Wondrous Items- Tools- A-C Descriptions in Aertrea | World Anvil
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Wondrous Items- Tools- A-C Descriptions

Wondrous Items- Tools A-C

 


ABJURANT SALT

600 GP AURA moderate abjuration CL 9th WEIGHT 1 lb.
Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.
CONSTRUCTION REQUIREMENTS COST 300 GP Craft Wondrous Item, magic circle against evil, permanency

AGILE ALPENSTOCK

2,000 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
This gnarled wooden walking stick aids a creature’s travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the agile alpenstock is held in hand. It can be wielded in combat as a quarterstaff.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, longstrider    


ALLURING GOLDEN APPL
E

400 GP AURA faint enchantment CL 4th WEIGHT 1 lb.
This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 + CHA Will save or be paralyzed as if by hold person as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a –2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.
CONSTRUCTION REQUIREMENTS COST 200 GP Craft Wondrous Item, beguiling gift (Advanced Player’s Guide), hold person
 


ANATOMY DOLL

1,000 GP AURA faint necromancy CL 5th WEIGHT 1 lb.
This stuffed rag doll might resemble a child’s toy if not for the vital organs depicted on its cloth. By dabbing the doll with a few drops of blood from a living creature (a standard action), the bearer can form a sympathetic link between the doll and the victim. If the chosen victim has spell resistance, the doll must beat the target’s spell resistance to create the link. As a standard action, the bearer can twist or stab the doll; this gives the target the sickened condition for one round and deals 1 point of negative energy damage plus 1 point for each die of the doll bearer’s sneak attack damage (if any). Each time the target is affected by the doll, it receives a DC 14 Will save to end the link. The doll’s holder needs line of effect to the victim, but not line of sight. Once linked to a particular creature, an anatomy doll cannot be linked to another creature, but the bearer can re-establish a broken link by anointing it with more of the target’s blood.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, bestow curse, bleed


ANSTRUTH HARP

Price (Item Level): 32,100 gp (16th) Body Slot: — (held) Caster Level: 14th Aura: Strong; (DC 22) conjuration, enchantment, transmutation Activation: — and swift (command) Weight: 3 lb.
This teakwood lap harp is slender and graceful, its strings made of silver wire. An engraved design depicting waves and fog graces the wood.
This masterwork harp grants you a +2 circumstance bonus on Perform (string instruments) checks. If you have at least 12 ranks in Perform (string instruments), you can also command it to produce one of three spell effects (control water, mass cure light wounds, or mind fog), each once per day.
If you pick up an Anstruth harp but do not have 12 or more ranks in Perform (string instruments), the instrument bestows one negative level on you, which persists for as long as you hold it. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the instrument is held.
Prerequisites: Craft Wondrous Item, control water, mass cure light wounds, mind fog, bard. Cost to Create: 16,000 gp (plus 100 gp for masterwork harp), 1,280 XP, 32 days.
 


APPARATUS OF THE CRAB

90,000 GP AURA strong evocation and transmutation CL 19th WEIGHT 500 lbs.
An apparatus of the crab is a metallic magical vehicle. When unoccupied, it appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus’s movements and actions.
LEVER (1d10) LEVER FUNCTION 1 Extend/retract legs and tail 2 Uncover/cover forward porthole 3 Uncover/cover side portholes 4 Extend/retract pincers and feelers 5 Snap pincers 6 Move forward/backward 7 Turn left/right 8 Open/close “eyes” with continual flame inside 9 Rise/sink in water 10 Open/close hatch
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant).
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural Melee 2 pincers +12 (2d8 CMB +14; CMD 24.
CONSTRUCTION REQUIREMENTS COST 45,000 GP Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)


Arcane Thieves Tools

Price (Item Level): 1,400 gp (5th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (mental) Weight: 1 lb.
This set of picks, pins, and levers is housed in a supple leather bag decorated with arcane runes.
This set of masterwork thieves’ tools is the perfect accessory if you depend on a blend of magic and skill to achieve your thieving goals. In addition to granting the normal +2 circumstance bonus on Disable Device and Open Lock checks, these tools can grant a character with the trapfinding class feature a special benefit. When activating the tools, you can expend an arcane spell or arcane spell slot of 1st level or higher to gain a +5 competence bonus on either a Disable Device check or an Open Lock check begun before the end of that turn.
Prerequisites: Craft Wondrous Item, knock, trapfi nding. Cost to Create: 700 gp, 56 XP, 2 days.
 


