Wondrous Items- Tools- D- H Descriptions in Aertrea | World Anvil
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Wondrous Items- Tools- D- H Descriptions

Wondrous Items- Tools D-H



DARKSKULL

60,000 GP AURA moderate evocation [evil] CL 9th WEIGHT 5 lbs.
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin. Each darkskull has a single spell effect tied to it. This spell is from the standard list given in the unhallow spell description, and it cannot be changed.
CONSTRUCTION REQUIREMENTS COST 30,000 GP Craft Wondrous Item, unhallow, creator must be evil


DECANTER OF ENDLESS WATER

9,000 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity. • “Stream” pours out 1 gallon per round. • “Fountain” produces a 5-foot-long stream at 5 gallons per round. • “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser’s constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.
CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, control water


DAYLIGHT PELLET

Price (Item Level): 150 gp (1st) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: Standard (thrown) Weight: —
Within a thick black pouch, you see a handful of tiny ceramic beads. Thin veins of light shine through cracks in each bead. A daylight pellet can be thrown up to 50 feet; when it lands, it shatters and cre- ates illumination equivalent to a daylight spell, but with a duration of 10 rounds. These small stones are usually found in pouches containing 3d4 pellets. Using a pellet destroys it.
Prerequisites: Craft Wondrous Item, daylight. Cost to Create: 75 gp, 6 XP, 1 day.


DECK OF ILLUSIONS

8,100 GP AURA moderate illusion CL 6th WEIGHT 1/2 lb.
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
PLAYING CARD TAROT CARD CREATURE
  • Ace of hearts IV. The Emperor Red dragon
  • King of hearts Knight of swords Male human fighter and four guards
  • Queen of hearts Queen of staves Female human wizard
  • Jack of hearts King of staves Male human druid
  • Ten of hearts VII. The Chariot Cloud giant
  • Nine of hearts Page of staves Ettin
  • Eight of hearts Ace of cups Bugbear
  • Two of hearts Five of staves Goblin
  • Ace of diamonds III. The Empress Glabrezu (demon)
  • King of diamonds Two of cups Male elf wizard and female apprentice
  • Queen of diamonds Queen of swords Half-elf ranger
  • Jack of diamonds XIV. Temperance Harpy
  • Ten of diamonds Seven of staves Male half-orc barbarian
  • Nine of diamonds Four of pentacles Ogre mage
  • Eight of diamonds Ace of pentacles Gnoll
  • Six of cups Six of pentacles Kobold
  • Ace of spades II. The High Priestess Lich
  • King of spades Three of staves Three human clerics
  • Queen of spades Four of cups Medusa
  • Jack of spades Knight of pentacles Male dwarf paladin
  • Ten of spades Seven of swords Frost giant
  • Nine of spades Three of swords Troll
  • Eight of spades Ace of swords Hobgoblin
  • Two of spades Five of cups Goblin
  • Ace of clubs VIII. Strength Iron golem
  • King of clubs Page of pentacles Three halflingrogues
  • Queen of clubs Ten of cups Pixies
  • Jack of clubs Nine of pentacles Half-elf bard
  • Ten of clubs Nine of staves Hill giant
  • Nine of clubs King of swords Ogre
  • Eight of clubs Ace of staves Orc
  • Two of clubs Five of cups Kobold
  • Joker Two of pentacles Illusion of deck’s owner
  • Joker (with Two of staves Illusion of deck’s
  • trademark) owner (sex reversed)
A randomly generated deck is usually complete (11–100 on d%), but may be discovered with 1d20 of its cards missing (01–10). If cards are missing, reduce the price by a corresponding amount.
CONSTRUCTION REQUIREMENTS COST 4,050 GP Craft Wondrous Item, major image


DEFOLIANT POLISH

800 GP AURA faint transmutation CL 5th WEIGHT —
This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.
CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, diminish plants


Diamond Skin Decanter

Price (Item Level): 5,000 gp (9th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Standard (manipulation) Weight: 1 lb.
This glittering pitcher is wrought of platinum worked into the shape of dragon scales. When tipped, a diamondskin decanter pours out a thin, silver oil shot through with fl ickering motes of light. A diamondskin decanter can pour forth up to 3 draughts, which are renewed each day at dawn. Pouring 1 or more draughts onto yourself or an adjacent creature grants it damage reduction.
  • 1 draught: Damage reduction 2/adamantine, which lasts for 1 hour or until 20 points of damage have been prevented.
  • 2 draughts: Damage reduction 3/adamantine, which lasts for 1 hour or until 30 points of damage have been prevented.
  • 3 draughts: Damage reduction 4/adamantine, which lasts for 1 hour or until 40 points of damage have been prevented.
  Prerequisites: Craft Wondrous Item , Stoneskin .   Cost to Create: 2,500 gp, 200 XP, 5 day(s).
 


