Wondrous Items A To E

Wondrous Item Descriptions

Standard wondrous items are described below.

Amulet of Free Will: This amulet is a silver disc on a chain of the same material. It grants the the wearer a +10 resistance bonus to Will saves vs. mind-affecting spells and effects.

Moderate abjuration; CL 7th; freedom of will; Price 50,000 gp.

Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus of +2 to +12 to Constitution-based skill checks, Fortitude saves, and Constitution checks, and hit points per level.

Faint (+2), moderate (+4), strong (+6), or overwhelming (+8 and up) transmutation; CL Variable; bear's endurance, creator's caster level must be three times the amulet's bonus; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6), 128,000 gp (+8), 400,000 (+10), 864,000 (+12).

Amulet of Life Protection: This amulet is typically made from gold or silver and hangs from a chain of the same material. The amulet itself always has a 100-gp gem in the middle, usually a clear or translucent gem like a diamond or ruby. The amulet protects its wearer against all spells and effects that steal the victim's soul, including but not limited to magic jar, a ghost's malevolence ability, and possession. If the wearer is killed (dying from old age doesn't count), his life force goes into the amulet; anyone examining it can see (Perception check DC 15) a flickering spark in the gem; true seeing and spells that detect the presence of life automatically reveal the soul. The spirit remains in the amulet for seven days; if raise dead or a similar spell is cast on the body before the seven days are up, the person is resurrected with no loss of level. After the seven days are up, the soul goes on to the afterlife as normal. The amulet can be reused after the life force has been extracted from it, or after the spirit passes on to the afterlife, if it hasn't been raised after seven days. This amulet is also proof against all other spells and effects that steal the victim's soul, like a garrote of souls.

Moderate necromancy; CL 10th; magic jar, soul anchor; Price 150,000 gp.

Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Faint evocation; CL 5th; greater magic fang, creator's caster level must be at least four times the amulet's bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).

Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor bonus of +1 to +10, depending on the kind of amulet.

Faint transmutation; CL 5th; barkskin, creator's caster level must be at least three times the amulet's bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5), 108,000 (+6), 196,000 (+7), 384,000 gp (+8), 648,000 (+9), 1,000,000 gp (+10).

Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).

Strong conjuration; CL 15th; plane shift; Price 120,000 gp.

Amulet of Proof Against Detection and Location: This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against DC 19 (as if the amulet had cast nondetection on her).

Moderate abjuration; CL 8th; nondetection; Price 35,000 gp.

Amulet of Proof Against Possession: This silver amulet provides the wearer a +4 bonus to Will saves to resist possession from all sources, including ghosts, fiends, and spells like magic jar.

Faint abjuration; CL 7th; protection from evil; Price 16,000 gp.

Amulet of Turn Resistance: This amulet is a black iron disc on a chain of the same material; it always feels cool to the touch. It grants an undead who wears it a +4 bonus to turn resistance (which stacks with existing turn resistance, if any).

Moderate necromancy; CL 7th; turn resistance; Price 56,000 gp.

Apparatus of the Crab: This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers. The device has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (-1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).

Lever (1d10) Function
1 Extend/retract legs and tail
2 Uncover/cover forward porthole
3 Uncover/cover side portholes
4 Extend/retract pincers and feelers
5 Snap pincers
6 Move forward/backward
7 Turn left/right
8 Open "eyes" with continual flame inside/close "eyes"
9 Rise/sink in water
10 Open/close hatch

Operating a lever is a full-round action, and no lever can be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.

Strong evocation and transmutation; CL 19th; animate objects, continual flame, creator must have 8 ranks in Knowledge (architecture and engineering); Price 90,000 gp; Weight 500 lb.

Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.

Bag Bag Weight Wt. Limit Vol. Limit Market Price
Type I 15 lb. 250 lb. 30 cu. ft. 2,500 gp
Type II 25 lb. 500 lb. 70 cu. ft. 5,000 gp
Type III 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp
Type IV 60 lb. 1,500 lb. 250 cu. ft. 10,000 gp

If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined - all contents are lost forever. If a bag of holding is turned inside out, its contents spill out unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.

Items that create nondimensional spaces, like a bag of holding, can be safely opened inside an extradimensional space. Creating or opening an extradimensional space inside a nondimensional space, however (putting a portable hole inside a bag of holding, e.g.) opens a rift to the Ethereal Plane – any creatures in a 10-foot radius are sucked through and both items, along with all their contents, are destroyed in the process.

