Wondrous Items- Tools- P-Z Descriptions in Aertrea | World Anvil
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Wondrous Items- Tools- P-Z Descriptions



Tools and Unslotted Items, P-z  

PAGE OF SPELL KNOWLEDGE

VARIES 1st-level 1,000 GP 2nd-level 4,000 GP 3rd-level 9,000 GP 4th-level 16,000 GP 5th-level 25,000 GP 6th-level 36,000 GP 7th-level 49,000 GP 8th-level 64,000 GP 9th-level 81,000 GP AURA strong transmutation CL 17th WEIGHT —
This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell’s cleric or sorcerer/wizard spell level, unless the spell doesn’t appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.
CONSTRUCTION REQUIREMENTS COST varies 1st-level 500 GP 2nd-level 2,000 GP 3rd-level 4,500 GP 4th-level 8,000 GP 5th-level 12,500 GP 6th-level 18,000 GP 7th-level 24,500 GP 8th-level 32,000 GP 9th-level 40,500 GP
Craft Wondrous Item, creator must be able to cast the spell contained in the page


PEARL OF POWER

VARIES
  • 1st-level 1,000 GP
  • 2nd-level 4,000 GP
  • 3rd-level 9,000 GP
  • 4th-level 16,000 GP
  • 5th-level 25,000 GP
  • 6th-level 36,000 GP
  • 7th-level 49,000 GP
  • 8th-level 64,000 GP
  • 9th-level 81,000 GP
  • Two spells 70,000 GP
AURA strong transmutation CL 17th WEIGHT —
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells. Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl.
Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower). CONSTRUCTION REQUIREMENTS COST varies
  • 1st-level 500 GP
  • 2nd-level 2,000 GP
  • 3rd-level 4,500 GP
  • 4th-level 8,000 GP
  • 5th-level 12,500 GP
  • 6th-level 18,000 GP
  • 7th-level 24,500 GP
  • 8th-level 32,000 GP
  • 9th-level 40,500 GP
  • Two spells 35,000 GP

Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled


PEARL OF THE SIRINES

15,300 GP AURA moderate abjuration and transmutation CL 8th WEIGHT — This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance. CONSTRUCTION REQUIREMENTS COST 8,150 GP Craft Wondrous Item, freedom of movement, water breathing


PERSONAL OASIS

Price (Item Level): 4,600 gp (9th) Body Slot: — (held) Caster Level: 5th Aura: Faint; (DC 17) conjuration, evocation Activation: Standard (command) Weight: 3 lb.
A brightly colored oasis complete with fruit- bearing desert trees and bright blue water covers the surface of this woven blanket. It smells slightly of old incense.
When you unroll this 10-foot-by-10-foot blanket and activate it, a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The tent functions in all ways as a Leomund’s tiny hut spell. The campfire burns continuously, never needing fuel, and the dates provide enough food to sus- tain a person for one day. When you speak the command word again, a personal oasis rolls back up into blanket form.
A personal oasis functions once per day for up to 10 hours.
Prerequisites: Craft Wondrous Item, create food and water, Leomund’s tiny hut, produce flame. Cost to Create: 2,300 gp, 184 XP, 5 days.


PHILTER OF LOVE

3,000 GP AURA strong enchantment CL 15th WEIGHT —
This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker’s attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person.
Otherwise, the drinker’s love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, charm monster, permanency


PIPES OF DISSOLUTION

12,000 GP AURA faint abjuration CL 5th WEIGHT 3 lbs.
Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome spell resistance. Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes cannot be used again for 1 hour.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, dispel magic


PIPES OF HAUNTING

6,000 GP AURA faint necromancy CL 4th WEIGHT 3 lbs.
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed at a DC 13 + CHA Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.
CONSTRUCTION REQUIREMEN
TS COST 3,000 GP Craft Wondrous Item, scare


PIPES OF PAIN

12,000 GP
AURA moderate enchantment CL 6th WEIGHT 3 lbs. By making a DC 15 Perform (wind instruments) check, the bearer can use these pipes to create a wondrous melody which fascinates creatures within 30 feet for as long as the bearer continues to play (Will DC 14 + CHA negates). This is a mind affecting sonic compulsion effect. The bearer is immune to the sound of the pipes. When the bearer stops playing, for the next 2d4 rounds all creatures who were fascinated by the music are stricken by intense pain at even the slightest noise. Unless a creature is in a totally silent area, it takes 1d4 points of damage per round on its turn, and it has sonic vulnerability until this time expires. Thereafter, the creature is shaken unless it is in a totally silent area; this hypersensitivity to noise is a curse effect.
CONSTRUCTION REQUIREMENTS COST 6,000 GP Craft Wondrous Item, sound burst, creator must have the bardic performance class ability


