Wondrous Items O to Z

Wondrous Item Descriptions

Standard wondrous items are described below.

Ointment of Scent Reduction: A jar of this ointment is 3 inches in diameter, 1 inch deep, and contains 10 applications. When rubbed on or under the nose (on the upper lip), the ointment blocks the user's sense of smell, making it immune to things like a troglodyte's stench and the vapors of a stinking cloud, but it also can't track by scent. The effects last for 30 minutes, or until the wearer wipes the ointment off.

Faint necromancy; CL 3rd; scent block; Price 3,000 gp.

Orb of Storms: This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.

Strong varied; CL 18th; control weather, endure elements, storm of vengeance; Price 48,000 gp; Weight 6 lb.

Pearl of Power: This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).

Strong transmutation; CL 17th; creator must be able to cast spells of the level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells).

Pearl of the Sirines: This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to its powers, she understands and can employ it.

The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.

Moderate abjuration and transmutation; CL 8th; freedom of movement, water breathing; Price 15,300 gp.

Pen of Scribing: This item can be a writing instrument of any kind, from a quill to an actual pen. Three times per day, when the command word is spoken, it will write down anything the user says for the next five minutes. It cannot copy command words, spells, or magical phrases, and the user must remain within 30 feet of the pen for it to be effective, but it otherwise writes for as long as it has paper to write on.

Faint evocation; CL 5th; scribe; Price 10,800 gp.

Periapt of Health: The wearer of this blue gem on a silver chain is immune to natural diseases with save DCs up to 15.

Faint conjuration; CL 5th; cure disease; Price 7,500 gp.

Periapt of Proof against Poison: This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poisons with save DCs up to 15, though poisons still active when the periapt is first donned still run their course.

Faint conjuration; CL 5th; neutralize poison; Price 27,000 gp.

Periapt of Wisdom: Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually grants the possessor a enhancement bonus to Wisdom-based checks of +2 to +12.

Faint (+2), moderate (+4), strong (+6), or overwhelming (+8 and up) transmutation; CL Variable; owl's wisdom, creator's caster level must be three times the periapt'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).

Periapt of Wound Closure: This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and negative Con score, inclusive. The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally (such as those inflicted by a clay golem or mummy). Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.

Moderate conjuration; CL 10th; heal; Price 15,000 gp.

Phylactery of Faithfulness: This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.

Faint divination; CL 1st; detect alignment; Price 1,000 gp.

Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.

Moderate necromancy [good]; CL 10th; creator must be a 10th level or higher cleric; Price 11,000 gp.

Pipes of Haunting: This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 17 Will save or become panicked for 7 rounds.

Pipes of haunting can be sounded twice a day.

Faint necromancy; CL 7th; fear; Price 14,400 gp; Weight 3 lb.

Pipes of Pain: These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 15 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)

As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).

Faint enchantment and evocation; CL 6th; sound burst, creator must have the bardic music class feature; Price 12,000 gp; Weight 3 lb.

Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is 15.

If the rats are under the control of another creature, add the controller's level/ HD to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.

Faint conjuration; CL 2nd; charm animal, summon nature's ally I, wild empathy ability; Price 1,150 gp; Weight 3 lb.

Pipes of Sounding: When played by a character who has the Perform (wind instruments) skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound (caster level 2nd).

Faint illusion; CL 2nd; ghost sound; Price 1,800 gp; Weight 3 lb.

Portable Hole: A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.

The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled.

Each portable hole opens on its own particular extradimensional space. 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 12th; plane shift; Price 20,000 gp.

Quirin Stone: An item highly valued by spies and assassins, this appears as a small, mottled, grayish stone about the size of a small bird's egg. If it is placed under the pillow of a sleeping person, that person must make a DC 13 Will save or be bound to truthfully answer any questions put to him without waking up. Best of all, he has no memory of being questioned upon awakening, even if he makes a successful save.

Faint enchantment; CL 6th; modify memory, zone of truth; Price 24,000 gp.

Restorative Ointment: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it cures disease (as cure disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).

Faint conjuration; CL 5th; cure light wounds, neutralize poison, remove disease; Price 4,000 gp; Weight 1/2 lb.

