Wondrous Items F to N

Wondrous Item Descriptions

Standard wondrous items are described below.

Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.

Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.

Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.

Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.

Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.

Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.

Moderate conjuration; CL 12th; major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).

Figurines of Wondrous Power: Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.

Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.

Moderate transmutation; CL 11th; animate objects; Price 10,000 gp.

Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.

Moderate transmutation; CL 11th; animate objects; Price 10,000 gp.

Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.

Moderate transmutation; CL 11th; animate objects; Price 16,500 gp.

Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:

  • The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week - continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form and cannot be used again for at least 24 hours.
  • The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it can only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.
  • The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount, with the statistics of a light warhorse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a /+5 longsword). When ridden in an attack against an opponent, the //goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use.

Moderate transmutation; CL 11th; animate objects; Price 21,000 gp.

Marble Elephant: This is the largest of the figurines – it is about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time.

Moderate transmutation; CL 11th; animate objects; Price 17,000 gp.

Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means.

Strong conjuration and transmutation; CL 15th; animate objects, etherealness, fly, plane shift; Price 28,500 gp.

Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Perception and Search checks.) It has darkvision and can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.

Moderate transmutation; CL 11th; animate objects; Price 15,500 gp.

Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)

Moderate transmutation; CL 11th; animate objects; Price 9,100 gp.

Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.

Faint enchantment and transmutation; CL 11th; animal messenger, animate objects; Price 3,800 gp.

Flask of Poisons: This item appears as a small flask or potion bottle. It is a magical jug that produces 1d4+1 doses of 1d4+1 different poisons (determined randomly). Different poisons are layered in the container; each pouring takes 1 round and results in a single dose of poison. These doses can be poured into other containers for easy storage, onto a cloth or weapon blade, or straight into a drink.

Roll 1d4+1 to find the number of poisons the flask holds, then determine the types of poisons inside. The poisons are layered and can only be poured in the order in which they were placed. Duplication is possible.

If the container holds only two poisons, it dispenses them one each per day, three times each per week; if three poisons, one each per day, twice per week; if four or five, they can be poured out once per day each, once per week each. Once opened, the container gradually loses the ability to produce poisons. This results in the loss of one poison type per month, determined randomly.

Faint necromancy; CL 5th; Craft (poison) 8 ranks, must be an Assassin, must have a sample of each type of poison to be used; Price 4,000 gp (does not include costs for the poisons).

Flask of Preservation: These flasks resemble normal containers used to hold wine, spirits, or potions, but they radiate minor transmutation magic. Any liquid placed inside a flask of preservation is magically sustained at the exact temperature and purity at which it was put into the flask – wine will not go bad, soup remains hot, and water remains fresh and clean – as long as the cap is kept on the flask. Some of the contents may be poured out or drunk without affecting the rest, as long as the cap is replaced. If the cap is not replaced, the contents will go bad, cool off, or evaporate, as normal.

Faint necromancy; CL 3rd; preserve blood; Price 6,000 gp.

Flesh-Eating Scarab: This small item looks like a normal scarab, about the size of a man's palm. If the user knows its command word, he can make it turn into a flesh-eating beetle, which attacks a designated target. If it is destroyed or kills the target, it crumbles into a pile of black powder.

Faint conjuration; CL 3rd; summon flesh-eating beetle; Price 2,160 gp.

Gate Key: When properly operated, a gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through true seeing or similar magic reveals their presence).

Strong conjuration; CL 20th; gate; Price 324,000 gp; Weight 1 lb.

Gauntlet of Rust: This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.

Moderate transmutation; CL 7th; rusting grasp; Price 11,500 gp; Weight 2 lb.

Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to melee attack and damage rolls. Both gauntlets must be worn for the magic to be effective.
Faint transmutation; CL 6th; bull's strength; Price 4,000 gp; Weight 4 lb.

Gauntlets of the Bear: These ordinary-seeming gauntlets are made of heavy leather and have a bear etched into the back of each. Three times per day, when wearer utters a commands word, his arms and hands turn into bear paws with large claws for 10 rounds. He can make armed attacks with his hands, dealing 1d8 points of slashing damage plus Strength bonus. While in this form, the wearer cannot cast spells requiring a somatic component, hold another weapon, or perform any actions that require fine manipulation (picking locks, disabling traps, etc.).

Faint transmutation; CL 5th; claws of the bear; Price 16,200 gp; weight 2 lb.

Gem of Brightness: This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.