ARROW MAGNET

600 GP AURA faint abjuration CL 3rd WEIGHT —
This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.
CONSTRUCTION REQUIREMENTS COST 300 GP Craft Wondrous Item, protection from arrows


BAG OF BOULDERS

Price (Item Level): 1,400 gp (5th) Body Slot: — Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Standard (thrown) Weight: 1 lb.
This worn doeskin pouch holds a few unre- markable pebbles.
This pouch creates tiny pebbles that strike with the force of a catapult stone when thrown. Each stone has a range incre- ment of 50 feet. You are proficient with the stones and must make a successful ranged attack to strike with one. A stone disappears after it completes its fl ight. Activating a bag of boulders is a standard action that includes both drawing and throwing a stone.
Each bag of boulders has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you draw a pebble from the bag determines the damage dealt by the stone when thrown.
1 charge: Deals 2d6 points of bludgeon- ing damage. 2 charges: Deals 3d6 points of bludgeon- ing damage. 3 charges: Deals 4d6 points of bludgeon- ing damage.
Prerequisites: Craft Wondrous Item, shrink item. Cost to Create: 700 gp, 56 XP, 2 days.

Bag of Endless Caltrops

Price (Item Level): 800 gp (3rd) Body Slot: — Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Move (manipulation) Weight: 2 lb.
This nondescript brown leather pouch is secured with a piece of twisted wire that has several sharp points.
Five times per day, you can reach into this pouch and pull out a handful of caltrops (enough to cover a 5-foot square). In addition to the activation cost, fi lling a 5-foot square with caltrops by hand requires a standard action.
The caltrops produced are not magical and follow all the rules for normal caltrops (PH 126).
Prerequisites: Craft Wondrous Item, Leomund’s secret chest. Cost to Create: 400 gp, 32 XP, 1 day.


BAG OF FLAMES

Price (Item Level): 3,500 gp (8th) Body Slot: — Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Standard (manipulation) Weight: —
This red burlap sack feels warm to the touch. A bag of flames contains a tiny ember of pure elemental fire. The bag has 3 charges, which are renewed each day at dawn. Spending 1 or more charges when you place your hand into the bag allows you to draw forth fi re to create a particular effect.
1 charge: Flame burns in your hand, as the produce flame spell, with a duration of 1 minute. Your melee touch attack deals 1d6+5 points of fire damage, or you can hurl the flame up to 120 feet as a ranged touch attack that deals 1d6+5 points of fi re damage (and ends the duration).
2 charges: You hurl the flame up to 30 feet away, whereupon it immediately turns into a Small fi re elemental. The elemental is under your control (as if summoned by summon nature’s ally II) and remains for 5 rounds.


 


BAG OF HOLDING

VARIES AURA moderate conjuration CL 9th WEIGHT 15+ lbs. This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
BAG WEIGHT LIMIT VOLUME LIMIT PRICE
  • Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp
  • Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp
  • Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp
  • Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold,in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
CONSTRUCTION REQUIREMENTS COST varies Type I 1,250 GP Type II 2,500 GP Type III 3,700 GP Type IV 5,000 GP Craft Wondrous Item, secret chest
 


