# item

prereq:
Craft Magic Arms and Armor, locate creature

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Trident of Warning: A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.
Moderate divination; CL 7th; Craft Magic Arms and Armor, locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.


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Animal Friendship: On command, this ring affects an animal as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp.


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Blinking: On command, this ring makes the wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp.


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Chameleon Power: As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.
Faint illusion; CL 3rd; Forge Ring, disguise self,  invisibility; Price 12,700 gp.


prereq:
Forge Ring, creator must have 5 ranks in the Climb skill

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Climbing: This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.
Faint transmutatation; CL 5th; Forge Ring, creator must have 5 ranks in the Climb skill; Price 2,500 gp.


prereq:
Forge Ring, creator must have 10 ranks in the Climb skill

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Climbing, Improved: As climbing, except it grants a +10 competence bonus on its wearer's Climb checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 10 ranks in the Climb skill; Price 10,000 gp.


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Counterspells: This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.


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Djinni Calling: One of the many rings of fable, this 'genie' ring is most useful indeed. It serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.
Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 gp.


prereq:
Forge Ring, summon monster VI, all appropriate spells

full_text:
Ring of Elemental Command (Water)

  Water walk (unlimited use)

  Create water (unlimited use)

  Water breathing (unlimited use)

  Wall of ice (once per day)

  Ice storm (twice per week)

  Control water (twice per week)


The ring appears to be a ring of water walking until the established condition is met.
Strong conjuration; CL 15th; Forge Ring, summon monster VI, all appropriate spells; Price 200,000 gp.


aura:
Faint (minor or major) or moderate (greater) abjuration

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Energy Resistance: This reddish iron ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.
Faint (minor or major) or moderate (greater) abjuration; CL 3rd  (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).


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Evasion: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.


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Feather Falling: This ring is crafted with a feather pattern all around its edge. It acts exactly like a Feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.


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Force Shield: An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.


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Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.


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Friend Shield: These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Moderate abjuration; CL 10th; Forge Ring, shield other; Price 50,000 gp (for a pair).


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Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.


prereq:
Forge Ring, creator must have 5 ranks in the Jump skill

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Jumping: This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.


prereq:
Forge Ring, creator must have 10 ranks in the Jump skill

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Jumping, Improved: As jumping, except it grants a +10 competence bonus on its wearer's Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Jump skill; Price 10,000 gp.


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Mind Shielding: This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts,  discern lies,  and any attempt to magically discern her alignment.
Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.


prereq:
Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring

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Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith,  caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1), 8,000 gp (ring +2), 18,000 gp (ring +3), 32,000 gp (ring +4), 50,000 gp (ring +5).


prereq:
Forge Ring, bull's strength, telekinesis

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Ram: The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device.
The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Moderate transmutation; CL 9th; Forge Ring, bull's strength,  telekinesis; Price 8,600 gp.


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Regeneration: This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.


prereq:
Forge Ring, light, faerie fire, fireball, lightning bolt

full_text:
Shooting Stars: This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.
During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.

  Dancing lights (once per hour)

  Light (twice per night)

  Ball lightning (special, once per night)

  Shooting stars (special, three per week)


The first special function, ball lightning,  releases one to four balls of lightning (ring wearer's choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the Dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.

Number of Balls
Damage per Ball


4 lightning balls
1d6 points of damage each

3 lightning balls
2d6 points of damage each

2 lightning balls
3d6 points of damage each


1 lightning ball
4d6 points of damage

Once the Ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)
The second special function produces three Shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties.

  Faerie fire (twice per day)

  Spark shower (special, once per day)


The Spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Strong evocation; CL 12th; Forge Ring, light,  faerie fire,  fireball,  lightning bolt; Price 50,000 gp.


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Spell Storing, Minor: A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.


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Spell Storing: As the minor ring of spell storing,  except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell ability; Price 50,000 gp.


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Spell Storing, Major: As the minor ring of spell storing,  except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability; Price 200,000 gp.


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Spell Turning: Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price 98,280 gp.


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Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.


prereq:
Forge Ring, creator must have 5 ranks in the Swim skill

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Swimming: This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp.


prereq:
Forge Ring, creator must have 10 ranks in the Swim skill

full_text:
Swimming, Improved: As swimming, except it grants a +10 competence bonus on its wearer's Swim checks.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Swim skill; Price 10,000 gp.


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Telekinesis: This ring allows the caster to use the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.


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Three Wishes: This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.
Strong evocation (if miracle is used); CL 20th; Forge Ring, wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918 XP.


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Water Walking: This ring, set with an opal, allows the wearer to continually utilize the effects of the spell water walk.
Moderate transmutation; CL 9th; Forge Ring, water walk; Price 15,000 gp.


aura:
Moderate (wizardry I) or strong (wizardry II-IV) (no school)

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Wizardry: This special ring comes in four kinds (ring of wizardry I,  ring of wizardry II,  ring of wizardry III,  and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Moderate (wizardry I) or strong (wizardry II-IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).


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X-Ray Vision: On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.
Moderate divination; CL 6th; Forge Ring, true seeing; Price 25,000 gp.


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Absorption: This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod's energy can be used to cast any spell of the appropriate level or levels that they know.
A rod of absorption absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod's remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 71-100, half the levels already absorbed by the rod are still stored within.
Strong abjuration; CL 15th; Craft Rod, spell turning; Price 50,000 gp.


aura:
Moderate abjuration, divination, enchantment, and evocation

prereq:
Craft Rod, alarm, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, see invisibility, prayer, animate objects

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Alertness: This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, the rod enables the holder to use detect evil,  detect good,  detect chaos,  detect law, detect magic,  discern lies,  light,  or see invisibility. Each different use is a standard action.
If the head of a rod of alertness is planted in the ground, and the possessor wills it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any eleven (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.
Moderate abjuration, divination, enchantment, and evocation; CL 11th; Craft Rod, alarm,  detect chaos,  detect evil,  detect good,  detect law,  detect magic,  discern lies,  light,  see invisibility,  prayer,  animate objects; Price 85,000 gp.


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Cancellation: This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
Strong abjuration; CL 17th; Craft Rod, mage's disjunction; Price 11,000 gp.


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Enemy Detection: This device pulses in the wielder's hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
Moderate divination; CL 10th; Craft Rod, true seeing; Price 23,500 gp.


prereq:
Craft Rod, Craft Magic Arms and Armor, bless

full_text:
Flailing: Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3 dire flail. The dire flail is a double weapon, which means that each of the weapon's heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a -2 penalty (as if she had the Two-Weapon Fighting feat).
Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.
Transforming it into a weapon or back into a rod is a move action.
Moderate enchantment; CL 9th; Craft Rod, Craft Magic Arms and Armor, bless; Price 50,000 gp.


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Flame Extinguishing: This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges.
Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those caused by fireball,  flame strike,  or wall of fire, extinguishing the flames expends 2 charges from the rod.
If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges.
A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price 15,000 gp.


full_text:
Immovable Rod: This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod,  it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.
Moderate transmutation; CL 10th; Craft Rod, levitate; Price 5,000 gp.


aura:
Strong enchantment, evocation, necromancy, and transmutation

prereq:
Craft Rod, Craft Magic Arms and Armor, inflict light wounds, bull's strength, flame blade, hold person, fear

full_text:
Lordly Might: This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod's buttons is equivalent to drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day.

  Hold person upon touch, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.

  Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.

  Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half ) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking, as with hold person.


The following weapon functions of the rod have no limit on the number of times they can be employed.

  In its normal form, the rod can be used as a +2 light mace.

  When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword's hilt. The weapon lengthens to an overall length of 4 feet.

  When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.

  When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder's choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.


The following other functions of the rod also have no limit on the number of times they can be employed.

  Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.

  The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.

  When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.


Strong enchantment, evocation, necromancy, and transmutation; CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict light wounds,  bull's strength,  flame blade,  hold person,  fear; Price 70,000 gp.


full_text:
Metal and Mineral Detection: This rod pulses in the wielder's hand and points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.
Moderate divination; CL 9th; Craft Rod, locate object; Price 10,500 gp.


full_text:
Metamagic, Empower: The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).


full_text:
Metamagic, Enlarge: The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).


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Metamagic, Extend: The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).


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Metamagic, Maximize: The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).


full_text:
Metamagic, Quicken: The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).


full_text:
Metamagic, Silent: The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).


prereq:
Craft Rod, dispel magic, and limited wish or miracle

full_text:
Negation: This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have used a ready action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). The rod can function three times per day.
Strong varied; CL 15th; Craft Rod, dispel magic,  and limited wish or miracle; Price 37,000 gp.


prereq:
Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must be good

full_text:
Python: This rod is longer than normal rods. It is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a giant constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attacks and damage possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for three days. A python rod only functions if the possessor is good.
Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, baleful polymorph,  creator must be good; Price 13,000 gp.


full_text:
Rulership: This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.
Strong enchantment; CL 20th; Craft Rod, mass charm monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.


full_text:
Security: This item creates a nondimensional space, a pocket paradise. There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
In this pocket paradise, creatures don't age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.
When the rod's effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod's possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
Strong conjuuration; CL 20th; Craft Rod, gate; Price 61,000 gp.


prereq:
Craft Rod, eagle's splendor, fabricate, major creation

full_text:
Splendor: The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.
Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.
The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).
In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent-a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.
Strong conjuration and transmutation; CL 12th; Craft Rod, eagle's splendor,  fabricate,  major creation; Price 25,000 gp.


prereq:
Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout

full_text:
Thunder and Lightning: Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other magical powers are as follows.

  Thunder: Once per day, the rod can strike as a +3 light mace,  and the opponent struck is stunned from the noise of the rod's impact (Fortitude DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round.

  Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack hit, then the 2d6 points of electricity damage still applies. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.

  Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).

  Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a range of 200 feet.

  Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.


Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout; Price 33,000 gp.


prereq:
Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil

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Viper: This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Fortitude DC 14 negates). The rod only functions if its possessor is evil.
Moderate necromancy; CL 10th; Craft Rod, Craft Magic Arms and Armor, poison,  creator must be evil; Price 19,000 gp.


prereq:
Craft Rod, Craft Magic Arms and Armor, contagion

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Withering: A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.
Strong necromancy; CL 13th; Craft Rod, Craft Magic Arms and Armor, contagion; Price 25,000 gp.


prereq:
Craft Rod, confusion, creator must be chaotic

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Wonder: A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.

d%
Wondrous Effect


01-05
Slow creature pointed at for 10 rounds (Will DC 15 negates).

06-10
Faerie fire surrounds the target.

11-15
Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).

16-20
Gust of wind, but at windstorm force (Fortitude DC 14 negates).

21-25
Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save).

26-30
Stinking cloud at 30-ft. range (Fortitude DC 15 negates).