  • One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.
  • Another command word causes the gem to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 16 Reflex save. This use of the gem expends 1 charge.
  • The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 16 Reflex save or be blinded for 1d4 rounds. This use expends 5 charges.

A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.

Faint evocation; CL 6th; daylight; Price 13,000 gp.

Gem of Seeing: This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit.

Moderate divination; CL 10th; true seeing; Price 75,000 gp.

Gloves of Arrow Snaring: Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. The wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for it. Both gloves must be worn for the magic to be effective, and at least one hand must be free to use the feat.

Faint abjuration; CL 3rd; shield; Price 4,000 gp.

Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer's Dexterity in the form of an enhancement bonus of +2 to +12. Both gloves must be worn for the magic to be effective.

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

Glove of Storing: This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.

Faint transmutation; CL 6th; shrink item; Price 10,000 gp (one glove).

Gloves of Swimming and Climbing: These apparently normal lightweight gloves grant a +5 competence bonus on Swim and Climb checks. Both gloves must be worn for the magic to be effective.

Faint transmutation; CL 5th; bull's strength, cat's grace; Price 6,250 gp.

Gloves of the Trapsmith: These supple leather gloves, when worn, seem to grant an inherent knowledge of the mechanisms of locks and traps, guiding the wearer's fingers where they are most needed. In effect, the gloves grant a +6 competence bonus to the wearer's Disable Device skills.

Faint transmutation; CL 5th; rogue's cunning; Price 3,600 gp.

Goblet of Blood: A large golden chalice decorated with rubies, garnets, and bloodstones, the goblet of blood was believed to have been developed by blood mages. Its use has become popular among necromancers, vampires, and other beings that consume or use blood, though.

Upon speaking a command word, the goblet fills up with a two pints of fresh, warm blood. The blood is not from any specific being, though it is usually human. It can be used for transfusions and spells or consumed by vampires, and it acts in all respects like normal blood (in the case of transfusions, it is considered type O positive – the universal donor). The goblet does not in any way preserve the blood or keep it pure once it has been created; if not drunk or used immediately, it will decay or evaporate as normal. The goblet may be used three times per day.

Faint conjuration; CL 3rd; create blood; Price 6,000 gp.

Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the wearer's eyes, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.

Faint divination; CL 3rd; true seeing; Price 1,250 gp.

Goggles of Night: The lenses of this item are made of dark crystal. Even though they are opaque, when placed over the wearer's eyes they enable him to see normally and also grant him darkvision. Both lenses must be worn for the magic to be effective.

Faint transmutation; CL 3rd; darkvision; Price 12,000 gp.

Goggles of Trapseeing: These are seemingly normal goggles, but three times per day, when placed over the eyes and a command word is spoken, the goggles grant the user enhanced sight, enabling him to see tiny cracks in walls or floor, triplines, or other devices that suggest the presence of a trap.

For 10 minutes after the goggles are activated, the wearer gains the rogue's trapsense ability and a +5 insight bonus to Search checks to find traps.

Faint divination; CL 10th; find traps; Price 32,412 gp.

Golem Manual: A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem and grants the character an increase to her caster level for the purpose of crafting a golem.

The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The book's cost does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated.

Clay Golem Manual: The book contains animate objects, geas/quest, and prayer. The reader's caster level is two higher than normal for purposes of crafting a clay golem.

Moderate conjuration, divination, enchantment, and transmutation; CL 11th; creator must be caster level 11th, animate objects, geas/quest, prayer; Price 12,000 gp; Weight 5 lb.

Flesh Golem Manual: The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader's caster level is one higher than normal for purposes of crafting a flesh golem.

Moderate enchantment, necromancy [evil], and transmutation; CL 8th; creator must be caster level 8th, animate dead, bull's strength, limited wish; Price 8,000 gp; Weight 5 lb.

Iron Golem Manual: The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader's caster level is four higher than normal for purposes of crafting a iron golem.

Strong conjuration, enchantment and transmutation; CL 16th; creator must be caster level 16th, cloudkill, ges/quest, limited wish, polymorph any object; Price 35,000 gp; Weight 5 lb.

Stone Golem Manual: The book contains geas/quest, limited wish, and slow. The reader's caster level is three higher than normal for purposes of crafting a stone golem.

Strong abjuration and enchantment; CL 14th; creator must be caster level 14th, geas/quest, limited wish, slow; Price 22,000 gp; Weight 5 lb.

Stone Golem Manual, Greater: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader can treat her caster level as three levels higher than normal for the purpose of crafting a stone golem.