Moderate conjuration; CL 9th; secret chest.

Bag of Spores: This small leather pouch is tied shut with a rawhide thong and holds powder of an indeterminate nature. If a pinch is inhaled, it acts as dust of sneezing and choking. If the pouch is thrown down, it bursts, releasing a cloud of spores like that created by the spore cloud spell. The cloud lasts for 1 minute (10 rounds), after which it disperses.

Moderate evocation; CL 10th; spore cloud; Price 1,500 gp.

Bag of Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.

The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.

Animals produced are always random, and only one can exist at a time. Up to ten animals can be drawn from the bag each week.

Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).

Gray Rust Tan
d% Animal d% Animal d% Animal
01–30 Bat 01–30 Wolverine 01–30 Brown bear
31–60 Rat 31–60 Wolf 31–60 Lion
61–75 Cat 61–85 Boar 61–80 Heavy warhorse
76–90 Weasel 86–100 Black bear 81–90 Tiger
91–100 Badger 91–100 Rhinoceros

Bead of Force: This small black sphere appears to be a lusterless pearl. A character can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.

It functions like a resilient sphere spell (Reflex DC 19 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the closest creature, provided the latter is small enough to fit within the sphere's diameter; it contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject can struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within.

The explosion completely consumes the bead, making this a one-use item.

Moderate evocation; CL 10th; resilient sphere; Price 3,000 gp.

Ball of Thorns: A ball of thorns is a tightly-wound ball of thorny vines about twice the size of a marble. When thrown down, the ball instantly grows into a wall of thorns that fills ten 10-foot cubes. The wall is permanent, though it can be hacked, burned, etc. as normal.

Moderate conjuration; CL 10th; wall of thorns; Price 2,500 gp.

Ball of Vines: A ball of vines is a tightly-wound ball of vines, about two inches in diameter. When thrown down, the ball instantly grows into a wall of vines. The size is dependent on the caster level; the default wall can be twenty 10-ft. x 10-ft. x 5-ft. blocks, or half that many 10-foot cubes. The wall remains for 10 minutes per caster level, after which it withers and vanishes.

Moderate conjuration; CL 10th; wall of vines; Price 5,000 gp.

Belt, Monk's: This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. These belts are generally keyed to different styles, which can be determined by examination; each has different colored threads wound through it: dark brown (Mountain), blue (Sea), black/gray (Shadow), orange/yellow (Sun), white (Wind). The wearer's AC and unarmed damage are treated as a monk of five levels higher. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk of the appropriate fighting style. (A monk is treated as being five levels higher in her given style, regardless of the belt type; a non-monk is treated as being a monk of the belt's style). If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. This AC bonus functions just like the monk's AC bonus.

Moderate transmutation; CL 10th; righteous might or transformation; Price 13,000 gp; Weight 1 lb.

Belt of Dwarvenkind: This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains low-light vision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects (this does not scale with level, unlike the normal dwarven racial abilities).

Moderate divination; CL 12th; tongues, creator must be a dwarf; Price 14,900 gp; Weight 1 lb.

Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength-based skills, Strength checks, melee attack and damage rolls, and other checks that are modified by Strength.

Moderate transmutation; CL 10th; bull's strength; Price 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.

Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.

A wizard can fill the 1,000 pages of a blessed book with spells without paying the 50 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.

Moderate transmutation; CL 7th; secret page; Price 12,500 gp; Weight 1 lb.

Blood Silk: Blood silk is a rare and highly-prized cloth made from the silk of the crimson harvester. While not a true magic item, blood silk is nonetheless prized by blood mages for its properties.

Blood silk, in its natural form, is slightly off-white; it resists dyeing. If it is soaked in fresh blood, however, it absorbs up to its maximum capacity (see below) in a single round, turning a deep, vibrant red in the process.

A strip of blood silk 1 inch wide and a foot long can store up to one pint of blood. Getting blood from the silk is a simple matter of getting the silk wet and wringing it out, which produces pure blood. The entire length of silk must be wrung out, but any unused blood can be soaked up by the silk and saved for later use. Making a strip of blood silk from raw spider silk requires a DC 10 Craft (weaving) check. A piece of blood silk that is cut or torn is rendered useless and loses all stored blood, though it can be repaired with a successful Craft check.