31-33
Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.

34-36
Summon an animal-a rhino (01-25 on d%), elephant (26-50), or mouse (51-100).

37-46
Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).

47-49
Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).

50-53
Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).

54-58
Darkness, 30-ft. -diameter hemisphere, centered 30 ft. away from rod.

59-62
Grass grows in 160-sq. -ft. area before the rod, or grass existing there grows to ten times normal size.

63-65
Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.

66-69
Reduce wielder to 1/12 height (no save).

70-79
Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).

80-84
Invisibility covers rod wielder.

85-87
Leaves grow from target if within 60 ft. of rod. These last 24 hours.

88-90
10-40 gems, value 1 gp each, shoot forth in a 30-ft. -long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.

91-95
Shimmering colors dance and play over a 40-ft. -by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).

96-97
Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).


98-100
Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).

Moderate enchantment; CL 10th; Craft Rod, confusion, creator must be chaotic; Price 12,000 gp.


prereq:
Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield

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Abjuration: Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:

  Shield (1 charge)

  Resist energy (1 charge)

  Dispel magic (1 charge)

  Lesser globe of invulnerability (2 charges)

  Dismissal (2 charges)

  Repulsion (3 charges)


Strong abjuration; CL 13th; Craft Staff, dismissal,  dispel magic,  lesser globe of invulnerability,  resist energy,  repulsion,  shield; Price 65,000 gp.


prereq:
Craft Staff, Charm person, charm monster

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Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:

  Charm person (1 charge)

  Charm monster (2 charges)


Moderate enchantment; CL 8th; Craft Staff, Charm person,  charm monster; Price 16,500 gp.


prereq:
Craft Staff, cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant

full_text:
Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:

  Unseen servant (1 charge)

  Summon swarm (1 charge)

  Stinking cloud (1 charge)

  Minor creation (2 charges)

  Cloudkill (2 charges)

  Summon monster VI (3 charges)


Strong conjuration; CL 13th; Craft Staff, cloudkill,  stinking cloud,  summon monster VI,  summon swarm,  unseen servant; Price 65,000 gp.


prereq:
Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful

full_text:
Defense: The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:

  Shield (1 charge)

  Shield of faith (1 charge)

  Shield other (1 charge)

  Shield of law (3 charges)


Strong abjuration; CL 15th; Craft Staff, shield,  shield of faith,  shield of law,  shield other, creator must be lawful; Price 58,250 gp.


prereq:
Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing

full_text:
Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells:

  Detect secret doors (1 charge)

  Locate object (1 charge)

  Tongues (1 charge)

  Locate creature (2 charges)

  Prying eyes (2 charges)

  True seeing (3 charges)


Strong divination; CL 13th; Craft Staff, detect secret doors, locate creature,  locate object,  prying eyes,  tongues, true seeing; Price 73,500 gp.


full_text:
Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells:

  Passwall (1 charge)

  Move earth (1 charge)


Moderate transmutation; CL 11th; Craft Staff, move earth,  passwall; Price 80,500 gp.


prereq:
Craft Staff, crushing despair, mass suggestion, mind fog, sleep, suggestion, hideous laughter

full_text:
Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:

  Sleep (1 charge)

  Hideous laughter (1 charge)

  Suggestion (1 charge)

  Crushing despair (2 charges)

  Mind fog (2 charges)

  Suggestion,  mass (3 charges)


Strong enchantment; CL 13th; Craft Staff, crushing despair,  mass suggestion,  mind fog,  sleep,  suggestion,  hideous laughter; Price 65,000 gp.


prereq:
Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force

full_text:
Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:

  Magic missile (1 charge)

  Shatter (1 charge)

  Fireball (1 charge)

  Ice storm (2 charges)

  Wall of force (2 charges)

  Chain lightning (3 charges)


Strong evocation; CL 13th; Craft Staff,  chain lightning,  fireball,  ice storm,  magic missile, shatter,  wall of force; Price 65,000 gp.


full_text:
Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.
Moderate necromancy; CL 7th; Craft Wondrous Item, fear; Price 30,000 gp; Weight 10 lb. for the pair.


full_text:
Dust of Appearance: This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Hide checks. The dust's effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or hollow bone tubes.
Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust; Price 1,800 gp.


prereq:
Craft Wondrous Item, greater invisibility

full_text:
Dust of Disappearance: This dust looks just like Dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance,  however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.
The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.
Moderate illusion; CL 7th; Craft Wondrous Item, greater invisibility; Price 3,500 gp.


full_text:
Dust of Dryness: This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
If the dust is employed against an elemental with the water subtype, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.
Moderate transmutation; CL 11th; Craft Wondrous Item, control water; Price 850 gp.


full_text:
Dust of Illusion: This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.
Faint illusion; CL 6th; Craft Wondrous Item, disguise self; Price 1,200 gp.


full_text:
Dust of Tracelessness: This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A handful of dust sprinkled along a trail causes evidence of the passage of 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. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.
Faint transmutation; CL 3rd; Craft Wondrous Item, pass without trace; Price 250 gp.


full_text:
Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, 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 efficient quiver weighs the same no matter what's placed inside it.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800 gp; Weight 2 lb.


full_text:
Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01-10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91-100) that the efreeti 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 the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.
Strong conjuration; CL 14th; Craft Wondrous Item, summon monster VII; Price 145,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, summon nature's ally V

full_text:
Elemental Gem: This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem.
The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.
Moderate conjuration; CL 11th; Craft Wondrous Item, summon nature's ally V; Price 2,250 gp.


full_text:
Elixir of Fire Breath: This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.
Moderate evocation; CL 11th; Craft Wondrous Item, scorching ray; Price 1,100 gp.


full_text:
Elixir of Hiding: A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).
Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price 250 gp.


full_text:
Elixir of Love: This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person-the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effects wear off in 1d3 hours.
Faint transmutation; CL 4th; Craft Wondrous Item, charm person; Price 150 gp.


full_text:
Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.


prereq:
Craft Wondrous Item, creator must have 5 ranks in the Swim skill

full_text:
Elixir of Swimming: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).
Faint illusion; CL 2nd; Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Price 250 gp.


full_text:
Elixir of Truth: This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question. No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.
Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth; Price 500 gp.


full_text:
Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price 250 gp.


full_text:
Eversmoking Bottle: This metal urn is identical in appearance to an Efreeti bottle,  except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics; Price 5,400 gp; Weight 1 lb.


full_text:
Ranged: The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage and a heavy one 1d8 points. (A tower shield cannot be created with this special ability.) The wielder's Strength modifier and the shield's enhancement bonus add to the base damage.
A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature's next turn (and is therefore ready to use again in that turn).
Catching a ranged shield when it comes back is a free action. If the wielder can't catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown.
Faint psychokinesis; ML 5th; Craft Psionic Arms and Armor,  far hand; Price +1 bonus.


prereq:
Craft Psionic Arms and Armor, ubiquitous vision

full_text:
Seeing: This kind of armor grants a wider than normal field of vision, so that opponents flanking the wearer gain only a +1 bonus on their attack rolls instead of +2 (rogues still get their full sneak attack damage because the wearer is still flanked). The wearer gains a +1 enhancement bonus on Spot checks but takes a -2 penalty on saves against gaze attacks.
Faint clairsentience; ML 5th; Craft Psionic Arms and Armor, ubiquitous vision; Price +6,000 gp.


prereq:
Craft Psionic Arms and Armor, timeless body

full_text:
Time Buttress: This kind of shield gives the wielder a chance to avoid telling blows by using time itself as a shield. Once per day, the wielder can use timeless body as though manifesting the power.
Strong psychoportation; ML 17th; Craft Psionic Arms and Armor, timeless body; Price +5 bonus.


prereq:
Craft Psionic Arms and Armor, cloud mind

full_text:
Vanishing: On command, this suit of armor or shield renders its wearer and all the wearer's equipment invisible to the minds of others, as if he had manifested the power cloud mind. The wearer can use this ability twice per day.
Faint psychokinesis; ML 5th; Craft Psionic Arms and Armor, cloud mind; Price +3 bonus.


prereq:
Craft Psionic Arms and Armor, wall of ectoplasm

full_text:
Wall: As a standard action once per day, the wielder can drop this kind of shield at his feet and command a wall of ectoplasm (as the power) to come into being, with the shield as the point of origin for the effect. This effect forms a wall whose area is up to twelve 10-foot squares or a sphere or hemisphere with a radius of up to 12 feet. The wall dissipates after 7 minutes, or sooner if the wielder of the shield reclaims it (thus dismissing the effect).
Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, wall of ectoplasm; Price +20,160 gp.


prereq:
Craft Psionic Arms and Armor, claws of the vampire

full_text:
Bodyfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. A bodyfeeder weapon grants its wielder temporary hit points equal to the total damage dealt by a successful critical hit. These temporary hit points last for 10 minutes. Thus, if the wielder of a bodyfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary hit points from a previous critical hit, the wielder gains only the better of the two values: either his current number of temporary hit points, or the new influx of temporary hit points, whichever is higher.
Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, claws of the vampire; Price +3 bonus.


prereq:
Craft Psionic Arms and Armor, matter manipulation

full_text:
Collision: Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon's enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition.
Moderate metacreativity; ML 10th; Craft Psionic Arms and Armor, matter manipulation; Price +2 bonus.


prereq:
Craft Psionic Arms and Armor, psionic dominate

full_text:
Coup de Grace: Coup de grace weapons are exceptionally dangerous. On a successful critical hit, the foe must succeed on a DC 27 Will save or be paralyzed for 1 round. While this ability does work on creatures that are immune to extra damage from critical hits, it does not work on creatures without an Intelligence score. Bows, crossbows, and slings bestow this ability on their ammunition.
Strong telepathy; ML 19th; Craft Psionic Arms and Armor, psionic dominate; Price +5 bonus.


prereq:
Craft Psionic Arms and Armor, psionic teleport

full_text:
Dislocator: The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 17 Will save or be teleported 1-100 miles in a random direction. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability on their ammunition.
Strong psychoportation; ML 12th; Craft Psionic Arms and Armor, psionic teleport; Price +3 bonus.


prereq:
Craft Psionic Arms and Armor, dismiss ectoplasm

full_text:
Dissipater: This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Against qualifying targets, a dissipater weapon ignores damage reduction and hardness, and treats all successful hits as critical hits.
Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, dismiss ectoplasm; Price +1 bonus.


prereq:
Craft Psionic Arms and Armor, psionic plane shift

full_text:
Great Dislocator: The wielder of this kind of weapon can attempt to greatly dislocate a designated foe up to three times per day. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence. If the weapon misses, the use is wasted. Bows, crossbows, and slings bestow this ability upon their ammunition.
Strong psychoportation; ML 12th; Craft Psionic Arms and Armor, psionic plane shift; Price +4 bonus.


