    • Hand of stone 27,000 gp- as standard gain tremorsense 30
    • Periapt of Proof Against Poison, 27000 gp- you are immune to poison
    • Amulet of natural armor +4 32,000 gp enhancement bonus to natural armor
    • Amulet of proof against Detection and Location 35,000 gp prevents divinations
    • Amulet of mighty fists +3 36,000 gp Enhancement to unarmed attack & damage or weapon enhancements
    • Scarab of protection 38,000 gp- SR 20, absorb 12 negative energy effects before destroyed
    • Amulet of Second Changes, 40000 gp, 1/D reset your turn to the start and undo everything that has happened
    • Scarab of Invulnerability 40000 gp, 1/D immune to all damage (but not other effects) for 1 R
    • Amulet of natural armor +5 50,000 gp enhancement bonus to natural armor
    • Dragon's Eye Amulet, 55000 gp, +10 spot, search, blindsense 40'
    • Amulet of mighty fists +4 64,000 gpEnhancement to unarmed attack & damage or weapon enhancements
    • Amulet of mighty fists +5 100,000 gpEnhancement to unarmed attack & damage or weapon enhancements
    • Amulet of the planes 120,000 gp- allows plane shift


    Shoulder/Cloak Slot- Wondrous Items

    Wondrous Items- Shoulder/Cloak Slot
    • Catching cape 200 gp- once ever, give 20% miss chance vs. ranged 1 M
    • Cloak of Elemental Protection, 1000 gp 1/D gain resist energy 10 of your choice for 1 R
    • Cloak of human guise 900 gp- disguises to hide "half" templates
    • Piercer Cloak, 900 gp, 3/D when on higher ground +1d6, if also move 10' +2d6
    • Cloak of resistance +1 1,000 gp
    • Muleback cords 1,000 gp- your STR is +8 for carrying
    • Shawl of life-keeping 1,000 gp takes up to 10 of your hit points to give back later
    • Shield cloak 1,000 gp- as move becomes light shield (can be enhanced) & dropped as free
    • Cloak of Predatory Vigor, 1400 gp, 2/D with rage, heal HP = HD
    • Quickchange cloak 1,500 gp- cloak can store up to 3 disguises and switch them quickly
    • Cowardly crouching cloak 1,800 gp- stop and crouch for sanctuary like effect.
    • Cape of the Viper, 2000 gp, 3CH/D transform into different vipers
    • Rear Guard's Cape, 2000 gp, a knight marshal's aura's +2 if outnumber 1/D
    • Cloak of Weaponry, 2300 gp store a weapon in the cloak
    • Cloak of elvenkind 2,500 gp +5 competence to hide
    • Cloak of the hedge wizard 2,500 gp For one arcane school, gives minor magic and spell abilities
    • Cloak of Quills 2500 gp, 5/D deal 1d6 to anyone in a grapple with you
    • Cloak of fiery vanishing 2,600 gp 1/D when fire attack, turn invisible and leave behind ash
    • Cloak of fangs 2,800 gp +1 resistance, 5/D gain bite attack
    • Pauldrons of the serpent 3,000 gp- +2 dodge vs AoO, +2 CMD
    • Stonemist cloak 3,500 gp +5 hide & move silently, 1/D obscuring mists
    • Cloak of resistance +2 4,000 gp +2 resistance to saves
    • Scry Shroud, 4000 gp, +5 competence to saves vs divinations, if detect scrying invisibility
    • White Cloak of the Spider, 4200 gp, +2 poison saves, 1D spider climb & hold person
    • Dragon Scale Cloak (relic Tiamat) 5000 gp, resistance 5 of your choice, dragon wings
    • Cloak of the Salamander, 6000 gp, 3/D for 1 R those that hit you take 1d6+7
    • Cloak of the scuttling rat 6,000 gp- take on form of dire rat, 5 M/D
    • Seafoam shawl 6,000 gp 1/D fins to feat spell
    • Transposer Cloak, 6000 gp, 3/D switch places with someone, will save, within 30' as swift
    • Treeform cloak 6,000 gp: 1/D take form of living tree and heal 1d6/H
    • Eagle cape 7,000 gp feather fall, turn into eagle for 10M/D
    • Cloak of the manta ray 7,200 gp in salt water take on manta ray form, breath underwater, swim speed,
    • Hunter’s cloak 7,500 gp- If favored terrain, turn into native animal
    • CLoak of Stone, 8000 gp, +5 to hide and move silent, 1/D meld into stone
    • Cloak of resistance +3 9,000 gp
    • Cloak of the duskwalker 10,000 gp, low light vision, 1/D darkness & darkvision
    • Cocoon cloak 10,000 gp- protected by cocoon while asleep
    • Pauldrons of the bull 10,000 gp- roll twice for bull rushes, +2 CMD vs bull rush
    • Stone Cloak, Minor 10000 gp,, as move wrapped in stone, DR 5/Ad, +5 to hide
    • Lion cloak 12,000 gp +2 saves vs mind afffects, +2 intimidate, 1/D take lion form, use smites for extra uses
    • Mantle of Second Chances, 12000 gp, 1/D reroll
    • Water Cloak, 12000 gp, +5 & evasion vs. fire saves, extinguish fires, counter fire magic
    • Mantle of spores 13,400 gp +4 saves vs disease, 1/d as swift 1d6 to adjacent +1d3 for 3 R
    • Cape of effulgent escape 14,000 gp 1/D burst of light to blind then invisibility 1 M
    • Cloak of arachnida 14,000 gp spider climb, immune to webs, +2 saves vs. spiders
    • Tentacle cloak 14,000 gp 1/D grow tentacles for 1M, each attacks and grabs (1d6, +4 grapple)
    • Demonspike pauldrons 14,350 gp- +2 armor spikes that also deals 1d2 bleed.