BAG OF TRICKS

VARIES Gray 3,400 GP Rust 8,500 GP Tan 16,000 GP AURA faint conjuration CL 3rd WEIGHT 1 lb.
This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
Gray/Rust/Tan
  • 01–30 Bat 01–30 Wolverine 01–30 Grizzly bear
  • 31–60 Rat 31–60 Wolf 31–60 Lion
  • 61–75 Cat 61–85 Boar 61–80 Heavy horse
  • 76–90 Weasel 86–100 Leopard 81–90 Tiger
  • 91–100 Riding dog 91–100 Rhinoceros
The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.
CONSTRUCTION REQUIREMENTS COST varies Gray 1,700 GP Rust 4,250 GP Tan 8,000 GP Craft Wondrous Item, summon nature’s ally II (gray), summon nature’s ally III (rust), or summon nature’s ally V (tan)

Banner of the Storms Eye

Price (Item Level): 15,000 gp (14th) Body Slot: — (held) or shoulders Caster Level: 3rd Aura: Faint; (DC 16) enchantment Activation: — Weight: 2 lb. (12 lb. if backpack frame worn)
This banner is a rectangular military standard depicting a white, two-tailed swirl—like a stylzed overhead view of a hurricane—on a dark green background. The banner’s fluttering movements seem slower than they should be. An unfurled banner of the storm’s eye always waves more slowly than nearby flags, and it seems unaffected by the wind or by the movement of its bearer.
As long as it is held aloft, the banner automatically suppresses (but does not dispel) fear effects on all creatures within 20 feet. It also prevents any creature within 20 feet from becoming confused or stunned.
Alternatively, you can mount the banner on a backpack frame to leave your hands free. The backpack frame costs 5 gp and weighs 10 pounds. While so mounted, the banner occupies your shoulders body slot. Prerequisites: Craft Wondrous Item, calm emotions. Cost to Create: 7,500 gp, 600 XP, 15 days.  


BATTLE BRIDLE

Price (Item Level): 9,000 gp (12th) Body Slot: Face; see text Caster Level: 7th Aura: Moderate; (DC 18) enchantment Activation: — Weight: 1 lb.
A stampede of horses is depicted charg- ing across this surprisingly light leather saddle. A battle bridle occupies a mount’s face body slot. While you are mounted upon a creature that is wearing a battle bridle, you gain a +5 competence bonus on Ride checks and the benefit of the Mounted Combat feat. If you already have Mounted Combat, you instead gain the benefit of Ride-By Attack.
Prerequisites: Craft Wondrous Item, Mounted Combat, Ride-By Attack, calm animals. Cost to Create: 4,500 gp, 360 XP, 9 days.


BEAD OF FORCE

3,000 GP AURA moderate evocation CL 10th WEIGHT —
This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the targeted creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, resilient sphere

BEAD OF NEWT PREVENTION

1,000 GP AURA faint abjuration CL 5th WEIGHT —
This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, dispel magic
 


BEAST-BOND BRAND

1,000 GP AURA faint abjuration CL 5th WEIGHT —
This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply).
A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, Reach Spell (Advanced Player’s Guide), creator must have an animal companion or familiar
 


BLACK SOUL SHARD

12,000 GP AURA moderate necromancy CL 7th WEIGHT —
This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature’s life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the black soul shard absorbs one of these negative levels into itself, negating the effect. The black soul shard can only absorb a negative level if carried by the person it is attuned to. If an attuned black soul shard is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature’s death.
Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a black soul shard. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one black soul shard attuned to it at a time.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, death ward, restoration


BLAST DISK

Price (Item Level): 900 gp (4th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (manipulation) Weight: 1 lb.
This jet-black, 8-inch-diameter plate bears a bas relief humanoid skull surrounded by runes and sigils. Its other side is perfectly smooth and flat.
A blast disk can be set to explode through proximity or on a timer. In either case, when the disk activates it explodes, destroying the blast disk and dealing 5d6 points of fire damage to all creatures and objects within 10 feet (Reflex DC 14 half).
If set to explode through proximity, a blast disk must be set down in a square on the battlefield. The next creature of Small or larger size to enter that square (either on the ground or airborne within 5 feet) sets off the blast disk. That creature receives a –2 penalty on the save against the blast.
A blast disk can also be set to auto- matically explode up to 10 rounds after placement. A character who has trapfinding can find (Search DC 28) and disable (Disable Device DC 28) a blast disk.
Prerequisites: Craft Wondrous Item, fireball. Cost to Create: 450 gp, 36 XP, 1 day.
 


