This is a catch-all category for anything that doesn't fall into the other groups. Anyone can use a wondrous item (unless the description says otherwise).
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal.
When worn and attuned, this amulet grants an enhancement bonus to Constitution of +2 (standard), +4 (greater), or +6 (superior). This item may also take the form of gauntlets, a belt, or other wearable items.
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color.
The amulet allows you to travel to a location that they are familiar with on another plane. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her to a random location on that plane (01-60 on d%) or to a random plane (61-100).
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. While wearing this amulet, you are protected against divination spells that are level 2 or lower. Greater and superior versions protect against level 4 and level 6 spells and any lower levels.
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space--its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
Bag | Bag Weight | Contents Weight Limit | Contents Volume Limit | Market Price |
Type I | 15 lb. | 250 lb. | 30 cu. ft. | 2,500 gp |
Type II | 25 lb. | 500 lb. | 70 cu. ft. | 5,000 gp |
Type III | 35 lb. | 1,000 lb. | 150 cu. ft. | 7,400 gp |
Type IV | 60 lb. | 1,500 lb. | 250 cu. ft. | 10,000 gp |
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action.
If a bag of holding is placed within a portable hole a rift to the Astral Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
This small sack appears normal and empty.
Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Animal Handling skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
---- Gray ---- | ------- Rust ------ | ------- Tan ------- | |||
d% | Animal | d% | Animal | d% | Animal |
01-30 | Bat | 01-30 | Wolverine | 01-30 | Brown bear |
31-60 | Rat | 31-60 | Wolf | 31-60 | Lion |
61-75 | Cat | 61-85 | Boar | 61-80 | Heavy warhorse |
76-90 | Weasel | 86-100 | Black bear | 81-90 | Tiger |
91-100 | Badger | 91-100 | Rhinoceros |
This small black sphere appears to be a lusterless pearl.
You can throw it up to 60 feet with no range penalties. Upon impact, the bead explodes creating a resilient sphere. This functions like a resilient sphere spell (Dex Save negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.
The belt of dwarvenkind makes you more akin to dwarves and has the following effects. If you are already a dwarf, this belt has no effect on you. Otherwise:
This wide belt is made of thick leather and studded with iron.
When worn and attuned, this belt grants an enhancement bonus to your Strength of +2 (standard), +4 (greater) or +6 (superior). This item may also take the form of gauntlets, an amulet, or other wearable items.
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick.
The Blessed book is durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
A small wooden box--about 12 inches long, 6 inches wide, and 6 inches deep.
A folding boat can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease. A third word of command causes the boat or ship to fold itself into a box once again.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Stealth checks that rely on moving silently.
On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.
As a bonus action, you can click your boot heels together, enabling you to act as though affected by a haste spell for up to 10 rounds each day. These rounds need not be consecutive.
Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell at level 5.
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.
These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let you fly as if affected by a fly spell though without having to maintain concentration. You can fly three times day for up to 5 minutes per flight.
This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile.
When the bowl is filled with fresh water, and certain words are spoken, a water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon elemental spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental is dispelled, dismissed, or slain. Standard versions of the bowl summon a small elemental (level 3 spell), greater summons a medium elemental (level 5 spell), and superior summons a greater elemental (level 7 spell).
These wristbands look like normal protective wear.
The bracers allow you to use any bow (not including crossbows) as if you were proficient in their use. In addition, you gain a +2 bonus to hit when using bows.
This silver charm bracelet has four charms upon it when created.
This bracelet comes with four charms. As a standard action, you can key one charm to one of your particular allies. You can key a different ally to each charm, or key multiple charms to the same person. You can also re-key any charm to a new ally by taking another standard action. By grasping a charm and chanting the keyed person's name (standard action), they are teleported to your side along with their gear. The target must be on the same plane as you and must be willing to come when called -- the keyed individual knows who is calling. Otherwise, the charm is lost. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.
These items appear to be wrist or arm guards. They surround you with an invisible but tangible field of force, granting you +4 armor AC, as though you were wearing armor though without fatigue or stealth penalties. Both bracers must be worn for the magic to be effective. As usual, the armor AC granted by these bracers doesn't stack with Armor AC granted by actual armor, mage armor, or another source. Greater bracers grant +8 armor AC.
This device appears to be a normal container for holding burning coals.
When a fire is lit in the brazier and the proper summoning words are spoken, a fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon elemental spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental is dispelled, dismissed, or slain. Standard versions of the brazier summon a small elemental (level 3 spell), greater summons a medium elemental (level 5 spell), and superior summons a greater elemental (level 7 spell).