    • Comfort’s cloak 15,600 gp endure elements, extra HP with rest, +4 saves on multiple effects.
    • Cloak of resistance +4 16,000 gp
    • War Wizard Cloak, 16000 gp endure elements, feather fall, 1/D dimension door, mage armor, sending, prot arrows.
    • Prestidigitator’s cloak 17,200 gp- +8 sleight of hand, store item in cloak 1 H
    • Jellyfish cape 19,200 gp- in salt water miss chance 20%, breath water, swim 20, damage adjacent
    • Cloak of the diplomat 20,000 gp +5 sense motive, diplomacy 1/D roll twice on check, can improve 3 steps
    • Slashing cloak 20,000 gp- as ffull found can spin 2d6 to adjacent (can be enhanced as weapon)
    • Stone cloak, major 20,000 gp as move wrapped in stone, DR 10/Ad, +5 to hide
    • Cloak of Battle, 22000 gp, +4 armor, becomes +1/+1 staff, 3/D can disarm foes
    • Cloak of displacement, minor 24,000 gp continuous blur
    • Cloak of resistance +5 25,000 gp
    • Cloak of the bat 26,000 gp +5 hide & move silent, hang upside down, fly or turn into bat
    • Cloak of Thorns, 26000 gp, +2 natural armor, anyone hitting you takes 1d4+3 damage
    • Highwayman’s cape 32,500 gp +5 to bluff or +5 to hide & move silent, escape artist as immediate
    • Cloak of the Salamander, Greater 36000 gp, anyone hitting you takes 1d6+7 fire
    • Charlatan’s cape 45,000 gp 3/D dimension door, 1/D ethereal jaunt
    • Cloak of displacement, major 50,000 gp 15 R/D displacement
    • Wings of flying 54,000 gp- fly at will as spell
    • Cloak of etherealness 55,000 gp 10 M/D ethereal
    • Wings of the gargoyle 72,000 gp: 5 M per day fly 60 and DR 10/Ad
    • Wyvern cloak 78,600 gp: +4 will saves, feather fall, 1/D fly, tail can attack w/poison

    Torso Slot Wondrous Items

    Wondrous Items- Torso or Chest Slot
    • Bandages of rapid recovery 200 gp- one time only, weared heals as if full rest
    • Quick runner’s shirt 1,000 gp- 1/D take extra move, ends round
    • Vest of resistance +1 1000 gp
    • All tools vest 1,800 gp- summons tools to do any craft skill
    • Sepulchra Vest 2,000 gp- 3/D +4 sacred to save vs. undead
    • Vest of Defense 2,000 gp- 3/D +2 AC if fight defensive, total defense or combat expertise
    • Tunic of Steady Spellcasting 2,500 gp- +5 concentration
    • Burnoose of 1,001 Thorns, 3,000 gp- +1 natural AC, for 5R/D any natural attack hitting you takes 1d6
    • Vest of surgery 3,000 gp- as heal kit, 1/D heal ability damage
    • Formless Vest, 3200 gp- 1/D take 1/2 damage from a crit or sneak attack.
    • Rags of Restraint, 3,200 gp- use stunning fist attempts to heal.
    • Hair Shirt of Suffering, 3400 gp- +1 natural AC, 1/D cure serious wounds on another.
    • Shadow Maniple 3,700 gp- 3/D when using shadow magic heal = SL
    • Surcoat of Valor, 4000 gp- +1 DC of your challenge ability
    • Vest of Resistance +2 4000 gp
    • Bolt Shirt, 5,000 gp- 1/D as move teleport with line of sight/effect up to 60 away
    • Fiery Tunic, 5,000 gp- fire resist 5, 1/D fire shield and weapon gains flaming
    • Sipping jacket 5,000 gp
    • Vestments of the Ebonsilk (Llolth relic 5000 gp)- +2 saves, freedom of movement
    • Vest of escape 5,200 gp- +4 disable devise, +6 escape artist
    • Storm Lure, 5400 gp 1/D for 1M wind 50% miss chance to range, discahrge for 4d6 to adj.
    • Tabbard of the Great Crusade (Pelor relic)- You & allies +1 saves, DR 5/evil, 1/D heal other
    • Prophet’s pectoral 6,000 gp-increases divination spells
    • Tunic of deadly might 6,000 gp- +2 CMD vs disarm & sunder, 1/D as if thundering weapon
    • Vest of the vengeful tracker 6,000 gp- combat bonuses vs. foes you tracked.
    • Lightning Tunic, 8,000 gp-3ch/D electrical field that damages those that hit you.