CL N/A; Price 100 gp/foot.

Boat, Folding: A folding boat looks like a small wooden box - about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.

In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.

A third word of command causes the boat or ship to fold itself into a box once again.

Faint transmutation; CL 6th; fabricate, creator must have 2 ranks in Craft (carpentry); Price 7,200 gp; Weight 4 lb.

Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Stealth checks to move silently

Faint transmutation; CL 5th; creator must be an elf; Price 2,500 gp; Weight 1 lb.

Boots of Levitation: On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.

Faint transmutation; CL 3rd; levitate; Price 7,500 gp; Weight 1 lb.

Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.

Moderate transmutation; CL 10th; haste; Price 12,000 gp; Weight 1 lb.

Boots of Striding and Springing: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She gains a +5 competence bonus on Jump checks.

Faint transmutation; CL 3rd; longstrider, creator must have 5 ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.

Boots of Swiftness: These boots grant their wearer a +6 enhancement bonus to Dexterity. The wearer's speed doubles (this does not stack with any magical or supernatural enhancement to speed); he gains the evasion ability (as the rogue class feature); he gains a +20 competence bonus to Jump checks, and his jumping distance is not limited by his height. Three times per day, the wearer can utter a command word to activate the boots' haste power (as the haste spell, lasts 20 rounds).

Strong transmutation; CL 20th; cat's grace, expeditious retreat, haste, jump; Price 125,000 gp; Weight: 1 lb.

Boots of Teleportation: Any character wearing this footwear can teleport three times per day, exactly as if he had cast the spell of the same name.

Moderate conjuration; CL 11th; teleport; Price 71,500 gp; Weight 3 lb.

Boots of the Winterlands: This footgear bestows many powers upon the wearer. First, he can travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.

Faint abjuration and transmutation; CL 5th; cat's grace, endure elements, pass without trace; Price 2,500 gp; Weight 1 lb.

Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times day for up to 7 minutes per flight.

Faint transmutation; CL 7th; fly; Price 30,300 gp; Weight 1 lb.

Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe.

The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.

Moderate transmutation; CL 7th; water breathing; Price 7,250 gp; Weight 2 lb.

Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VII spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 15th; summon monster VII; Price 170,100 gp; Weight 3 lb.

Bracelet of Friends: This silver charm bracelet has four charms upon it when created. The owner can designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.

Strong conjuration; CL 15th; refuge; Price 19,000 gp.

Bracers of Archery, Greater: These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.

Moderate transmutation; CL 8th; Price 25,000 gp; Weight 1 lb.

Bracers of Archery, Lesser: These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.

Faint transmutation; CL 4th; Price 5,000 gp; Weight 1 lb.

Bracers of Relentless Might: These bracers grant a +8 enhancement bonus to the wearer's Strength- and Constitution-based skill checks, and +8 hit points per level. The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip.

Overwhelming transmutation; CL 24th; bull's strength, endurance, enlarge; Price 392,000 gp; Weight 1 lb.

Brazier of Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 15th; summon monster VII; Price 170,100 gp; Weight 5 lb.

Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.

Faint abjuration; CL 1st; shield; Price 1,500 gp.

Broom of Flying: This broom can fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, it can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.

Moderate transmutation; CL 9th; overland flight, permanency; Price 17,000 gp; Weight 3 lb.

Brush of Stakes: This item appears as a normal hair brush with horse-hair bristles and a wooden back and handle. When thrown down and a command word spoken, it instantly transforms into a field of sharp wooden stakes, 4 feet high, that covers an area 20 feet wide and 100 feet long. Medium or smaller creatures can move through the stakes at 1/2 speed. Larger creatures (including mounted riders) who move through the area faster than half speed must make a Reflex save (DC 15) or suffer 1d4 points of damage per five feet of stakes they move through. The brush can be used only once, and the stakes are permanent.

Moderate conjuration; CL 6th; field of stakes; Price 900 gp.

Cabinet of Feasting: This cabinet can to produce a feast for up to forty people, three times per day. Merely opening the doors of the cabinet reveals platters of food of all types and flavors of the very freshest sort. The meal has all the qualities and benefits of that produced by a heroes' feast spell.

Overwhelming conjuration; CL 40th; heroes' feast; Price 289,000 gp; Weight 20 lb.