DOSS LUTE

Price (Item Level): 4,100 gp (9th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration, enchantment, illusion Activation: — and standard (command) Weight: 3 lb.
This graceful lute is carved of alder and inlaid with abstract designs in copper. This masterwork lute grants you a +2 circumstance bonus on Perform (string instruments) checks. If you have at least 6 ranks in Perform (string instru- ments), you can also command it to produce one of three spell effects (delay poison, hold person, or mirror image), each once per day.
If you pick up a Doss lute but do not have 6 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: 2,000 gp (plus 100 gp for masterwork lute), 160 XP, 4 days.  


DOVE’S HARP

Price (Item Level): 12,100 gp (13th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: — Weight: 3 lb.
A flight of sculpted porcelain doves adorns this elegant harp. When you play this masterwork harp while using your bardic music ability, all allies within 60 feet gain fast healing 3 For the length of the performance, up to 1 minute. This ability is usable three times a day
Prerequisites: Craft Wondrous Item, mass cure light wounds. Cost to Create: 6,000 gp (plus 100 gp for masterwork harp), 480 XP, 12 days.  


DOWSING SYRUP

1,000 GP AURA moderate divination CL 11th WEIGHT 1/2 lb.
The thick liquid in this ceramic jar smells sickly sweet. To activate its powers, the user it must be unstopper the jar as a standard action while thinking deeply about a specific person or object that she has seen at least once from up to 30 feet away. When then poured onto the ground, the syrup flows at 15 feet per round following the most direct route to the creature or object visualized, provided the creature or object is on the same plane, leaving behind a sticky trail. The syrup can flow uphill or even up stairs and can pass through openings as narrow as one-sixteenth of an inch. It cannot penetrate other liquids or porous or absorbent surfaces (such as sand or sawdust).
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, find the path, locate creature, locate object


DRAGONBONE DIVINATION STICKS

6,400 GP AURA faint divination CL 5th WEIGHT 1 lb.
These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast augury and divination. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day. If a creature carries multiple sets of dragonbone divination sticks, all of them provide a bonus on the same saving throw.
CONSTRUCTION REQUIREMENTS COST 3,200 GP Craft Wondrous Item, augury, guidance