Ring Gates: These always come in pairs - two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Acrobatics check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.

Strong conjuration; CL 17th; gate; Price 40,000 gp; Weight 1 lb. each.

Robe of Many Pockets: This robe appears as a normal gray robe, but it has four small pockets scattered around it, which appear as small slits. Each pocket opens into a small extradimensional space 1 cubic foot in size, which can hold up to ten pounds.

Moderate transmutation; CL 9th; Shalisterande's manypockets; Price 54,000 gp.

Robe of the Archmagi: This normal-appearing garment can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.

  • +5 armor bonus to AC.
  • Major spell resistance.
  • +4 resistance bonus on all saving throws.

If a white robe is donned by an evil character, she is immediately drained of three Hit Dice. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, is drained of two Hit Dice. The drain remains as long as the garment is worn and cannot be overcome in any way (including restoration spells).

Strong varied; CL 14th; antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Price 75,000 gp; Weight 1 lb.

Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Stealth checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.

Moderate illusion; CL 10th; disguise self; Price 30,000 gp; Weight 1 lb.

Robe of Bones: This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the robe's wearer can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but can be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:

  • Small goblin skeleton
  • Medium human commoner skeleton
  • Medium wolf skeleton
  • Small goblin zombie
  • Medium human commoner zombie
  • Medium wolf zombie

Moderate necromancy [evil]; CL 6th; animate dead; Price 2,400 gp; Weight 1 lb.

Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer can see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe and gains darkvision.
The robe of eyes sees all forms of invisible or ethereal things within 120 feet.

The wearer of a robe of eyes gains a +10 competence bonus on Perception and Search checks. She retains her Dexterity bonus to AC even when flat-footed, and she can't be flanked. However, she cannot avert or close her eyes when confronted by a creature with a gaze attack.

A light or continual flame spell cast directly on a robe of eyes blinds for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.

Moderate divination; CL 11th; true seeing; Price 120,000 gp; Weight 1 lb.

Robe of Scintillating Colors: The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings in a 30-foot radius. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 19 negates). This is a mind-affecting pattern.

Every round of continuous scintillation gives the wearer better concealment. The bonus to AC starts at +1 and increases by +1 each round until it reaches +4 (total concealment).

The effect can be used no more than a total of 10 rounds per day.

Moderate illusion; CL 11th; blur, rainbow pattern; Price 27,000 gp; Weight 1 lb.

Robe of Stars: This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.

  • It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.
  • It gives its wearer a +1 luck bonus on all saving throws.
  • Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used.

Strong varied; CL 15th; magic missile, astral projection or plane shift; Price 58,000 gp; Weight 1 lb.

Robe of Useful Items: This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:

  • Dagger
  • Bullseye lantern (filled and lit)
  • Mirror (a highly polished 2-foot-by-4-foot steel mirror)
  • Pole (10-foot length)
  • Hempen rope (50-foot coil)
  • Sack

In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.

d% Result
01–08 Bag of 100 gold pieces
09–15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16–22 Door, iron (up to 10 ft. wide and high, barred on one side;
must be placed upright, attaches and hinges itself)
23–30 Gems, 10 (100 gp value each)
31–44 Ladder, wooden (24 ft. long)
45–51 Mule (with saddle bags)
52–59 Pit, open (10 ft. by 10 ft. by 10 ft.)
60–68 Potion of cure serious wounds
69–75 Rowboat (12 ft. long)
76–83 Scroll of one randomly determined spell (level 1-3)
84–90 War dogs, pair (treat as riding dogs)
91–96 Window (2 ft. by 4 ft., up to 2 ft. deep)
97–100 Portable ram

Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.

Moderate transmutation; CL 9th; fabricate; Price 7,000 gp; Weight 1 lb.

Rogue's Lockpicks: This set of thieves' picks appears like a normal masterwork toolkit. It grants a +5 competence bonus to Disable Device checks.

Faint transmutation; CL 5th; lock/unlock, creator must have 5 ranks in Disable Device; Price 2,500 gp.

Rope of Climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.

A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.