Candle of Invocation: Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.

A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn.

In addition, burning a candle allows the owner to cast a summon monster VII spell - the summoned creature is of the same alignment as the candle - but the taper is immediately consumed in the process.

Except for summoning creatures, a candle burns for 4 hours. It is possible to extinguish it simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.

Strong conjuration; CL 13th; summon monster VII, creator must be same alignment as candle created; Price 12,950 gp; Weight 1/2 lb.

Candle of Truth: This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.

Faint enchantment; CL 3rd; zone of truth; Price 2,500 gp; Weight 1/2 lb.

Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.

Moderate conjuration; CL 7th; dimension door; Price 10,080 gp; Weight 1 lb.

Carpet of Flying: This rug can fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it - if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

Size Capacity Speed Weight Market Price
5 ft. by 5 ft. 200 lb. 40 ft. 8 lb. 20,000 gp
5 ft. by 10 ft. 400 lb. 40 ft. 15 lb. 35,000 gp
10 ft. by 10 ft. 800 lb. 40 ft. 10 lb. 60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but it can still hover.

Moderate transmutation; CL 10th; overland flight, permanency.

Censer of Controlling Air Elementals: This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon monster VI spell. Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 15th; summon monster VII; Price 170,100 gp; Weight 1 lb.

Chaos Diamond: This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:

  • Confusion, lesser
  • Magic circle against law
  • Word of chaos
  • Cloak of chaos

Each power is usable 1d4 times per day. This is secretly rolled for each power individually by the DM.

A nonchaotic character who possesses a chaos diamond is drained of one Hit Die. This drain remains as long as the diamond is in the character's possession and cannot be overcome in any way (including restoration spells).

Strong varied; CL 19th; cloak of chaos, lesser confusion, magic circle against law, word of chaos, creator must be chaotic; Price 160,000 gp; Weight 1 lb.

Chime of Interruption: This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell's level).

Moderate evocation; CL 7th; shout; Price 16,800 gp; Weight 1 lb.

Chime of Opening: A chime of opening is a hollow mithril tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on, as long as the Disable Device DC to open them is 20 or less (this generally applies only to locks). A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.

The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of a chime of opening to get it open. A silence spell negates the chime's power. A brand-new chime can be used a total of ten times before it cracks and becomes useless.

Moderate transmutation; CL 11th; knock; Price 6,600 gp; Weight 1 lb.

Circlet of Blasting, Minor: On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.

Faint evocation; CL 6th; searing light; Price 6,480 gp.

Circlet of Blasting, Major: On command, this elaborate golden headband projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.

Strong evocation; CL 11th; Maximize Spell, searing light; Price 23,760 gp.

Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer's Charisma-based

Faint transmutation; CL 5th; eagle's splendor; Price 4,500 gp.

Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort - she can actually move in webs at half her normal speed. Once per day, the wearer can cast web. She also gains a +2 resistance bonus on all Fortitude saves against poison from spiders.

Faint conjuration and transmutation; CL 6th; spider climb, web; Price 14,000 gp; Weight 1 lb.

Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer can also hang upside down from the ceiling, like a bat.

By holding the edges of the garment, the wearer can fly as per the spell. If he desires, he can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.

Moderate transmutation; CL 7th; fly, polymorph; Price 26,000 gp; Weight 1 lb.

Cloak of Charisma: This lightweight and fashionable cloak has a highly decorative silver trim. When worn, it adds an enhancement bonus of +2 to +12 to the character's Charisma-based skill checks and all abilities and checks that use the Charisma modifier, like the save DCs for paladin, sorcerer, and bard spells. If the character's spells are modified by Charisma, he also gains bonus spells as noted below:

Bonus Bonus Spells1
+2 1st and 2nd level
+4 3rd and 4th level
+6 5th and 6th level
+8 7th level
+10 8th level
+12 8th and 9th level

1 These are cumulative; a cloak of charisma +6, for example, grants one each 1st through 6th level bonus spells.

Faint (+2), moderate (+4), strong (+6), or overwhelming (+8 and up) transmutation; CL Variable; eagle's splendor, creator's caster level must be three times the cloak's bonus; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6), 128,000 gp (+8), 400,000 (+10), 864,000 (+12). Weight 2 lbs.

Cloak of Displacement, Minor: This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a +2 bonus to AC. It functions continually.