DRINKING HORN OF BOTTOMLESS VALOR

24,000 GP AURA moderate enchantment CL 10th WEIGHT 2 lbs.
This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. A fully charged horn has 3 charges—charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it’s owner can command it to fill with mead or a similar alcoholic drink. A creature can spend one or more charges while drinking from the horn to gain the following benefits: 1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute. 2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes. 3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged.
A creature must drink deeply from the horn to receive its full benefit. Using 1 charge is similar to drinking a potion—it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required). To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes and attack of opportunity. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn. CONSTRUCTION REQUIREMENTS COST 12,000 GP Craft Wondrous Item, aid, enlarge person, heroism
DRUM OF ADVANCE AND RETREAT 10,000 GP AURA faint transmutation CL 1st WEIGHT 5 lbs. When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20 Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, expeditious retreat
DRUMS OF HASTE PRICE 45,000 GP AURA faint transmutation CL 5th WEIGHT 5 lbs. This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day. CONSTRUCTION REQUIREMENTS COST 22,500 GP Craft Wondrous Item, haste
DRUMS OF MARCHING Price (Item Level): 1,100 gp (4th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: See text Weight: 5 lb. Each of these two drums bears a line of runes engraved around its base. This pair of drums includes a harness that allows them to be strapped to a humanoid creature. A character who plays drums of marching during overland movement and succeeds on a DC 15 Perform (percussion instruments) check grants allies within 120 feet a +4 bonus on the Constitution check to avoid nonlethal damage from a forced march (PH 164). Using the drums doesn’t adversely affect a performer’s speed. Prerequisites: Craft Wondrous Item, longstrider. Cost to Create: 500 gp (plus 100 gp for masterwork drums), 40 XP, 1 day.
DRUMS OF PANIC PRICE 30,000 GP AURA moderate necromancy CL 7th WEIGHT 10 lbs. These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-footradius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day. CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, fear DRY LOAD POWDER HORN PRICE 2,000 GP AURA faint conjuration CL 3rd WEIGHT 1 lb. This horn holds 20 doses of black powder for firearms. When a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum. Once the gun is loaded with powder from the dry load powder horn, it retains the pocket of air for 10 minutes or until the firearm is fired, whichever comes first. Firing a firearm that has been loaded from this horn underwater still incurs the –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to the 292 normal penalties to range. When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally. CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, air bubble (Ultimate Combat)
DUST OF ACID CONSUMPTION PRICE 1,600 GP AURA moderate transmutation CL 10th WEIGHT — This brown dust is similar to dust of dryness, but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds. CONSTRUCTION REQUIREMENTS COST 800 GP Craft Wondrous Item, control water, disintegrate
DUST OF APPEARANCE PRICE 1,800 GP AURA faint conjuration CL 5th WEIGHT — This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust’s effect lasts for 5 minutes. Dust of appearance is typically stored in small silk packets or hollow bone tubes. CONSTRUCTION REQUIREMENTS COST 900 GP Craft Wondrous Item, glitterdust
DUST OF DARKNESS PRICE 600 GP AURA faint evocation CL 3rd WEIGHT — This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust’s darkness as if it were normal darkness. The dust dispels and counters the outlining effects of glitterdust, but doesn’t affect the spell’s blinding effects. Glitterdust dispels and counters the effects of the dust of darkness. CONSTRUCTION REQUIREMENTS COST 300 GP Craft Wondrous Item, darkness
DUST OF DISAPPEARANCE PRICE 3,500 GP AURA moderate illusion CL 7th WEIGHT — This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn’t know when the duration will end. CONSTRUCTION REQUIREMENTS COST 1,750 GP Craft Wondrous Item, greater invisibility
DUST OF DRYNESS PRICE 850 GP AURA moderate transmutation CL 11th WEIGHT — This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids. If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds. CONSTRUCTION REQUIREMENTS COST 425 GP Craft Wondrous Item, control water
DUST OF EMULATION PRICE 800 GP AURA faint illusion CL 1st WEIGHT — A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character’s result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust. CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, disguise self     DUST OF ILLUSION PRICE 1,200 GP AURA moderate illusion CL 6th WEIGHT — This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form. A creature covered in dust of illusion is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours. CONSTRUCTION REQUIREMENTS COST 600 GP Craft Wondrous Item, disguise self
DUST OF TRACELESSNESS PRICE 250 GP AURA faint transmutation CL 3rd WEIGHT — This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen humanoids and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal. CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, pass without trace
DUST OF WEIGHTY BURDENS PRICE 3,600 GP AURA faint transmutation CL 5th WEIGHT 3 lbs. Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes. A newly-crafted flask contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet. One application of the dust sprinkled over an object increases the target’s weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application. A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or suffer heavy encumbrance and be unable to fly for 2d4 rounds. Targets in the splash area must save or suffer medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above. CONSTRUCTION REQUIREMENTS COST 1,800 GP Craft Wondrous Item, slow, stone shape
EFFICIENT QUIVER PRICE 1,800 GP AURA moderate conjuration CL 9th WEIGHT 2 lbs. This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it. CONSTRUCTION REQUIREMENTS COST 900 GP Craft Wondrous Item, secret chest
EFREETI BOTTLE PRICE 145,000 GP AURA strong conjuration CL 14th WEIGHT 1 lb. This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bittersmelling smoke issues from the bottle’s top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants three wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti’s death), doing as she commands. Roll each day the bottle is opened for that day’s effect. CONSTRUCTION REQUIREMENTS COST 72,500 GP Craft Wondrous Item, planar binding
ELEMENTAL GEM PRICE 2,250 GP AURA moderate conjuration CL 11th WEIGHT — An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the gem. 294 The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green. CONSTRUCTION REQUIREMENTS COST 1,125 GP Craft Wondrous Item, summon monster V or summon nature’s ally V
