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

Wondrous Items- Tools- I-O Descriptions

Wondrous Items- Tools I-O Descriptions

   


INSIGNIA OF VALOR

8,000 GP AURA moderate conjuration CL 7th WEIGHT —
This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities. If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, cure critical wounds  


INSISTENT DOORKNOCKER

5,000 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using passwall. Speaking the command word again ends the passwall effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, passwall


INSTANT BRIDGE

7,000 GP AURA moderate transmutation CL 10th WEIGHT 5 lbs.
This thin steel plate is approximately 1 foot square. When the command word is spoken, it rapidly stretches outward and unfolds, becoming a panel 1 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs 300 pounds and can support up to 4,000 pounds. When the command word is repeated, it collapses into its portable form once more.
The instant bridge can be activated up to three times per day. If any part of it destroyed while it is extended, it immediately loses all magic.
CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, shrink item, wall of iron


INSTANT FORTRESS

55,000 GP AURA strong conjuration CL 13th WEIGHT 1 lb.
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door. The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 halves).
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty. CONSTRUCTION REQUIREMENTS COST 27,500 GP Craft Wondrous Item, mage’s magnificent mansion


IOUN STONE

VARIES AURA strong varied CL 12th WEIGHT — These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner.
The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.
Ioun stones have AC 24, 10 hit points, and hardness 5.
The powers of each stone vary depending on its color and shape (see the table on page 306). All skill bonuses are compentence and all ability bonuses are enhancements. Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone. The pale lavender and lavenderand-green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).
  • Amber Spindle- +1 resistance on saves, 10000 gp
  • Amethyst Pyramid- continuous hdie from undead 8000 gp
  • Clear Spindle- sustains without food or water 4000 gp
  • Dark Blue Rhomboid, alertness (as the feat) 10000 gp
  • Dark Green Rhomboid, detect poison 5', 8000 gp
  • Deep Red Sphere, +2 DEX, 8000 gp
  • Dull Gray, None, 25 gp
  • Dusty Rose Prism, +1 insight to AC, 5000 gp
  • Eastern Star, comprehend languages, 4000 gp
  • Emerald Ellipsoid, +5 temporary hit points, 20000 gp
  • Gamboge Nodule, immunity to poison, 54000 gp
  • Incandescent Blue Sphere, +2 WIS, 8000 gp
  • Iridescent Spindle, sustains without air, 18000 gp
  • Lavender and Green Ellipsoid, absorbs spells up to 8th or lower, total 50 levels, 40000 gp
  • Mossy Disk, +5 on one knowledge skill, 2500 gp
  • Mulberry Pentacle, +5 to bluff and diplomacy, 10000 gp
  • Narceous Gray Sphere, protects against aging, 10000 gp
  • Onyx Rhomboid, +2 CON, 8000 gp
  • Orange Prism, +1 caster level, 30000 gp
  • Pale Blue Rhomboid, +2 STR 8000 gp
  • Pale Green Prism, +1 competence bonus on attacks, saves, skills and ability checks, 30000 gp
  • Pale Lavender Ellipsoid, absorbs spells level 4 or lower, total of 20, 20000 gp
  • Pale Ruby Trillian, +5 to hide and move silently 5000 gp
  • Pearly White Spindle, regenerate 1 HP every 10 M, 20000 gp
  • Pink and Green Sphere, +2 CHA, 8000 gp
  • Pink Rhomboid, +2 CON , 8000 gp
  • Scarlet and Blue Sphere, +2 INT, 8000 gp
  • Vibrant Purple Prism, stores 3 levels of spells, 36000 gp
 
CONSTRUCTION REQUIREMENTS COST varies Craft Wondrous Item, creator must be 12th level


IOUN TORCH

75 GP AURA strong universal CL 12th WEIGHT —
This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
CONSTRUCTION REQUIREMENTS COST 62 GP, 5 SP Craft Wondrous Item, continual flame, creator must be 12th level