Faint illusion; CL 3rd; displacement; Price 24,000 gp; Weight 1 lb.

Cloak of Disguise: This normal gray cloak of plain weave is actually a powerful magic item. When worn and a command word uttered, it affects the wearer as the alter self spell. The wearer can assume the form of any creature of the same type, up to ECL 5. The cloak is usable three times per day.

Faint transmutation; CL 10th; alter self; Price 21,600 gp.

Cloak of Displacement, Major: This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.

Moderate illusion; CL 7th; Extend Spell, displacement; Price 50,000 gp; Weight 1 lb.

Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on hide-based Stealth checks.

Faint illusion; CL 3rd; invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.

Cloak of Etherealness: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.

Strong transmutation; CL 11th; ethereal jaunt; Price 55,000 gp; Weight 1 lb.

Cloak of the Manta Ray: This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Moderate transmutation; CL 9th; polymorph, water breathing; Price 7,200 gp; Weight 1 lb.

Cloak of Resistance: These garments offer magic protection in the form of a +1 to +10 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Faint abjuration; CL 5th; resistance, creator's caster level must be at least three times the cloak's bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 54,000 gp (+6), 98,000 (+7), 192,000 gp (+8), 324,000 gp (+9), 500,000 gp (+10); Weight 1 lb.

Cloak of the Porcupine: This plain brown or green cloak has little to distinguish it from a normal cloak of its type, except for its fine weave. Three times per day, the wearer can cause it to sprout quills, like the spell quill cloak, which last for 30 minutes each time.

Faint transmutation; CL 3rd; quill cloak; Price 6,480 gp.

Collar of True Shape: This collar is made of cold iron and silver, etched with magical runes. It magically sizes to snugly fit the wearer, and can only be removed by another being. Once put on, it causes the wearer to revert to its true form, if it isn't already in that form, and binds it there for as long as the collar remains on. Additionally, anyone wearing the collar can't be altered, polymorphed, or otherwise have its form changed, either through its own abilities or by the spells or abilities of another being of less than divine status.

Moderate abjuration and transmutation; CL 7th; binding form, true form; Price 57,400 gp.

Crystal Ball: This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).

Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.

Crystal Ball Type Market Price
Crystal ball 42,000 gp
Crystal ball with see invisibility 50,000 gp
Crystal ball with detect thoughts (Will DC 13 negates) 51,000 gp
Crystal ball with telepathy* 70,000 gp
Crystal ball with true seeing 80,000 gp

*The viewer can send and receive silent mental messages with the person appearing in the crystal ball. Once per day the character can attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.

Moderate divination; CL 10th; scrying (plus any additional spells put into item); Weight 7 lb.

Cube of Force: This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the table.

When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:

Cube Face Charge Cost
Per Minute
Max. Speed Effect
1 1 30 ft. Keeps out gases, wind, etc.
2 2 20 ft. Keeps out nonliving matter
3 3 15 ft. Keeps out living matter
4 4 10 ft. Keeps out magic
5 6 10 ft. Keeps out all things
6 0 As normal Deactivates

Attack Form Extra Charges
Horn of blasting 6
Wall of fire 2
Passwall 3
Disintegrate 6
Phase door 5
Prismatic spray 7

Moderate evocation; CL 10th; wall of force; Price 62,000 gp.

Cube of Frost Resistance: This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks, but if it is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.

Faint abjuration; CL 5th; protection from energy; Price 27,000 gp.

Cubic Gate: This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.

If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.

If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures within 10 feet. (The other creatures can avoid this fate by succeeding on DC 23 Will saves).

Strong conjuration; CL 13th; plane shift; Price 164,000 gp.

Darklight Globe: This orb of smoky quartz is typically 3-4 inches in diameter. When a command word is spoken, the globe radiates light in the infrared specturm invisible to normal sight, but visible to darkvision - in a 20-foot radius for 30 minutes.

A newly created darklight globe has 50 charges. When all its charges are expended, it cracks and becomes useless.

Faint evocation; CL 3rd; darklight; Price 3,000 gp.

Death Ward Amulet: These items are invaluable to undead hunters and necromancers. A death ward amulet is a silver disc set with small diamonds, hung from a fine silver chain. When worn, it protects the wearer against death spells, magical death effects, energy drain, and negative energy effects like inflict wounds spells, darkfire, and even a winterwight's blightfire - - he gets a +10 bonus to Fort saves vs. such effects. If there is no save, he gets one at the normal DC, for half damage if applicable.