Strong abjuration and enchantment; CL 16th; creator must be caster level 16th, geas/quest, limited wish, polymorph any object, slow; Price 44,000 gp; Weight 5 lb.

Hand of Glory: This mummified human hand hangs by a leather cord around a character's neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.

Faint divination and evocation; CL 5th; daylight, detect invisibility; Price 8,000 gp; Weight 2 lb.

Hand of the Mage: This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.

Faint transmutation; CL 2nd; mage hand; Price 900 gp; Weight 2 lb.

Handy Haversack: A backpack of this sort appears to be well-made, well-used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold up to 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Items that create nondimensional spaces, like a handy haversack, 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 haversack, 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; Price 2,000 gp; Weight 5 lb.

Harp of Charming: This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 15 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.

Faint enchantment; CL 5th; suggestion; Price 7,500 gp; Weight 5 lb.

Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.

Faint illusion; CL 1st; disguise self; Price 1,800 gp.

Headband of Intellect: This device is a light cord with a small gem set so that it rests upon the wearer's forehead. The headband adds enhancement bonus of +2 to +12 to Intelligence-based checks, including skill checks and other uses of the Intelligence modifier, like save DCs for wizards and other spellcasters who rely on Intelligence, but not skill points. If the wearer's spells are modified by Intelligence, he 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 headband of intellect +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; fox' cunning, creator's caster level must be three times the headband'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).

Helm of Brilliance: This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels' functions are as follows:

  • Diamond: Prismatic spray (save DC 23)
  • Ruby: Wall of fire
  • Fire opal: Fireball (10d6, Reflex DC 19 half )
  • Opal: Daylight

The helm can be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.

  • It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
  • The wearer can command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon can already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
  • The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.

Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.

If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.

Strong varied; CL 13th; detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Price 125,000 gp; Weight 3 lb.

Helm of Comprehend Languages and Read Magic: Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.

Faint divination; CL 4th; comprehend languages, read magic; Price 5,200 gp; Weight 3 lb.

Helm of Telepathy: The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 15 negates) along with his telepathic message.

Faint divination and enchantment; CL 5th; detect thoughts, suggestion; Price 27,000 gp; Weight 3 lb.

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

Moderate conjuration; CL 9th; teleport; Price 73,500 gp; Weight 3 lb.

Helm of Underwater Action: The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the helm's visual properties, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.

Faint transmutation; CL 5th; water breathing; Price 57,000 gp; Weight 3 lb.

Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and deafens them for 2d6 rounds (a DC 17 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Will DC 17 negates).

If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.

Moderate evocation; CL 7th; shout; Price 11,200 gp; Weight 1 lb.

Horn of Blasting, Greater: This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 24 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.

Strong evocation; CL 15th; greater shout; Price 42,000 gp; Weight 1 lb.

Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that he continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Faint conjuration; CL 3rd; obscuring mist; Price 2,000 gp; Weight 1 lb.

Horn of Goodness/Evil: This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.

Faint abjuration; CL 6th; magic circle against good, magic circle against evil; Price 6,500 gp; Weight 1 lb.

Horn of the Tritons: This device is a conch shell that can be blown once per day; a triton can sound it three times per day. A horn of the tritons can perform any one of the following functions when blown.

  • Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 Will save.
  • Attract 5d4 Large sharks (01–30 on d%), 5d6 Medium sharks (31–80), or 1d10 sea lions (81–100) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, the one who sounded the horn.
  • Causes aquatic creatures with Intelligence scores of 1 or 2 within 500 feet to become panicked as if they had been targeted by a fear spell (Will DC 16 partial). Those who successfully save are shaken for 3d6 rounds.

Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.

Moderate conjuration and transmutation; CL 8th; fear, summon monster V, control water, creator must be a triton or get construction aid from a triton; Price 15,100 gp; Weight 2 lb.

Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn.

Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.


d% Type of Horn Barbarians Summoned Prerequisite
01–40 Silver 2d4+2, 2nd level None
41–75 Brass 2d4+1, 3rd level Spellcaster level 1st
76–90 Bronze 2d4, 4th level Proficiency with all martial weapons or bardic music ability
91–100 Iron 1d4+1, 5th level Proficiency with all martial weapons or bardic music ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Strong conjuration; CL 13th; summon monster VI; Price 50,000 gp; Weight 2 lb.

Horseshoes of Speed: These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal's hooves, they increase the animal's base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.

Faint transmutation; CL 3rd; haste; Price 3,000 gp; Weight 12 lb. (for four).

Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on [[[skills:Ride checks. The horseshoes grant the creature (or its rider, as appropriate) the effects of the Ride-By Attack, Spirited Charge, and Trample feats. In addition, the ground speed of the creature wearing the horseshoes doubles.

Strong transmutation; CL 20th; haste, creator must have 10 ranks in the Ride skill; Price 163,000 gp; Weight 1 lb. each.

Horseshoes of a Zephyr: These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.

Faint transmutation; CL 3rd; levitate; Price 6,000 gp; Weight 4 lb. (for four).

Incense of Meditation: This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.

When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).

Each block of incense burns for 8 hours, and the effects persist for 24 hours.

Moderate enchantment; CL 7th; Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.

Instant Fortress: This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of its owner - even knock spells can't open the door.

The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a limited wish or lesser miracle, which restores 50 points of damage taken.

The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half ).

The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.

Strong conjuration; CL 13th; magnificent mansion; Price 55,000 gp.

Invisible Ink: This ink comes in small vials (typically enough to write 50 pages of text). One round after a full page (or one minute after a part of a page) is written in invisible ink, however, the text vanishes. The text is easily readable by creatures able to see invisible objects and creatures, as well as with true seeing and other spells that see invisible objects. Otherwise, the caster can stipulate conditions under which the text appears (such as when it is illuminated by the light of a full moon, when the light of the setting sun strikes it, or when a flame from the Elemental Plane of Fire is held behind it). The conditions must contain a light setting of some sort, as noted above, however, and must be stated before the ink disappears. An invisibility purge will render the text visible, but otherwise it is permanently invisible.

Faint illusion; CL 3rd; Zala's invisible ink; Price 6,000 gp.

Ioun Stones: These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner can voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.


Color Shape Effect Market Price
Clear Spindle Sustains creature without food or water 4,000 gp
Dusty rose Prism +1 insight bonus to AC 5,000 gp
Deep red Sphere +2 enhancement bonus to Dexterity-based checks 8,000 gp
Incandescent blue Sphere +2 enhancement bonus to Wisdom-based checks 8,000 gp
Pale blue Rhomboid +2 enhancement bonus to Strength-based checks 8,000 gp
Pink Rhomboid +2 enhancement bonus to Constitution-based checks 8,000 gp
Pink and green Sphere +2 enhancement bonus to Charisma-based checks 8,000 gp
Scarlet and blue Sphere +2 enhancement bonus to Intelligence-based checks 8,000 gp
Dark blue Rhomboid +4 bonus to Perception checks 10,000 gp
Vibrant purple Prism Stores three levels of spells, as a ring of spell storing 36,000 gp
Iridescent Spindle Sustains creature without air 18,000 gp
Pale lavender Ellipsoid Absorbs spells of 4th level or lower1 20,000 gp
Pearly white Spindle Regenerate 1 point of damage per hour 20,000 gp
Pale green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks 30,000 gp
Orange Prism +1 caster level 30,000 gp
Lavender and green Ellipsoid Absorbs spells of 8th level or lower2 40,000 gp

1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.

2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.

Regeneration from the pearly white ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).

Moderate varied; CL 12th; creator must be 12th level.

Iron Bands of Binding: When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe.

When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Acrobatics check. Iron bands of binding are usable once per day.

Strong evocation; CL 13th; grasping hand; Price 26,000 gp; Weight 1 lb.

Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. Once per day, when the user speaks the command word, he can force any extraplanar creature into the container, provided the creature fails a DC 28 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.

If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following:


d% Contents d% Contents
01–50 Empty 89 Demon (glabrezu)
51–54 Large air elemental 90 Demon (succubus)
55–58 Arrowhawk 91 Devil (osyluth)
59–62 Large earth elemental 92 Devil (barbazu)
63–66 Xorn 93 Devil (erinyes)
67–70 Large fire elemental 94 Devil (cornugon)
71–74 Salamander 95 Celestial (avoral)
75–78 Large water elemental 96 Celestial (ghaele)
79–82 Adult tojanida 97 Formian myrmarch
83–84 Chaos beast 98 Arrowhawk, elder
85–86 Formian taskmaster 99 Rakshasa
87 Demon (vrock) 100 Demon (balor) or devil (pit friend) - equal chance
88 Demon (hezrou)

Strong conjuration; CL 20th; trap the soul; Price 170,000 gp (empty); Weight 1 lb.

Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.

Faint evocation; CL 5th; invisibility purge; Price 30,000 gp; Weight 2 lb.

Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks. It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.

Moderate divination; CL 9th; true seeing; Price 3,500 gp; Weight 1 lb.