PIPES OF SOUNDING

1,800 GP AURA faint illusion CL 2nd WEIGHT 3 lbs.
When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds that can imitate creatures, environmental sounds, or most other sounds. The figment sounds are the equivalent of ghost sound.
CONSTRUCTION REQUIREMENTS COST 900 GP Craft Wondrous Item, ghost sound    


PIPES OF THE SEWERS

1,150 GP AURA faint conjuration CL 2nd WEIGHT 3 lbs.
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if any rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately.
The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
CONSTRUCTION REQUIREMENTS COST 575 GP Craft Wondrous Item, charm animal, summon nature’s ally I, wild empathy ability


POLYMORPHIC POUCH

5,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This leather pouch is usually decorated with a druidic motif. Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, polymorph, secret chest


PORTABLE HOLE

20,000 GP AURA strong conjuration CL 12th WEIGHT —
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, plane shift

PYXES OF REDIRECTED FOCUS

1,000 GP AURA moderate transmutation CL 9th WEIGHT —
This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared burning hands domain spell to true strike. The pyxes has no effect on creatures with no domain spells or only one domain.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, prayer

Quiver of Energy

Price (Item Level): 15,000 gp (14th) Body Slot: — Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Weight: 1 lb. (3 lb. when full)
Constructed of supple leather, this quiver is festooned with arcane symbols. A quiver of energy can hold up to 20 arrows or bolts. Each quiver imbues arrows or bolts drawn from it with a particular type of energy (acid, cold, electricity, or fire), indicated by the arcane symbols it bears. Such projectiles, if left within the quiver for at least 1 round before being drawn, deal an extra 1d6 points of the appropriate type of damage.
The projectile loses this extra damage after it is used in an attack, or 1 round after it is drawn (whichever comes fi rst).
Prerequisites: Craft Wondrous Item, energy missile (CP 88) or the appropriate spell from the following: lightning bolt, ice storm, fireball, or Melf’s acid arrow. Cost to Create: 7,500 gp, 600 XP, 15 days.


Radiant Sphere

Price (Item Level): 3,500 gp (8th) Body Slot: — (held) Caster Level: 11th Aura: Moderate; (DC 20) evocation Activation: See text Weight: 1 lb.
This bright yellow crystal globe feels faintly warm to the touch. These spheres are prized possessions of priests who worship a god of sun or light. As long as at least 1 charge remains (see below), a radiant sphere continuously sheds bright illumination in a 20-foot radius and shadowy illumination out to 20 feet beyond that. This effect requires no activation.
A radiant sphere has 3 charges, which are renewed each day at dawn. Spending 1 or more charges as a standard (command) action creates a ray of pure light that extends up to 60 feet. The ray requires a successful ranged touch attack.
1 charge: The ray deals 4d6 points of damage to any undead creature it hits. 2 charges: The ray deals 6d6 points of damage to any undead creature it hits. 3 charges: The ray deals 6d6 points of damage to any undead creature it hits, as well as 2d6 points of damage to each undead creature within 10 feet of the target (no save).
While holding a sphere, you can recharge it by expending a daily use of your channel positive energy or sacrificing a spell with the light descriptor. This is a full-round (manipulation) action. Each expended spell or attempt adds 1 charge to the sphere, up to its maxi- mum of 3 charges.
Prerequisites: Craft Wondrous Item, day- light, searing light, turn undead. Cost to Create: 1,750 gp, 140 XP, 4 days.


REPLENISHING SKIN

Price (Item Level): 1,000 gp (4th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: Weight: 4 lb.
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refi lls with cool, pure water over a period of 1d4 hours.
Prerequisites: Craft Wondrous Item, create water. Cost to Create: 500 gp, 40 XP, 1 day.


RESTLESS LOCKPICKS

8,000 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
This set of mithral masterwork thieves’ tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Device using the bearer’s skill bonus plus the +2 for being masterwork thieves’ tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren’t enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.
CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, knock, mage hand


RESTORATIVE OINTMENT

4,000 GP AURA faint conjuration CL 5th WEIGHT 1/2 lb.
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains 5 applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes the disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, cure light wounds, neutralize poison, remove disease


Rhino Elixir

Price (Item Level): 1,600 gp (5th) Body Slot: — Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (manipulation) Weight: —
This vial holds a light gray liquid. Curling layers of lighter and darker colors within it give the impression of wrinkles and folds. Drinking rhino elixir causes your skin to thicken and turn gray, granting you a +3 enhancement bonus to your existing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.) In addition, you gain a +1 bonus on melee damage rolls. These effects last for 12 hours.
Prerequisites: Craft Wondrous Item, alter self, Craft (alchemy) 5 ranks. Cost to Create: 800 gp, 64 XP, 2 days.