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape.
The brooch of shielding gives you resistance 3 to force damage and makes you immune to magic missiles.
This broom is able to fly through the air for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed of 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
This candle is designed to give a favorable aura for the individual if the candle’s alignment matches that of the character. While lit, the candle sheds dim light in a 30-foot radius. The candle burns for a total of 1 hour. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties. The candle can be extinguished to be used at a later time. Deduct the time burned in increments of 1 minute.
Blessing (DC 22, use-activated)
Characters of the same alignment as the burning candle gain advantage on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
Spell Boost (DC 32, attunded)
A cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.
This white tallow candle, when burned, calls into place a zone of truth spell (Wisdom DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is cancelled and the candle ruined.
On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When you disappear, you leave behind a cloud of smoke, appearing in a similar fashion at your destination.
This rug is able to fly through the air at will. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it--if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Size | Capacity | Speed | Weight | Market Price |
5 ft. by 5 ft. | 200 lb. | 40 ft. | 8 lb. | 32,000 gp |
5 ft. by 10 ft. | 400 lb. | 40 ft. | 15 lb. | 45,000 gp |
10 ft. by 10 ft. | 800 lb. | 40 ft. | 10 lb. | 80,000 gp |
A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.
This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth an air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon elemental spell. Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental is dispelled, dismissed, or slain. Standard versions of the censer summon a small elemental (level 3 spell), greater summons a medium elemental (level 5 spell), and superior summons a greater elemental (level 7 spell).
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.
While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make an intelligence save (DC 15 + the spell’s level).
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of ten times before it cracks and becomes useless.
On command, this simple golden headband projects a blast of searing light once per day. The standard quality Circlet of Blasting does 3d8 points of damage. A greater quality circlet does 40 points of damage.
This black garment is embroidered with a weblike pattern in silk.
The cloak grants you immunity to entrapment by web spells or webs of any sort--you can actually move in webs at half your normal speed. You also gain advantage on all saves against poison from spiders.
Web (DC 24): Once per day, you can cast web.
Spider Climb (DC 24): gives you the ability to climb as if a spider climb spell had been placed upon you.
A fuzzy cloak fashioned of dark brown or black cloth.
Bat Qualities (Use-Activated, DC 24)
While wearing this cloak, you gain advantage on stealth checks. You are also able to hang upside down from the ceiling, like a bat.
Flight (Use-Activated, DC 26)
By holding the edges of the cloak while worn, you are able to fly as per the spell. This effect can only be accomplished in darkness or low-light conditions. You may fly up to 7 minutes at a time, though afterward the cloak's flight ability needs to recharge for an equal period of time before it can be used again.
Bat Form (Attuned, DC 28)
If you desire, you can actually polymorph yourself into an ordinary bat when using the cloak's flight ability. All other restrictions for flight apply.
This lightweight and fashionable cloak has a highly decorative silver trim.
When worn and attuned, this cloak grants an enhancement bonus to charisma equal to +2 (standard), +4 (greater) or +6 (superior). This item may also take the form of a circlet, amulet, or other wearable items.
This item appears to be a normal cloak, but when worn by a character, its magical properties distort and warp light waves, continually granting 1/4 cover. On command, greater and superior cloaks can boost the intensity of the displacement effect. Greater cloaks boost the effect to 1/2 cover for 10 rounds per day. Superior cloaks boost the effect to 3/4 cover for 15 rounds per day. Cover provided by the cloak of displacement does not stack with other forms of cover.
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color.
While you wear this cloak with its hood up, you have advantage on Dexterity (Stealth) checks, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires a bonus action.
This silvery-gray cloak seems to absorb light rather than be illuminated by it.
When you wear this cloak with the hood up, it makes you ethereal (as per the etherealness spell). The effect is dismissible. A standard cloak works once per day for 1 minute; a greater one lasts for a total of 10 minutes, which can be used throughout the day in 1 minute increments.
This cloak appears to be made of leather until you enter salt water. At that time, the cloak of the manta ray adheres to you, and you transform into a manta ray (as the polymorph spell). You gain a +7 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. As a manta ray, you have a tail spine that allows you to strike at opponents (1d6 damage). You may use this tail strike in addition to any other attacks you make and it uses your highest melee attack bonus. As a manta ray, you can release your arms from the cloak without sacrificing underwater movement.
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter.
You can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Wisdom DC 16 negates). Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.