Faint transmutation; CL 3rd; animate rope; Price 3,000 gp; Weight 3 lb.

Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Acrobatics check.

The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.

Moderate transmutation; CL 12th; animate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.

Salve of Slipperiness: This substance provides a +20 competence bonus on all Acrobatics checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).

Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).

Faint conjuration; CL 6th; grease; Price 1,000 gp.

Sand of Erasure: This fine white sand comes in paper packets; 1d6 such packets are usually found at a time. If a packet of sand of erasure is sprinkled over a page of text (the writing must be in ink), the sand glitters and disappers into the lines of ink. The page is then warded so that if anyone but the user reads the page in question, all the contents are immediately and irrevocably erased. The reader can make an Int check (DC 30) to read the entire page before it was erased. A failed save means he only caught 10-60% of the page.

Faint abjuration; CL 4th; Zala's pagewipe; Price 400 gp.

Scabbard of Keen Edges: This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.

Faint transmutation; CL 5th; keen edge; Price 16,000 gp; Weight 1 lb.

Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.

The scarab's possessor gains [[abilities#SR | major spell resistance]. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.

Strong abjuration and necromancy; CL 18th; death ward, spell resistance; Price 38,000 gp.

Scarab, Golembane: This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; detect magic, creator must be at least 10th level; Price 2,500 gp.

Scarab of Soul Protection: A small scarab made of alabaster, the scarab of soul protection grants its owner the effects of a soul anchor spell – he gains a +10 bonus saves vs. all spells and effects that steal the soul from the body, like soul bind, trap the soul, etc. In addition, his shadow is protected from similar effects - spells like shadow strike and weapons with the shadowstrike ability cannot harm him.

Moderate abjuration; CL 7th; soul anchor; Price 56,000 gp.

Shadowcloak: Shadowcloaks are full hooded cloaks woven from shadows, natural undyed black silk and phase spider threads gathered from the Ethereal Plane. When worn, this cloak provides a +10 competence bonus to Stealth checks to hide and allows the wearer to shadow jump three times per night as if he were a 6th level Shadowdancer (up to 40 feet each time).

Moderate conjuration; CL 7th; darkness, dimension door; Price 25,300 gp.

Shalisterande's Charm: Shalisterande was an adventurer-mage renowned for the ability to consume huge amounts of alcohol without any apparent effects. His secret was not in his tolerance for alcohol, but in the charm he wore about his neck. It grants its wearer complete immunity to the effects of intoxicating substances like drugs and alcohol, but not poisons of any type. The effects of drinking large amounts of liquids still remain, however.

Faint conjuration; CL 3rd; Shalisterande's hangover cure; Price 5,600 gp.

Shrouds of Disintegration: These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.

Strong transmutation; CL 15th; disintegrate; Price 6,600 gp; Weight 10 lb.

Siluria's Accurate Timepiece: This item takes the form of an hourglass, 1 foot tall, mounted on a swivel-frame (it weighs 3 pounds). It holds enough fine white sand to measure an hour of time. If someone touches the hourglass and utters the command word and an amount of time up to one hour, the hourglass flips over and begins to measure the time. When it reaches the stated limit, it turns sideways, preventing the further flow of sand, and a soft chime sounds. It can be used in this manner up to three times per day; it otherwise functions as a normal hourglass.

Moderate divination; CL 6th; timekeeper; Price 6,480 gp.

Silversheen: This substance can be applied to a weapon as a standard action. It will give the weapon the properties of silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.

Faint transmutation; CL 5th; Price 250 gp.

Skeleton Key: These normal-seeming keys take a variety of forms, but almost always look like an ordinary key. When inserted into a lock, the key automatically morphs itself to fit the lock, thereby opening it without setting off any traps. Skeleton keys will not work on locks that have a single special key (like those found in many tombs); they are often made specifically for a mutable lock, though.

Faint transmutation; CL 5th; knock; Price 20,000 gp.

Slippers of Spider Climbing: When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her speed is 20 feet. Severely slippery surfaces - icy, oiled, or greased surfaces - make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.

Faint transmutation; CL 4th; spider climb; Price 4,800 gp; Weight 1/2 lb.