prereq:
Craft Psionic Arms and Armor, fate of one

full_text:
Lucky: A lucky weapon offers a second chance at success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of multiple attacks) as a free action. The rerolled attack uses the same bonuses or penalties as the missed roll.
Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor,  fate of one; Price +1 bonus.


prereq:
Craft Psionic Arms and Armor, knowledge of any 3rd-level power

full_text:
Manifester: This kind of weapon generates 5 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power's cost with power points from more than one source, so the power points in the shield must be used for discrete manifestations.
Moderate clairsentience; ML 8th; Craft Psionic Arms and Armor, knowledge of any 3rd-level power; Price +16,000 gp.


prereq:
Craft Psionic Arms and Armor, psychic vampire

full_text:
Mindcrusher: Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). A psionic creature that is out of power points (or has none) must succeed on a DC 17 Will save or take 1d2 points of Wisdom damage.
Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, psychic vampire; Price +2 bonus.


full_text:
Mindfeeder: All feeder weapons have a special ability that functions only upon scoring a successful critical hit. Once per day, a mindfeeder weapon grants its wielder temporary power points equal to the total lethal damage dealt by a successful critical hit. The wielder must decide to use the mindfeeder ability after successfully confirming a critical hit, but prior to rolling critical hit damage. These temporary power points last for 10 minutes. The wielder may not exceed his natural maximum power points per day using the mindfeeder ability. The wielder gains power points even if the target has none (effectively, its hit point damage is converted to power points). Constructs and undead are not subject to mindfeeder weapons. As with temporary hit points, temporary power points do not stack with each other; they overlap. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher.
Strong psychometabolism; ML 15th; Craft Psionic Arms and Armor, psychic vampire; Price +3 bonus.


prereq:
Craft Psionic Arms and Armor, defensive precognition

full_text:
Parrying: A parrying weapon perceives an instant into the future, and of its own accord resists melee and ranged attacks aimed at the wielder, granting a +1 insight bonus to the wielder's Armor Class. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. The bonuses are granted whenever the wielder holds the weapon, even if flat-footed.
Faint clairsentience; ML 5th; Craft Psionic Arms and Armor, defensive precognition; Price +8,000 gp.


prereq:
Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level

full_text:
Power Storing: A power storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already.
Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level; Price +1 bonus.


prereq:
Craft Staff, Burning hands, fireball, wall of fire

full_text:
Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following spells:

  Burning hands (1 charge)

  Fireball (1 charge)

  Wall of fire (2 charges)


Moderate evocation; CL 8th; Craft Staff, Burning hands,  fireball,  wall of fire; Price 17,750 gp.


prereq:
Craft Staff, cone of cold, ice storm, wall of ice

full_text:
Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells:

  Ice storm (1 charge)

  Wall of ice (1 charge)

  Cone of cold (2 charge)


Moderate evocation; CL 10th; Craft Staff,  cone of cold, ice storm,  wall of ice; Price 56,250 gp.


prereq:
Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease

full_text:
Healing: This white ash staff, with inlaid silver runes, allows use of the following spells:

  Lesser restoration (1 charge)

  Cure serious wounds (1 charge)

  Remove blindness/deafness (2 charges)

  Remove disease (3 charges)


Moderate conjuration; CL 8th; Craft Staff, cure serious wounds,  lesser restoration,  remove blindness/deafness,  remove disease; Price 27,750 gp.


prereq:
Craft Staff, disguise self, major image, mirror image, persistent image, project image, rainbow pattern

full_text:
Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:

  Disguise self (1 charge)

  Mirror image (1 charge)

  Major image (1 charge)

  Rainbow pattern (2 charges)

  Persistent image (2 charges)

  Mislead (3 charges)


Strong illusion; CL 13th; Craft Staff, disguise self,  major image,  mirror image,  persistent image,  project image,  rainbow pattern; Price 65,000 gp.


prereq:
Craft Staff, dancing lights, daylight, flare, sunburst

full_text:
Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:

  Dancing lights (1 charge)

  Flare (1 charge)

  Daylight (2 charges)

  Sunburst (3 charges)


Strong evocation; CL 15th; Craft Staff, dancing lights,  daylight,  flare,  sunburst; Price 48,250 gp.


full_text:
Life: Made of thick oak shod in gold, this staff allows use of the following spells:

  Heal (1 charge)

  Raise dead (5 charges)


Moderate conjuration; CL 11th; Craft Staff, heal,  resurrection; Price 155,750 gp.


prereq:
Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue

full_text:
Necromancy: This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:

  Cause fear (1 charge)

  Ghoul touch (1 charge)

  Halt undead (1 charge)

  Enervation (2 charges)

  Waves of fatigue (2 charges)

  Circle of death (3 charges)


Strong necromancy; CL 13th; Craft Staff, cause fear,  circle of death,  enervation,  ghoul touch,  halt undead,  waves of fatigue; Price 65,000 gp.


prereq:
Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door

full_text:
Passage: This potent item allows use of the following spells:

  Dimension door (1 charge)

  Passwall (1 charge)

  Phase door (2 charges)

  Greater teleport (2 charges)

  Astral projection (2 charges)


Strong varied; CL 17th; Craft Staff, astral projection,  dimension door,  greater teleport,  passwall,  phase door; Price 170,500 gp.


prereq:
Craft Staff, Craft Magic Arms and Armor, magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of force, globe of invulnerability

full_text:
Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:

  Magic missile (1 charge)

  Ray of enfeeblement (heightened to 5th level) (1 charge)

  Continual flame (1 charge)

  Levitate (1 charge)

  Lightning bolt (heightened to 5th level) (1 charge)

  Fireball (heightened to 5th level) (1 charge)

  Cone of cold (2 charges)

  Hold monster (2 charges)

  Wall of force (in a 10-ft. -diameter hemisphere around the caster only) (2 charges)

  Globe of invulnerability (2 charges)


The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff,  and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round.
A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 x the number of charges in the staff, those 3 or 4 squares away take 6 x the number of charges in damage, and those 5 or 6 squares distant take 4 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power,  are capable of being used for a retributive strike.
After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and Armor, magic missile,  heightened ray of enfeeblement,  continual flame,  levitate,  heightened fireball,  heightened lightning bolt,  cone of cold,  hold monster,  wall of force,  globe of invulnerability; Price 211,000 gp.


prereq:
Craft Staff, Enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item

full_text:
Size Alteration: Stout and sturdy, this staff of dark wood allows use of the following spells:

  Enlarge person (1 charge)

  Reduce person (1 charge)

  Shrink item (1 charge)

  Enlarge person,  mass (1 charge)

  Reduce person,  mass (1 charge)


Faint conjuration; CL 8th; Craft Staff, Enlarge person,  mass enlarge person,  reduce person,  mass reduce person,  shrink item; Price 29,000 gp.


prereq:
Craft Staff, insect plague, summon swarm

full_text:
Swarming Insects: Made of twisted dark wood with dark spots resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells:

  Summon swarm (1 charge)

  Insect plague (3 charges)


Moderate conjuration; CL 9th; Craft Staff, insect plague,  summon swarm; Price 24,750 gp.


prereq:
Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph

full_text:
Transmutation: This staff is generally carved from or decorated with petrified wood and allows use of the following spells:

  Expeditious retreat (1 charge)

  Alter self (1 charge)

  Blink (1 charge)

  Polymorph (2 charges)

  Baleful polymorph (2 charges)

  Disintegrate (3 charges)


Strong transmutation; CL 13th; Craft Staff, alter self,  baleful polymorph,  blink,  disintegrate,  expeditious retreat,  polymorph; Price 65,000 gp.


prereq:
Craft Staff, Craft Magic Arms and Armor, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature's ally VI, wall of thorns

full_text:
Woodlands: Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:

  Charm animal (1 charge)

  Speak with animals (1 charge)

  Barkskin (2 charges)

  Wall of thorns (3 charges)

  Summon nature's ally VI (3 charges)

  Animate plants (4 charges)


The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.
Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and Armor, animate plants,  barkskin,  charm animal,  pass without trace,  speak with animals,  summon nature's ally VI,  wall of thorns; Price 101,250 gp.


name:
Charm Person, Heightened (3rd-Level Spell)


name:
Ray of Enfeeblement Heightened (4th Level)


full_text:
Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.
Moderate transmutation; CL 8th; Craft Wondrous Item, bear's endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).


prereq:
Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus

full_text:
Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).


prereq:
Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus

full_text:
Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin,  creator's caster level must be at least three times the amulet's bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).


full_text:
Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).
Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 120,000 gp.


name:
Amulet of Proof Against Detection and Location

full_text:
Amulet of Proof against Detection and Location: This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself ).
Moderate abjuration; CL 8th; Craft Wondrous Item, nondetection; Price 35,000 gp.


prereq:
Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill

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

Lever (1d10)
Lever Function


1
Extend/retract legs and tail

2
Uncover/cover forward porthole

3
Uncover/cover side portholes

4
Extend/retract pincers and feelers

5
Snap pincers

6
Move forward/backward

7
Turn left/right

8
Open 'eyes' with continual flame inside/close 'eyes'

9
Rise/sink in water


10
Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
Strong evocation and transmutation; CL 19th; Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill; Price 90,000 gp;Weight 500 lb.


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

Bag
Bag Weight
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-unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round 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.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.


prereq:
Craft Wondrous Item, summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V (tan)

full_text:
Bag of Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V (tan); Price 900 gp (gray), 3,000 gp (rust), 6,300 gp (tan).