IRON BANDS OF BINDING

26,000 GP AURA strong evocation CL 13th WEIGHT 1 lb.
This potent item is a 3-inch-diameter rusty iron sphere wrapped in iron bands. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. Iron bands of binding are usable once per day.
CONSTRUCTION REQUIREMENTS COST 13,000 GP Craft Wondrous Item, grasping hand

IRON FLASK

170,000 GP AURA strong conjuration CL 20th WEIGHT 1 lb.
These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 = CHA Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. The command word can be used only once per day. If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A purchased bottle is empty, but a newly discovered bottle might contain any of the following: d% CONTENTS d% CONTENTS 01–50 Empty 89 Demon (glabrezu) 51–54 Large air elemental 90 Demon (succubus) 55–58 Invisible stalker 91 Devil (osyluth) 59–62 Large earth elemental 92 Devil (barbazu) 63–66 Xorn 93 Devil (erinyes) 67–70 Large fire elemental 94 Devil (cornugon) 71–74 Salamander 95 Agathion (avoral) 75–78 Large water elemental 96 Azata (ghaele) 79–82 Xill 97 Archon (trumpet) 83–85 Yeth hound 98 Rakshasa 86 Demon (shadow) 99 Demon (balor) 87 Demon (vrock) 100 Devil (pit fiend) 88 Demon (hezrou) CONSTRUCTION REQUIREMENTS COST 85,000 GP Craft Wondrous Item, trap the soul


IRON ROPE

750 GP AURA faint transmutation CL 4th WEIGHT 1 lb.
When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.
CONSTRUCTION REQUIREMENTS COST 375 GP Craft Wondrous Item, animate rope


IRON SPIKE OF SAFE PASSAGE

2,000 GP AURA faint illusion CL 3rd WEIGHT 2 lbs.
When hammered into place this 9-inch iron spike creates an illusion up to 15 feet high and in a 15-foot diameter centered on the spike. The illusion can be of one of the following: a small hillock of appropriate composition for the terrain, a pile of mundane crates or barrels, a mound of rubble, or a small structure (such as a cabin or canvas enclosure). The exact size and specific parameters (such the composition of timber) are chosen when the spike is placed. Interacting with the illusion grants a Will save (DC 12) to disbelieve it. Hammering the spike into place or removing it is a fullround action. The spike can be used any number of times and its effects last until removed.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, silent image


KEY OF LOCK JAMMING

400 GP AURA faint abjuration CL 1st WEIGHT 1/2 lb.
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock’s hardness, +8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.
CONSTRUCTION REQUIREMENTS COST 200 GP Craft Wondrous Item, hold portal
   


KNIGHT’S PENNON

VARIES Battle 4,500 GP Honor 2,200 GP Parley 4,500 GP AURA moderate abjuration or transmutation CL 6th WEIGHT 1 lb.
This narrow cloth flag is made to attach to the end a knight’s lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight’s pennon grants different benefits depending on its color and design.
  • Battle: The red knight’s pennon of battle allows its bearer to benefit from heroism once per day.
  • Honor: The gold knight’s pennon of honor bestows protection from evil upon the bearer once per day.
  • Parley: The white knight’s pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does notinitiate any hostile action.
CONSTRUCTION REQUIREMENTS COST varies Battle 2,250 GP Honor 1,100 GP Parley 2,250 GP Craft Wondrous Item, heroism (battle), protection from evil (honor), eagle’s splendor (parley)


LANTERN OF REVEALING

30,000 GP AURA faint evocation CL 5th WEIGHT 2 lbs.
This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
CONSTRUCTION REQUIREMENTS COST 15,000 GP Craft Wondrous Item, invisibility purge