Smokeball: These small gray balls typically come in groups of 2-5. When thrown against a hard surface, a smokeball explodes, creating a choking cloud of smoke 30 feet in diameter and 20 feet high that lasts for five minutes unless blown away.

Faint conjuration; CL 5th; wall of smoke; Price 250 gp.

Snakecharmer's Flute: This wooden flute is a about a foot long, with a round bulge near the bottom. Three times per day, when it is played, the flutist can charm up 10 HD of snakes (including serpent beings) within 30 feet for 5 minutes. The snakes can make a DC 15 Will save to avoid the effect; if they fail, they are fascinated, swaying slightly, eyes locked on the flutist. The flute player can move up to 5 feet per round while playing; as long as he takes no offensive action against a charmed serpent, it remains charmed for 1d4 rounds after it leaves the area of effect (or the 5 minutes are up).

Faint enchantment; CL 5th; snake charm; Price 12,000 gp.

Sovereign Glue: This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask's capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.)

Strong transmutation; CL 20th; make whole; Price 2,400 gp (per ounce).

Spyglass of Farseeing: These spyglasses are typically made of brass, of the type that collapse into a compact form for easy storage, and function as a normal spyglass. Three times per day, when the user utters a command word, the spyglass can be used to view an area ten times as far away as normal, for up to 5 minutes.

Faint divination; CL 5th; clairaudience/clairvoyance; Price 10,000 gp.

Stone Bastion: This item takes the form of a crudely carved round stone tower, much like a chess piece, made of granite, about 4 inches tall and 1 inch in diameter. When the statue is placed on a flat, level surface and a command word spoken (the word is usually carved on the bottom), the tower expands and rises over the course of the next three rounds until it is full-sized – 20 feet high and 10 feet in diameter. If there is an overhead obstruction less than 20 feet up (the roof of a cave, e.g.) the item does not activate.

The walls are 1 foot thick and pierced with arrow slits; a spiral staircase runs around the inside of the interior wall to the second floor, then up to a trapdoor on the roof, which is crenellated. The doorway to the tower always faces the caster when the tower is raised; the door itself is stone, three inches thick and equipped with a sliding bolt (burst DC 30).

Once created, the tower is permanent.

Strong conjuration [earth]; CL 13th; Kilibaka's stone bastion; Price 32,760 gp.

Stone Horse: Each item of this nature appears to be a full-sized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind.

A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given.

There are two sorts of stone horses.

Courser: This item has the statistics of a heavy horse and hardness 10.

Destrier: This item has the statistics of a heavy warhorse and hardness 10.

Strong transmutation; CL 14th; flesh to stone, animate objects; Price 10,000 gp (courser) or 14,800 gp (destrier); Weight 6,000 lb.

Stone of Alarm: This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).

Faint abjuration; CL 3rd; alarm; Price 2,700 gp; Weight 2 lb.

Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly shaped bit of roughly polished rock. The possessor of such a stone need but utter a few words of summoning, and a Large earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. The elemental appears in 1d4 rounds. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 13th; summon monster VII; Price 170,400 gp; Weight 5 lb.

Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.

Faint evocation; CL 5th; divine favor; Price 20,000 gp.

Stone of Hardness: This small piece of granite is smooth and shaped to fit in the hand of a normal-sized being. Twice per day, when grasped and a command word spoken, the bearer draws upon the stone's hardess, granting himself a +6 natural armor bonus to Armor Class and DR 2/- for one hour.

Moderate transmutation [earth]; CL 7th; Kilibaka's stoneskin; Price 20,200 gp.

Stone Salve: This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.

Strong abjuration and transmutation; CL 13th; flesh to stone, stoneskin; Price 4,000 gp per ounce.

Stonefist Gauntlets: When these heavy leather gauntlets are worn and the command word uttered, the wearer's fists turn to solid stone. He deals damage with his unarmed strikes as if he were one size larger, and all damage inflicted is considered lethal damage. He cannot hold items or cast spells that require somatic or material components, however. The effect lasts for one minute, and can be used three times per day.

Moderate transmutation [earth]; CL 10th; Kilibaka's stonefist; Price 10,800 gp.