--- Gray --
---- Rust ----
---- Tan ----


d%
Animal
d%
Animal
d%
Animal

01-30
Bat
01-30
Wolverine
01-30
Brown bear

31-60
Rat
31-60
Wolf
31-60
Lion

61-75
Cat
61-85
Boar
61-80
Heavy warhorse

76-90
Weasel
86-100
Black bear
81-90
Tiger


91-100
Badger
91-100
Rhinoceros



full_text:
Bead of Force: This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
It functions like a resilient sphere spell (Reflex DC 16 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.
Moderate evocation; CL 10th; Craft Wondrous Item, resilient sphere; Price 3,000 gp.


prereq:
Craft Wondrous Item, righteous might or transformation

full_text:
Belt, Monk's: This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. The wearer's AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk's AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, tongues, creator must be a dwarf

full_text:
Belt of Dwarvenkind: This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.
Moderate divination; CL 12th; Craft Wondrous Item, tongues, creator must be a dwarf; Price 14,900 gp; Weight 1 lb.


full_text:
Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength score in the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull's strength; Price 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.


full_text:
Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Moderate transmutation; CL 7th; Craft Wondrous Item, secret page; Price 12,500 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill

full_text:
Boat, Folding: A folding boat looks like a small wooden box-about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself into a box once again.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill; Price 7,200 gp; Weight 4 lb.


prereq:
Craft Wondrous Item, creator must be an elf

full_text:
Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp; Weight 1 lb.


full_text:
Boots of Levitation: On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 7,500 gp; Weight 1 lb.


full_text:
Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, longstrider, creator must have 5 ranks in the Jump skill

full_text:
Boots of Striding and Springing: These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5 ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.


full_text:
Boots of Teleportation: Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, cat's grace, endure elements, pass without trace

full_text:
Boots of the Winterlands: 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.
Faint abjuration and transmutation; CL 5th; Craft Wondrous Item,  cat's grace,  endure elements,  pass without trace; Price 2,500 gp; Weight 1 lb.


full_text:
Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times day for up to 5 minutes per flight.
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price 16,000 gp; Weight 1 lb.


full_text:
Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Moderate transmutation; CL 7th; Craft Wondrous Item, water breathing; Price 7,250 gp; Weight 2 lb.


prereq:
Craft Wondrous Item, summon monster VI, summon monster VII

full_text:
Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as if summon monster VII had been cast).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI,  summon monster VII; Price 100,000 gp; Weight 3 lb.


full_text:
Bracelet of Friends: This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.
Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp.


prereq:
Craft Wondrous Item, Craft Magic Arms and Armor

full_text:
Bracers of Archery, Greater: These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 25,000 gp; Weight 1 lb.


full_text:
Bracers of Archery, Lesser: These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 5,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers

full_text:
Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.


full_text:
Brazier of Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI,  summon monster VII; Price 100,000 gp; Weight 5 lb.


full_text:
Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 1,500 gp.


prereq:
Craft Wondrous Item, overland flight, permanency

full_text:
Broom of Flying: This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, 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.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight,  permanency; Price 17,000 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, gate, creator must be same alignment as candle created

full_text:
Candle of Invocation: Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours.
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. 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.
Strong conjuration; CL 17th; Craft Wondrous Item, gate,  creator must be same alignment as candle created; Price 8,400 gp; Weight 1/2 lb.


full_text:
Candle of Truth: This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.
Faint enchantment; CL 3rd; Craft Wondrous Item, zone of truth; Price 2,500 gp; Weight 1/2 lb.


full_text:
Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
Moderate conjuration; CL 9th; Craft Wondrous Item, dimension door; Price 10,080 gp; Weight 1 lb.


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

Size
Capacity
Speed
Weight
Market Price


5 ft. by 5 ft.
200 lb.
40 ft.
8 lb.
20,000 gp

5 ft. by 10 ft.
400 lb.
40 ft.
15 lb.
35,000 gp


10 ft. by 10 ft.
800 lb.
40 ft.
10 lb.
60,000 gp

A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.
Moderate transmutation; CL 10th; Craft Wondrous Item, overland flight, permanency.


prereq:
Craft Wondrous Item, summon monster VI, summon monster IX

full_text:
Censer of Controlling Air Elementals: This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon monster VI spell. If incense of meditation is burned within the censer, the air elemental is an elder air elemental instead (as if summon monster IX had just been cast). Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 17th; Craft Wondrous Item, summon monster VI,  summon monster IX; Price 100,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, Cloak of chaos, magic circle against law, random action, word of chaos, creator must be chaotic

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

  Confusion,  lesser

  Magic circle against law

  Word of chaos

  Cloak of chaos


Each power is usable 1d4 times per day. This is rolled for each power individually and the character does not A nonchaotic character who possesses a chaos diamond gains one negative level. Although this level never results in actual level loss, it remains as long as the diamond is in the character's possession and cannot be overcome in any way (including restoration spells).
Strong varied; CL 19th; Craft Wondrous Item, Cloak of chaos,  magic circle against law,  random action,  word of chaos,  creator must be chaotic; Price 160,000 gp; Weight 1 lb.


full_text:
Chime of Interruption: This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.
While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell's level).
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 16,800 gp; Weight 1 lb.


full_text:
Chime of Opening: 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.
Moderate transmutation; CL 11th; Craft Wondrous Item, knock; Price 3,000 gp; Weight 1 lb.


full_text:
Circlet of Blasting, Minor: On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.
Faint evocation; CL 6th; Craft Wondrous Item, searing light; Price 6,480 gp.


prereq:
Craft Wondrous Item, Maximize Spell, searing light

full_text:
Circlet of Blasting, Major: On command, this elaborate golden headband projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.
Strong evocation; CL 17th; Craft Wondrous Item, Maximize Spell, searing light; Price 23,760 gp.


full_text:
Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.
Faint transmutation; CL 5th; Craft Wondrous Item, eagle's splendor; Price 4,500 gp.


full_text:
Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort-she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.
Faint conjuration and transmutation; CL 6th; Craft Wondrous Item, spider climb,  web; Price 14,000 gp; Weight 1 lb.


full_text:
Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
Moderate transmutation; CL 7th; Craft Wondrous Item, fly,  polymorph; Price 26,000 gp; Weight 1 lb.


full_text:
Cloak of Charisma: This lightweight and fashionable cloak has a highly decorative silver trim. When in a character's possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle's splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb.


full_text:
Cloak of Displacement, Minor: This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a 20% miss chance on attacks against the wearer. It functions continually.
Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price 24,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, Extend Spell, displacement

full_text:
Cloak of Displacement, Major: This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.
Moderate illusion; CL 7th; Craft Wondrous Item, Extend Spell, displacement; Price 50,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, invisibility, creator must be an elf

full_text:
Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility,  creator must be an elf; Price 2,500 gp; Weight 1 lb.


full_text:
Cloak of Etherealness: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
Strong transmutation; CL 15th; Craft Wondrous Item, ethereal jaunt; Price 55,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, polymorph, water breathing

full_text:
Cloak of the Manta Ray: This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.
Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus

full_text:
Cloak of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Faint abjuration; CL 5th; Craft Wondrous Item, resistance,  creator's caster level must be at least three times the cloak's bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.


prereq:
Craft Wondrous Item, scrying (plus any additional spells put into item)

full_text:
Crystal Ball: This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).
Certain crystal balls have additional powers that can be used through the Crystal ball on the target viewed.

Crystal Ball Type
Market Price


Crystal ball
42,000 gp

Crystal ball with see invisibility
50,000 gp

Crystal ball with detect thoughts (Will DC 13 negates)
51,000 gp

Crystal ball with telepathy*
70,000 gp

Crystal ball with true seeing
80,000 gp


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

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


full_text:
Cube of Force: This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the table.
When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:

Cube Face
Charge Cost per Minute
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

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


prereq:
Craft Wondrous Item, protection from energy

full_text:
Cube of Frost Resistance: This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks. 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.
Faint abjuration; CL 5th; Craft Wondrous Item, protection from energy; Price 27,000 gp.


full_text:
Cubic Gate: This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.
If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.
If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding on DC 23 Will saves).
Strong conjuration; CL 13th; Craft Wondrous Item, plane shift; Price 164,000 gp.


prereq:
Craft Wondrous Item, unhallow, creator must be evil

full_text:
Darkskull: This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that no additional spell effect is tied or fixed to the Darkskull).
Moderate evocation [evil]; CL 9th; Craft Wondrous Item, unhallow,  creator must be evil; Price 60,000 gp; Weight 5 lb.


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

  'Stream' pours out 1 gallon per round.

  'Fountain' produces a 5-foot-long stream at 5 gallons per round.

  'Geyser' produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.


The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp; Weight 2 lb.


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

Playing Card
Tarot Card
Creature


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


full_text:
Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
Moderate abjuration; CL 11th; Craft Wondrous Item, dimensional anchor; Price 28,000 gp; Weight 5 lb.


prereq:
Craft Wondrous Item, Heighten Spell, charm person

full_text:
Eyes of Charming: These two crystal lenses fit over the user's eyes. The wearer is able to use charm person (one target per round) merely by meeting a target's gaze. Those failing a DC 16 Will save are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10.
Moderate enchantment; CL 7th; Craft Wondrous Item, Heighten Spell, charm person; Price 56,000 gp for a pair.


prereq:
Craft Wondrous Item, doom, deathwatch, fear

full_text:
Eyes of Doom: These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week.
Moderate necromancy; CL 11th; Craft Wondrous Item, doom,  deathwatch,  fear; Price 25,000 gp.


full_text:
Eyes of the Eagle: These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Spot checks. Wearing only one of the pair causes a character to become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer can use the single lens without being stunned so long as she covers her other eye. Of course, she can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness.
Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance; Price 2,500 gp.


full_text:
Eyes of Petrification: These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (Fortitude DC 19 negates) for 10 rounds per day. Both lenses must be worn for the magic to be effective.
Moderate transmutation; CL 11th; Craft Wondrous Item, flesh to stone; Price 98,000 gp.


prereq:
Craft Wondrous Item, animal messenger, animate objects

full_text:
Figurines of Wondrous Power: Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.
Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.
Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 16,500 gp.
Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:

  The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week-continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form 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 (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use.


Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 21,000 gp.
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.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 17,000 gp.
Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight,  plane shift,  and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts,  its rider and his gear follow suit.
Thus, the user can travel to other planes via this means.
Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects,  etherealness,  fly,  plane shift; Price 28,500 gp.
Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search 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.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 15,500 gp.
Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 9,100 gp.
Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
Faint enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger,  animate objects; Price 3,800 gp.


full_text:
Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.
Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).


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


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Gauntlet of Rust: This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.
Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp; Price 11,500 gp; Weight 2 lb.


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

  One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.

  Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.

  The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.


A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp.


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Gem of Seeing: This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit.
Moderate divination; CL 10th; Craft Wondrous Item, true seeing; Price 75,000 gp.


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Gloves of Arrow Snaring: 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.
Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price 4,000 gp.