ELIXIR OF ADAMANTINEBLOOD Price (Item Level): 500 gp (3rd) Body Slot: — Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Standard (manipulation) Weight: 1 lb. Ehlonna’s seed pouch This heavy vial appears to be filled with solid black metal, but when upended, the blackness flows slowly downward. An elixir of adamantine blood causes a reac- tion that hardens your flesh. You gain 10 temporary hit points, which last for up to 1 hour. These temporary hit points do not stack with any other effects that grant temporary hit points. If you wear adamantine armor when you drink this elixir, you instead gain 20 temporary hit points (though if you remove the armor before the duration elapses, you lose 10 of the temporary hit points immediately). Prerequisites: Craft Wondrous Item, stoneskin. Cost to Create: 250 gp, 20 XP, 1 day.
ELIXIR OF DRAGON BREATH PRICE 1,400 GP AURA moderate evocation CL 7th WEIGHT — This gurgling, luminescent elixir comes in several different varieties, each keyed to a particular type of metallic or chromatic dragon. A creature that drinks the elixir can, as a standard action, breathe out a single blast of energy similar to a dragon’s breath weapon, dealing 7d6 points of energy damage. Creatures in the area may attempt a DC 16 Reflex save for half damage. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first. The type of energy produced and the shape of the blast are determined by the elixir’s associated dragon type: Black or copper dragon: 30-foot line of acid. Blue or bronze dragon: 30-foot line of electricity. Brass dragon: 30-foot line of fire. Green dragon: 15-foot cone of acid. Gold or red dragon: 15-foot cone of fire. Silver or white dragon: 15-foot cone of cold. CONSTRUCTION REQUIREMENTS COST 700 GP Craft Wondrous Item, dragon’s breath (Advanced Player’s Guide) ELIXIR OF FIRE BREATH PRICE 1,100 GP AURA moderate evocation CL 11th WEIGHT — This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed. CONSTRUCTION REQUIREMENTS COST 550 GP Craft Wondrous Item, scorching ray
ELIXIR OF ADAMANTINEBLOOD Price (Item Level): 500 gp (3rd) Body Slot: — Caster Level: 7th Aura: Moderate; (DC 18) abjuration Activation: Standard (manipulation) Weight: 1 lb. Ehlonna’s seed pouch This heavy vial appears to be filled with solid black metal, but when upended, the blackness flows slowly downward. An elixir of adamantine blood causes a reac- tion that hardens your flesh. You gain 10 temporary hit points, which last for up to 1 hour. These temporary hit points do not stack with any other effects that grant temporary hit points. If you wear adamantine armor when you drink this elixir, you instead gain 20 temporary hit points (though if you remove the armor before the duration elapses, you lose 10 of the temporary hit points immediately). Prerequisites: Craft Wondrous Item, stoneskin. Cost to Create: 250 gp, 20 XP, 1 day.
ELIXIR OF HIDING PRICE 250 GP AURA faint illusion CL 5th WEIGHT — A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour). CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, invisibility ELIXIR OF LOVE PRICE 150 GP AURA faint enchantment CL 4th WEIGHT — This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours. CONSTRUCTION REQUIREMENTS COST 75 GP Craft Wondrous Item, charm person
ELIXIR OF SWIMMING PRICE 250 GP AURA faint transmutation CL 2nd WEIGHT — This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour). CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, creator must have 5 ranks in the Swim skill ELIXIR OF TRUTH PRICE 500 GP AURA faint enchantment CL 5th WEIGHT — This elixir forces the drinker to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mindaffecting compulsion enchantment. CONSTRUCTION REQUIREMENTS COST 250 GP Craft Wondrous Item, zone of truth
ELIXIR OF TUMBLING PRICE 250 GP AURA faint transmutation CL 5th WEIGHT — This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour. CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, cat’s grace
ELIXIR OF VISION PRICE 250 GP AURA faint divination CL 2nd WEIGHT — Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour). CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, true seeing EMBALMING THREAD PRICE 10,000 GP AURA moderate transmutation CL 7th WEIGHT — This coarse, acrid-smelling thread is more akin to wire than fabric. When carefully sewn into the body of a flesh golem or zombie (requiring 1 hour per Hit Die of the creature and a successful DC 20 Heal or Spellcraft check), the stitches change the creature’s damage reduction to DR 5/ adamantine and slashing. Variant zombies lacking damage reduction (such as fast zombies) instead gain DR 5/slashing. One length of stitching is required for every Hit Die of the creature being enhanced. Using an insufficient number of lengths has no effect. A full thimble of embalming thread contains 20 lengths. If the skill check to use the stitches fails, they are not wasted, but must first be cleaned and unknotted, requiring 1 hour per stitch. Once used successfully, the stitches cannot be reused. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, gentle repose, stoneskin
ENMITY FETISH PRICE 40,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb. This small talisman is comprised of teeth, fingers, ears, or other grotesque trophies taken from the freshly dead. Each talisman is imbued with an intense animosity toward a particular type of creature, chosen from the ranger favored enemy list when the fetish is created. Once per day, the talisman can impart this animosity to a ranger (or other character with the favored enemy class feature), replacing one of his favored enemies with the fetish’s designated creature type. This lasts 24 hours. To activate the fetish, the ranger must spend 10 minutes quietly holding it; he then may select one of his favored enemies to replace with the item’s favored enemy. For example, a ranger with a +6 favored enemy bonus against orcs may use a dragon-hating fetish, gaining a +6 favored enemy bonus against dragons and losing the bonus against orcs for 24 hours. Alternatively, once per day, the bearer can activate the fetish as a swift action, but its effects only last 10 minutes and the bearer only gains half his favored enemy bonus (for example, the ranger would lose his orc bonus and only gain a +3 favored enemy bonus against dragons for 10 minutes). CONSTRUCTION REQUIREMENTS COST 20,000 GP Craft Wondrous Item, instant enemy (Advanced Player’s Guide), creator must have the favored enemy class feature
ESCAPE LADDER PRICE 4,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb. This 10-foot long rope ladder unrolls itself on command, extending upward into the air and magically holding itself in place. The ends of each rope have small loops for tying to another rope, a grappling hook, a piton, or similar fixtures. A second command word makes the ladder roll itself again, pulling itself toward whichever end the speaker is touching. Climbing the ladder is a DC 0 Climb check. The ladder can hold up to 300 pounds if holding itself in the air, or 600 pounds if attached to a sturdy surface. A third command word creates an extradimensional space at the top of the ladder that is identical to rope trick, except it only holds up to one Medium creature and has a very short duration. When a creature enters the extradimensional space, at the end of the creature’s turn the space collapses and the creature is transported as though by dimension door 1d6 × 100 feet away in a random direction to a safe, ground-level location. The ladder remains behind and falls to the ground when this power is used. The third command word may be used once per day. CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, animate rope, dimension door, rope trick