    • Shirt of immolation 8,000 gp- when grappled, deals 1d6+10 fire
    • Shirt of the Leech, 8000 gp- recognize heal spells, 3/D steal healing
    • Snakeskin tunic 8,000 gp-+1 armor, +2 DEX, +2 saves vs poison
    • Shirt of Bone, 9000 gp, DR 3/Piercing
    • Shirt of Chains, 9000 gp- DR 3/evil
    • Shirt of the Treant, 9000 gp- DR 3/Slashing
    • Vest of Resistance +3 9000 gp
    • Unfettered shirt 10,000 gp- 1/D for 10 M freedom of movement
    • Vest of the Master Evoker, 10000 gp- 3/D evocation deals +2xSL, 1/D apply sudden metamatic known
    • Poisoner’s jacket, lesser 12,000 gp- 3/D create vial of poison (300 gp or less)
    • Shirt of Resilience, 12000 gp- DR 3/magic
    • Shirt of Angels, 15000 gp- DR 3/Bludgeoning
    • Shirt of Demonskin, 15000 gp- DR 3/good
    • Shirt of the Fey, 15000 gp- DR 3/cold iron
    • Shirt of the Inevitable, 15000 gp- DR 3/Chaotic
    • Shirt of the Ironskin, 15000 gp- DR 3/Adamantine
    • Shirt of the Moon, 15000 gp- DR 3/Silver
    • Shirt of the Slaadskin, 15000 gp- DR 3/Lawful
    • Vest of Resistance +4 16,000 gp
    • Rogue's Vest, 18,000 gp- +2 hide, move silently, reflex saves, +1d6 sneak attack, skirmish, sudden strike,
    • Vest of Resistance +5 25000 gp
    • Spectral shroud 26,000 gp- see invisible, 1/D 10 R incorporeal,
    • Impervious Vestment, 34,00 gp-+5 armor, 1/D blade barrier
    • Mantle of immortality 50,000 gp- no penalties of age.
    • Poisoner’s jacket, greater 58,000 gp- 3/D create vial of poison (300 gp or less). 1/D vial (4000 gp)
    • Mantle of faith 76,000 gp- DR 5/evil
    • Mantle of spell resistance 90,000 gp- SR 22 + CHA
    • Vest of the Archmage 200,000 gp- +8 armor, +5 saves, +2 overcome SR, recall 3 spells, use spells to heal
     


    Tools and Unslotted Items

    Wondrous Items- Tools- A-C Descriptions
    Wondrous Items- Tools- D- H Descriptions
    Wondrous Items- Tools- I-O Descriptions
    Wondrous Items- Tools- P-Z Descriptions
    • Blessed Bandages, 10 gp, stabalizes
    • Ioun Stone, Dull Gray, 25 gp, no powers
    • Feather token (anchor)50 gp- boat is immoble for 24 H, 1 use
    • Universal solvent 50 gp- dissolves any glue
    • Ioun torch 75 gp- floating continual light
    • Stubborn nail 100 gp A nail you can push into any nonliving material
    • Daylight Pellet, 150 gp, can be thrown, produce daylight for 10 R
    • Elixir of love 150 gp fall in love with next person you see for 1d3 hours
    • Unguent of timelessness 150 gp treated item is immune to time, +1 on saves
    • Everful Mug, 200 gp, 3/D fill with water, ale or wine.
    • Feather token (fan)200 gp change the wind one time while at sea
    • Dust of tracelessness 250 gp erases signs of your passing
    • Elixir of hiding 250 gp- +10 competence to hide and move silently
    • Elixir of swimming 250 gp +10 competence to swim
    • Elixir of tumbling 250 gp +10 competence to tumbling
    • Elixir of vision 250 gp +10 ciompetence to spot and search
    • Silversheen 250 gp- apply to weapon to make it silver 1 H
    • Traveler’s any-tool 250 gp becomes any masterwork tool w/o many moving parts
    • Bottle of messages 300 gp 1 time use, store a spoken message in bottle
    • Feather token (bird) 300 gp 1 time a bird delivers a message for you
    • Origami swarm 300 gp- 1 time form 10x10 swarm as rat swarm without disease, attacks for 5 R
    • Everlasting Rations, 350 gp, 1/D fills with enough for 1 person for 1 day.
    • Alluring golden apple 400 gp 1 time, when thrown, all in 20' save or hold person
    • Feather token (tree) 400 gp 1 time creates 60' oak tree
    • Key of lock jamming 400 gp- makes a lock inoperable until commanded
    • Feather token (swan boat) 450 gp 1 time becomes a swan boat for 1 day.
    • Elixir of truth 500 gp subject will save or has to tell the truth
    • Feather token (whip) 500 gp- 1 time dancing whip attacks for you.
    • Talisman of the Disc, 500 gp, creates a tenser's floating disc
    • Seer’s tea 550 gp- use for augury, or if focus for augury, as divination spell
    • Abjurant salt 600 gp summon creatures can't physically cross a line of this
    • Arrow magnet 600 gp- usable once, floats in air attracting missiles until destroyed .