Crystal Ball Type | Market Price |
Crystal ball | 42,000 gp |
Crystal ball with see invisibility | 50,000 gp |
Crystal ball with detect thoughts (INT DC 13 negates) | 51,000 gp |
Crystal ball with telepathy* | 70,000 gp |
Crystal ball with true seeing | 80,000 gp |
This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.
When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:
Cube Face | Charge Cost per Minute | Maximum Speed | Effect |
1 | 1 | 30 ft. | Keeps out gases, wind, etc. |
2 | 2 | 20 ft. | Keeps out nonliving matter |
3 | 3 | 15 ft. | Keeps out living matter |
4 | 4 | 10 ft. | Keeps out magic |
5 | 6 | 10 ft. | Keeps out all things |
6 | 0 | As normal | Deactivates |
Attack Form | Extra Charges |
Horn of blasting | 6 |
Wall of fire | 2 |
Passwall | 3 |
Disintegrate | 6 |
Phase door | 5 |
Prismatic spray | 7 |
This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on you (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.
This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed.
If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.
If a side is pressed twice in quick succession, you are transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 WIS saves.
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though a desecrate (level 2) spell had been cast with the skull as the touched point of origin.
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 14 Strength save to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
Playing Card | Tarot Card | Creature |
Ace of hearts | IV. The Emperor | Red dragon |
King of hearts | Knight of swords | Male human fighter and four guards |
Queen of hearts | Queen of staves | Female human wizard |
Jack of hearts | King of staves | Male human druid |
Ten of hearts | VII. The Chariot | Cloud giant |
Nine of hearts | Page of staves | Ettin |
Eight of hearts | Ace of cups | Bugbear |
Two of hearts | Five of staves | Goblin |
Playing Card | Tarot Card | Creature |
Ace of diamonds | III. The Empress | Glabrezu (demon) |
King of diamonds | Two of cups | Male elf wizard and female apprentice |
Queen of diamonds | Queen of swords | Half-elf ranger (female) |
Jack of diamonds | XIV. Temperance | Harpy |
Ten of diamonds | Seven of staves | Male half-orc barbarian |
Nine of diamonds | Four of pentacles | Ogre mage |
Eight of diamonds | Ace of pentacles | Gnoll |
Two of diamonds | Six of pentacles | Kobold |
Playing Card | Tarot Card | Creature |
Ace of spades | II. The High Priestess | Lich |
King of spades | Three of staves | Three male human clerics |
Queen of spades | Four of cups | Medusa |
Jack of spades | Knight of pentacles | Male dwarf paladin |
Ten of spades | Seven of swords | Frost giant |
Nine of spades | Three of swords | Troll |
Eight of spades | Ace of swords | Hobgoblin |
Two of spades | Five of cups | Goblin |
Playing Card | Tarot Card | Creature |
Ace of clubs | VIII. Strength | Iron golem |
King of clubs | Page of pentacles | Three male halfling rogues |
Queen of clubs | Ten of cups | Pixies |
Jack of clubs | Nine of pentacles | Female half-elf bard |
Ten of clubs | Nine of staves | Hill giant |
Nine of clubs | King of swords | Ogre |
Eight of clubs | Ace of staves | Orc |
Two of clubs | Five of cups | Kobold |
Playing Card | Tarot Card | Creature |
Joker | Two of pentacles | Illusion of deck’s owner |
Joker | Two of staves | Illusion of deck’s owner (sex reversed) |
A randomly generated deck is usually complete (11-100 on d%) but may be discovered (01-10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.
These shackles have golden runes traced across their cold iron surface.
Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance.
If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (WIS DC 16 partial). Drums of panic can be used once per day.
This fine powder appears to be a very fine, very light metallic dust, typically stored in small silk packets or hollow bone tubes.
A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on Stealth checks. The dust’s effect lasts for 5 minutes.
This dust looks just like dust of appearance and is typically stored in the same manner.
A creature or object touched by it becomes invisible (level 4). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The dust lasts for 2d6 rounds, though the invisible creature doesn’t know when the duration will end.
This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
If the dust is employed against an elemental with the water subtype, the creature must make a DC 18 Con save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.
This unremarkable powder resembles chalk dust or powdered graphite, though If you stare at it, it changes color and form.
When dust of illusion is put on a creature, that creature is affected as if by disguise self, taking the form you imagine. An unwilling target is allowed a DC 11 Dex save to avoid the dust. The illusion lasts for 2 hours.
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Track checks made in area affected by this dust have a DC 20 higher than normal.