EVERFULL MUG Price (Item Level): 200 gp (2nd) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: Standard (command) Weight: — This common-looking brown clay mug has persistent stains just under the rim. Three times per day, when you recite the command word, this mug fills with 12 ounces of water, cheap ale, or watery wine (your choice). Prerequisites: Craft Wondrous Item, create water. Cost to Create: 100 gp, 8 XP, 1 day.
EVERLASTING FEEDBAG Price (Item Level): 800 gp (3rd) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — Weight: 1 lb. This leather feedbag is adorned with a small medallion bearing an embossed cornucopia symbol. When you place an everlasting feedbag around the muzzle of a horse, donkey, or other equine animal, suitable feed fills the bag and is continuously replenished until it is removed from the animal. Any uneaten feed disappears at that time. An everlasting feedbag can be used once per day. Prerequisites: Craft Wondrous Item, create food and water. Cost to Create: 400 gp, 32 XP, 1 day. EVERLASTING RATIONS Price (Item Level): 350 gp (2nd) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — Weight: 2 lb. This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations. Prerequisites: Craft Wondrous Item, create food and water. Cost to Create: 175 gp, 14 XP, 1 day.
EVERSMOKING BOTTLE PRICE 5,400 GP AURA faint transmutation CL 3rd WEIGHT 1 lb. This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. CONSTRUCTION REQUIREMENTS COST 2,700 GP Craft Wondrous Item, pyrotechnics
EXORCIST’S ASPERGILLUM PRICE 8,000 GP AURA moderate divination CL 7th WEIGHT 1 lb. This short aspergillum is made of silver. An inquisitor who carries it may use detect undead as if it were one of the spells associated with her detect alignment ability. Once per day, the item can alter an inquisitor’s judgment ability; by spending one use of her judgment ability, she can allow her spells of 3rd level and lower to have full effect against incorporeal creatures, as though using the Ectoplasmic Spell feat. This lasts until the combat ends. CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, Ectoplasmic Spell (Advanced Player’s Guide), detect undead, creator must be an inquisitor
EXPLODING SPIKE Price (Item Level): 1,500 gp (5th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: Standard (manipulation) Weight: 1/2 lb. This plain, iron spike feels warm to the touch and pulses with stored energy. An exploding spike becomes invisible 1 round after you plant it firmly in the ground. Thereafter, as soon as any creature comes within 10 feet of it, the spike explodes in a fi reball that deals 10d6 points of fire damage (Reflex DC 14 half) to every creature within 20 feet of it. This blast destroys the spike. During the round that an exploding spike remains vis- ible after being planted, any crea- ture can safely remo
ve it from the ground (a standard action) to render it harmless and ready for reuse. Prerequisites: Craft Wondrous Item, fireball. Cost to Create: 750 gp, 60 XP, 2 days.
EYE OF THE VOID PRICE 10,000 GP AURA moderate necromancy CL 9th WEIGHT 1 lb. The eye of the void normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15- foot sphere. Each creature subject to the gaze must make a 296 DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mindaffecting fear effect. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, fear
FAR-REACHING SIGHT PRICE 4,000 GP AURA faint divination CL 3rd WEIGHT 1 lb. This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment. A firearm can have only one sight attached at a time. CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, true strike
FEATHER TOKEN PRICE VARIES Anchor 50 GP Bird 300 GP Fan 200 GP Swan boat 450 GP Tree 400 GP Whip 500 GP AURA strong conjuration CL 12th WEIGHT — Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance. Anchor: A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day. Bird: A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message. Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land. Swan Boat: A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day. Tree: A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect. Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks and a CMD of 25) if it hits. The whip lasts no longer than 1 hour. CONSTRUCTION REQUIREMENTS COST varies Anchor 25 GP Bird 150 GP Fan 100 GP Swan boat 225 GP Tree 200 GP Whip 250 GP Craft Wondrous Item, major creation
FIELD PROVISIONS BOX Price (Item Level): 2,000 gp (6th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Standard (command) Weight: 1 lb. This well-crafted wooden box is carved with runes denoting abundance. When activated, a field provisions box pro- duces a full day’s sustenance (food and water) for up to fifteen humans or five horses. A field provisions box functions once per day. Prerequisites: Craft Wondrous Item, create food and water. Cost to Create: 1,000 gp, 40 XP, 2 days.
FIGURINES OF WONDROUS POWER PRICE VARIES Bronze griffon 10,000 GP Ebony fly 10,000 GP Golden lions 16,500 GP Ivory goats 21,000 GP Marble elephant 17,000 GP Obsidian steed 28,500 GP Onyx dog 15,500 GP Serpentine owl 9,100 GP Silver raven 3,800 GP Slate spider 10,000 GP AURA varies CL varies WEIGHT 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects.   Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function: • The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used. • The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time. • The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat’s horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means. Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift. Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous. Moderate enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects. 298 Slate Spider: This statuette of a spider with stubby legs can be used once per day for 1 minute. When activated, the figurine sprouts longer, segmented legs, and scampers about the bearer, picking lint off robes, chiseling grime from armor, or otherwise grooming the bearer. If commanded to do so (a free action), it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot the firearm fires has no chance of misfiring. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects. CONSTRUCTION REQUIREMENTS COST varies Bronze griffon 5,000 GP Ebony fly 5,000 GP Golden lions 8,250 GP Ivory goats 10,500 GP Marble elephant 8,500 GP Obsidian steed 14,250 GP Onyx dog 7,750 GP Serpentine owl 4,550 GP Silver raven 1,900 GP Slate spider 5,000 GP Craft Wondrous Item, animate objects, additional spells (see text)
FLYING OINTMENT PRICE 2,250 GP AURA moderate transmutation CL 9th WEIGHT — This preparation of herbs includes belladonna, mandrake, and foxglove (also known as “witch’s glove”), all carefully measured and mixed into a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours. CONSTRUCTION REQUIREMENTS COST 1,125 GP Craft Wondrous Item, overland flight
FOCHLUCAN BANDORE Price (Item Level): 1,350 gp (5th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) evocation, transmutation Activation: — and standard (command) Weight: 3 lb. This three-stringed bandore is carved of striated maple and set with tiger’s-eye stones. This masterwork bandore grants you a +2 circumstance bonus on Perform (string instruments) checks. If you have at least 2 ranks in Perform (string instruments), you can also command it to produce one of four spell-like abilities (flare, light, mending, or message), each once per day. Lore: See Anstruth harp. Prerequisites: Craft Wondrous Item, fl are, light, mending, message, bard. Cost to Create: 675 gp (plus 100 gp for masterwork bandore), 54 XP, 2 days.