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Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer's Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat's grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).


full_text:
Glove of Storing: This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).


prereq:
Craft Wondrous Item, bull's strength, cat's grace

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Gloves of Swimming and Climbing: These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.
Faint transmutation; CL 5th; Craft Wondrous Item, bull's strength,  cat's grace; Price 6,250 gp.


full_text:
Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price 1,250 gp.


full_text:
Goggles of Night: The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision; Price 12,000 gp.


prereq:
Craft Construct, creator must be caster level 16th, antimagic field, geas/quest, symbol of stunning

full_text:
Golem Manual: A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem, effectively grants the builder use of the Craft Construct feat during the construction of the golem, and grants the character an increase to her caster level for the purpose of crafting a golem. Any golem built using a golem manual does not cost the creator any XP, since the requisite XP are 'contained' in the book and 'expended' by the book during the creation process.
The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The 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,  prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. The book supplies 1,540 XP for the creation of a clay golem.
Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, creator must be caster level 11th, animate objects,  commune,  prayer,  resurrection; Price 12,000 gp; Cost 2,150 gp + 1,712 XP; Weight 5 lb.
Flesh Golem Manual: The book contains animate dead,  bull's strength,  geas/quest,  and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. The book supplies 780 XP for the creation of a flesh golem.
Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, creator must be caster level 8th, animate dead,  bull's strength,  geas/quest,  limited wish; Price 8,000 gp; Cost 2,050 gp + 944 XP; Weight 5 lb.
Iron Golem Manual: The book contains cloudkill,  geas/quest,  limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem. The book supplies 5,600 XP for the creation of a iron golem.
Strong conjuration, enchantment and transmutation; CL 16th; Craft Construct, creator must be caster level 16th, cloudkill,  geas/quest,  limited wish,  polymorph any object; Price 35,000 gp; Cost 3,500 gp + 5,880 XP; Weight 5 lb.
Stone Golem Manual: The book contains geas/quest,  limited wish,  polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. The book supplies 3,400 XP for the creation of a stone golem.
Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, antimagic field,  geas/quest,  symbol of stunning; Price 22,000 gp; Cost 2,500 gp + 3,600 XP; Weight 5 lb.
Stone Golem Manual,  Greater: The book contains geas/quest,  limited wish,  polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. The book supplies 7,640 XP for the creation of a greater stone golem.
Strong abjuration and enchantment; CL 16th; Craft Construct, creator must be caster level 16th, antimagic field,  geas/quest,  symbol of stunning; Price 44,000 gp; Cost 2,900 gp + 7,872 XP; Weight 5 lb.


prereq:
Craft Wondrous Item, animate dead, daylight, detect invisibility

full_text:
Hand of Glory: This mummified human hand hangs by a leather cord around a character's neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
Faint varied; CL 5th; Craft Wondrous Item,  animate dead, daylight,  detect invisibility; Price 8,000 gp; Weight 2 lb.


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Hand of the Mage: This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp; Weight 2 lb.


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Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold 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, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp; Weight 5 lb.


full_text:
Harp of Charming: This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.
Faint enchantment; CL 5th; Craft Wondrous Item, suggestion; Price 7,500 gp; Weight 5 lb.


full_text:
Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp.


full_text:
Headband of Intellect: This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.
Moderate transmutation; CL 8th; Craft Wondrous Item, fox's cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).


prereq:
Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire

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

  Diamond: Prismatic spray (save DC 20)

  Ruby: Wall of fire

  Fire opal: fireball (10d6, Reflex DC 20 half )

  Opal: Daylight


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

  It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.

  The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.

  The helm provides fire resistance 30. This protection does not stack with similar protection from other sources.


Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
Strong varied; CL 13th; Craft Wondrous Item, detect undead,  fireball,  flame blade,  light,  prismatic spray,  protection from energy,  wall of fire; Price 125,000 gp; Weight 3 lb.


name:
Helm of Comprehend Languages and Read Magic

prereq:
Craft Wondrous Item, comprehend languages, read magic

full_text:
Helm of Comprehend Languages and Read Magic: Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.
Faint divination; CL 4th; Craft Wondrous Item, comprehend languages,  read magic; Price 5,200 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, detect thoughts, suggestion

full_text:
Helm of Telepathy: The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.
Faint divination and enchantment; CL 5th; Craft Wondrous Item, detect thoughts,  suggestion; Price 27,000 gp; Weight 3 lb.


full_text:
Helm of Teleportation: A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 73,500 gp; Weight 3 lb.


full_text:
Helm of Underwater Action: The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.
Faint transmutation; CL 5th; Craft Wondrous Item, water breathing; Price 57,000 gp; Weight 3 lb.


full_text:
Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Will DC 16 negates).
If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 20,000 gp; Weight 1 lb.


full_text:
Horn of Blasting, Greater: This horn functions as a horn of blasting,  except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.
Strong evocation; CL 16th; Craft Wondrous Item, greater shout; Price 70,000 gp; Weight 1 lb.


full_text:
Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that 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.
Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring mist; Price 2,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, magic circle against good, magic circle against evil

full_text:
Horn of Goodness/Evil: This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.
Faint abjuration; CL 6th; Craft Wondrous Item, magic circle against good,  magic circle against evil; Price 6,500 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, fear, summon monster V, control water, creator must be a triton or get construction aid from a triton

full_text:
Horn of the Tritons: 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. A horn of the tritons can perform any one of the following functions when blown.

  Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 Will save.

  Attract 5d4 Large sharks (01-30 on d%), 5d6 Medium sharks (31-80), or 1d10 sea lions (81-100) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, the one who sounded the horn.

  Causes aquatic creatures with Intelligence scores of 1 or 2 within 500 feet to become panicked as if they had been targeted by a fear spell (Will DC 16 partial). Those who successfully save are shaken for 3d6 rounds.


Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.
Moderate conjuration and transmutation; CL 8th; Craft Wondrous Item, fear,  summon monster V,  control water,  creator must be a triton or get construction aid from a triton; Price 15,100 gp; Weight 2 lb.


full_text:
Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.

d%
Type of Horn
Barbarians Summoned
Prerequisite


01-40
Silver
2d4+2, 2nd level
None

41-75
Brass
2d4+1, 3rd level
Spellcaster level 1st

76-90
Bronze
2d4, 4th level
Proficiency with all martial weapons or bardic music ability


91-100
Iron
1d4+1, 5th level
Proficiency with all martial weapons or bardic music ability

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp; Weight 2 lb.


full_text:
Horseshoes of Speed: These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal's hooves, they increase the animal's base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, haste; Price 3,000 gp; Weight 12 lb. (for four).


full_text:
Horseshoes of a Zephyr: These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 6,000 gp; Weight 4 lb. (for four).


prereq:
Craft Wondrous Item, Maximize Spell, bless

full_text:
Incense of Meditation: This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).
Each block of incense burns for 8 hours, and the effects persist for 24 hours.
Moderate enchantment; CL 7th; Craft Wondrous Item, Maximize Spell, bless; Price 4,900 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, mage's magnificent mansion

full_text:
Instant Fortress: This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of 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 (Reflex DC 19 half ).
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
Strong conjuration; CL 13th; Craft Wondrous Item, mage's magnificent mansion; Price 55,000 gp.


prereq:
Craft Wondrous Item, creator must be 12th level

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

Color
Shape
Effect
Market Price


Clear
Spindle
Sustains creature without food or water
4,000 gp

Dusty rose
Prism
+1 insight bonus to AC
5,000 gp

Deep red
Sphere
+2 enhancement bonus to Dexterity
8,000 gp

Incandescent blue
Sphere
+2 enhancement bonus to Wisdom
8,000 gp

Pale blue
Rhomboid
+2 enhancement bonus to Strength
8,000 gp

Pink
Rhomboid
+2 enhancement bonus to Constitution
8,000 gp

Pink and green
Sphere
+2 enhancement bonus to Charisma
8,000 gp

Scarlet and blue
Sphere
+2 enhancement bonus to Intelligence
8,000 gp

Dark blue
Rhomboid
Alertness (as the feat)
10,000 gp

Vibrant purple
Prism
Stores three levels of spells, as a ring of spell storing
36,000 gp

Iridescent
Spindle
Sustains creature without air
18,000 gp

Pale lavender
Ellipsoid
Absorbs spells of 4th level or lower1
20,000 gp

Pearly white
Spindle
Regenerate 1 point of damage per hour
20,000 gp

Pale green
Prism
+1 competence bonus on attack rolls, saves, skill checks, and ability checks
30,000 gp

Orange
Prism
+1 caster level
30,000 gp

Lavender and green
Ellipsoid
Absorbs spells of 8th level or lower2
40,000 gp


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


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

Regeneration from the pearly white ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).
Moderate varied; CL 12th; Craft Wondrous Item, creator must be 12th level.


full_text:
Iron Bands of Binding: When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.
Strong evocation; CL 13th; Craft Wondrous Item, grasping hand; Price 26,000 gp; Weight 1 lb.


full_text:
Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. 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 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.
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 a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following:

d%
Contents
d%
Contents


01-50
Empty
89
Demon (glabrezu)

51-54
Large air elemental
90
Demon (succubus)

55-58
Arrowhawk
91
Devil (osyluth)

59-62
Large earth elemental
92
Devil (barbazu)

63-66
Xorn
93
Devil (erinyes)

67-70
Large fire elemental
94
Devil (cornugon)

71-74
Salamander
95
Celestial (avoral)

75-78
Large water elemental
96
Celestial (ghaele)

79-82
Adult tojanida
97
Formian myrmarch

83-84
Chaos Beast
98
Arrowhawk, elder

85-86
Formian taskmaster
99
Rakshasa


87
Demon (vrock)
100
Demon (balor) or devil (pit fiend)-equal chance for either


88
Demon (hezrou)

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


full_text:
Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
Faint evocation; CL 5th; Craft Wondrous Item, invisibility purge; Price 30,000 gp; Weight 2 lb.


full_text:
Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks.
It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.
Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb.


full_text:
Lyre of Building: If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting,  a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate; Price 13,000 gp; Weight 5 lb.


full_text:
Mantle of Faith: This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.
Strong abjuration [good]; CL 20th; Craft Wondrous Item, stoneskin; Price 76,000 gp.


full_text:
Mantle of Spell Resistance: This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.


full_text:
Manual of Bodily Health: This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Manual of Gainful Exercise: This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Manual of Quickness of Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Marvelous Pigments: These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of Marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.
Only normal, inanimate objects can be created. Creatures 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. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments -precious metals, gems, jewelry, ivory, and so on- appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.
Items created are not magical; the effect is instantaneous.
Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.


prereq:
Craft Wondrous Item, animate objects, finger of death, fly

full_text:
Mask of the Skull: This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.
Strong necromancy and transmutation; CL 13th; Craft Wondrous Item, animate objects,  finger of death,  fly; Price 22,000 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, Craft Magic Arms and Armor, move earth

full_text:
Mattock of the Titans: This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer,  dealing 4d6 points of base damage.
Strong transmutation; CL 16th; Craft Wondrous Item, Craft Magic Arms and Armor, move earth; Price 23,348 gp; Cost 13,348 gp + 800 XP; Weight 120 lb.


prereq:
Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist

full_text:
Maul of the Titans: 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, the wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a -4 penalty on attack rolls.
Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist; Price 25,305 gp; Cost 12,305 gp + 480 XP; Weight 160 lb.


full_text:
Medallion of Thoughts: This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
Faint divination; CL 5th; Craft Wondrous Item, detect thoughts; Price 12,000 gp.


full_text:
Mirror of Life Trapping: 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 Will 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.
Strong abjuration; CL 17th; Craft Wondrous Item, imprisonment; Price 200,000 gp; Weight 50 lb.


prereq:
Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore

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

  Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.