This appears to be a typical arrow container capable of holding about twenty arrows.
The efficient quiver has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficientquiver weighs the same no matter what’s placed inside it.
This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it.
The efreeti bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01-10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91-100) that the efreeti of the bottle grants three wishes. In either case, the efreeti afterward disappears forever. The other 80% of the time (11-90), the inhabitant of the bottle loyally serves you for up to 10 minutes per day (or until the efreeti’s death), doing as you command. Roll each day the bottle is opened for that day’s effect.
This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon elemental (level 6) spell. The elemental is under the control of the creature that broke the gem.
The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
These two crystal lenses fit over your eyes. You are able to use charm person (one target per round) merely by meeting a target’s gaze. Those failing a DC 16 CHA save are charmed as per the spell. If you have only one lens, the DC of the saving throw is reduced to 10.
These crystal lenses fit over your eyes, enabling you to cast fear upon those around you (one target per round) as a gaze attack. You must take a standard action each time you attempt this, and those merely looking at you are not normally affected otherwise. Those failing a DC 15 WIS save are affected as by the fear spell. If you have only one lens, the DC of the saving throw is reduced to 12. However, if you have both lenses, you gain the additional power of a continual deathwatch effect.
These items are made of special crystal and fit over your eyes. They allow you to use a petrification gaze attack once per day (CON DC 19 negates). Both lenses must be worn for the magic to be effective. The petrification effect functions like the petrify spell.
These items are made of special crystal and fit over the eyes of the wearer.
These lenses grant advantage on Perception checks. Wearing only one of the pair causes you to become dizzy and, in effect, stunned (level 1).
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.
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.
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.
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 for not less than one day before it can again be used.
· 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 may 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 (WIS DC 16 partial). It can be used once every two weeks for up to 3 hours per use.
Marble Elephant: This is the largest of the figurines, the statuette being 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.
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.
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 has advantage on Perception and Investigation checks.) It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.
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.)
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.
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 check (with a +15 bonus) if it hits. The whip lasts no longer than 1 hour.
This single metal gauntlet looks rusted and pitted.
The gauntlet of rust completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.
Rusting Grasp (attuned, DC 23): Once per day, it can affect an object as with the rusting grasp spell.
This crystal appears to be a long, rough prism.
Light (DC 17, command word)
One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.
Ray of Light (DC 19, command word)
Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged spell attack (+4), and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 CON save. This use of the gem expends 1 charge.
Blinding Flash (DC 19, command word)
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 14 CON 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.
This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance.
When the gem of seeing is gazed through, it enables the user to see as though she were affected by the true seeing spell. The gem can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit.
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.
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, 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. At least one hand must be free to take advantage of the magic.
These thin leather gloves are very flexible and allow for delicate manipulation.
When worn and attuned, these gloves grant an enhancement bonus to dexterity equal to +2 (standard), +4 (greater), or +6 superior. This item may also take the form of boots, an amulet, or other wearable items.
These apparently normal lightweight gloves grant advantage on Athletics checks when swimming or climbing. Both gloves must be worn for the magic to be effective.
The lenses of this item are made of opaque dark crystal.
When placed over your eyes, you can see through the goggles of night normally. They also grant you 60-foot darkvision. Both lenses must be worn for the magic to be effective.
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, effectively grants the builder use of the Craft Construct proficiency during the construction of the golem.
The spells included in a golem manual require attunement and can be activated only to assist in the construction of a golem. The cost of the book 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, bless, commune, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem.
Flesh Golem Manual: The book contains animate dead (level 4), enhance ability, and quest. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem.
Iron Golem Manual: The book contains cloud (level 5), quest, and polymorph creature (level 8). The reader may treat her caster level as four levels higher than normal for the purpose of crafting an iron golem.
Stone Golem Manual: The book contains quest, polymorph creature (level 8), and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem.
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 of glory, 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.
Spells (DC 24, attuned): Even without a ring, the hand itself allows you to use light (level 3) and see invisibility each once per day.
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would).
Hand of the mage allows the wearer to utilize the spell mage hand at will.
This backpack 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.
The handy haversack is like a bag of holding and can hold material of as much as 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.
This instrument is a golden, intricately carved harp.
When played, it enables the performer to work one suggestion (as the spell, WIS DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.
This apparently normal hat allows you to alter your 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.
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer.
When worn and attuned, this headband grants an enhancement bonus to intelligence of +2 (standard), +4 (greater), or +6 (superior). This item may also take the form of a circlet, an amulet, or other wearable items.