RING GATES

40,000 GP AURA strong conjuration CL 17th WEIGHT 1 lb.
These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, or even attacks.
A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an “entry side” and an “exit side,” both marked with appropriate symbols. The weight listed is per ring.
CONSTRUCTION REQUIREMENTS COST 20,000 GP Craft Wondrous Item, gate


ROPE OF CLIMBING

3,000 GP AURA faint transmutation CL 3rd WEIGHT 3 lbs.
A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
CONSTRUCTION REQUIREMENTS COST 1,500 GP Craft Wondrous Item, animate rope


ROPE OF ENTANGLEMENT

21,000 GP AURA strong transmutation CL 12th WEIGHT 5 lbs.
A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
CONSTRUCTION REQUIREMENTS COST 10,500 GP Craft Wondrous Item, animate objects, animate rope or entangle


ROPE OF KNOTS

6,000 GP AURA moderate transmutation CL 9th WEIGHT —
This rope is 100 feet long and can perform all the functions of a rope of climbing. Furthermore, upon command the rope of knots snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure or half that time to return itself to a simple coil. The rope has hardness 1 and 20 hit points. It repairs damage to itself at a rate of 2 hit points every 10 minutes.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, animate rope


SALVE OF SLIPPERINESS

1,000 GP AURA moderate conjuration CL 6th WEIGHT —
This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer’s CMD for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, grease


Sacred Scabbard

Price (Item Level): 4,400 gp (9th) Body Slot: — Caster Level: 4th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1 lb.
This hardened leather scabbard is inscribed with pictograms depicting many different kinds of weapons. A sacred scabbard can change shape to fit any dagger, sword, or axe touched to it, even making allowances for double weapons. The scab- bard keeps any weapon carried in it clean and sharp. Furthermore, three times per day, you can command it to produce a bless weapon effect on the weapon it holds as you draw it. This effect lasts for 10 rounds. A sacred scabbard functions only for good-aligned characters.
Prerequisites: Craft Wondrous Item,    


SCABBARD OF KEEN EDGES

16,000 G AURA faint transmutation CL 5th WEIGHT 1 lb.
This black scabbard is engraved with intricate silver runes that depict all manner of bladed weapons. A scabbard of keen edges can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it. Runes similar to those on the outside of the scabbard appear on a blade while it is under this keen edge effect.
CONSTRUCTION REQUIREMENTS COST 8,000 GP Craft Wondrous Item, keen edge


SCABBARD OF STANCHING

5,000 GP AURA faint conjuration CL 5th WEIGHT 2 lbs.
This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, cure light wounds


SCABBARD OF VIGOR

1,800 GP AURA faint transmutation CL 5th WEIGHT 3 lbs.
Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
  • +4 1 round
  • +3 3 rounds
  • +2 5 rounds
  • +1 10 rounds
RECUIREMENTS COST 900 GP Craft Wondrous Item, greater magic weapon



SEER’S TEA

550 GP AURA faint divination CL 3rd WEIGHT —
This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.
CONSTRUCTION REQUIREMENTS COST 275 GP Craft Wondrous Item, augury or divination


Sending Stones

Price (Item Level): 1,400 gp (5th) Body Slot: — (held) Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: Standard Weight: 1 lb.
These fist-sized chunks of unworked stone are mirror images of one another. These unremarkable-looking stones come in pairs. Once per day, the bearer of each stone can send a message (as the sending spell) to the bearer of the other stone. If a stone’s mate is not in a creature’s possession, no message is sent and you know the communication has failed. If either stone of the pair is destroyed, the other becomes useless.
Prerequisites: Craft Wondrous Item, sending. Cost to Create: 700 gp, 56 XP, 2 days.


Shard of the Sun (Relic of Pelor)

Price (Item Level): 3,500 gp (8th) Body Slot: — (held) Caster Level: 20th Aura: Strong; (DC 25) evocation Activation: — or standard (command) Weight: 1 lb.
This brightly glowing holy symbol of Pelor is made of hammered gold and set with small diamonds. A shard of the sun is mentioned in several religious texts as “Pelor’s gift, which I carry into darkness—a sun that never sets.” When you hold this item, it continuously emits a warm light equivalent to a daylight spell heightened to 5th level, provided that you are neutral good, lawful good, chaotic good, or neutral. The symbol must be covered completely to douse its light.
Relic Power: If you have established the proper divine connection, you can command a shard of the sun to fire two simultaneous searing light spells, though each must be aimed at a different target. Each beam deals 10d6 points of damage to undead, 5d6 points to constructs and objects, and 5d8 points of damage to other creatures. Creatures particularly vulnerable to bright light, such as vampires, take 10d8 points of damage from these beams.
This ability functions three times per day.
To use the relic power, you must wor- ship Pelor and at least 11 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, daylight, searing light. Cost to Create: 1,750 gp, 140 XP, 4 days.