    • Dust of darkness 600 gp- conceals depending on light conditions
    • Campfire bead 720 gp changes from bead to full campfire
    • Book of extended summoning (lesser) 750 gp extends summon spells of one alignment of 3rd or lower
    • Iron rope 750 gp- normal rope that one time transforms into iron
    • Snapleaf 750 gp 1 time feather fall and invisibility
    • Bag of Endless Caltrops, 800 gp, 5/D cover 5' square with caltrops
    • Bottled yeti fur 800 gp, 1 time use, 24 H cold resist 5, +2 natural AC, +4 hide in snow
    • Defoliant polish 800 gpp apply to armor to pass through vegetation easily, plants take damage
    • Everlasting Feedbag, 800 gp, 1/D fills
    • Dust of dryness 850 gp- absorbs 100 gallons of water, if broken, releases it
    • Blast Disk, 900 gp, land mind that explodes for 5d6 fire in 10'
    • Anatomy doll 1,000 gp- attuned by blood to 1 target, Will save to break, deal damage through the doll.
    • Bead of newt prevention 1,000 gp prevents one failed polymorph save
    • Beast-bond brand 1,000 gp- apply to companion/familiar, 10 times increase share spell to 30'
    • Bookplate of recall 1,000 gp place in book to be able to instantly summon it
    • Cognizance Crystal 1 PP, 1000 gp, stores 1 power point
    • Concealing pocket 1,000 gp when sown into a garment, magically hide item
    • Dowsing syrup 1,000 gp think about person or object, syrup heads towards them 15'R
    • Page of spell knowledge (1st) 1,000 gp- allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (1st) 1,000 gp recall spell already cast that day.
    • Pyxes of redirected focus 1,000 gp- switch 1 prepared domain spell for another
    • Replenishing Skin, 1000 gp, this waterskin refills itself in 1d4 hours
    • Salve of slipperiness 1,000 gp bonus to escape artist or grease spell
    • Wasp nest of swarming 1,000 gp when thrown or kicked, creates wasp swarm that attacks.
    • Elixir of fire breath 1,100 gp- breath fire at one target in 25' for 4d6
    • Grave salt 1,100 gp consecrate area or damage incorporeal undead
    • Pipes of the sewers 1,150 gp- call 1d3 rat swarms within 400', obey you
    • Dust of illusion 1,200 gp 2 hours of disguise self
    • Goblin skull bomb 1,200 gp last person to touch it before it breaks takes 5d6 fire and catches fire.
    • Fochlucen Bandore, 1350 gp, +2 perform, 1/D flare, light, mending, message
    • Arcane Thieves Tools, 1400 gp, MWK tools & expend 1st level arcane spell for +5
    • Bag of Boulders, 1400 gp 3 CH/D, throw pebble that turns into boulder
    • Elixir of dragon breath 1,400 gp- breath weapon for 7d6 reflex for half
    • Sending Stones, 1400 gp, paired, use sending between them 1/D
    • Yondalla's Seed Pouch (relic) 1400 gp 3/D goodberry, other plant effects
    • Dust of acid consumption 1,600 gp- absorbs acid or damages oozes, can release acids absorbed
    • Rhino Elixir, 1600 gp, +3 natural armor, +1 melee damage rolls
    • Dust of appearance 1,800 gp 10' radius negates invisibility and other illusions
    • Efficient quiver 1,800 gp holds 60 arrows and other weapons,
    • Pipes of sounding 1,800 gp- ghost sounds at will
    • Scabbard of vigor 1,800 gp- give weapon enhancement bonus for short time
    • Agile alpenstock 2,000 gp- Quarter staff, +5' to movement, +2 avoid trips
    • Blood reservoir of physical prowess, 2000 gp, take 4 CON damage to charge, use ch to heal ability damage or gain ability bonuses
    • Clamor box 2,000 gp creates a loud noise and can be set with a delay
    • Field Provisions Box, 2000 gp, 1/Day creatre food and water for 15 men or 5 horses
    • Goblin fire drum (normal) 2,000 gp fires deal +1 damage in 30' while playing
    • Handy haversack 2,000 gp holds 80+ lbs of stuff, retrieves at will
    • Horn of fog 2,000 gp each round played creates 10'10 fog
    • Iron spike of safe passage 2,000 gp when hammered into ground, creates a illusion to hide
    • Knight’s pennon (honor) 2,200 gp- when mounted 1/D protection from evil
    • Elemental gem 2,250 gp when broken, summons large elemental to serve you.