Moderate necromancy; CL 7th, death ward; Price 84,000 gp.

Decanter of Endless Water: If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

  • "Stream" pours out 1 gallon per round.
  • "Fountain" produces a 5-foot-long stream at 5 gallons per round.
  • "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Moderate transmutation; CL 9th; control water; Price 9,000 gp; Weight 2 lb.

Deck of Illusions: This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)

Playing Card Tarot Card Creature Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon Ace of spades II. The High Priestess Lich
King of hearts Knight of swords Male human fighter and four guards King of spades Three of staves Three male human clerics
Queen of hearts Queen of staves Female human wizard Queen of spades Four of cups Medusa
Jack of hearts King of staves Male human druid Jack of spades Knight of pentacles Male dwarf paladin
Ten of hearts VII. The Chariot Cloud giant Ten of spades Seven of swords Frost giant
Nine of hearts Page of staves Ettin Nine of spades Three of swords Troll
Eight of hearts Ace of cups Bugbear Eight of spades Ace of swords Hobgoblin
Two of hearts Five of staves Goblin Two of spades Five of cups Goblin
Playing Card Tarot Card Creature Playing Card Tarot Card Creature
Ace of diamonds III. The Empress Glabrezu (demon) Ace of clubs VIII. Strength Iron golem
King of diamonds Two of cups Male elf wizard and female apprentice King of clubs Page of pentacles Three male halfling rogues
Queen of diamonds Queen of swords Half-elf ranger (female) Queen of clubs Ten of cups Pixies
Jack of diamonds XIV. Temperance Harpy Jack of clubs Nine of pentacles Female half-elf bard
Ten of diamonds Seven of staves Male half-orc barbarian Ten of clubs Nine of staves Hill giant
Nine of diamonds Four of pentacles Ogre mage Nine of clubs King of swords Ogre
Eight of diamonds Ace of pentacles Gnoll Eight of clubs Ace of staves Orc
Two of diamonds Six of pentacles Kobold Two of clubs Five of cups Kobold
Playing Card Tarot Card Creature Playing Card Tarot Card Creature
Joker Two of pentacles Illusion of deck's owner Joker Two of staves Illusion of deck's owner (sex reversed)

A randomly generated deck is usually complete (11–100 on d%), but can be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.

Faint illusion; CL 6th; major image; Price 8,100 gp; Weight 1/2 lb.

Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.

Moderate abjuration; CL 11th; dimensional anchor; Price 28,000 gp; Weight 5 lb.

Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.

Moderate necromancy; CL 7th; fear; Price 30,000 gp; Weight 10 lb. for the pair.

Dust of Appearance: This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on hide-based Stealth checks. The dust's effect lasts for 5 minutes.

Dust of appearance is typically stored in small silk packets or hollow bone tubes.

Faint conjuration; CL 5th; glitterdust; Price 1,800 gp.

Dust of Disappearance: This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.

The greater invisibility bestowed by the dust lasts for 2d6 rounds.The invisible creature doesn't know when the duration will end.

Moderate illusion; CL 7th; greater invisibility; Price 3,500 gp.

Dust of Dryness: This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an elemental with the water subtype, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.

Moderate transmutation; CL 11th; control water; Price 850 gp.

Dust of Illusion: This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 14 Reflex save to avoid the dust. The glamer lasts for 2 hours.

Faint illusion; CL 6th; disguise self; Price 1,200 gp.

Dust of Tracelessness: This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of up to a dozen men and horses to be obliterated for 250 feet. The results of the dust are instantaneous, and no magical aura lingers afterward from this use. Survival checks made to track a quarry across an area affected by the dust have a DC 20 higher than normal.

Faint transmutation; CL 3rd; pass without trace; Price 250 gp.

Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.

Moderate conjuration; CL 9th; secret chest; Price 1,800 gp; Weight 2 lb.

Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti grants three <i>limited wishes</i>. In either case, it afterward disappears forever. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.

Strong conjuration; CL 14th; summon monster VII; Price 145,000 gp; Weight 1 lb.

Elemental Gem: This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem.

The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.

Moderate conjuration; CL 13th; summon nature's ally VII; Price 4,550 gp.