BLAST GLOBES

Price (Item Level): 8,000 gp (11th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Standard (command see text Weight: 1 lb.
Dozens of smaller glass spheres comprise this fist-sized orb. The flicker of a small flame seems to reflect from deep within.
When you activate a set of blast globes, the transparent globes separate and begin circling each other. One round after they activate, you can direct the globes to strike (as a group) any location within 400 feet as a free action. The globes then move to that location and create an explosion in a 20-foot-radius spread. Any creature in the area takes 10d6 points of fi re damage and 2d6 points of sonic damage, is deaf- ened for 2d6 rounds, and is pushed 1d6 squares away from the center of the blast. A successful DC 15 Reflex save halves the fi re damage and negates the push, while a successful DC 15 Fortitude save negates the deafening effect.
After exploding, the globes reform in your hands or at your feet (if your hands are full). This ability functions once per day.
Prerequisites: Craft Wondrous Item, fireball, shout. Cost to Create: 4,000 gp, 320 XP, 8 days.
 


BLESSED BANDAGE

Price (Item Level): 10 gp (1/2) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: Standard (manipulation) Weight: —
A single, softly glowing thread runs along one side of this linen bandage. Applying a blessed bandage immediately stabilizes the recipient (but heals no damage).
Prerequisites: Craft Wondrous Item, cure minor wounds. Cost to Create: 5 gp, 1 XP, 1 day.

 


BLESSED BOOK

12,500 GP AURA moderate transmutation CL 7th WEIGHT 1 lb. This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
CONSTRUCTION REQUIREMENTS COST 6,250 GP Craft Wondrous Item, secret page
 


BLOOD RESERVOIR OF PHYSICAL PROWESS

2,000 GP AURA faint necromancy CL 3rd WEIGHT —
This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer’s blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time. The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used.
The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer’s next turn.
The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest charged reservoir intact. A reservoir has no effect if not charged with the wearer’s blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, death knell
 


BONE RAZOR

5,000 GP AURA faint necromancy CL 5th WEIGHT 1 lb.
This jagged bone knife seems too thin and frail for combat but easily cuts flesh (as a bone dagger). If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature’s flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature’s flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature’s bones, the previous animate skeleton is immediately destroyed.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, animate dead
 


BOOK OF EXTENDED SUMMONING

VARIES Lesser 750 GP Medium 2,750 GP Greater 6,126 GP AURA strong conjuration CL 17th WEIGHT 1 lb.
This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.
CONSTRUCTION REQUIREMENTS COST varies Lesser 375 GP Medium 1,375 GP Greater 3,063 GP Craft Wondrous Item, Extend Spell, summon monster I
 


BOOK OF THE LOREMASTER

15,000 GP AURA moderate divination CL 7th WEIGHT 2 lbs.
This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult iin order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, clairaudience/clairvoyance
 


BOOKPLATE OF RECALL

1,000 GP AURA strong conjuration CL 13th WEIGHT —
This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, instant summons


BOTTLE OF AIR

7,250 GP AURA moderate transmutation CL 7th WEIGHT 2 lbs.
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
CONSTRUCTION REQUIREMENTS COST 3,625 GP Craft Wondrous Item, water breathing
 


BOTTLE OF MESSAGES

300 GP AURA faint illusion CL 3rd WEIGHT 1 lb.
This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters. CONSTRUCTION REQUIREMENTS COST 150 GP
Craft Wondrous Item, magic mouth
 