LAST LEAVES OF THE AUTUMN DRYAD

  52,000 GP AURA moderate divination and transmutation CL 8th WEIGHT — This vibrant cl
uster of leaves constantly changes hue through the different colors of the autumn season, from brown and red to orange and yellow. Once per day, the bearer may touch the leaves to her tongue to assume tree shape (as the spell) for up to 8 hours, appearing as a healthy tree that is lush with thousands of autumn leaves for the duration of the effect.
While in tree form, a creature may release these leaves upon the wind, consciously controlling them as a scrying sensor with the abilities of arcane eye. The leaves have the statistics of an army ant swarm, except the swarm has plant traits, fast healing 5, and vulnerability to fire.
The creature may shape the scrying leaves into a semblance of her face, allowing her to speak through the leaves. The leaves’ voice is a quiet, dry rustle, and they are capable of conveying most of the creature’s intended facial expressions (they can smile, frown, and so on). If the creature has the wild empathy class ability or is a sorcerer with the fey bloodline, she may have any ghost sound, speak with animals, or speak with plants spell she casts originate from the leaves instead of herself, and her tree shape does not prevent her from casting these spells.
If the scrying leaves fail to return before creature returns to its normal shape, the magic item does not function for 1 week. During this time, the leaves fade to brown and appear to have a light coating of frost on them.
CONSTRUCTION REQUIREMENTS COST 26,000 GP Craft Wondrous Item, arcane eye, tree shape, whispering wind  


 


LORD’S BANNER

VARIES Crusades 100,000 GP Swiftness 10,000 GP Terror 56,000 GP Victory 75,000 GP
AURA moderate varies CL 10th WEIGHT 3 lbs.
A lord’s banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.
A lord’s banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.
Crusades (evocation aura): A noble-looking lord’s banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design).
Swiftness (abjuration aura): A group or army that are traveling under a lord’s banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.
Terror (necromancy aura): Enemies of the bearer of a lord’s banner of terror, while within 30 feet and able to see the banner, must make a DC 16 = CHA Will save or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 24 hours.
Victory (evocation aura): Allies of the owner of a lord’s banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner.
CONSTRUCTION REQUIREMENTS COST varies Crusades 50,000 GP Swiftness 5,000 GP Terror 28,000 GP Victory 37,500 GP Craft Wondrous Item, hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory)


LYRE OF BUILDING

13,000 GP AURA moderate transmutation CL 6th WEIGHT 5 lbs.
This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
CONSTRUCTION REQUIREMENTS COST 6,500 GP Craft Wondrous Item, fabricate


MALLEABLE SYMBOL

10,000 GP AURA moderate conjuration CL 9th WEIGHT 1 lb.
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: • 10-foot burst centered anywhere within 30 feet • 60-foot line • 30-foot cone The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy


MALLET OF BUILDING

5,000 GP AURA moderate conjuration CL 9th WEIGHT 2 lbs.
This heavy builder’s mallet has a wooden shaft and a head made from shiny black iron that turns slightly red when held close to metal. The wielder of the mallet can, as a full round action, swing the hammer to create and immediately hammer into place a copper nail, iron spike, iron piton, or 4-foot wooden fence post. A created fence post can penetrate earth, and the other materials can penetrate earth, wood, or stone. Removing the created item from the surface destroys it, but otherwise the item lasts as long as a normal object of its sort. The mallet can create up to 100 items per day.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, minor creation


MANUAL OF BODILY HEALTH

VARIES +1 Constitution 27,500 GP +2 Constitution 55,000 GP +3 Constitution 82,500 GP +4 Constitution 110,000 GP +5 Constitution 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST varies +1 Constitution 26,250 GP +2 Constitution 52,500 GP +3 Constitution 78,750 GP +4 Constitution 105,000 GP +5 Constitution 131,250 GP Craft Wondrous Item, wish or miracle


MANUAL OF GAINFUL EXERCISE

VARIES +1 Strength 27,500 GP +2 Strength 55,000 GP +3 Strength 82,500 GP +4 Strength 110,000 GP +5 Strength 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs. This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book. CONSTRUCTION REQUIREMENTS COST varies +1 Strength 26,250 GP +2 Strength 52,500 GP +3 Strength 78,750 GP +4 Strength 105,000 GP +5 Strength 131,250 GP Craft Wondrous Item, wish or miracle


MANUAL OF QUICKNESS OF ACTION

VARIES +1 Dexterity 27,500 GP +2 Dexterity 55,000 GP +3 Dexterity 82,500 GP +4 Dexterity 110,000 GP +5 Dexterity 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST varies +1 Dexterity 26,250 GP +2 Dexterity 52,500 GP +3 Dexterity 78,750 GP +4 Dexterity 105,000 GP +5 Dexterity 131,250 GP Craft Wondrous Item, wish or miracle
   