Strand of Prayer Beads: This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.

Special Bead Type Special Bead Ability
Bead of blessing Wearer can cast bless.
Bead of healing Wearer can cast his choice of cure serious wounds, cure blindness/deafness, or cure disease.
Bead of karma Wearer casts spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial).
Bead of wind walking Wearer can cast wind walk.

A lesser strand of prayer beads has beads of blessing and healing. A strand of prayer beads has beads of healing, karma, and smiting. A greater strand of prayer beads has beads of healing, karma, and wind walking.

Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.

The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing - 600 gp, bead of healing - 9,000 gp, bead of karma - 20,000 gp, bead of smiting - 16,800 gp, bead of wind walking - 46,800 gp.

Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking); one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, cure blindness/deafness, or cure disease (healing); righteous might (karma); chaos hammer, holy smite, order's wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 75,800 gp (greater).

Sustaining Spoon: This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container, the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

Faint conjuration; CL 5th; create food and water; Price 5,400 gp.

Teleport Beacon: This item resembles a small glass or crystal globe atop a short wrought-iron stand. When placed on a flat level surface and activated (which requires a command word), it emits pulses of energy. Anyone who touches the beacon can thereafter teleport to it (or teleport an object using the spell of the same name) to it without running the chance of a mishap, even if he is using a normal teleport spell. Someone can be attuned to multiple beacons at one time – up to one per point of his Int bonus; a given beacon can have up to one person per caster level attuned to it at any given time. Someone can de-attune himself from a beacon simply by touching it and willing it so.

Strong conjuration; CL 14th; teleport beacon; Price 98,000 gp.

Tracer Bug: Tracer bugs resemble small metallic spiders; they can be thrown (5-foot range increment) or used from a blowgun, as well as simply placed on the target (which requires an opposed Sleight of Hand check, if applicable). When a bug lands on the intended target, it crawls into a hidden fold of clothing (Search DC 25 to find). Thereafter, it remains hidden until removed, or until one week has passed, after which it disintegrates itself.

If the user has a map of the area in which the target is located, he can speak a command word and have the bug emit a silent pulse (which reveals its presence, if magical detection is active), which shows up as a spot of light on the map for 1 round. This feature can be used once per round, though most users tend to use it as seldom as possible so as to not reveal its presence.

Moderate divination; CL 7th; locate creature, locate object; Price 50,400 gp.

Unguent of Timelessness: When applied to any matter that was once alive, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, though it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.

Faint transmutation; CL 3rd; Price 150 gp.

Universal Solvent: This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action.

Strong transmutation; CL 20th; disintegrate; Price 50 gp.

Vest of Escape: Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Acrobatics checks to escape from being pinned or held.

Faint conjuration and transmutation; CL 4th; knock, grease; Price 5,200 gp.

Vestment, Druid's: This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.

Moderate transmutation; CL 10th; polymorph or wild shape ability; Price 10,000 gp.

Void Hood: These semi-rare items are highly prized by rogues, assassins, and all manner of shadow beings, drow, and others who normally shun the light. They take the form of a plain black cloth hood, usually woven from spidersilk and shadows. When worn, the hood casts a deep shadow over the wearer's features, making them impossible to identify without spells like true seeing; it also grants the wearer darkvision and negates the penalties for being in bright light (though creatures that take damage from sunlight, like vampires, are not protected).

Faint illusion and transmutation; CL 3rd; blur, darkness, darkvision; Price 54,000 gp.

Well of Many Worlds: This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world - a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)

Strong conjuration; CL 17th; gate; Price 82,000 gp.

Whetstone of Sharpening: This item appears as a normal whetstone, save for the small rune on each flat size. Three times per day, when a blade is sharpened using the stone, it gains a +1 craft bonus for the next three strikes. A particular blade can only benefit from this bonus once per day.

Faint transmutation; CL 3rd; sharpen; Price 3,614 gp.

Wind Fan: A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to generate air movement duplicating a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.

Faint evocation; CL 5th; gust of wind; Price 5,500 gp.

Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability).

Moderate transmutation; CL 10th; fly; Price 72,000 gp; Weight 2 lb.

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