    • Sovereign glue 2,400 gp- 1 Oz to 1 Sq ft, permanently attaches
    • Bag of holding (type I) 2,500 gp
    • Candle of truth 2,500 gp- zone of truth spell in 5' radius, 1 H
    • Stone of alarm 2,700 gp attach to item, alarm if its touched
    • Book of extended summoning (standard) 2750 gp extends summon spells of one alignment of 6th or lower
    • Bead of force 3,000 gp 5d6 in 10' radius, then resilient sphere
    • Cauldron of brewing 3,000 gp- gets to exact temperature, +5 to craft alchemy and similar skills
    • Chime of opening 3,000 gp total of 10 times, ring to open one thing
    • Philter of love 3,000 gp- fall in love with the person you see after drinking
    • Rope of climbing 3,000 gp 60' rope moves at 10', knots or fasten itself on command
    • Talisman of Undead Mastery, 3000 gp, 3 CH/D to increase level of channel energy
    • Chime of Harmonic Agony, 3100 gp, use a bardic music to deal 3d6+ CHA sonic, fort for 1/2
    • Summoner's Totem, 3100 gp, when you summon a monster, cast a 3rd or lower as swift
    • Shroud of disintegration 3,300 gp 1 time disintegrate dead boy
    • Survival Pouch, 3300 gp, 5/D draw a useful item out of the pouch
    • Bag of tricks (gray) 3,400 gp 2/D upto 10/W produce animals
    • Bag of Flames, 3500 gp, 3 CH/D 1 Ch produce flame, 2 CH small fire elemental
    • Dust of disappearance 3,500 gp invisible to vision and many magics for 2d6 R
    • Radiant Sphere, 3500 gp, sheds light, 3CH/D to fire searing light effects
    • Shard of Sun (relic of Pelor, 3500, glows as Daylight, 2/Searing light
    • Dust of weighty burdens 3,600 gp causes encumbered
    • Noble’s vigilant pillbox 3,600 gp contains 3 pearls, each with two protective abilities
    • Figurine of wondrous power (silver raven) 3,800 gp for 24H/Week its a regular raven who can deliver messages.
    • Cognizance Crystal- 3 PP, 4000 gp, stores up to 3 power points.
    • Escape ladder 4,000 gp extends or shrinks on command, can teleport you out of trouble
    • Ioun stone (clear spindle) 4,000 gp- sustains without food or water
    • Marvelous pigments 4,000 gp- create up to 1000 cubic feat of materials by painting them
    • Page of spell knowledge (2nd) 4,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (2nd) 4,000 gp recall spell already cast that day.
    • Restorative ointment 4,000 gp- 5 applications that can cure poison, disease, or minor wounds
    • Stone salve 4,000 gp either stone to flesh or stone skin spell
    • Wilding Clasp, 4000 gp, when added to item, it doesn't meld with wildshape
    • Sacred Scabbard, 4400 gp, 3/D bless weapon
    • Doss Lute, 4100 gp, +2 perform, 1/D delay poison, hold person, mirror image
    • Thorn Pouch, 4400 gp 5 CH/D to use entangle, spike growth, wall of thorns
    • Wind-caller compass 4,400 gp 3/D alter winds
    • Goblin fire drum (greater) 4,500 gp fires in 30' while playing +2 damage, 1/D pyrotechnics
    • Knight’s pennon (battle) 4,500 gp 1/D heroism
    • Knight’s pennon (parley) 4,500 gp +4 to social skills and sense motive
    • Void dust 4,500 gp contains 3 pinches, each can dispel force effect as disintegrate
    • Personal Oasis, 4600 gp, blanket sets up a tiny hut with food and fire
    • Incense of meditation 4,900 gp
    • Bag of holding (type II) 5,000 gp
    • Bone razor 5,000 gp- animates skeleton of anyone it coup de graces
    • 53 Horn of the huntmaster 5,000 gp
    • Insistent doorknocker 5,000 gp- 1/D attach to wall and passwall
    • Ioun stone (dusty rose prism) 5,000 gp +1 insight bonus to AC
    • Mallet of building 5,000 gp- creates nails, spikes or fence posts when swung
    • Polymorphic pouch 5,000 gp- when you change shape, pouch remains accessible
    • Scabbard of stanching 5,000 gp- immune to bleed
    • Sheath of bladestealth 5,000 gp- weapon and scabbard are invisible until drawn
    • Stone of alliance 5,000 gp- familar, companion or mount, status spell, master can take harm
    • Summoning shackle 5,000 gp- summoning is extended but can't move more than 30'
    • Eversmoking bottle 5,400 gp expanding smoke until fills 100' radius
    • Sustaining spoon 5,400 gp produces enough gruel for 4 people per day
    • Wind fan 5,500 gp 1+/D gust of wind
    • Grim lantern 5,800 gp burning hands, requires a death to recharge
    • Cornucopia of the Needful (relic of Yondalla) 6000 gp each morning provides fruits with magical effects.
    • Martyr’s tear 6,000 gp- take 3d6 damage to store HP for later use
    • Pipes of haunting 6,000 gp- 2/D play to frighten 6 HD less creatures, will save
    • Rope of knots 6,000 gp 100', can move, fasten, knot on command, form rope structures like bridge, hammock, or net
    • Book of extended summoning (greater) 6129 gp extends summon spells of one alignment of 9th or lower
    • Dragonbone divination sticks 6,400 gp +5% success on aurgy, +3 luck bonus on one random type of save per day.