MANUAL OF WAR

7,500 GP AURA moderate enchantment CL 10th WEIGHT 2 lbs.
Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter’s feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.
CONSTRUCTION REQUIREMENTS COST 3,750 GP Craft Wondrous Item, modify memory, creator must be a fighter


MARTYR’S TEAR

6,000 GP AURA moderate necromancy CL 6th WEIGHT —
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem’s middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem’s color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it to himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, vampiric touch


MARVELOUS PIGMENTS

4,000 GP AURA strong conjuration CL 15th WEIGHT —
These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.
Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments—precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, major creation


MASTER’S PERFECT GOLDEN BELL

20,000 GP AURA strong abjuration CL 15th WEIGHT 10 lbs. This lustrous golden bell produces a deep and resonant ring which vibrates in perfect harmony with the Material Plane and destructively interferes with otherworldly beings. These vibrations reduce the damage reduction and spell resistance of all extraplanar creatures within 30 feet by 5 (for example, changing DR 10/magic to DR 5/magic). The bell has no clapper; to ring it, the bearer must attack it with an unarmed strike (this counts as an attack, with no attack roll needed, and does not damage the bell). The ringing lasts 1d6 rounds; stifling the ringing early is a standard action. It can ring for a maximum of 10 rounds per day.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, banishment


MATTOCK OF THE TITANS

23,348 GP AURA strong transmutation CL 16th WEIGHT 120 lbs. This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10- foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.
CONSTRUCTION REQUIREMENTS COST 13,348 GP Craft Wondrous Item, Craft Magic Arms and Armor, move earth

MAUL OF THE TITANS

25,305 GP AURA strong evocation CL 15th WEIGHT 160 lbs.
This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.
CONSTRUCTION REQUIREMENTS COST 12,805 GP Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist  


MIRROR OF GUARDING REFLECTIONS

7,000 GP AURA moderate illusion CL 7th WEIGHT 4 lbs.
Reflections visible in this palm-sized hand mirror always seem ghostly and insubstantial. When a creature holding the mirror is targeted by an attack, he can spend an immediate action to summon his reflection from the glass to interpose itself between him and the blow. The reflection functions as an image produced by the spell mirror image. If the image is struck by the attack, it shatters with a resounding crash. The creature that destroyed the image is subject to bad luck; the next time it makes an attack roll or saving throw, it must roll twice and take the worse result. If the attack does not strike the image, the image fades away at the start of the mirror bearer’s next turn. The mirror can be used three times per day. CONSTRUCTION REQUIREMENTS COST 3,500 GP Craft Wondrous Item, mirror image


MIRROR OF LIFE TRAPPING

200,000 GP AURA strong abjuration CL 17th WEIGHT 50 lbs.
This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation.
An other command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed.
CONSTRUCTION REQUIREMENTS COST 100,000 GP Craft Wondrous Item, imprisonment


MIRROR OF MENTAL PROWESS

175,000 GP AURA strong abjuration and divination CL 17th WEIGHT 40 lbs. This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. • Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. • View other places as if with clairvoyance, and the controller can even view locations on other planes if she is sufficiently familiar with them. • Use it as a portal to visit other places. The controller first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror. • Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
CONSTRUCTION REQUIREMENTS COST 87,500 GP Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts, gate, legend lore  


NEEDLES OF FLESHGRAVING

8,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)
   


NOBLE’S VIGILANT PILLBOX

3,600 GP AURA faint divination CL 5th WEIGHT —
This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts (page 101) or alchemist’s kindness (page 100). Each pearl has a primary ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round.
When activated, the white pearl detects poison in a 10- foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a delay poison spell.
The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a remove disease spell.
The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of see invisibility for 1 minute.
A charms found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and black pearl is worth 1,700 gp.
CONSTRUCTION REQUIREMENTS COST 1,800 GP Craft Wondrous Item, delay poison, detect poison, remove disease, see invisibility
 