FOLDING BOAT PRICE 7,200 GP AURA moderate transmutation CL 6th WEIGHT 4 lbs. A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn’t enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied. CONSTRUCTION REQUIREMENTS COST 3,600 GP Craft Wondrous Item, fabricate, creator must have 2 ranks in Craft (ships)
FORMULA ALEMBIC PRICE 200 GP AURA faint divination CL 3rd WEIGHT 2 lbs. This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion’s or extract’s formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion. Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn). CONSTRUCTION REQUIREMENTS COST 100 GP Brew Potion, Craft Wondrous Item, identify, creator must be an alchemist
GEM OF BRIGHTNESS PRICE 13,000 GP AURA moderate evocation CL 6th WEIGHT — This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem’s facets suddenly grow highly polished as the crystal emits bright light of one of three sorts. One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge. The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges. A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks. CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, daylight 299   GEM OF SEEING PRICE 75,000 GP AURA moderate divination CL 10th WEIGHT — This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive. CONSTRUCTION REQUIREMENTS COST 37,500 GP Craft Wondrous Item, true seeing
GLITTER STONE Price (Item Level): 450 gp (3rd) Body Slot: — (held see text Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: Standard (thrown) or — (ammunition) Weight: — Sparkles of light glitter on this stone’s surface. A glitter stone renders hidden creatures visible. The stone must be thrown (range increment 10 feet) or hurled from a sling (using that weapon’s normal range incre- ment) as a ranged touch attack. When the stone strikes its target or a hard surface, it deals no damage, but explodes in a 10- foot-radius burst of glittering shards. All invisible creatures in the area become coated in glittery dust, making them visible for 3 rounds. Any coated creature takes a –40 penalty on Hide checks for the duration of the effect. Prerequisites: Craft Wondrous Item, glitterdust. Cost to Create: 225 gp, 18 XP, 1 day.
GLOBE OF SUNLIGHT Price (Item Level): 6,000 gp (10th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) evocation Activation: Standard (thrown) Weight: 1 lb. This golden, fist-sized orb is set with faceted rubies and yellow topazes. You can hurl a globe of sunlight up to 50 feet. When it arrives at the end of its trajectory, it detonates as a sunburst spell (Refl ex DC 22 partial), except that the radius of the burst is only 40 feet. Once activated, the globe is expended and cannot be used again. Prerequisites: Craft Wondrous Item, sunburst. Cost to Create: 3,000 gp, 240 XP, 6 days.