    • Horn of goodness/evil 6,500 gp 1/D for 1 H, magic circle against evil or good
    • Bottle of shadows 7,000 gp 4CH/D, summons a shadow uses 1 CH/R
    • Instant bridge 7,000 gp 1' square becomes a 30' foot bridge
    • Mirror of guarding reflections 7,000 gp when held 3/D create image, if hit, foe has bad luck
    • Folding boat 7,200 gp shoe box unfolds into 10' or 24' boat
    • Bottle of air 7,250 gp- standard to draw on never ending supply of air
    • Bag of holding (type III) 7,400 gp
    • Harp of charming 7,500 gp During each 10 M of playing use suggestion
    • Manual of war 7,500 gp 1/D fighters may trade out one feat for another
    • Tome of the Still Tongue (Relic of Venca) 7500 gp, Blessed book, + caster level but less HP
    • Blast Globes, 8000 gp 1/D explodes in 20' radius, 10d6 fire, 2d6 sonic, deafened and pushed
    • Golem manual (flesh) 8,000 gp create a flesh golem
    • Insignia of valor 8,000 gp- attach to armor, if take down foe with smite, channel as a swift
    • Ioun stone (deep red sphere)8,000 gp +2 DEX
    • Ioun stone (incandescent blue sphere)8,000 gp +2 WIS
    • Ioun stone (pale blue rhomboid) 8,000 gp +2 STR
    • Ioun stone (pink and green sphere) 8,000 gp +2 CHA
    • Ioun stone (pink rhomboid)8,000 gp +2 CON
    • Ioun stone (scarlet and blue sphere) 8,000 gp +2 INT
    • Needles of fleshgraving 8,000 gp 10 M to transform object into tattoo
    • Restless lockpicks 8,000 gp- once started, these picks take over for you.
    • Talisman of Undying Fortitude, 8000 gp, 3/D for 3 rounds gain immunity of undead.
    • Canaith Mandolin, 8100 gp, +2 perform, 1/D cure serious, dispel magic, summon monster III
    • Deck of illusions 8,100 gp when card is drawn and thrown, creates a major illusion that serves you
    • Candle of invocation 8,400 gp- +2 morale bonus to those of same alignment, clerics prepare spells +2 levels while burnt, use all for gate spell.
    • Bag of tricks (rust) 8,500 gp Summon animals to serve you
    • Battle Bridle, 9000 gp, +5 to ride, mounted combat feat (or ride by attack)
    • Cognizance Crystal- 5 PP, 9000 gp, stores up to 5 power points
    • Decanter of endless water 9,000 gp produces water at different rates and pressures
    • Page of spell knowledge (3rd) 9,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (3rd) 9,000 gp recall spell already cast that day.
    • Figurine of wondrous power (serpentine owl) 9,100 gp 8H/D normal or giant owl
    • Strand of prayer beads, Lesser 9,600 gp, beads of blessing and healing
    • Bag of holding (type IV) 10,000 gp
    • Boundary chalk 10,000 gp- draw lines on floor to make walls of force that last 10 min, 5' takes a standard, 100' total
    • Chime of resounding silence 10,000 gp 1/D struck to create silence and then shout
    • Construct channel brick 10,000 gp- allows you to channel energy to heal constructs
    • Eye of the void 10,000 gp 1/D gaze attack frightened/WIS damage or shaken
    • Figurine of wondrous power (bronze griffon) 10,000 gp 2/W for 6 hours each, becomes a griffon
    • Figurine of wondrous power (ebony fly)10,000 gp 3/Week is fly the size of a pony (pegasus that can't attack)
    • Figurine of wondrous power (slate spider)10,000 gp- 1M/D can groom you or perform errands.
    • Hourglass of last chances 10,000 gp 5 total rounds gives freedom of movement and suspends effects.
    • Ioun stone- dark blue rhomboid 10,000 gp- alertness feat
    • Lord’s banner (swiftness) 10,000 gp all in 1 mile can force march easily
    • Malleable symbol 10,000 gp- becomes any holy symbol, change shape of channel energy
    • Ornament of healing light 10,000 gp- lay on hands range 15', diety specific effects.
    • Stone horse (courser)10,000 gp- Stone statue becomes a horse
    • Summon-slave crystal 10,000 gp- when you summon a creature, you can magic jar it
    • Treasurer’s seal 10,000 gp- for 3 items at a time, fire trap or arcane lock & alarm
    • Black soul shard 12,000 gp- after 1 W attuned, negates 1 negative level
    • Golem manual (clay) 12,000 gp create a clay golem
    • Horsemaster’s saddle 12,000 gp mount +5 jump, rider +5 ride
    • Pipes of dissolution 12,000 gp while paid, all in 30' +2 to dispel magic and overcome SR
    • Pipes of pain 12,000 gp- fascinate while playing (will save) and then intense pain and sonic vulnerability
    • Dove's Harp, 12100 gp, with bardic music, 3/D fast healing 3 allies in 60'm
    • Blessed book 12,500 gp- small book contains 1000 pages for spells
    • Waters of transfiguration 12,500 gp applying changes one material to another
    • Gem of brightness 13,000 gp sheds light as lantern, 50 ch, 1 blinding ray, 5 blinding burst.
    • Lyre of building 13,000 gp- 1/W builds = 100 men for 3 day, 1/D protect structure
    • Void pennant 14,000 gp when planted, up to 10R/D those that teleport within 30' save or nauseated 1 R
    • Stone horse (destrier) 14,800 gp statue animates as war horse
    • Banner of the Storm's Eye, 15000 gp, when held, all in 20' suppress fear, no confusion or stunning
    • Book of the loremaster 15,000 gp- bards gain +5 to knowledge check 3/D
    • Cauldron of plenty 15,000 gp food to feed 36 people per day, 1/W heroes feats for 12.