BOTTLE OF SHADOWS

7,000 GP AURA faint conjuration CL 5th WEIGHT —
This bottle is crafted from the darkest ebony. When opened and held upright, faint whispers can be heard emanating from the bottle’s mouth. The bottle initially has 4 charges. When turned upside down, the bottle summons a shadow to do the bidding of the user, draining 1 charge each round of service. As a standard action, the bearer may dismiss the summoned shadow. If the shadow kills a humanoid creature of at least 4 HD, the bottle gains 1 charge. The bottle is automatically restored to 4 charges at sundown.
CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, animate dead
 

BOTTLED YETI FUR

800 GP AURA faint abjuration CL 3rd WEIGHT —
This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user’s arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.
CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, barkskin, resist energy
 


BOUNDARY CHALK

10,000 GP AURA moderate evocation CL 10th WEIGHT —
The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, wall of force
 


BOWL OF CONJURING WATER ELEMENTALS

90,000 GP AURA moderate conjuration CL 11th WEIGHT 3 lbs.
This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental.
If the bowl is filled with salt water, it conjures a Huge water elemental as if using summon monster VI. If filled with fresh water, it conjures a Large water elemental as if using summon monster V. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION REQUIREMENTS COST 45,000 GP Craft Wondrous Item, summon monster V, summon monster VI
 


BRAZIER OF CONJURING FIRE ELEMENTALS

90,000 GP AURA moderate conjuration CL 11th WEIGHT 5 lbs.
This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using summon monster VI. Otherwise, the brazier conjures a Large fire elemental as if using summon monster V. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION REQUIREMENTS COST 45,000 GP Craft Wondrous Item, summon monster V, summon monster VI
 


BROOM OF FLYING

17,000 GP AURA moderate transmutation CL 9th WEIGHT 3 lbs.
This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
CONSTRUCTION REQUIREMENTS COST 8,500 GP Craft Wondrous Item, overland flight, permanency
 


CAMPFIRE BEAD

720 GP AURA faint evocation CL 1st WEIGHT —
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.
CONSTRUCTION REQUIREMENTS COST 360 GP Craft Wondrous Item, produce flame


CANAITH MANDOLIN

Price (Item Level): 8,100 gp (12th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) abjuration, conjuration Activation: — and swift (command) Weight: 3 lb.
This ornate, eight-stringed mandolin is carved of ebony and decorated with mother-of-pearl inlays depicting fantastic monsters. This masterwork mandolin grants you a +2 circumstance bonus on Perform (string instruments) checks. If you have at least 8 ranks in Perform (string instruments), you can also command it to produce one of three spell effects (cure serious wounds, dispel magic, or summon monster III), each once per day.
If you pick up a Canaith mandolin but do not have 8 or more ranks in Perform (string instruments), the instrument bestows one negative level on you, which persists for as long as you hold it. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the instrument is held.
Prerequisites: Craft Wondrous Item, cure serious wounds, dispel magic, summon monster III, bard. Cost to Create: 4,000 gp (plus 100 gp for masterwork mandolin), 320 XP, 8 days.
 


CANDLE OF INVOCATION

8,400 GP AURA strong conjuration CL 17th WEIGHT 1/2 lb.
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle’s operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties.
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.
CONSTRUCTION REQUIREMENTS COST 4,200 GP Craft Wondrous Item, gate, creator must be same alignment as candle created
 


CANDLE OF TRUTH

2,500 GP AURA faint enchantment CL 3rd WEIGHT 1/2 lb.
This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.
CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, zone of truth

 


CARPET OF FLYING

VARIES AURA moderate transmutation CL 10th WEIGHT varies
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
SIZE CAPACITY SPEED WEIGHT PRICE
  • 5-ft.-by-5-ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp
  • 5-ft.-by-10-ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp
  • 10-ft.-by-10-ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover.
CONSTRUCTION REQUIREMENTS COST varies 5-ft.-by-5-ft. 10,000 GP 5-ft.-by-10-ft. 17,500 GP 10-ft.-by-10-ft. 30,000 GP Craft Wondrous Item, overland flight