Made of brilliant silver and polished steel, this helm is set with large magic gems. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes.
Disrupting Light (DC 22, continual while worn)
While worn, the helm 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.
Gems (various, attuned)
When new, the helm of brilliance is set with ten diamonds, twenty rubies, thirty fire opals, and forty opals. Each gem contains a spell-like power that can be activated once per round. Once used, each gem loses its power. 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. The jewels’ functions are as follows.
Flaming Weapon (DC 24, attuned)
You may command any weapon you wield to become a flaming weapon. This is in addition to whatever abilities the weapon may already have. The command takes 1 round to take effect.
Disrupting Light (DC 24, continual while worn)
The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.
Magic Fire Vulnerability (DC26, continual)
If you take damage from magical fire while wearing the helm (after applying the helm's fire resistance), you must make a DC 15 WIS save or the remaining gems on the helm overload and detonate. Any remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly you), rubies become straight-line walls of fire extending outward in a random direction from you, and fire opals become fireballs centered on you. The opals and the helm itself are destroyed.
Appearing as a normal helmet, a helm of languages grants you the ability to understand the spoken words of any creature and to read text in any language and any magical writing. Note that understanding a magical text does not necessarily imply spell use.
The helm of telepathy lets you use detect thoughts at will. Furthermore, you can send a telepathic message to anyone whose surface thoughts you are reading (allowing two-way communication).
Suggestion (DC 21, attuned): Once per day, the wearer of the helm can implant a suggestion (as the spell, WIS DC 14 negates) along with his telepathic message.
When wearing this helm, you may teleport (level 5) three times per day, exactly as if you had cast the spell. A greater helm functions (still 3 times per day) as the level 7 spell, allowing you to teleport to locations you aren't familiar with.
While wearing this helmet, you can see underwater. Drawing the small lenses in compartments on either side into position before your eyes activates the visual properties of the helm, allowing you to see five times farther than water and light conditions would allow for normal human vision. If the command word is spoken, the helm of underwater action creates a globe of air around your head and maintains it until the command word is spoken again, enabling you to breathe freely.
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 causes them to be deafened for 2d6 rounds (a DC 16 CON 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 (WIS DC 16 negates).
Greater Quality: A greater quality horn of blasting does 10d6 sonic damage, stuns (level 3) creatures for 1 round, and deafens them for 4d6 rounds (DC 19 CON Save). Crystalline objects take 16d6 points of damage.
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.
This small bugle allows you to blow forth a thick cloud of heavy fog similar to that of the cloud spell (level 1). The fog covers a 10-foot square next to the horn blower each round that the user 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.
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 protection from evil (level 2) spell. If he is evil, then blowing the horn has the effect of a protection from good (level 3) spell. In either case, this ward lasts for 1 hour. The horn can be blown once per day.
This device is a conch shell that can be blown once per day except by a triton which can sound it three times per day. Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius. A horn of the tritons can perform any one of the following functions when blown.
Fear
Causes aquatic creatures with Intelligence scores of 1 or 2 within 500 feet to be fearful (level 3) as if they had been targeted by a fear spell (WIS DC 16 partial). Those who successfully save are less fearful (level 1) for 3d6 rounds.
Summon Aquatic Animals
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.
Calm Waters
Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 WIS save.
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.
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. All four shoes must be worn by the same animal for the magic to be effective.
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.
This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense. 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 cast all his spells for the next 8 hours as though affected by the Maximize Spell technique.
This metal cube is small, but when activated by speaking a command word, it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress--even knock spells can’t open the door.
The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Dex 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.
These crystalline stones always float in the air and must be within 3 feet of you to be of any use. When you first acquire a stone, you must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from your head. Thereafter, a stone must be grasped or netted to separate it from you. You may voluntarily seize and stow a stone (to keep it safe while sleeping, for example), but you lose the benefits of the stone during that time. Ioun stones have AC 24, and hardness 8.