  View other places as if with clairvoyance,  but vision extends even onto other planes if the viewer is sufficiently familiar with them.

  Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.

  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).


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


full_text:
Mirror of Opposition: This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.
Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price 92,000 gp; Weight 45 lb.


full_text:
Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Moderate transmutation; CL 7th; Craft Wondrous Item, alter self; Price 9,000 gp.


full_text:
Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half ).
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.
Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.

Necklace
10d6
9d6
8d6
7d6
6d6
5d6
4d6
3d6
2d6
Market Price


Type I
-
-
-
-
-
1
-
2
-
1,650 gp

Type II
-
-
-
-
1
-
2
-
2
2,700 gp

Type III
-
-
-
1
-
2
-
4
-
4,350 gp

Type IV
-
-
1
-
2
-
2
-
4
5,400 gp

Type V
-
1
-
2
-
2
-
2
-
5,850 gp

Type VI
1
-
2
-
2
-
4
-
-
8,100 gp


Type VII
1
2
-
2
-
2
-
2
-
8,700 gp

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
Moderate evocation; CL 10th; Craft Wondrous Item, fireball.


prereq:
Craft Wondrous Item, control weather, endure elements, storm of vengeance

full_text:
Orb of Storms: This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.
Strong varied; CL 18th; Craft Wondrous Item, control weather,  endure elements,  storm of vengeance; Price 48,000 gp; Weight 6 lb.


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

full_text:
Pearl of Power: This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells).


prereq:
Craft Wondrous Item, freedom of movement, water breathing

full_text:
Pearl of the Sirines: This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item, freedom of movement,  water breathing; Price 15,300 gp.


full_text:
Periapt of Health: The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.
Faint conjuration; CL 5th; Craft Wondrous Item, remove disease; Price 7,500 gp.


full_text:
Periapt of Proof against Poison: This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison, although poisons still active when the periapt is first donned still run their course.
Faint conjuration; CL 5th; Craft Wondrous Item, neutralize poison; Price 27,000 gp.


full_text:
Periapt of Wisdom: Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor's Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
Moderate transmutation; CL 8th; Craft Wondrous Item, owl's wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).


full_text:
Periapt of Wound Closure: This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between -1 and -9 inclusive. The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.
Moderate conjuration; CL 10th; Craft Wondrous Item, heal; Price 15,000 gp.


prereq:
Craft Wondrous Item, detect chaos, detect evil, detect good, detect law

full_text:
Phylactery of Faithfulness: This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Faint divination; CL 1st; Craft Wondrous Item, detect chaos,  detect evil,  detect good,  detect law; Price 1,000 gp.


full_text:
Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.
Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.


full_text:
Pipes of Haunting: This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.
Faint necromancy; CL 4th; Craft Wondrous Item, scare; Price 6,000 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, creator must have the bardic music class feature, sound burst

full_text:
Pipes of Pain: These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).
Faint enchantment and evocation; CL 6th; Craft Wondrous Item, creator must have the bardic music class feature, sound burst; Price 12,000 gp; Weight 3 lb.


prereq:
Craft Wondrous Item, charm animal, summon nature's ally I, wild empathy ability

full_text:
Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is 15.
If the rats are under the control of another creature, add the 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.
Faint conjuration; CL 2nd; Craft Wondrous Item, charm animal,  summon nature's ally I,  wild empathy ability; Price 1,150 gp; Weight 3 lb.


full_text:
Pipes of Sounding: When played by a character who has the Perform (wind instruments) skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound (caster level 2nd).
Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound; Price 1,800 gp; Weight 3 lb.


full_text:
Portable Hole: A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular 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.
Moderate conjuration; CL 12th; Craft Wondrous Item, plane shift; Price 20,000 gp.


prereq:
Craft Wondrous Item, cure light wounds, neutralize poison, remove disease

full_text:
Restorative Ointment: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
Faint conjuration; CL 5th; Craft Wondrous Item, cure light wounds,  neutralize poison,  remove disease; Price 4,000 gp; Weight 1/2 lb.


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


prereq:
Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe

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

  +5 armor bonus to AC.

  Spell resistance 18.

  +4 resistance bonus on all saving throws.

  +2 enhancement bonus on caster level checks made to overcome spell resistance.


If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).
Strong varied; CL 14th; Craft Wondrous Item, antimagic field,  mage armor or shield of faith,  creator must be of same alignment as robe; Price 75,000 gp; Weight 1 lb.


full_text:
Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp; Weight 1 lb.


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

  Small goblin skeleton

  Medium human commoner skeleton

  Medium wolf skeleton

  Small goblin zombie

  Medium human commoner zombie

  Medium wolf zombie


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


full_text:
Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision.
The robe of eyes sees all forms of invisible or ethereal things within 120 feet.
The wearer of a robe of eyes gains a +10 competence bonus on Search checks and Spot checks. She retains her Dexterity bonus to AC even when flat-footed, and she can't be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 120,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, blur, rainbow pattern

full_text:
Robe of Scintillating Colors: The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.
Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).
The robe illuminates a 30-foot radius continuously.
The effect can be used no more than a total of 10 rounds per day.
Moderate illusion; CL 11th; Craft Wondrous Item, blur,  rainbow pattern; Price 27,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, magic missile, astral projection or plane shift

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

  It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.

  It gives its wearer a +1 luck bonus on all saving throws.

  Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used.


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


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

  Dagger

  Bullseye lantern (filled and lit)

  Mirror (a highly polished 2-foot-by-4-foot steel mirror)

  Pole (10-foot length)

  Hempen rope (50-foot coil)

  Sack


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

d%
Result


01-08
Bag of 100 gold pieces

09-15
Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value

16-22
Door, iron (up to 10 ft. wide and 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

Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
Moderate transmutation; CL 9th; Craft Wondrous Item, fabricate; Price 7,000 gp; Weight 1 lb.


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


prereq:
Craft Wondrous Item, animate objects, animate rope, entangle

full_text:
Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
Moderate transmutation; CL 12th; Craft Wondrous Item, animate objects,  animate rope,  entangle; Price 21,000 gp; Weight 5 lb.


full_text:
Salve of Slipperiness: This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).
Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).
Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price 1,000 gp.


full_text:
Scabbard of Keen Edges: This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
Faint transmutation; CL 5th; Craft Wondrous Item, keen edge; Price 16,000 gp; Weight 1 lb.


prereq:
Craft Wondrous Item, death ward, spell resistance

full_text:
Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, death ward,  spell resistance; Price 38,000 gp.


prereq:
Craft Wondrous Item, detect magic, creator must be at least 10th level

full_text:
Scarab, Golembane: This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Moderate divination; CL 8th; Craft Wondrous Item, detect magic,  creator must be at least 10th level; Price 2,500 gp.


full_text:
Shrouds of Disintegration: These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
Strong transmutation; CL 15th; Craft Wondrous Item, Disintegrate; Price 6,600 gp; Weight 10 lb.


full_text:
Silversheen: 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.
Faint transmutation; CL 5th; Craft Wondrous Item; Price 250 gp.


full_text:
Slippers of Spider Climbing: When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her speed is 20 feet. Severely slippery surfaces-icy, oiled, or greased surfaces- make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.
Faint transmutation; CL 4th; Craft Wondrous Item, spider climb; Price 4,800 gp; Weight 1/2 lb.


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


full_text:
Stone of Alarm: This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price 2,700 gp; Weight 2 lb.


full_text:
Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly shaped bit of roughly polished rock.
The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. (If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell.) The elemental appears in 1d4 rounds. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI,  summon monster VII; Price 100,000 gp; Weight 5 lb.


full_text:
Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.
Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price 20,000 gp.


prereq:
Craft Wondrous Item, flesh to stone, animate objects

full_text:
Stone Horse: Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind.
A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given.
There are two sorts of stone horses.
Courser: This item has the statistics of a heavy horse as well as having hardness 10.
Destrier: This item has the statistics of a heavy warhorse as well as having hardness 10.
Strong transmutation; CL 14th; Craft Wondrous Item, flesh to stone,  animate objects; Price 10,000 gp (courser) or 14,800 gp (destrier); Weight 6,000 lb.


prereq:
Craft Wondrous Item, flesh to stone, stoneskin

full_text:
Stone Salve: This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.
Strong abjuration and transmutation; CL 13th; Craft Wondrous Item, flesh to stone,  stoneskin; Price 4,000 gp per ounce.


aura:
Faint, moderate or strong (many schools)

prereq:
Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing), cure serious wounds, remove blindness/ deafness, or remove disease (healing), righteous might (karma), gate (summons), chaos hammer, holy smite, order's wrath, or unholy blight (smiting), wind walk (wind walking)

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

Special Bead Type
Special Bead Ability


Bead of blessing
Wearer can cast bless.

Bead of healing
Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.

Bead of karma
Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.

Bead of smiting
Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial).

Bead of summons
Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment in the very least.)


Bead of wind walking
Wearer can cast wind walk.

A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead of summons,  which works only once and then becomes nonmagical. The beads of blessing,  smiting,  and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.
Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing), cure serious wounds,  remove blindness/ deafness,  or remove disease (healing), righteous might (karma), gate (summons), chaos hammer,  holy smite,  order's wrath,  or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater).


prereq:
Craft Wondrous Item, create food and water

full_text:
Sustaining Spoon: This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 5,400 gp.


full_text:
Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Tome of Leadership and Influence: This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Tome of Understanding: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.


full_text:
Unguent of Timelessness: When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, 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.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Price 150 gp.


full_text:
Universal Solvent: This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action.
Strong transmutation; CL 20th; Craft Wondrous Item, disintegrate; Price 50 gp.


full_text:
Vest of Escape: Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Open Lock checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.
Faint conjuration and transmutation; CL 4th; Craft Wondrous Item, knock,  grease; Price 5,200 gp.


prereq:
Craft Wondrous Item, polymorph or wild shape ability

full_text:
Vestment, Druid's: This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.
Moderate transmutation; CL 10th; Craft Wondrous Item, polymorph or wild shape ability; Price 10,000 gp.


full_text:
Well of Many Worlds: This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world-a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)
Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 82,000 gp.


full_text:
Wind Fan: A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to generate air movement duplicating a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.
Faint evocation; CL 5th; Craft Wondrous Item, gust of wind; Price 5,500 gp.


full_text:
Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability).
Moderate transmutation; CL 10th; Craft Wondrous Item, fly; Price 54,000 gp; Weight 2 lb.


full_text:
Amulet of Inescapable Location: This device is typically worn on a chain or as a brooch. It appears, to magical analysis, to prevent location, scrying or detection or influence by detect thoughts or telepathy. It seems to be an amulet of proof against detection and location. Actually, the amulet gives the wearer a -10 penalty on all saves against divination spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow curse; Price 1,000 gp.