CAULDRON OF BREWING

3,000 GP AURA faint transmutation CL 5th WEIGHT 5 lbs.
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, creator must be trained in Craft (Alchemy)

 


CAULDRON OF PLENTY

15,000 GP AURA strong conjuration CL 12th WEIGHT 25 lbs.
This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes’ feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, create food and water, heroes’ feast
 


CAULDRON OF RESURRECTION

33,000 GP AURA strong conjuration CL 13th WEIGHT 35 lbs.
The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if with a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron is usable once per day.
CONSTRUCTION REQUIREMENTS COST 16,500 GP Craft Wondrous Item, resurrection
 


CAULDRON OF SEEING

42,000 GP AURA moderate divination CL 10th WEIGHT 5 lbs.
When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices.
CONSTRUCTION REQUIREMENTS COST 21,000 GP Craft Wondrous Item, scrying
 


CAULDRON OF THE DEAD

30,000 GP AURA faint transmutation CL 5th WEIGHT 35 lbs.
This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD worth, unless the user can cast the animate dead spell, in which case that spell’s limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, animate dead
 


CENSER OF CONJURING AIR ELEMENTALS

90,000 GP AURA moderate conjuration CL 13th WEIGHT 1 lb.
This 6-inch-wide, perforated metallic vessel resembles a thurible found in a place of worship. The censer must be filled with incense to function. On command as a full-round action, the bearer may summon an air elemental. If the censer is filled with incense of meditation, it conjures a greater air elemental as if using summon monster VII. If filled with any other incense, it conjures a Large air elemental as if using summon monster V. Conjuring an elemental consumes any normal incense in the censer, or one-fourth of a block of incense of meditation. The censer cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION REQUIREMENTS COST 45,000 GP Craft Wondrous Item, summon monster V, summon monster VII


CHAOS EMERALD

25,000 GP AURA strong abjuration CL 19th WEIGHT 1 lb. This lustrous green gemstone is uncut and about the size of a human fist. The gem grants its bearer the use of the following abilities. • entropic shield (1 charge) • lesser confusion (1 charge) • magic circle against law (1 charge) • chaos hammer (2 charges) A newly created chaos emerald has 1d6+2 charges. It can hold a maximum of 10 charges and automatically regains 1d3  charges each day.
A non-chaotic creature who holds or carries a chaos emerald gains one negative level. This negative level persists as long as the creature holds or carries the gem and disappears when the gem is dropped. This negative level cannot be overcome in any way (including restoration spells) while held or carried.
CONSTRUCTION REQUIREMENTS COST 12,500 GP Craft Wondrous Item, chaos hammer, entropic shield, lesser confusion, magic circle against law, creator must be chaotic


Chime of Harmonic Agony

Price (Item Level): 3,100 gp (8th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Standard (command) Weight: 1/2 lb.
This constantly vibrating silver chime is inscribed with bizarre, alien musical notes. A chime of harmonic agony allows you to channel musical power through your own body to wreak harm on your enemies. When you activate the chime, you must spend one daily use of your bardic music ability and target a creature within 30 feet. The chime deals sonic damage equal to 3d6 + your Charisma modifier (Fort DC 16 half).
If you also wear a magic item that grants an enhancement bonus to your Constitu- tion score, you can add the item’s bonus to the damage dealt by the chime.
A chime of harmonic agony functions three times per day.
Prerequisites: Craft Wondrous Item, shout. Cost to Create: 1,550 gp, 124 XP, 4 days.
 