SHEATH OF BLADESTEALTH

5,000 GP AURA faint illusion CL 5th WEIGHT 2 lbs.
This sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, invisibility


SHROUD OF DISINTEGRATION

3,300 GP AURA moderate transmutation CL 11th WEIGHT 10 lbs.
These burial wrappings are made of fine, embroidered materials. When a body is placed inside, speaking a command word turns the body to dust. The magic of the shroud is usable only once, after which the wrappings become ordinary, fine cloth.
CONSTRUCTION REQUIREMENTS COST 1,650 GP Craft Wondrous Item, disintegrate


SILVERSHEEN

250 GP AURA faint transmutation CL 5th WEIGHT —
This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item


SNAPLEAF

750 GP AURA faint transmutation CL 5th WEIGHT —
This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. While falling, the bearer can snap and destroy a snapleaf as an immediate action to gain the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.
CONSTRUCTION REQUIREMENTS COST 375 GP Craft Wondrous Item, feather fall, invisibility


SOVEREIGN GLUE

2,400 GP AURA strong transmutation CL 20th WEIGHT —
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask’s capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent. The price and creation cost given are per ounce.
CONSTRUCTION REQUIREMENTS COST 1,200 GP Craft Wondrous Item, make whole


Stone Horse

VARIES Courser 10,000 GP Destrier 14,800 GP AURA strong transmutation CL 14th WEIGHT 6,000 lbs.
This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse is combat-trained. A stone horse can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting stone to flesh, then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form.
There are two sorts of stone horses.
Courser: This item has the statistics of a horse with hardness 10. Destrier: This item has the statistics of a heavy horse with hardness 10
Courser 5,000 GP Destrier 7,400 GP Craft Wondrous Item, animate objects, flesh to stone


STONE OF ALARM

2,700 GP
AURA faint abjuration CL 3rd WEIGHT 2 lbs. This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
CONSTRUCTION REQUIREMENTS COST 1,350 GP Craft Wondrous Item, alarm


STONE OF ALLIANCE

5,000 GP AURA faint divination CL 3rd WEIGHT —
This tiny sphere of marble can be used to strengthen an existing link between the user and a creature bound to him. When activated by a creature and then swallowed by that creature’s animal companion, bonded mount, or familiar, the stone magically remains inside the companion creature. Thereafter, the master is continually aware of the companion’s distance, direction, and general condition as if using the spell status.
If the master has line of sight to the companion, he may as an immediate action protect the creature from being harmed by one successful attack, taking the full effect of that attack instead.
Once per day the master may spend a standard action to transfer the blinded, dazzled, deafened, fatigued, shaken, or sickened condition from the companion to himself.
Alternatively, the master may partially transfer the exhausted, frightened, or nauseated condition from the companion to himself, with he and the companion both suffering the lesser version of that condition (fatigued for exhausted, and so on). The master must be within 30 feet of the companion for him to use either aspect of this ability. The stone remains harmlessly inside the companion until it dies, the master dies, or the master dismisses the companion, at which point it crumbles into a worthless powder and is digested. CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, shield other, status


STONE OF CONJURING EARTH ELEMENTALS

90,000 GP AURA moderate conjuration CL 11th WEIGHT 5 lbs.
A stone of this nature is typically an oddly shaped bit of roughly polished rock. On command as a full-round action, the bearer may summon an earth elemental. If there is an unbroken piece of unworked stone of at least Huge size nearby, the stone conjures a Huge earth elemental as if using summon monster VI. If there is no such stone available (for example, if there is only sand, earth, worked stone, or smaller pieces of stone), the stone conjures a Large earth elemental as if using summon monster V. The stone cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.
CONSTRUCTION REQUIREMENTS COST 45,000 GP Craft Wondrous Item, summon monster V, summon monster VI


STONE OF GOOD LUCK (LUCKSTONE)

20,000 GP AURA faint evocation CL 5th WEIGHT —
This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, divine favor


STONE SALVE

4,000 GP AURA strong abjuration and transmutation CL 13th WEIGHT —
This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell. The price and creation cost given are per ounce. CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, stone to flesh, stoneskin