prereq:
Craft Magic Arms and Armor, bestow curse

full_text:
Armor of Arrow Attraction: Magical analysis indicates that this armor is a normal suit of +3 full plate. However, the armor is cursed. It works normally with regard to melee attacks but actually serves to attract ranged weapons. The wearer takes a -15 penalty to AC against any attack by a ranged weapon. The true nature of the armor does not reveal itself until the character is fired upon in earnest.
Strong abjuration; CL 16th; Craft Magic Arms and Armor, bestow curse; Price 9,000 gp.


full_text:
Armor of Rage: This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the character to take a -4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. (In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.)
Strong necromancy; CL 16th; Craft Magic Arms and Armor, bestow curse; Price 1,600 gp.


prereq:
In effect, this is a creature and cannot be created

full_text:
Bag of Devouring: This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, a lure used by an extradimensional creature-in fact, one of its feeding orifices.
Any substance of animal or vegetable nature is subject to 'swallowing'' if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but any time thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I,  but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish,  miracle,  or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and cannot be created; Price n/a.


prereq:
Create Wondrous Item, irresistible dance

full_text:
Boots of Dancing: These boots initially appear and function as one of the other kinds of magic boots. But when the wearer is in (or fleeing from) melee combat, Boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.
Strong enchantment; CL 16th; Create Wondrous Item, irresistible dance; Price 30,000 gp.


prereq:
Create Wondrous Item, Mage armor, bestow curse

full_text:
Bracers of Defenselessness: These appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a -5 penalty to AC. Once their curse is activated, Bracers of defenselessness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, Mage armor,  bestow curse; Price 1,200 gp.


prereq:
Create Wondrous Item, fly, animate objects

full_text:
Broom of Animated Attack: This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use.
If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the face with the straw or twig end and beating him with the handle end.
The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, 18 hit points, and hardness 4.
Moderate transmutation; CL 10th; Create Wondrous Item, fly,  animate objects; Price 5,200 gp.


prereq:
Create Wondrous Item, poison, and limited wish or miracle

full_text:
Cloak of Poisonousness: This cloak is usually made of a woolen material, although it can be made of leather. A detect poison spell can reveal the presence of poison impregnated in the cloak's fabric. The garment can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless she succeeds on a DC 28 Fortitude save.
Once donned, a Cloak of poisonousness can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive the victim with a raise dead or resurrection spell, but not before.
Strong abjuration; CL 15th; Create Wondrous Item, poison,  and limited wish or miracle; Price 62,000 gp.


prereq:
In effect, this is a minor artifact and cannot be created

full_text:
Crystal Hypnosis Ball: This cursed item is indistinguishable from a normal crystal ball. However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in his mind (Will DC 19 negates).
The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation.
Moderate divination; CL 17th; In effect, this is a minor artifact and cannot be created; Price n/a.


full_text:
Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.


full_text:
Flask of Curses: This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a -2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.
Moderate conjuration; CL 7th; Create Wondrous Item, bestow curse; Price 2,100 gp.


full_text:
Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective material suitable for use with armor. In the former instance, they appear to be gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre power. The gauntlets perform according to every test as if they were gloves of Dexterity or gauntlets of ogre power until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish,  or a miracle.
Moderate transmutation; CL 7th; Create Wondrous Item, bestow curse; Price 1,300 gp.


prereq:
Create Wondrous Item, creator must be 12th level

full_text:
Helm of Opposite Alignment: This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment-good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.
Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a Helm of opposite alignment has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator must be 12th level; Price 4,000 gp; Weight 3 lb.


full_text:
Incense of Obsession: These blocks of incense appear to be incense of meditation. If meditation and prayer are conducted while incense of obsession is burning nearby, its odor and smoke cause the user to become totally confident that her spell ability is superior, due to the magic incense. The user is determined to use her spells at every opportunity, even when not needed or when useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.
Moderate enchantment; CL 6th; Create Wondrous Item, bestow curse; Price 200 gp.


prereq:
Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil

full_text:
Mace of Blood: This +3 heavy mace must be coated in blood every day, or its bonus fades away (until the mace is coated again). The character using this mace must make a DC 13 Will save every day it is within his possession or become chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil; Price 16,000 gp.


prereq:
Create Wondrous Item, detect thoughts, ghost sound

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Medallion of Thought Projection: This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a DC 15 Will save to sort out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What's worse, unknown to her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.
Faint divination; CL 7th; Create Wondrous Item, detect thoughts,  ghost sound; Price 1,800 gp.


full_text:
Necklace of Strangulation: A necklace of strangulation appears to be a rare and wondrous piece of valuable jewelry and, short of the use of something as powerful as a miracle or a wish, can only be identified as a cursed item when placed around a character's neck. The necklace immediately constricts, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish,  wish,  or miracle and remains clasped around the victim's throat even after his death. Only when he has decayed to a dry skeleton (after approximately one month) does the necklace loosen, ready for another victim.
Strong conjuration; CL 18th; Create Wondrous Item, slay living; Price 60,000 gp.


prereq:
Craft Magic Arms and Armor, freedom of movement

full_text:
Net of Snaring: This net provides a +3 bonus on attack rolls but can only be used underwater, thus making it a somewhat useful item rather than what most would really call a cursed item. Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, freedom of movement; Price 10,000 gp.


full_text:
Periapt of Foul Rotting: This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a cure disease and then a heal,  miracle,  limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.
Faint abjuration; CL 10th; Create Wondrous Item, contagion; Price 17,000 gp.


full_text:
Potion of Poison: This potion has lost its once beneficial magical abilities and has become a potent poison. The imbiber must make a DC 16 Fortitude save or take 1d10 points of Constitution damage. A minute later he must save again (DC 16) or take 1d10 points of Constitution damage.
Moderate conjuration; CL 12th; Craft Wondrous Item, poison; Price 5,000 gp.


prereq:
Create Wondrous Item, bestow curse, permanency

full_text:
Robe of Powerlessness: A Robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a -10 penalty to Strength and Intelligence, forgetting spells and magic knowledge accordingly. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.
Moderate transmutation; CL 13th; Create Wondrous Item, bestow curse,  permanency; Price 5,500 gp.


prereq:
Create Wondrous Item, summon swarm, creator must be at least 13th level

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Robe of Vermin: The wearer notices nothing unusual when the robe is donned, other than that it offers great magical defense (as a cloak of protection +4). However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests.
The wearer takes a -5 penalty on initiative checks and a -2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a Concentration check (DC 20 + spell level) or lose the spell.
Moderate abjuration; CL 13th; Create Wondrous Item, summon swarm,  creator must be at least 13th level; Price 16,500 gp.


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Ring of Clumsiness: This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a -4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)
Strong transmutation; CL 15th; Forge Ring, feather fall,  bestow curse; Price 500 gp.


full_text:
Scarab of Death: This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or carried by a living creature for 1 minute, it changes into a horrible burrowing beetlelike creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim's heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.
Strong abjuration; CL 19th; Create Wondrous Item, slay living; Price 80,000 gp.


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Spear, Cursed Backbiter: This is a +2 shortspear,  but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bestow curse; Price 7,500 gp.


prereq:
Craft Magic Arms and Armor, bestow curse, and limited wish or miracle

full_text:
Stone of Weight (Loadstone): This stone appears to be a dark, smoothly polished stone. It reduces the possessor's base land speed to one-half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means-if it is thrown away or smashed, it reappears somewhere on his person. If a remove curse spell is cast upon a loadstone,  the item may be discarded normally and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous Item, slow; Price 1,000 gp.
-2 Sword, Cursed: This longsword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a -2 penalty on attack rolls.
All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. After one week in a character's possession, the sword always forces that character to employ it rather than another weapon. The sword's owner automatically draws it and fights with it even when she meant to draw or ready some other weapon. The sword can be gotten rid of only by means of limited wish, wish,  or miracle.
Strong evocation; CL 15th; Craft Magic Arms and Armor, bestow curse,  and limited wish or miracle; Price 1,500 gp.


prereq:
Craft Magic Arms and Armor, rage, bestow curse

full_text:
Sword, Berserking: This item appears to have the characteristics of a +2 greatsword. However, whenever the sword is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian's rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage,  bestow curse; Price 17,500 gp.


full_text:
Vacuous Grimoire: A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. To destroy the book, a character must burn it while casting remove curse. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.
Strong enchantment; CL 20th; Create Wondrous Item, feeblemind; Price 6,000 gp.


full_text:
Book of Infinite Spells: This work bestows upon any character of any class the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in her possession or while she uses its power. A book of infinite spells contains 1d8+22 pages. The nature of each page is determined by a dice roll: 01-50, arcane spell; 51-100, divine spell.
Determine the exact spell by using the tables for determining major scroll spells.
Once a page is turned, it can never be flipped back-paging through a book of infinite spells is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed. When the last page is turned, the book vanishes.
Once per day the owner of the book can cast the spell to which the book is opened. If that spell happens to be one that is on the character's class spell list, she can cast it up to four times per day. The pages cannot be ripped out without destroying the book. Similarly, the spells cannot be cast as scroll spells, nor can they be copied into a spellbook-their magic is bound up permanently within the book itself.
The owner of the book need not have the book on her person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.
Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions. The owner knows this and may even benefit from the turning by gaining access to a new spell. The chance of a page turning depends on the spell the page contains and what sort of spellcaster the owner is.

Condition
Chance of Page Turning


Caster employing a spell usable by own class and level
10%

Caster employing a spell not usable by own class and level
20%

Nonspellcaster employing divine spell
25%


Nonspellcaster employing arcane spell
30%

Treat each spell use as if a scroll were being employed, for purposes of determining casting time, spell failure, and so on.
Strong (all schools); CL 18th; Weight 3 lb.


full_text:
Deck of Many Things: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own. Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.

Deck of Many Things

Plaque
Tarot Card
Playing Card
Summary of Effect

Balance
XI. Justice
Two of spades
Change alignment instantly.

Comet
Two of swords
Two of diamonds
Defeat the next monster you meet to gain one level.

Donjon
Four of swords
Ace of spades
You are imprisoned.

Euryale
Ten of swords
Queen of spades
-1 penalty on all saving throws henceforth.

The Fates
Three of cups
Ace of hearts
Avoid any situation you choose . . . once.

Flames
XV. The Devil
Queen of clubs
Enmity between you and an outsider.

Fool
0. The Fool
Joker (with trademark)
Lose 10,000 experience points and you must draw again.

Gem
Seven of cups
Two of hearts
Gain your choice of twenty-five pieces of jewelry or fifty gems.

Idiot
Two of pentacles
Two of clubs
Lose Intelligence (permanent drain). You may draw again.