Lifeward Amulet: These items are fairly rare, and generally only seen in the hands of undead. A lifeward amulet is a small black steel disc set with black opal and onyx, and hung from a mithril chain. When worn, it protects the wearer from spells that raise the dead (and which would instantly slay undead) and all positive energy spells and effects like cure wounds spells and whitefire. In effect, the wearer gains a +10 bonus against all such effects; if the effect doesn't offer a save, the wearer gets one at the normal DC.

Moderate necromancy; CL 7th, life ward; Price 56,000 gp.

Light Ball: These items are small orbs of milky quartz, about 2 inches in diameter. When thrown against a hard surface, they shatter, releasing an instantaneous burst of ultra-bright light in a 30-foot radius. All creatures facing the point of origin when the spell goes off must a DC 15 Reflex save or be blinded for 1d6 minutes.

Faint evocation [light]; CL 3rd; Velara's light burst; Price 300 gp.

Longstrider Boots: The wearer of these boots gains an increase of 10 feet to his overland movement speed.

Moderate transmutation; CL 3rd; longstrider; Price 6,000 gp.

Loupe of Appraisal: The small jeweler's loupe is often made of silver with fine crystal lenses, but it can be just as easily made of simple metals and clear glass. Loupes of this kind are highly prized, as they enable the user to more clearly see flaws and imperfections in small items, like gems, coins, or pieces of jewelry – when used to appraise one of these items, it grants a +10 competence bonus to the check. In addition, those who know the command word can, three times per day, activate a minor effect lasting ten minutes that will see through any illusions on the item, like the fool's gold or polish spells.

Moderate divination; CL 5th; pierce illusion, creator must have 10 ranks in the Appraise skill; Price 16,265 gp.

Lyre of Building: If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.

The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.

Faint transmutation; CL 6th; fabricate; Price 13,000 gp; Weight 5 lb.

Magic Comb: This simple item usually appears as a curved wooden comb such as that worn in women's hair, four to six inches long, and often decorated with silver or mother-of-pearl. If the comb is thrown down and a command word spoken, it immediately spreads into a forest of trees of random composition (they will be types that are indigenous to the climate and region), which grow to full size over the course of the next minute. The total area of the forest is 10,000 square yards - 100 yards x 100 yards by default, though the user can change the dimensions any way he desires, as long as the smallest dimension is at least 10 yards. The trees are normal in all respects, save that they reduce all movement to 1/10th normal except for druids and those using spells like plant pass. The comb can be used only once. Anyone caught in the area of the forest is considered trapped and must hack their way free (this includes the user, if he does not move quickly enough).
Strong conjuration; CL 13th; create forest; Price 4,550 gp.

Mana Battery: Mana batteries typically take the form of a small amulet, though some have been crafted into other forms of jewelry. A mana battery always has an emerald in it, which glows softly when viewed with true sight. The mana battery stores ley energy, enabling any spellcaster to draw energy from it to use abilities as if he were a Ley Line Channeler. A Channeler can also expend spell levels and convert them into ley energy, which can be stored in the mana battery. A mana battery can typically hold 50 power points; if it is overloaded, it must make a Fort save (DC 15) each round its point total exceeds 50 or explode, inflicting 3d6 points of energy damage in a 10-foot radius. A Ley Line Channeler can make a Wisdom check (DC 15) to determine how many power points are stored in a mana battery by touching it and concentrating as a move action.

Moderate evocation; CL 10th; tap ley line, must be a Ley Line Channeler; Price 20,000 gp.

Mantle of Faith: This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.

Strong abjuration [good]; CL 20th; stoneskin; Price 76,000 gp.

Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Stealth checks. The wearer's outline is blurry and indistinct, granting concealment (+2 bonus to AC) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell).

Overwhelming illusion; CL 23rd; blur, invisibility, nondetection, silence; Price 331,000 gp; Weight: 1 lb.

Mantle of Spell Resistance: This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.

Moderate abjuration; CL 9th; spell resistance; Price 90,000 gp.

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

Items created are not magical; the effect is instantaneous.

Strong conjuration; CL 15th; major creation; Price 4,000 gp.

Mask of the Skull: This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target using the wearer's base attack bonus; if it succeeds, the target must make a DC 22 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.

Strong necromancy and transmutation; CL 13th; animate objects, finger of death, fly; Price 22,000 gp; Weight 3 lb.

Mattock of the Titans: This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine heavy pick, dealing 3d6 points of base damage.