GOBLIN FIRE DRUM PRICE VARIES Normal 2,000 GP Greater 4,500 GP AURA faint transmutation CL 3rd WEIGHT 1 lb. This small crude-looking drum is attached to a strap long enough to loop around the wearer’s neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist’s fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer’s turn as long as the playing continues. A greater goblin fire drum has all the above abilities and can create pyrotechnics once per day. CONSTRUCTION REQUIREMENTS COST varies Normal 1,000 GP Greater 2,250 GP Craft Wondrous Item, pyrotechnics, spark (Advanced Player’s Guide)
GOBLIN SKULL BOMB PRICE 1,200 GP AURA moderate evocation CL 6th WEIGHT 1 lb. An ember glow lights the beady eyes of this blackened, burned out goblin’s skull. It is very brittle and shatters if dropped on solid ground. When a goblin skull bomb breaks, the very last creature to touch it bursts into a raging magical flame, automatically taking 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature’s blackened, burned-out skull, which is a new goblin skull bomb. If the target survives the fire, doesn’t have a skull, or if its skull is destroyed before another creature touches it, it does not create a new goblin skull bomb. A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as telekinesis) or attacked with ranged weapons (hardness 0, 1 hp). CONSTRUCTION REQUIREMENTS COST 600 GP Craft Wondrous Item, flaming sphere
GOLEM MANUAL PRICE VARIES Clay golem manual 12,000 GP Flesh golem manual 8,000 GP Iron golem manual 35,000 GP Stone golem manual 22,000 GP Stone golem guardian manual 44,000 GP AURA varies CL varies WEIGHT 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem’s body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem’s body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book’s ashes are sprinkled upon the golem, it becomes fully animated. Clay Golem Manual: The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, animate objects, commune, prayer, resurrection, creator must be caster level 11th. Flesh Golem Manual: The book contains animate dead, bull’s strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, creator must be caster level 8th. Iron Golem Manual: The book contains cloudkill, geas/ quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal 300 for the purpose of crafting an iron golem. Strong conjuration, enchantment, and transmutation; CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, creator must be caster level 16th. Stone Golem Manual: The book contains antimagic field, geas/quest, limited wish, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, geas/quest, limited wish, symbol of stunning, creator must be caster level 14th. Stone Golem Guardian Manual: The book contains antimagic field, discern location, geas/quest, limited wish, shield other, and symbol of stunning. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian. Strong abjuration and enchantment; CL 14th; Craft Construct, antimagic field, discern location, geas/ quest, limited wish, shield other, symbol of stunning, creator must be caster level 14th. CONSTRUCTION REQUIREMENTS COST varies Clay golem manual 6,000 GP Flesh golem manual 4,000 GP Iron golem manual 17,500 GP Stone golem manual 11,000 GP Stone golem guardian manual 22,000 GP Craft Construct, caster must be of a specific level, additional spells
GRAVE SALT PRICE 1,100 GP AURA faint evocation CL 5th WEIGHT 5 lbs. When poured on ground in a circle, this pure white salt sanctifies the enclosed area as the spell consecrate. Applying the salt takes 1 round per dose. A single dose is sufficient to form a 5-foot radius circle, with each additional dose increasing the circle’s radius by 5 feet. The area within the circle remains consecrated for 1 hour per dose, though any corporeal creature can spend a standard action to break the circle and end the effect prematurely. A newly created pouch of grave salt holds 5 doses. Grave salt can also be used directly against restless spirits. A single dose can be hurled up to 15 feet as a ranged touch attack. An incorporeal undead creature struck by the salt must make a DC 14 Will save or take 1d4 points of Charisma damage. Strong winds and other effects that penalize ranged attacks make it impossible to employ the salt in this manner. CONSTRUCTION REQUIREMENTS COST 550 GP Craft Wondrous Item, consecrate
GRIM LANTERN PRICE 5,800 GP AURA faint evocation CL 5th WEIGHT 2 lbs. This macabre lantern is composed of a humanoid skull dangling from a short length of chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull’s eye sockets, casting light as a bullseye lantern. On command, the lantern can consume its soulstuff in a sudden blast of heat, as burning hands (DC 11). Doing so extinguishes the lantern. Whenever a living creature with at least 1 HD is slain within 30 feet of an empty grim lantern, the lantern absorbs a fragment of that creature’s soul, restoring its glow. CONSTRUCTION REQUIREMENTS COST 2,900 GP Craft Wondrous Item, burning hands, creator cannot be good HANDY HAVERSACK PRICE 2,000 GP AURA moderate conjuration CL 9th WEIGHT 5 lbs. A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, secret chest
HARP OF CHARMING PRICE 7,500 GP AURA faint enchantment CL 5th WEIGHT 5 lbs. This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a harp of charming enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if she can succeed on a DC 14 Perform (string) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours. CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, suggestion
HARP OF CONTAGION PRICE 13,000 GP AURA moderate necromancy CL 7th WEIGHT 5 lbs. This grand-looking wooden harp is carved with images of various venomous creatures. Once per day the bearer may play the harp to target a single opponent with a poison spell (DC 16). Alternatively, the bearer may play the harp to grant 301 WONDROUS ITEMS BELTS BODY CHEST EYES FEET HANDS HEAD HEADBAND NECK SHOULDERS WRISTS SLOTLESS UlTimaTe eqUipmeNT allies within 30 feet a +2 resistance bonus on saving throws against disease and poison; maintaining this benefit each round is a standard action. If the player has the countersong bardic performance ability, he may expend rounds of bardic performance to use the harp to refocus his countersong against disease and poison instead of sonic or languagedependent effects. CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, poison, resistance
HARP OF SHATTERING PRICE 8,000 GP AURA faint evocation CL 3rd WEIGHT 5 lbs. This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges, which refresh each day at daybreak. By making a DC 10 Perform (string) check, the bearer can produce the following effects: • break (1 charge) • shatter (2 charges) CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, break (Advanced Player’s Guide), shatter