STRAND OF PRAYER BEADS

VARIES
  • Lesser strand 9,600 GP
  • Standard strand 45,800 GP
  • Greater strand 95,800 GP
AURA Varies CL Varies WEIGHT 1/2 lb.
This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand’s special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list.
SPECIAL BEAD TYPE SPECIAL BEAD ABILITY
  • Bead of blessing Wearer can cast bless. (CL 1st)
  • Bead of healing Wearer can cast his choice of (CL 5th) cure serious wounds, remove blindness/deafness, or remove disease.
  • Bead of karma Wearer casts his spells at +4 caster (CL 9th) level. Effect lasts 10 minutes.
  • Bead of smiting Wearer can cast chaos hammer, (CL 7th) holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
  • Bead of summons Summons a powerful creature of(CL 17th) appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity’s emissary frivolously, the deity takes that character’s items and places a geas upon him as punishment at the very least.)
  • Bead of wind walking Wearer can cast wind walk.(CL 11th)

A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.The power of a special bead is lost if it is removed from thestrand. Reduce the price of a strand of prayer beads that ismissing one or more beads by the following amounts:
bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
CONSTRUCTION REQUIREMENTS COST varies
  • Lesser strand 4,800 GP
  • Normal strand 22,900 GP
  • Greater strand 47,900 GP
Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing cure serious wounds, remove blindness/deafness, or remove disease (healing righteous might (karma gate (summons chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking)


STUBBORN NAIL

100 GP AURA faint abjuration CL 3rd WEIGHT 1/2 lb.
This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a nonmagical iron piton.
CONSTRUCTION REQUIREMENTS COST 50 GP Craft Wondrous Item, arcane lock, mending


Summoner's Totem

Price (Item Level): 3,100 gp (8th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: —; see text Weight: 2 lb.

This crudely carved, foot-long wooden rod bears a vaguely animal visage at its head. A boon for those who magically conjure animals to aid them in combat, a summoner’s totem allows instantaneous enhancement of your summoned allies. When you summon a single animal using a summon nature’s ally spell, you can cast another spell targeting the summoned creature as a swift action. The second spell must be no higher than 3rd level, it must target the summoned creature (and only the summoned creature), its casting time must be no longer than 1 standard action, and it expends the spell or spell slot as normal.
For example, immediately after sum- moning a brown bear with summon nature’s ally IV, you could cast bull’s strength upon that bear as a swift action (as long as you were adjacent to the bear). You couldn’t use the totem to cast obscuring mist (since that spell doesn’t target the bear).
Prerequisites: Craft Wondrous Item, speak with animals, summon nature’s ally II. Cost to Create: 1,550 gp, 124 XP, 4 days.


SUMMONING SHACKLE

5,000 GP AURA moderate abjuration CL 11th WEIGHT 1 lb.
This small silver shackle is carved with conjuration runes. When used as a focus as part of a summoning spell of 3rd level or less, it creates a faintly-glowing intangible magical chain from the caster to the summoned creature or creatures. The duration of that summoning spell is extended as if using the Extend Spell feat, with no increase in casting time. The chain prevents the creature from moving more than 30 feet from the caster, even when using teleportation (though the caster can use these effects to exceed this distance, which ends the shackling effect immediately). The chain does not otherwise obstruct or interfere with any object or creature other than the summoned creature. The shackle may be used up to five times per day. If the shackle or the chain is dispelled, the range limitation and increased duration ends; if the spell’s unmodified duration would already have ended by then, the spell ends immediately.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, Extend Spell, dimensional anchor, summon monster I


SUMMON-SLAVE CRYSTAL

10,000 GP AURA moderate necromancy CL 9th WEIGHT —
This thumb-sized crystalline skull is carved with necromantic runes. Once per day, a spellcaster can grasp the stone while casting a summoning spell. When the spellcasting is finished, the caster may immediately attempt to possess the summoned creature, as if using magic jar, except as a free action. The creature does not get a saving throw to resist, though spell resistance still applies. If successful, the caster possesses the creatures’ body until the duration of the summoning spell ends, at which time his mind returns to his body, the creature’s mind returns to its body, and the creature disappears.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, magic jar