CHIME OF INTERRUPTION

16,800 GP AURA moderate evocation CL 7th WEIGHT 1 lb.
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of the chime unless the caster can make a concentration check (DC 15 + the spell’s level).
CONSTRUCTION REQUIREMENTS COST 8,400 GP Craft Wondrous Item, shout
 


CHIME OF OPENING 

3,000 GP AURA moderate transmutation CL 11th WEIGHT 1 lb.
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a spellcaster of lower than 15th level.
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime’s caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, knock
 


CHIME OF RESOUNDING SILENCE 

10,000 GP AURA moderate evocation CL 7th WEIGHT 1 lb.
This foot-long tube of gold absorbs nearby sound when struck, as if it were the target of a silence spell. This ability can be used once per day. The chime vibrates silently for the next 5 rounds, increasing in strength as time passes. On the bearer’s turn each round there is a cumulative 20% chance that the chime prematurely ends the magical
silence and releases the pent-up sound as a shout spell as a free action, oriented in a random direction. The bearer may spend a standard action to strike the vibrating chime again, ending its silence early and unleashing the shout in a direction of his choosing. If dropped while vibrating, the chime automatically gains the broken condition and releases the shout effect in a random direction. A broken chime of resounding silence cannot be used until it is repaired. The chime has no effect if struck in an area of silence it did not create. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, shout, silence
 


CLAMOR BOX

2,000 GP AURA moderate illusion CL 10th WEIGHT 2 lbs.
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, ghost sound


CLI LYRE

Price (Item Level): 18,100 gp (15th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) abjuration Activation: — and standard (command) Weight: 3 lb.
This elegant lyre is carved from jade and strung with gold wire. Rubies adorn its frame. This masterwork lyre grants you a +2 circumstance bonus on Perform (string instruments) checks. If you have at least 10 ranks in Perform (string instruments), you can also command it to produce one of three spell effects (break enchantment, dimension door, or shout), each once per day.
If you pick up a Cli lyre but do not have 10 or more ranks in Perform (string instruments), the instrument bestows one negative level on you, which persists for as long as you hold it. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the instrument is held.
Cost to Create: 9,000 gp (plus 100 gp for masterwork lyre), 720 XP, 18 days.
 


COGNIZANCE CRYSTAL

Price (Item Level): See text Body Slot: — Caster Level: See table Aura: See table; (DC varies) evocation Activation: Free (mental) Weight: 1 lb.
Silver wire gently encloses and binds a large core crystal and several smaller crystals in a geometric design. The aquamarine crystals emit a faint glow.
A cognizance crystal stores power points, which the holder can use to manifest a psionic power she knows (instead of spending points from her own power pool). You cannot directly replenish your personal power points from those stored in a cognizance crystal, nor can you draw power points from more than one source to manifest a power (even if that second source is your own power pool).
A cognizance crystal can store only as many power points as its original maxi- mum, set at the time of its creation. When a crystal’s power points are used up, the glow of the crystal dims. A user can recharge it by paying power points on a 1-for-1 basis (a standard [mental] action). While doing this depletes the user’s own power point reserve for the day, those power points remain available in the crystal until used.
Before you can use a cognizance crystal, you must hold or have it on your person for at least 10 continuous minutes.
A typical cognizance crystal has AC 7, 10 hit points, hardness 8, and a break DC of 16. Prerequisites: Craft Cognizance Crystal (EPH 44). Cost to Create: See table.
  • 1 PP, 1000 gp
  • 3 PP, 4000 gp
  • 5 PP, 9000 gp
  • 7 PP, 16000 gp
  • 9 PP, 25000 gp
  • 11 PP, 36000 gp
  • 13 PP, 49000 gp
  • 15 PP, 64000 gp
  • 17 PP, 81000 gp 
 
 


CONCEALING POCKET 

1,000 GP AURA faint illusion CL 3rd WEIGHT —
This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment’s wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather failing this roll by 5 or more gives the pocket the broken condition.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, magic aura
 