Elixir of Aging: This potion appears to age the drinker by 5d10 years. He does not, in fact, age – none of his ability scores change – but to all outward appearances, including magical, he appears as someone much older than he really is. This effect lasts until the drinker receives a dispel magic.

Faint transmutation; CL 4th; alter self; Price 400 gp.

Elixir of Fire Breath: This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 2d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 17 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.

Moderate evocation; CL 9th; scorching ray; Price 900 gp.

Elixir of Love: This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person - the drinker must be a humanoid of Medium or smaller size, Will DC 13 negates). The charm effects wear off in 1d3 hours.

Faint transmutation; CL 4th; charm person; Price 150 gp.

Elixir of Stamina: This potion grants the drinker great stamina and endurance for 24 hours; he can, for example, run all day in full battle gear and still be ready to fight a battle at the end of the march. The drinker does not need to rest, nor does he need food or drink during this time. These potions are obviously popular among many armies. Only one such potion can be safely imbibed in a week's time, however; if someone drinks a second such potion, he must make a Fort save (DC 20) or become weakened (as the ray of enfeeblement spell) for the next 24 hours. Each potion imbibed after the second in the week's time increases the save DC by 5.

Faint transmutation; CL 4th; bear's endurance; Price 400 gp.

Elixir of Stealth: A character drinking this liquid gains an intuitive ability to hide and move silently (+10 competence bonus on Stealth checks for 1 hour).

Faint illusion; CL 5th; invisibility, silence; Price 500 gp.

Elixir of Swimming: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).

Faint illusion; CL 2nd; creator must have 5 ranks in the Swim skill; Price 250 gp.

Elixir of Truth: This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 15 negates). She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 15 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question. No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.

Faint enchantment; CL 5th; zone of truth; Price 500 gp.

Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).

Faint divination; CL 2nd; true seeing; Price 250 gp.

Essence of Shadow: This is powder created from the ground bones of dead shadow creatures, mixed with dust from destroyed undead shadows; the entire process (the grinding and mixing) must take place in dim lighting, or the mixture is rendered ineffective. Once the ingredients have been combined, a darkness spell is cast over them, binding the power of Shadow into it.

The powder can be used in several ways – if ingested or inhaled, it acts as a poison (Strong incapacitating and neurotoxin, DC 18; onset 1d3 rounds, check 1d2 minutes; initial effect 1d6 Str damage, secondary effect 1d6 Con damage); if sprinkled over a creature, it grants a +6 bonus to Stealth checks for 10 minutes. Essence of shadow is often put into small glass globes (a globe holds five pinches of the powder); when shattered on a hard surface, it creates a cloud of darkness (as the spell) lasting one minute, though a strong wind can blow the dust away. If the dust (or a creature or object coated with it) is exposed to sunlight, it immediately dissipates into a cloud of black smoke.

Faint evocation; CL 3rd; darkness; Price 300 gp.

Eversmoking Bottle: This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.

The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.

Faint transmutation; CL 3rd; pyrotechnics; Price 5,400 gp; Weight 1 lb.

Eyes of Charming: These two crystal lenses fit over the user's eyes. The wearer can use charm person (one target per round) merely by meeting a target's gaze. Those failing a DC 17 Will save are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10.

Moderate enchantment; CL 7th; Heighten Spell, charm person; Price 56,000 gp for a pair.

Eyes of Doom: These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that he must take a standard action, and those merely looking at him are not affected. Those failing a DC 16 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 19 partial) as a normal gaze attack once per week.

Moderate necromancy; CL 11th; doom, deathwatch, fear; Price 25,000 gp.

Eyes of the Eagle: These items are made of special crystal and fit over the wearer's eyes, granting him a +5 competence bonus on Perception checksto see things. Wearing only one of the pair makes the wearer dizzy and, in effect, stunned for 1 round. Thereafter, he can use the single lens without being stunned so long as he covers his other eye. Of course, he can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness.

Faint divination; CL 3rd; clairaudience/clairvoyance; Price 2,500 gp.

Eyes of Petrification: These items are made of special crystal and fit over the wearer's eyes. They allow her to use a petrification gaze attack (Fortitude DC 21 negates) for 10 rounds per day. Both lenses must be worn for the magic to be effective.

Moderate transmutation; CL 11th; flesh to stone; Price 98,000 gp.

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