ORB OF The Hells

18,000 GP AURA moderate conjuration CL 10th WEIGHT 1 lb.
This grapefruit-sized sphere of glossy black stone glows with faint whorls of orange fire deep within its inky substance. When held in hand, it can be commanded to unleash a dread bolt once per day. As a ranged touch, deals 5d8 damage. It deals 10d6 to a good outsider and is sickened for 1 Round. A will save DC 12+ CHA reduces the damage by half and negatess sickness.
When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, dread bolt (Ultimate Magic), creator must be evil


ORB OF HEAVEN

22,000 GP AURA moderate evocation CL 10th WEIGHT 1 lb.
This alabaster sphere, overlaid with golden bands set with diamonds in runelike patterns, sheds light like a continual flame spell. Making a melee touch attack with the orb has the same effect as dousing the target with a flask of holy water. A good creature may hold the orb in hand and command it to invoke consecrate and searing light each once per day.
The orb bestows one permanent negative level on any evil creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb. If the bearer of an orb of heaven also wears a crown of heaven, its light counts as daylight instead of continual flame, and its consecrate acts as if the orb were a shrine to the bearer’s deity.
CONSTRUCTION REQUIREMENTS COST 11,000 GP Craft Wondrous Item, bless water, consecrate, daylight, searing light


ORB OF PURE LAW

60,000 GP AURA moderate divination CL 10th WEIGHT 1 lb.
This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition.
When held in hand, the bearer of the orb may use detect chaos and detect law at will. A lawful creature may hold the orb in hand and command it to invoke dispel chaos and arrow of law each once per day.
The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION REQUIREMENTS COST 30,000 GP Craft Wondrous Item, arrow of law (Ultimate Magic), detect chaos, detect law, dispel chaos


ORB OF STORMS

48,000 GP AURA strong varied CL 18th WEIGHT 6 lbs.
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.
CONSTRUCTION REQUIREMENTS COST 24,000 GP Craft Wondrous Item, control weather, endure elements, storm of vengeance


ORB OF UTTER CHAOS

36,000 GP AURA moderate abjuration CL 10th WEIGHT 1 lb.
This globe of varicolored material constantly shifts hue and texture, from steel-hard to spongy or even gelatinous. The bearer of the orb is constantly protected by entropic shield. Three times per day, when the bearer holds the orb and casts a spell with the polymorph subtype, chaotic descriptor, or one that gives creatures the confused condition, she may modify her caster level for that spell by 1d6–2.
Once per day the bearer may hold the orb and command it to dispel magic. If the dispel check succeeds, the wielder absorbs the unraveled magical energy through the orb and gains the benefit of an aid spell.
The orb bestows one permanent negative level on any lawful creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.
CONSTRUCTION REQUIREMENTS COST 18,000 GP Craft Wondrous Item, aid, dispel magic, entropic shield


ORIGAMI SWARM

300 GP AURA faint transmutation CL 3rd WEIGHT —
This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an origami swarm loses all magic.
CONSTRUCTION REQUIREMENTS COST 150 GP Craft Wondrous Item, animate objects


ORNAMENT OF HEALING LIGHT

10,000 GP AURA faint conjuration CL 5th WEIGHT 1 lb. This palm-sized holy symbol is composed of tiny pieces of stained glass held in a gold frame. The exact symbol is determined upon the item’s creation. As a free action, the creature holding the ornament can project the image of the holy symbol upon any creature or surface within 15 feet, similar to using a shadow puppet and lamp. This light is not bright enough to illuminate an area. If the bearer is a paladin, she may use her lay on hands ability on a creature touched by the symbol’s light (effectively increasing her lay on hands range from touch to 15 feet).
If the symbol is a holy symbol of Pelor, the target also gains +2 morale bonus on attacks and saves for 1 round. If the symbol is a holy symbol of Madriel, the target heals 1 point of all ability damage. If the symbol is of Tyr, the target gets to make another save to end any ongoing negative effect.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, sacred bond (Advanced Player’s Guide)

Comments

Please Login in order to comment!