Color/Shape | Effect | Price | Const. Req | DC |
Dusty rose prism | +1 enhancement bonus to Armor AC | 2,000 gp | Shield of faith or shield | 22 |
Deep red sphere | +2 enhancement bonus to Dex | 4,000 gp | Enhance ability | 24 |
Blue sphere | +2 enhancement bonus to Wis | 4,000 gp | Enhance ability | 24 |
Pale blue rhomboid | +2 enhancement bonus to Str | 4,000 gp | Enhance ability | 24 |
Pink rhomboid | +2 enhancement bonus to Con | 4,000 gp | Enhance ability | 24 |
Pink/green sphere | +2 enhancement bonus to Cha | 4,000 gp | Enhance ability | 24 |
Scarlet/blue sphere | +2 enhancement bonus to Int | 4,000 gp | Enhance ability | 24 |
Dark blue rhomboid | Advantage on perception checks | 1,600 gp | -- | 24 |
Clear spindle | Sustains creature without food or water | 5,400 gp | Create food and water | 26 |
Iridescent spindle | Sustains creature without air | 18,000 gp | Water breathing | 26 |
Vibrant purple prism | Stores three levels of spells, as a ring of spell storing | 36,000 gp | Imbue with spell ability | 28 |
Pale lavender ellipsoid | Absorbs spells of 4th level or lower1 | 20,000 gp | Spell turning (level 7) | 34 |
Pearly white spindle | Regenerate 1 point of damage per hour | 20,000 gp | Regenerate | 34 |
Orange prism | Spell Boost 3 | 30,000 gp | -- | 34 |
Lavender/green ellipsoid | Absorbs spells of 8th level or lower2 | 40,000 gp | Spell turning (level 8) | 36 |
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).
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 creature. 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.
To bind a creature, make a ranged attack against the touch AC of a target within 60 feet of you. If successful, the creature is Restrained and immobile. The creature can break (and ruin) the bands with a DC 30 Strength check (one check per 24 hours). Iron bands of binding are usable once per day.
These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols.
When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 WIS save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. The command word can be given only once per day.
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it advantage 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 fiend)--equal chance for either |
88 | Demon (hezrou) |
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.
The lenses of this item are made of special crystal. When placed over the eyes, the lenses enable you to see much better at distances of 1 foot or less, granting you advantage on circumstances where you are conducting such investigations (looking for secret doors, traps, concealed objects). Both lenses must be worn for the magic to be effective.
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 with 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, you must make a DC 18 Performance check. If it fails, you must stop and cannot play the lyre again for this purpose until a week has passed.
This holy garment, worn over normal clothing, grants you weapon resistance 5. Enemies with an alignment opposite of yours on the good-evil spectrum ignore this resistance.
This garment, worn over normal clothing or armor, grants you spell resistance 23.
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments can be applied by normal brushes or a similar but improvised tool. 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. Creatures and magic items can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. 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.
This ivory mask has been fashioned into the likeness of a human skull.
Once per day, the mask can be loosed to fly from your face. It travels up to 50 feet away from the wearer and attacks a target that you assign to it. The grinning skull mask makes a touch attack against the target using your spell attack bonus. If the attack succeeds, the target must make a DC 20 CON save or the mask begins draining their life force. If the save fails, the hand inflicts 2d4 CON damage as it attaches itself to the target. At the beginning of each of your turns, if the mask is still attached and you are within 60 feet of it, the target must make a CON save or suffer another 2d4 CON damage. On a successful save, the mask falls off and flies back to you. The mask cannot be used on a target more than once in a 24 hour period. The mask has AC 16 and hardness 10.
This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.
This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. However, you must have a Strength of at least 18 to wield it properly. Otherwise, you take disadvantage on attack rolls.
This appears to be a normal pendant disk hung from a neck chain, usually fashioned from bronze, copper, or nickel-silver.
The medallion of thoughts allows the wearer to read the thoughts of others, as with the spell detect thoughts.
This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 WIS save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.
If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed.
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide.
Read Thoughts (DC 24, command word)
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.
Clairvoyance (DC 26, command word)
View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
Answers (DC 32, command word)
Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
Gate (DC 38, command word)
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.
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.
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps you in a shell of fresh air, making you immune to all harmful vapors and gases (such as cloud effects, as well as inhaled poisons) and allowing you to breathe, even underwater or in a vacuum.
This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace.
When worn, the necklace of fireballs has no effect, not does it interfere with any other magical items worn around the neck. When you hold it, however, it transforms into a golden chain with 1d6+3 golden spheres hanging from it. You can detach these spheres and hurl them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (21 damage, Dex save DC 14 half). The spheres must be thrown one by one, but you may also throw the entire necklace, causing all remaining spheres to detonate simultaneously (21 damage + 7 damage per sphere beyond the first).
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms.
Endure Elements (DC 22, Continual)
If the orb is in your possession, you and your equipment are continually protected from extremes of heat. You suffer no damage from any environmental conditions between -50 and 140 degrees Fahrenheit.
Control Weather (DC 34, Attuned)
Once per day, you can change the local weather as per the control weather spell.