    • Pearl of the sirines 15,300 gp breath water, swim 60, act underwater
    • Figurine of wondrous power (onyx dog) 15,500 gp becomes a riding dog, can see invisible
    • Quiver of Energy, 15000 gp, each has elemental type, bestows type to arrows in quiver (+1d6)
    • Bag of tricks (tan) 16,000 gp Pull animals out of the bag to serve you
    • Cognizance Crystal- 7 PP, 16000 gp, stores 7 power points
    • Page of spell knowledge (4th) 16,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (4th) 16,000 gp recall spell already cast that day.
    • Scabbard of keen edges 16,000 gp- casts keen edge on the weapon 3/D
    • Figurine of wondrous power (golden lions) 16,500 gp become 2 real lions
    • Chime of interruption 16,800 gp- once per 10M, for 3 M, concentration check required to cast spell with verbal in 30'
    • Broom of flying 17,000 gp- 9H/D overland flight, can travel on own,
    • Figurine of wondrous power (marble elephant) 17,000 gp becomes a real elephant to serve you
    • Cli Lyre, 18200 gp, +2 perform, 1/D break enchantment, dimension door, shout
    • Ioun stone- Iridescent spindle 18,000 gp sustains without air
    • Orb of the Hells 18,000 gp evil spells +1 CL, 1/D dread bolt
    • Carpet of flying 5x5 20,000 gp unlimited overland flight
    • Horn of antagonism 20,000 gp favored enemies in 90' save or dazed 1d4R
    • Horn of blasting 20,000 gp 1+/D cone of 5d6 sonic and deafen, save
    • Ioun stone (pale lavender ellipsoid)20,000 gp absorbs spells level 4 or lower, total of 20,
    • Ioun stone (pearly white spindle) 20,000 gp regenerate 1 HP every 10 M,
    • Master’s perfect golden bell 20,000 gp 10R/D outsiders in 30' reduce DR & SR by 5
    • Portable hole 20,000 gp- folded cloth opens a 10' deep extra-dimensional space
    • Stone of good luck 20,000 gp- +1 luck bonus on saves, ability checks, and skills
    • Figurine of wondrous power (ivory goats) 21,000 gp one is a war horse the other a nightmare
    • Rope of entanglement 21,000 gp can move 20' to entangle foe
    • Golem manual- stone 22,000 gp Used to create a stone golem
    • Orb of heaven 22,000 gp continual light, touch = holy water, 1/D consecrate and searing light
    • Mattock of the titans 23,348 gp gargantuan tool moves earth or smash rocks.
    • Drinking horn of bottomless valor 24,000 gp 3 CH/D temp HP, enlarge, or heroism
    • Chaos emerald 25,000 gp- holds up to 10 ch, entropic shield, lesser confusion, chaos hammer,
    • Cognizance Crystal- 9 PP, 25000 gp, stores 9 power points
    • Page of spell knowledge (5th) 25,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (5th) 25,000 gp recall spell already cast that day.
    • Maul of the titans 25,305 gp- +3 great club, need 18 STR, x3 damage vs. inanimate objects
    • Iron bands of binding 26,000 gp 1/D range touch to bind target in iron bands
    • Cube of frost resistance 27,000 gp- protects a 10' area from cold attacks
    • Manual of bodily health +1 27,500 gp
    • Manual of gainful exercise +1 27,500 gp
    • Manual of quickness of action +1 27,500 gp
    • Tome of clear thought +1 27,500 gp
    • Tome of leadership and influence +1 27,500 gp
    • Tome of understanding +1 27,500 gp
    • Figurine of wondrous power (obsidian steed) 28,500 gp becomes flying or plane shifting mount. 24 hours/week
    • Cauldron of the dead 30,000 gp- turns corpses into controlled zombies
    • Drums of panic 30,000 gp- 1/D both played all creatures save or panicked in 120'
    • Ioun stone- orange prism 30,000 gp +1 caster level
    • oun stone (pale green prism) 30,000 gp +1 competence to attacks, saves, skills, ability checks
    • Lantern of revealing 30,000 gp- when lit, invisibility purge
    • Anstruth Harp, 32100 gp, +2 perform, 1/D control water, mass cure light, mind fog
    • Cauldron of resurrection 33,000 gp 1/D raise dead or resurrection, requires materials
    • Carpet of flying 5x10 35,000 gp, continuous overland flight
    • Golem manual (iron) 35,000 gp Use to create iron golem
    • Cognizance Crystal- 11 PP, 36000 gp, stores 11 power points
    • Ioun stone (vibrant purple prism) 36,000 gp stores 3 levels of spells
    • Orb of utter chaos 36,000 gp 3/D w/confusion or polymorph spell +1d6-2 CL, 1/D dispel magic + aid spell
    • Page of spell knowledge (6th) 36,000 gpallows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (6th) 36,000 gp recall spell already cast that day.
    • Enmity fetish 40,000 gp key to creature subtype, switch favored enemy to this type for the day.