Strong transmutation; CL 13th; move earth; Price 24,758 gp; Cost 11,875 gp; Weight 120 lb.

Maul of the Titans: This mallet is 8 feet long. If used as a weapon, it is the equivalent of a Large +3 warhammer and deals triple damage against inanimate objects. However, the wielder must be Medium or larger and have at least 18 Strength to wield it properly, or she takes a -4 penalty on attack rolls.

Strong evocation; CL 15th; clenched fist; Price 32,162 gp; Cost 16,162 gp; Weight 160 lb.

Medallion of Thoughts: This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.

Faint divination; CL 5th; detect thoughts; Price 12,000 gp.

Mirror of Illusions: A mirror of illusions usually takes the form of a full length mirror, either a standing model or the kind that can be hung on a wall. The frame is often elaborately carved scrollwork, and covered with gilt.

To all outward appearances, the mirror is totally normal. It will radiate illusion magic if detected, and will otherwise act as a normal mirror. Anyone who knows its command word, however, can employ its powers. By speaking the command word, the user can then control, by mental will, exactly what the mirror reflects. For instance, he could have it reflect everything in the room but him (to make other people think he is a vampire), have everyone in the room appear to be dressed in court attire or appear in a hideous form (great for funhouses), have something appear in the mirror that doesn't actually exist in reality (like a painting on the wall), or even hide something, like a doorway.

These illusions work like normal illusions in terms of disbelief and saves - anyone who evinces disbelief in the reflection can make a DC 15 Will save (possibly at a bonus or penalty) to see the true reflection. Spells like true seeing will always see through the illusions. Unlike normal illusions, the ones produced by a mirror of illusions do not require the user's concentration; once he imposes his wish upon the mirror, it will continue to produce that reflection until someone else comes along, uses the command word, and changes the command.

Faint Illusion; CL 5th; silent image; Price 9,000 gp.

Mirror of Mental Prowess: This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.

  • Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
  • View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
  • Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word.

Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.

Strong conjuration and divination; CL 17th; detect thoughts, clairaudience/clairvoyance, gate; Price 175,000 gp; Weight 40 lb.

Mirror of Opposition: This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.

Strong necromancy; CL 15th; clone; Price 92,000 gp; Weight 45 lb.

Moonglobe: These small glass globes are common among those who shun the light of the sun, or who prefer dimmer light than that cast by most spells, and can be found in any temple dedicated to the goddess of the moon. A moonglobe sheds silvery light varying from a faint glow equal to a candle (5 feet) to full moonlight (60 foot radius, about half the brightness of a daylight spell). The globe works continuously, but can be turned on or off with a command word, and can be adjusted by the person who activated it by simple act of will, if that being is within 60 feet.

Faint evocation [light]; CL 3rd; moonglow; Price 18,000 gp.

Mutable Lock: These locks can be created as part of an item, or can be normal-seeming padlocks. Whatever the type, the interior of the lock constantly changes form – the tumblers shift every few seconds, making it impossible to pick such a lock. A successful dispel magic cast on a mutable lock "freezes" it in one configuration for 1d4 rounds, and polymorph any object works for 1 round (the DC to pick a frozen lock is 30). Otherwise, the only known way to unlock a mutable lock is to have the proper key, which is a skeleton key created at the same time as the lock and keyed to that specific lock – a knock spell will not work. Mutable locks have hardness 20 and 35 hit points. If the key is lost, a new one must be made and keyed to the lock.

Strong transmutation; CL 16th; polymorph any object; Price 128,000 gp.

Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Moderate transmutation; CL 7th; alter self; Price 9,000 gp.

Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 18 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.


Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price
Type I 1 2 1,650 gp
Type II 1 2 2 2,700 gp
Type III 1 2 4 4,350 gp
Type IV 1 2 2 4 5,400 gp
Type V 1 2 2 2 5,850 gp
Type VI 1 2 2 4 8,100 gp
Type VII 1 2 2 2 2 8,700 gp

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Moderate evocation; CL 10th; fireball.

Nimod's Robe: This item once belonged to a king who was a great hunter and ranger; he had the robe commissioned and wore it for years before he died and passed it on to his heir. Others duplicated the design, and it spread among rangers, druids, and hunters of all types.

Nimod's robe is a normal forest-green robe or tunic of fine weave; it grants its wearer a +10 competence bonus to Perception and Survival checks when the wearer is hunting normal animals or creatures of Intelligence 2 or less.

Faint transmutation; CL 5th; creator must have 5 ranks in Perception and Survival; Price 5,000 gp.

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