Storm of Vengeance (DC 38, Attuned)
Once per month, you can cast a storm of vengeance, as per the spell.
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 regain a used spell slot. If the spell slot is 4th level or higher, the new slot is 3rd level. Greater quality pearls can recall slots up to level 6. Superior quality pearls allow you to recall two slots up to level 6.
A blue gem on a silver chain.
While wearing this gem, you are immune to disease, including supernatural diseases.
This item is a brilliant-cut black gem on a delicate silver chain.
While wearing this, you are immune to poison, although poisons still active when the periapt is first donned still run their course.
A pearl suspended from a light chain.
When worn and attuned, this necklace grants an enhancement bonus to wisdom equal to +2 (standard), +4 (greater), or +6 (superior). This item may also take the form of a circlet, an amulet, or other wearable items.
This stone is bright red and dangles on a gold chain.
Auto Stabilize (DC 32, Continual (while worn))
While wearing this periapt, you automatically stabilize when your hit points drop to 0. After stabilizing you, the periapt requires 24 hours to fully recharge. During this time, none of the item's abilities function.
Fast Healing (DC 34, Continual (while worn))
The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally.
Wound Closure (DC 34, Continual (while worn))
Bleed damage is automatically healed after the first round.
This phylactery allows you to boost the power of your attempt to turn undead, forcing them to make their saving throw at disadvantage.
A small, plain set of pan pipes.
When you play these pipes and succeed on a performance check (DC 15), the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 WIS save or become frightened (level 2) for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.
A small, plain set of pan pipes.
When you play these pipes and succeed on a performance check (DC 15), the pipes create a wondrous melody. All within 30 feet must make a DC 14 WIS save or be fascinated by the sound. 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.
If you know the proper tune to play on these pipes, you 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. You must continue playing until the rats appear, and when they do so, you must make a DC 10 Perform check. Success means that they obey your telepathic commands so long as you continue to play. Failure indicates that they turn on you. If for any reason you cease 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 HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
When played by a character who has the Performer proficiency, these pipes create a variety of sounds. The figment sounds are the equivalent of audible illusion.
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 nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
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 removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage.
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. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an "entry side" and an "exit side," both marked with appropriate symbols.
This normal-appearing garment can be white (01-45 on d%), gray (46-75), or black (76-100).
Arcane Powers
If you are an arcane spellcaster, you gain the following powers.
Alignment Attuned
The robe is attuned to a certain alignment. White robes are good, black are evil, and gray are neutral. If you don a robe that does not match your alignment on the good-evil spectrum, you receive three points of life drain. These last while the robe is worn and cannot be mitigated in any way. In addition, you also must make attunement checks at a -5 penalty.
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but when you don it, you notice that it is adorned with small embroidered figures representing undead creatures. Those who aren't wearing the robe cannot see these figures. You can detach on embroidered figure per round, causing it to become an actual undead creature (see the list below). The newly created creature is not under your control, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead: goblin skeleton, human skeleton, wolf skeleton, goblin zombie, human zombie, wolf zombie.
This valuable garment appears to be a normal robe until it is put on. Once you do, you are able to see in all directions at the same time due to scores of visible, magical eyelike patterns that adorn the robe. You also
While wearing the robe of eyes, you are not able to avert or close your eyes when confronted by a creature with a gaze attack. Also, a light or continual flame spell cast directly on the robe causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
While wearing this robe, you can command it 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. It takes 1 full round after you speak the command word for the colors to start flowing on the robe. The robe can be used no more than a total of 10 rounds per day. The warm-up round does not count toward this total.
The flowing colors have several effects.
This garment is black or dark blue and embroidered with small white or silver stars.
Resistance (Continual while worn, DC 20)
You gain favor on all saving throws while wearing the robe of stars.
Star Missiles (Use-Activated (thrown), DC 22)
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and throw it at your opponent. The star comes a ball of force and hits your target without error, as if it were a magic missile, doing 3d4+3 points of force damage. Daily at dusk, 1d6 removed stars reappear on the robe.
Astral Travel (Attuned, DC 34)
The robe allows you to travel physically to the Astral Plane, along with all that you are wearing or carrying.
This appears to be an unremarkable robe, but when you don it, you notice that it is adorned with small cloth patches of various shapes. Only you 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 10 ft. high and 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 | Minor scroll of one randomly determined spell |
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 |
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 athletics checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
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.
The rope has AC 22 and hardness 14, and it has resistance 5 to bludgeoning and piercing weapons, 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, it is destroyed.