    • Ioun stone (lavender and green ellipsoid) 40,000 gp absorbs spells up to 8th or lower, total 50 levels
    • Ring gates 40,000 gp 18" rings, one passes through to other if within 100 miles
    • Cauldron of seeing 42,000 gp- see other places as scrying, can be enhanced.
    • Crystal ball 42,000 gp, scry on other areas
    • Golem manual (stone guardian) 44,000 gp use to create a stone guardian
    • Drums of haste 45,000 gp use to give up to 5 allies haste, total of 25 per day
    • Strand of prayer beads 45,800 gp beads of healing, smiting, and karma
    • Orb of storms 48,000 gp endure elements, 1/D control weather, 1/M storm of vengeance.
    • Cognizance Crystal- PP 13, 49000 gp, stores 13 power points
    • Page of spell knowledge (7th) 49,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (7th) 49,000 gp recall spell already cast that day.
    • Crystal ball with see invisibility 50,000 gp scry and see invisibility
    • Horn of Valhalla 50,000 gp summons barbarians to fight for you
    • Crystal ball with detect thoughts 51,000 gp scry with telepathy
    • Last leaves of the Autumn Dryad 52,000 gp 1/D tree form, release leaves as swarm that can spy and speak
    • Instant fortress 55,000 gp- cube becomes a tower instantly
    • Manual of bodily health +2 55,000 gp
    • Manual of gainful exercise +2 55,000 gp
    • Manual of quickness of action +2 55,000 gp
    • Tome of clear thought +2 55,000 gp
    • Tome of leadership and influence +2 55,000 gp
    • Tome of understanding +2 55,000 gp
    • Lord’s banner (terror) 56,000 gp Foes in 30' save or panicked
    • Carpet of flying 10x10 60,000 gp- continuous overland flight
    • Darkskull 60,000 gp- projects unhollow + one other spell
    • Orb of pure law 60,000 gp +4 AC/Saves vs. chaotic creatures, spells, polymorph & confusion, detect chaos and law, 1/D dispel chaos, arrow of law
    • Cube of force 62,000 gp- creates walls of force to protect you
    • Cognizance Crystal- 15 PP, 64000 gp, stores 15 power points
    • Page of spell knowledge (8th) 64,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Pearl of Power (8th) 64,000 gp recall spell already cast that day.
    • Crystal ball with telepathy 70,000 gp- scry and read thoughts
    • Horn of blasting (greater) 70,000 gp 1+/D 40' cone 10d6 sonic and deafen, save
    • Pearl of Power (two spells) 70,000 gp recall two spells of 6th or lower level already cast
    • Gem of seeing 75,000 gp 30M/D look through gem for true seeing.
    • Lord’s banner (victory) 75,000 gp- allies who can see +2 morale to attacks, saves, skills
    • Crystal ball with true seeing 80,000 gp scry with true seeing
    • Cognizance Crystal 17 PP, 81000 gp, stores 17 power points
    • Page of spell knowledge (9th) 81,000 gp specific spell spontaneous caster can use spell slots for
    • Pearl of Power (9th) 81,000 gp allows spontaneous caster to use spell slot to cast specific spell.
    • Well of many worlds 82,000 gp- like a portal hole but dumps to another world
    • Manual of bodily health +3 82,500 gp
    • Manual of gainful exercise +3 82,500 gp
    • Manual of quickness of action +3 82,500 gp
    • Tome of clear thought +3 82,500 gp
    • Tome of leadership and influence +3 82,500 gp
    • Tome of understanding +3 82,500 gp
    • Apparatus of the Crab, 90000 gp, two person submarine
    • Bowl of conjuring water elementals 9000 gp, summons water elementals
    • Brazier of conjuring fire elementals, 90000 gp, summons fire elementals
    • Censer of conjuring air elementals 90,000 gp Summons air elementals
    • Stone of conjuring earth elementals 90,000 gp summon an earth elemental
    • Strand of prayer beads (greater) 95,800 gp beads of healing, karma, summons, wind walking
    • Lord’s banner (crusades) 100,000 gp- 40' hallow effect
    • Manual of bodily health +4 110,000 gp
    • Manual of gainful exercise +4 110,000 gp
    • Manual of quickness of action +4 110,000 gp
    • Tome of clear thought +4 110,000 gp
    • Tome of leadership and influence +4 110,000 gp
    • Tome of understanding +4 110,000 gp
    • Manual of bodily health +5 137,500 gp
    • Manual of gainful exercise +5 137,500 gp
    • Manual of quickness of action +5 137,500 gp
    • Tome of clear thought +5 137,500 gp
    • Tome of leadership and influence +5 137,500 gp
    • Tome of understanding +5 137,500 gp
    • Efreeti bottle 145,000 gp 1/D summon efreet to serve you
    • Cubic gate 164,000 gp can open gates to 6 different planes of existance .
    • Iron flask 170,000 gp- capture outsider in flask, 1/D force them to serve
    • Mirror of mental prowess 175,000 gp- read thoughts, spy and travel to far away places, answers questions
    • Mirror of life trapping 200,000 gp- holds up to 15 creatures who have looked into it, prisoners can be questioned

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