HEALING SALVE Price (Item Level): 2,250 gp (6th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: Standard (manipulation) Weight: 1 lb. This jar contains a greasy, yellow, jellylike substance. A single application of healing salve smeared across a wound heals 1d8+1 points of damage. A double application heals 2d8+3 points of damage. A triple application heals 3d8+5 points of damage. No matter how much salve is used, each application takes a standard action to apply. A 3-inch-diameter, 2-inch-deep jar holds enough salve for ten single applications. Prerequisites: Craft Wondrous Item, cure serious wounds. Cost to Create: 1,175 gp, 90 XP, 3 days.
HEXING DOLL PRICE 2,500 GP AURA faint enchantment CL 5th WEIGHT 1 lb. This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a –4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws. CONSTRUCTION REQUIREMENTS COST 1,250 GP Craft Wondrous Item, bestow curse
HORN OF ANTAGONISM PRICE 20,000 GP AURA faint enchantment CL 3rd WEIGHT 4 lbs. Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A creature with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger’s favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn’s magic works once per day. CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, daze monster
HORN OF BATTLE CLARITY PRICE 6,000 GP AURA faint enchantment CL 5th WEIGHT 2 lbs. The call of this hollowed-out animal horn rallies nearby creatures to battle. When the horn is blown, all creatures within 60 feet who have not yet acted in combat are no longer considered flat-footed. The horn has no effect on other conditions or abilities that treat a creature as flat-footed. A barbarian who sounds a horn of battle clarity may spend 2 rounds of rage to act as if she had the superstition rage power for the remainder of that battle. CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, rage
HORN OF BLASTING PRICE 20,000 GP AURA moderate evocation CL 7th WEIGHT 1 lb. This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Fortitude DC 16 negates). If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it. CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, shout
HORN OF BLASTING, GREATER PRICE 70,000 GP AURA strong evocation CL 16th WEIGHT 1 lb. This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude save reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day. CONSTRUCTION REQUIREMENTS COST 35,000 GP Craft Wondrous Item, greater shout
HORN OF FOG PRICE 2,000 GP AURA faint conjuration CL 3rd WEIGHT 1 lb. This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, obscuring mist
HORN OF GOODNESS/EVIL PRICE 6,500 GP AURA moderate abjuration CL 6th WEIGHT 1 lb. This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If she is good, then blowing the horn has the effect of a magic circle against evil. If she is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day. CONSTRUCTION REQUIREMENTS COST 3,250 GP Craft Wondrous Item, magic circle against evil, magic circle against good
HORN OF JUDGMENT PRICE 15,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb. This golden trumpet is inlaid with silver and ivory and in. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with ghostbane dirge (Will DC 17 negates, Advanced Player’s Guide) for 9 rounds. CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, ghostbane dirge
HORN OF THE HUNTMASTER PRICE 5,000 GP AURA moderate enchantment CL 11th WEIGHT 5 lbs. This elongated bull’s horn curves sharply at the end, almost making it seem more like an enormous smoking pipe than a tool for the hunt. Once each day, a person with the hunter’s bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute. CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, greater heroism This device is a large, intricately inscribed and decorated conch shell that can be blown once per day (except by a triton, who can sound it three times per day). Blowing the horn activates any one of the following functions: • Calm rough waters in a 1-mile radius. Alternatively, this functions as a dismissal spell against a targeted water elemental (DC 19 negates). • Summon 1d4+1 sharks or 1d3 advanced sharks as if using summon nature’s ally V. • Create a fear effect (DC 16 negates) in a 500-foot radius that only affects creatures with the aquatic or amphibious subtype which have Intelligence scores of 1 or 2. Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius. CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, control water, dismissal, fear, summon nature’s ally V, creator must be a triton
HORN OF PLENTY Price (Item Level): 12,000 gp (13th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: Standard (manipulation) Weight: 2 lb.
HORN OF VALHALLA PRICE 50,000 GP AURA strong conjuration CL 13th WEIGHT 2 lbs. This magic instrument comes in four varieties. Each appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned. Summoned barbarians are constructs, not actual people (though they seem to be they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first. CONSTRUCTION REQUIREMENTS COST 25,000 GP Craft Wondrous Item, summon monster VI
HORN OF THE TRITONS PRICE 15,000 GP AURA moderate conjuration CL 9th WEIGHT 2 lbs. Horn of Valhalla d% TYPE OF HORN BARBARIANS SUMMONED PREREQUISITE 01–40 Silver 2d4+2, 2nd-level None 41–75 Brass 2d4+1, 3rd-level Spellcaster level 1st 76–90 Bronze 2d4, 4th-level Proficiency with all martial weapons or bardic performance ability 91–100 Iron 1d4+1, 5th-level Proficiency with all martial weapons or bardic performance ability   HORSEMASTER’S SADDLE PRICE 12,000 GP AURA faint transmutation CL 5th WEIGHT 5 lbs. This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount’s rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider. CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, mount, creator must have 5 ranks in Ride
HOURGLASS OF LAST CHANCES PRICE 10,000 GP AURA moderate conjuration and transmutation CL 11th WEIGHT — This tiny hourglass is filled with blood-red sand. The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time—freedom of movement (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect. Ending the hourglass’s effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive. CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, freedom of movement, heal
HYBRIDIZATION FUNNEL PRICE 200 GP AURA faint transmutation CL 3rd WEIGHT 2 lbs. This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the funnel requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist’s fire with alchemist’s fire) has no effect. A mixture cannot be combined with another mixture. CONSTRUCTION REQUIREMENTS COST 100 GP Craft Wondrous Item, fabricate or combine extracts discovery

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