CONSTRUCT CHANNEL BRICK

10,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This solid red brick changes its shape to match its bearer’s holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the Artifice domain, she adds +2d6 points of damage to her artificer’s touch domain power when repairing constructs and objects.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, make whole


Cornucopia of the Needful  (relic Yondalla) 

Price (Item Level): 6,000 gp (10th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) conjuration Activation: Standard (command) and standard (manipulation) Weight: 8 lb.
This conical basket is woven from the bark of various deciduous trees. Attached to it with a bit of dried grapevine is a clay medallion bear- ing the holy symbol of Yondalla.
Cornucopias of the needful were created to provide Yondalla’s most intrepid followers with aid for their journeys. For as long as you possess the cornucopia, you can with- draw one fruit from it every morning (roll d% each morning to determine the kind of fruit obtained). They last for 24 hours. 
  • 01–15- apple, heal spell 
  • 16–30- grape cluster, heroes feast for up to 12
  • 31–45 tangerine, break enchantment
  • 46–60 strawberry, gain SR 25 for 5. 
  • 61–74 cherry, death ward 12 minutes
  • 75–89 peach, divine power 10 R
  • 90–100 lemon, neutralize poison for 2 hours
  Relic Power: If you have established the proper divine connection, a cornucopia of the needful contains 1d4+1 fruits each morning (roll d% and consult the table for each) rather than only one. As before, the cornucopia once again yields 1d4+1 fruits the following morning, regardless of how many were withdrawn and consumed. To use the relic power, you must worship Yondalla and at least 11 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, break enchantment, death ward, divine power, heal, heroes’ feast, neutral- ize poison, spell resistance. Cost to Create: 3,000 gp, 240 XP, 6 days.


CRYSTAL BALL

VARIES AURA moderate divination CL 10th WEIGHT 7 lbs.
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely nonmagical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.
CRYSTAL BALL TYPE PRICE
  • Crystal ball 42,000 gp
  • Crystal ball with see invisibility 50,000 gp
  • Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates)
  • Crystal ball with telepathy* 70,000 gp
  • Crystal ball with true seeing 80,000 gp
* The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.
CONSTRUCTION REQUIREMENTS COST varies Crystal ball 21,000 GP Crystal ball with see invisibility 25,000 GP Crystal ball with detect thoughts 25,500 GP Crystal ball with telepathy 35,000 GP Crystal ball with true seeing 40,000 GP Craft Wondrous Item, scrying (plus any additional spells put into the crystal ball)  


CUBE OF FORCE 

62,000 GP AURA moderate evocation CL 10th WEIGHT 1/2 lb. This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube’s faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged— charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the following table. When the cube of force is active, attacks dealing more than 30 points of damage to a wall drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube’s six walls is summarized below.
CUBE CHARGE COST MAX. FACE PER MINUTE SPEED EFFECT
  • 1 1 30 ft. Keeps out gases, wind, etc.
  • 2 2 20 ft. Keeps out nonliving matter
  • 3 3 15 ft. Keeps out living matter
  • 4 4 10 ft. Keeps out magic
  • 5 6 10 ft. Keeps out all things
  • 6 0 As normal Deactivates
Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube.
ATTACK FORM EXTRA CHARGES
  • Disintegrate 6
  • Horn of blasting 6
  • Passwall 3
  • Phase door 5
  • Prismatic spray 7
  • Wall of fire 2
CONSTRUCTION REQUIREMENTS COST 31,000 GP Craft Wondrous Item, wall of force
 


CUBE OF FROST RESISTANCE

27,000 GP AURA faint abjuration CL 5th WEIGHT 2 lbs.
This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65° F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.
CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, protection from energy
 


CUBIC GATE

164,000 GP AURA strong conjuration CL 13th WEIGHT 2 lbs.
This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.
CONSTRUCTION REQUIREMENTS COST 82,000 GP Craft Wondrous Item, plane shift

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