Survival Pouch

Price (Item Level): 3,300 gp (8th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (manipulation) Weight: 5 lb.
This pouch looks like it’s seen its share of rough use. It is tattered and stained from use in the wild.
Five times per day, you can reach into a survival pouch and retrieve your choice of one of the following items. You can draw out the same item five times in one day, draw out five different items, or produce any combination of up to five items. Each item lasts for 8 hours or until indi- cated below, whichever comes first.
• Trail rations for one Medium creature for one day. • Two gallons of water stored in a water- skin. The waterskin disappears if it is emptied completely. • A tent and two bedrolls sized for Medium creatures.
  • A 50-foot coil of hempen rope.
  • A shovel.
  • A campfire (about 2 feet square). The firecan be left to burn, or it can be pulledapart to produce eight lit torches. Eachremoved torch lasts for 1 hour andreduces the remaining burning timeof the campfi re by 1 hour. If the fire is extinguished, the unburnt portion vanishes.
  • A composite shortbow (+1 Str bonus) and a quiver of 20 arrows. The bow disappears 1 round after the last arrow has been drawn from the quiver.
  • A mule with bit, bridle, saddle, and saddlebags (treat as a summoned creature, except that it will not fight for you).
Prerequisites: Craft Wondrous Item, creation. Cost to Create: 1,650 gp, 132 XP, 4 days.


SUSTAINING SPOON

5,400 GP AURA faint conjuration CL 5th WEIGHT —
If this seemingly unremarkable utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
CONSTRUCTION REQUIREMENTS COST 2,700 GP Craft Wondrous Item, create food and water  


Talisman of the Disc

Price (Item Level): 500 gp (3rd) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: Standard (command) Weight: —
This convex lens of crystal dangles from a chain carved from blue glass.
Activating a talisman of the disk creates a Tenser’s floating disk (PH 294). The disk can hold 300 pounds and lasts for up to 3 hours (or until dismissed with another standard action). The disk’s maximum range from you is 30 feet.
If you are also wearing a magic item that provides an enhancement bonus to Strength, the disk’s carrying capacity increases by 100 pounds per point of bonus granted by the item.
Prerequisites: Craft Wondrous Item, bull’s strength, Tenser’s floating disk. Cost to Create: 250 gp, 20 XP, 1 day.


Talisman of Undead Mastery

Price (Item Level): 3,000 gp (7th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) necromancy Activation: Swift (mental) Weight: —
This tarnished silver skull fits comfortably in a human hand. A talisman of undead mastery benefits any character capable of channeling energy. The talisman has 3 charges, which are renewed each day at dawn. Spending 1 or more charges increases your effective cleric level for the purpose of a single channel energy which must be made before the end of your turn.
  • 1 charge: Increase effective by 2.
  • 2 charges: Increase level by 3.
  • 3 charges: Increase effective turning level by 4.
Prerequisites: Craft Wondrous Item, com- mand undead. Cost to Create: 1,500 gp, 120 XP, 3 days.


Talisman of Undying Fortitude

Price (Item Level): 8,000 gp (11th) Body Slot: — (held) Caster Level: 15th Aura: Strong; (DC 22) necromancy Activation: Swift (command) Weight: —
This plum-sized skull carved from silver is tarnished black.
A talisman of undying fortitude allows you to take on some of the physical qualities of undead. When you activate the talis- man, you gain immunity to poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, physical ability damage, ability drain, energy drain, fatigue, exhaustion, death from massive damage, and any effect that requires a Fortitude save. Also, you do not need to breathe. This effect lasts for 3 rounds.
A talisman of undying fortitude functions two times per day.
Prerequisites: Craft Wondrous Item, veil of undeath (SC 229). Cost to Create: 4,000 gp, 320 XP, 8 days.


Thorn Pouch

Price (Item Level): 4,400 (9th) Body Slot: — Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Swift (manipulation) Weight: 1 lb.
This greenish sack is sticky with sap. A thorn pouch allows you to bring forth several types of magical plant effects for offensive and defensive purposes. A pouch has 5 charges, which are renewed each day at dawn. Spending 1 or more charges when you place your hand within the bag allows you to draw forth a single thorn that has one of the following effects (each as the spell of the same name, but with a dura- tion of 9 rounds):
  • 1 charge: Entangle.
  • 3 charges: Spike growth.
  • 5 charges: Wall of thorns.
To use a thorn after drawing it forth, you drop it into your own space or any adjacent square (a free action). After 1 round, the thorn produces the desired effect. If you don’t drop a thorn within 1 round after drawing it, it disappears with no effect.
Prerequisites: Craft Wondrous Item, entangle, spike growth, wall of thorns. Cost to Create: 2,200 gp, 176 XP, 5 days.