This substance creates a coating of super-slippery film over the object that you wipe it on. A single use of the salve coats an object up to the size of a medium creature. The entire salve is used, regardless of the object size. You also do not need to wipe over every inch of a larger-sized object, since the salve magically spreads itself to coat the entire object. As such, coating any object can be done quickly with only a standard action. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution.
When wiped on a creature, the target becomes so slippery grappling is no longer possible (for the target or his opponents). Likewise, any attempt to tie or chain the target up also fails. Magic ropes, webs (magical or otherwise), black tentacles, snares, or similar items also fail.
If the salve is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. It takes a DC 10 Acrobatics check to move at half-speed through the covered area. Failure means the creature is unable to move; a failure by more than 5 points means the creature falls prone.
Likewise, items smeared with the salve are treated as if covered by grease. Creatures attempting to hold the affected items must make a Dexterity saving throw each round (DC 13) or drop the item.
Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue.
This scabbard is fashioned from cured leather and fine silver.
The scabbard of keen edges can shrink or enlarge to accommodate any knife, dagger, sword, or other bladed weapon. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
This device appears to be a silver medallion in the shape of a beetle.
If the scarab of protection 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 spell resistance 22. The scarab can also absorb life-draining attacks, death effects, and necrotic damage.. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
This small beetle-shaped pin
Golembane Attacks (Continual while in your possession, DC 22)
This scarab enables you to ignore any resistances that golems have.
Detect Golem (Attuned, DC 22)
You can detect any golem within 60 feet with a standard action that requires concentration.
These burial wrappings look to be made of fine, embroidered materials.
When a body is wrapped in this shroud, 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.
This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical 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.
When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings (with a movement of 20), leaving your hands free. 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 you choose.
This pale amber substance is thick and viscous.
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 can be contained only in a flask whose inside has been coated with 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.
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).
A stone of this nature is typically an oddly shaped bit of roughly polished rock.
While you possess this stone, you can summon an earth elemental with the proper command words. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster spell. 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 is dispelled, dismissed, or slain. Standard versions of the stone summon a small elemental (level 3 spell), greater summons a medium elemental (level 5 spell), and superior summons a greater elemental (level 7 spell).
This stone is typically a bit of rough polished agate or some similar mineral.
If you possess a luckstone, you gain favor on saving throws, ability checks, and skill checks.
This appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone.
A command word brings the stone horse to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. The 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.
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.
This item appears to be a normal string of prayer beads until you cast a divine spell. Once that occurs, you automatically attune to the beads and know their functions. Each strand includes two or more special beads, each with a different magic power. The quality of the strand determines which beads may be found on it.
Special Bead Type | DC | Strand Quality | Special Bead Ability |
Bead of blessing | 22 | Standard | You can cast bless (level 1) |
Bead of healing | 26 | All | You can cast your choice of cure (level 3), remove blindness/deafness, or remove disease. |
Bead of karma | 28 | Greater, Superior | You cast spells at +1 spell level higher than the slot you use. This only affects spells that increase in potency when they level up, not ones that unlock different effects. Effect lasts 10 minutes. |
Bead of smiting | 28 | Greater | Wearer can cast chaos hammer (level 4), holy smite (level 4), order’s wrath (level 4), or unholy blight (level 4, WIS DC 17 partial). |
Bead of wind walking | 32 | Superior | Wearer can cast wind walk (level 6). |
Bead of summons | 38 | Superior | Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid you for one day. (If you use the bead of summons to summon a deity’s emissary frivolously, the deity takes you items and places a quest upon you as punishment, in the very least.) |
Each 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, healing, smiting, and wind walking function allow you to cast spells without preparation and without using spell slots.
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.
These books contain a wealth of mundane knowledge sealed in their pages by powerful magic. Anyone reading one of these tomes finds one of their ability scores permanently enhanced. Reading a book takes a total of 48 hours over a minimum of six days. Once finished, one of your ability scores increases by 2. The ability score that increases depends on type of book. Tomes of Enhancement come in six varieties.
Finding even one of these tomes is very rare, for after used they lose their magic and crumple into dust.
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 favor on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action.
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 per short rest.
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 can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place (i.e. it is a two-way portal).
This 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, you cause the wind 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.
A pair of these wings appear to be either a plain cloak of old, black cloth, or an elegant, long cape of blue feathers.
When you speak the command word, the cloak turns into a pair of bat or bird wings that empower you to fly with a speed of 60 feet.