Tome of Clear Thought

VARIES +1 Intelligence 27,500 GP +2 Intelligence 55,000 GP +3 Intelligence 82,500 GP +4 Intelligence 110,000 GP +5 Intelligence 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This heavy book contains instruction on improving memory and logic, 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 tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST varies +1 Intelligence 26,250 GP +2 Intelligence 52,500 GP +3 Intelligence 78,750 GP +4 Intelligence 105,000 GP +5 Intelligence 131,250 GP Craft Wondrous Item, miracle or wish


TOME OF LEADERSHIP AND INFLUENCE

VARIES +1 Charisma 27,500 GP +2 Charisma 55,000 GP +3 Charisma 82,500 GP +4 Charisma 110,000 GP +5 Charisma 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This ponderous book details suggestions for persuading and inspiring others, 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 tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST varies +1 Charisma 26,250 GP +2 Charisma 52,500 GP +3 Charisma 78,750 GP +4 Charisma 105,000 GP +5 Charisma 131,250 GP Craft Wondrous Item, miracle or wish


Tome of the Still Tongue (relic- Vecna)

Price (Item Level): 7,500 gp (11th) Body Slot: — Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: See text Weight: 5 lb.
This thick, leather-bound manuscript has a particularly disgusting decoration—a desic- cated tongue nailed to its front cover.
A tome of the stilled tongue is a treasure trove of arcane potential. If you are neutral evil, chaotic evil, lawful evil, or neutral, the book reveals full instructions for creating a lich’s phylactery and offers 500 blank spell pages that function like those in blessed book.
Relic Power: A tome of the stilled tongue also contains directions for eldritch mental exercises designed to strengthen your spellcasting. If you have established the proper divine connection and read the appropriate section of the tome (requir- ing 1 hour of mental exercises), you can increase your effective caster level for all spells by 1 for 24 hours. However, because the exercises are mystically strenuous, doing them reduces your full normal hit point total by 1 per character level while the caster level increase is in effect. This ability functions once per day. To use the relic power, you must worship Vecna and least 9 HD.
Prerequisites: Craft Wondrous Item, Sanctify Relic, Scribe Scroll, secret page. Cost to Create: 3,750 gp, 300 XP, 8 days.


TOME OF UNDERSTANDING

VARIES
  • +1 Wisdom 27,500 GP
  • +2 Wisdom 55,000 GP
  • +3 Wisdom 82,500 GP
  • +4 Wisdom 110,000 GP
  • +5 Wisdom 137,500 GP
AURA strong universal CL 17th WEIGHT 5 lbs.
This thick book contains tips for improving instinct and perception, 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 tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST varies
  • +1 Wisdom 26,250 GP
  • +2 Wisdom 52,500 GP
  • +3 Wisdom 78,750 GP
  • +4 Wisdom 105,000 GP
  • +5 Wisdom 131,250 GP
Craft Wondrous Item, miracle or wish


TRAVELER’S ANY-TOOL

250 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
CONSTRUCTION REQUIREMENTS COST 125 GP Craft Wondrous Item, major creation


TREASURER’S SEAL

10,000 GP AURA faint abjuration CL 3rd WEIGHT 1 lb. Six inches in diameter, one side of this porcelain seal shows a many-keyholed padlock, while the other displays a lightning bolt superimposed on an open hand. The padlock side is used to lock and alarm doors, chests, and other portals. The bearer may speak a command word to activate it when holding it against a lockable item. If the padlock side of the seal is touching the item, it bestows an alarm (mental alarm) and arcane lock on the target item. If the lightning bolt side of the seal is touching the item, it casts fire trap on the lock (the seal must be held to the lock for 10 minutes to use this ability). A creature carrying the seal can speak a command word to suspend its effects on an item for 1 minute. This ability is usable at will, but only works on effects created by that specific seal. The seal can be used at will but can only maintain effects on three items at any given time. Using it on a fourth item automatically negates the oldest effect.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, alarm, arcane lock, fire trap


UNGUENT OF TIMELESSNESS

150 GP AURA faint transmutation CL 3rd WEIGHT —
When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.
CONSTRUCTION REQUIREMENTS COST 75 GP Craft Wondrous Item, gentle repose


UNIVERSAL SOLVENT

50 GP AURA faint transmutation CL 3rd WEIGHT —
This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.
CONSTRUCTION REQUIREMENTS COST 25 GP Craft Wondrous Item, acid arrow


VOID DUST

4,500 GP AURA moderate transmutation CL 11th WEIGHT —
Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a dispel magic, unless the force effect is immune to dispel magic, in which case it acts like disintegrate. Void dust can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.
CONSTRUCTION REQUIREMENTS COST 2,250 GP Craft Wondrous Item, disintegrate


VOID PENNANT

14,000 GP AURA moderate abjuration CL 10th WEIGHT 1 lb.
This long tapering pennant resembles a stylized serpentine figure wearing a shimmering crown. The figure’s claws function as clasps, attaching it to a lance, polearm, frame, or staff. The pennant has no effect when not mounted properly, or when activated by a lawfully aligned creature.
Planting the pennant in the ground generates an area of twisted space around the flag out to a range of 30 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 + CHA Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the pennant as a standard action. The pennant functions for 10 rounds per day. These rounds do not need to be consecutive.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Craft Wondrous Item, dimensional anchor
     


WASP NEST OF SWARMING

1,000 GP AURA moderate conjuration CL 9th WEIGHT 4 lbs.
This is a hand-sized replica of a wasp’s nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can’t find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released. CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, insect plague


WATERS OF TRANSFIGURATION

12,500 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This small lacquered box made from exotic and colorful woods contains five vials and a single dropper. The vials are labeled “glass,” “iron,” “paper,” “stone,” and “wood,” and each contains a magical fluid that permanently transforms solid objects it touches into that material. Administering the fluid requires the included dropper, is a standard action, and provokes an attack of opportunity (similar to drinking a potion, and the attacker can strike at the dropper instead of the bearer). For example, using the vial marked “paper” on a lock transforms the lock into paper, with all of the various properties of paper (hardness, hit points, flammability, and so on). If the target object has a volume of one cubic foot or less, the transformation occurs instantly. Larger objects slowly transform at a rate of 1 hour per cubic foot of material (maximum 10 cubic feet affected). Each vial contains 5 applications of that particular fluid. Magical and attended objects may resist this transformation with a successful DC 17 Fortitude save.
CONSTRUCTION REQUIREMENTS COST 6,250 GP Craft Wondrous Item, fabricate


WELL OF MANY WORLDS

82,000 GP AURA strong conjuration CL 17th WEIGHT —
This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easil it is a two-way portal. CONSTRUCTION REQUIREMENTS COST 41,000 GP Craft Wondrous Item, gate
WEREWHISTLE PRICE 8,000 GP AURA moderate transmutation CL 9th WEIGHT — This whistle is shaped like a wolf’s head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycanthrope within 30 feet to make a DC 17 Will save or be forced back into its humanoid form for the next 24 hours. CONSTRUCTION REQUIREMENTS COST 4,000 GP Craft Wondrous Item, baleful polymorph


Wilding Clasp

Price (Item Level): 4,000 gp (8th) Body Slot: — Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Weight: —
This 3-inch-long gold chain has a clasp on each end. A wilding clasp can be attached to any item worn on the body. When so worn, a clasp prevents the worn item from melding into your new form when you use wild shape (as long as the item could reasonably be worn by the new form). Thus, the item remains fully functional and can be used normally in your new form.
Prerequisites: Craft Wondrous Item, wild shape. Cost to Create: 2,000 gp, 160 XP, 4 days.


WIND FAN

5,500 GP
AURA faint evocation CL 5th WEIGHT —
A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.
CONSTRUCTION REQUIREMENTS COST 2,750 GP Craft Wondrous Item, gust of wind


WIND-CALLER COMPASS

4,400 GP AURA faint transmutation CL 3rd WEIGHT —
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind four times per day as if using alter winds.
CONSTRUCTION REQUIREMENTS COST 2,200 GP Craft Wondrous Item, alter winds (Advanced Player’s Guide)


Yondalla's Seed Pouch (relic)

Price (Item Level): 1,400 gp (5th) Body Slot: — Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: Standard (manipulation and thrown see text Weight: 4 lb.
This brown fur pouch is secured with a leather thong threaded through a large brass buckle. When first opened, this pouch holds three ordinary-looking acorns. If you are neutral good, lawful good, chaotic good, or neutral, these acorns function as goodberries. Each morning, the pouch once again holds three acorns, no matter how many were in it before.
Relic Power: If you have established the proper divine connection, you can create one of the following effects (your choice) to occur whenever you fling an acorn from the pouch. An acorn can be thrown up to 100 feet. • A treant emerges from the acorn into any space in which it will physically fit. This effect otherwise functions like the changestaff spell, lasting for 1 hour. • A wall of thorns (as the spell) springs up from the ground where the acorn lands. •The acorn functions as a splash weapon that deals 11d6 points of fire damage upon impact. This effect otherwise functions like the fire seeds spell, except that the damage isn’t split up among multiple acorns.
To use the relic power, you must worship Yondalla and either sacrifice and at least 15 HD.
  Prerequisites: Craft Wondrous Item, Sanctify Relic, changestaff, fire seeds, goodberry. Cost to Create: 700 gp, 56 XP, 2 days.

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