Jester
XII. The Hanged Man
Joker (without trademark)
Gain 10,000 XP or two more draws from the deck.

Key
V. The Hierophant
Queen of hearts
Gain a major magic weapon.

Knight
Page of swords
Jack of hearts
Gain the service of a 4th-level fighter.

Moon
XVIII. The Moon
Queen of diamonds
You are granted 1d4 wishes.

Rogue
Five of swords
Jack of spades
One of your friends turns against you.

Ruin
XVI. The Tower
King of spades
Immediately lose all wealth and real property.

Skull
XIII. Death
Jack of clubs
Defeat dread wraith or be forever destroyed.

Star
XVII. The Star
Jack of diamonds
Immediately gain a +2 inherent bonus to one ability score.

Sun
XIX. The Sun
King of diamonds
Gain beneficial medium wondrous item and 50,000 XP.

Talons
Queen of pentacles
Ace of clubs
All magic items you possess disappear permanently.

Throne
Four of staves
King of hearts
Gain a +6 bonus on Diplomacy checks plus a small keep.

Vizier
IX. The Hermit
Ace of diamonds
Know the answer to your next dilemma.


The Void
Eight of swords
King of clubs
Body functions, but soul is trapped elsewhere.

Balance: The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level.
Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level.
Donjon: This card signifies imprisonment- either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The -1 penalty on all saving throws is otherwise permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can't be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character's hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received.
Rogue: When this card is drawn, one of the character's NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone-if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle.
Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Sun: Roll for a medium wondrous item until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people's eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely.
The Void: This black card spells instant disaster. The character's body continues to function, as though comatose, but her psyche is trapped in a prison somewhere-in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.
Strong (all schools); CL 20th.


aura:
Strong evocation, necromancy, and transmutation

full_text:
Hammer of Thunderbolts: This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant Strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer's range increment is 30 feet.
Strong evocation, necromancy, and transmutation; CL 20th; Weight 15 lb.


full_text:
Philosopher's Stone: This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone's heart. This cavity is lined with a magical type of quicksilver that enables any arcane spellcaster to transmute base metals (iron and lead) into silver and gold. A single philosopher's stone can turn from up to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold. However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.
Strong transmutation; CL 20th; Weight 3 lb.


full_text:
Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.
A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character's ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.
Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere's speed in a round is 10 feet +5 feet for every 5 points by which the character's control check result in that round exceeded 30.
If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.
If two or more creatures vie for control of a sphere of annihilation,  the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.
Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance (01-50 on d%) that the spell destroys it, a 35% chance (51-85) that the spell does nothing, and a 15% chance (86-100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches a sphere of annihilation,
they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6x10 points of damage. Dispel
magic and mage's disjunction have no effect on a sphere.
See also talisman of the sphere (below).
Strong transmutation; CL 20th.


full_text:
Staff of the Magi: A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Some of its powers use charges, while others don't. The following powers do not use charges:

  Detect magic

  Enlarge person (Fortitude DC 15 negates)

  Hold portal

  Light

  Mage armor

  Mage hand


The following powers drain 1 charge per usage:

  Dispel magic

  Fireball (10d6 damage, Reflex DC 17 half )

  ice storm

  Invisibility

  Knock

  Lightning bolt (10d6 damage, Reflex DC 17 half )

  Passwall

  Pyrotechnics (Will or Fortitude DC 16 negates)

  Wall of fire

  Web


These powers drain 2 charges per usage:

  Monster summoning IX

  Plane shift (Will DC 21 negates)

  Telekinesis (400 lb. maximum weight; Will DC 19 negates)


A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)
Retributive Strike: A staff of the magi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 17 Reflex save reduces damage by half.
The character breaking the staff has a 50% chance (01-50 on d%) of traveling to another plane of existence, but if she does not (51-100), the explosive release of spell energy destroys her. Only specific items, including the staff of the magi and the staff of power are capable of a retributive strike.
Strong (all schools); CL 20th; Weight 5 lb.


full_text:
Talisman of Pure Good: A good (LG, NG, CG) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil (LE, NE, CE) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.
A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, he takes 6d6 points of damage. If an evil divine spellcaster touches one, he takes 8d6 points of damage. All other characters are unaffected by the device.
Strong evocation [good]; CL 18th.


full_text:
Talisman of the Sphere: This small adamantine loop and handle are useless to those unable to cast arcane spells. Characters who cannot cast arcane spells take 5d6 points of damage merely from picking up and holding a talisman of this sort. However, when held by an arcane spellcaster who is concentrating on control of a sphere of annihilation,  a talisman of the sphere doubles the character's modifier on his control check (doubling both his Intelligence bonus and his character level for this purpose).
If the wielder of a talisman establishes control, he need check for maintaining control only every other round thereafter. If control is not established, the sphere moves toward him. Note that while many spells and effects of cancellation have no effect upon a sphere of annihilation,  the talisman's power of control can be suppressed or canceled.
Strong transmutation; CL 16th; Weight 1 lb.


full_text:
Talisman of Reluctant Wishes: A talisman of this sort appears the same as a stone of controlling earth elementals. Its powers are quite different, however, and dependent on the Charisma of the individual holding the talisman. Whenever a character touches a talisman of reluctant wishes,  he must make a DC 15 Charisma check.
If he fails, the device acts as a stone of weight. Discarding or destroying it results in 5d6 points of damage to the character and the disappearance of the talisman.
If he succeeds, the talisman remains with the character for 5d6 hours, or until a wish is made with it, whichever comes first. It then disappears.
If he rolls a natural 20, the character finds it impossible to be rid of the talisman for as many months as he has points of Charisma. In addition, the artifact grants him one wish for every 6 points of the character's Charisma. It also grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.)
Regardless of which reaction results, a talisman of reluctant wishes disappears when its time period expires, leaving behind a 10,000 gp diamond in its stead.
Strong conjuration; CL 20th; Weight 1 lb.


full_text:
Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of a good (LG, NG, CG) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if she is not exceptionally foul and perverse in the sights of her evil deity the good character gains a DC 19 Reflex save to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.
A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, she takes 6d6 points of damage. If a good divine spellcaster touches one, she takes 8d6 points of damage. All other characters are unaffected by the device.
Strong evocation [evil]; CL 18th.


full_text:
The Moaning Diamond: The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape,  affecting 5,000 cubic feet of material. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours.


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The Orbs of Dragonkind: Each of these fabled orbs contains the essence and personality of an ancient dragon of a different variety (one for each of the major ten different chromatic and metallic dragons). The bearer of an Orb can dominate dragons of its particular variety within 500 feet (as dominate monster), the dragon being forced to make a DC 25 Will save to resist. (Spell resistance is not useful against this effect.) Each Orb of Dragonkind bestows upon the wielder the AC and saving throw bonuses of the dragon within. These values replace whatever values the character would otherwise have, whether they are better or worse. These values cannot be modified by any means short of ridding the character of the Orb. A character possessing an Orb of Dragonkind is immune to the breath weapon-but only the breath weapon-of the dragon variety keyed to the Orb. Finally, a character possessing an Orb can herself use the breath weapon of the dragon in the Orb three times per day.
All Orbs of Dragonkind can be used to communicate verbally and visually with the possessors of the other Orbs. The owner of an Orb knows whether there are dragons within 10 miles at all times. For dragons of the Orb's particular variety, the range is 100 miles. If within 1 mile of a dragon of the Orb's variety, the wielder can determine the exact location and age of the creature. The bearer of one of these Orbs earns the enmity forever of all dragonkind for profiting by the enslavement of one of their kin, even if she later loses the item.
Each Orb also has an individual power that can be invoked once per round at 10th caster level.

  Black Dragon Orb: Fly (Will DC 17 negates).

  Blue Dragon Orb: Haste (Fortitude DC 17 negates).

  Brass Dragon Orb: Teleport (Will DC 19 negates).

  Bronze Dragon Orb: Scrying (Will DC 18 negates).

  Copper Dragon Orb: Suggestion (Will DC 17 negates).

  Gold Dragon Orb: The owner of the gold Orb can call upon any power possessed by one of the other Orbs-including the dominate and breath weapon abilities but not AC, save bonuses, or breath weapon immunity-but can only use an individual


power once per day. She can use dominate on any other possessor of an Orb within 1 mile (Will DC 23 negates).

  Green Dragon Orb: Spectral hand.

  Red Dragon Orb: Wall of fire.

  Silver Dragon Orb: Cure critical wounds (Will DC 18 half ).

  White Dragon Orb: Protection from energy (cold) (Fortitude DC 17 negates).


full_text:
The Saint's Mace: This relic appears to be a simple, well-used cudgel, but its simple appearance hides great power. The saint's mace has a +5 enhancement bonus and functions as a heavy mace with the holy, lawful, and disruption special abilities. The wielder can project searing light from the mace at will, at caster level 20th.


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The Shadowstaff: This artifact was crafted centuries ago, weaving together the wispy strands of shadow itself into a twisted black staff. The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a -2 penalty on all attack rolls, saves, and checks.
The Shadowstaff also has these powers.

  Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level.

  Summon Nightshade: Once per month, the staff can summon a nightcrawler nightshade that serves the wielder as if called by a summon monster IX spell cast at 20th level.

  Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by the


gaseous form spell.

  Shadow Bolt: Three times per day the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.


The Shield of the Sun: This +5 large shield,  emblazoned with the symbol of the sun, allows the wielder to cast spells as if she were a 20th-level paladin with a Wisdom score of 20. The spells gained are cumulative with any existing spells per day that the character might have, even if she's already a paladin. The Shield of the Sun also grants spell resistance 15 to its wielder. It absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic). In return for all this, once per year the shield's owner must undertake a quest (no saving throw to avoid) at the behest of a lawful good deity.
A character who is evil or chaotic (LE, NE, CE, CN, CG) gains four negative levels if she attempts to use this artifact. Although these negative levels never results in actual level loss, they remain as long as the shield is in hand and cannot be overcome in any way (including restoration spells). The negative levels disappear when the shield is stowed or leaves the wearer's possession.


prereq:
Craft Psionic Arms and Armor, psionic dimension door

full_text:
Aporter: As a standard action, a suit of aporter armor or an aporter shield transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the psionic dimension door power. The armor or shield can transport the wearer in this fashion twice per day.
Moderate psychoportation; ML 10th; Craft Psionic Arms and Armor, psionic dimension door; Price +40,320 gp.


full_text:
Averter: On command, up to three times per day, any creature to whom the wearer presents an averter shield must succeed on a DC 14 Will save or be overcome by a powerful aversion to the wielder (actually the shield), and will not approach within 30 feet. This is a mind-affecting compulsion effect, as the aversion power.
Faint telepathy; ML 5th; Craft Psionic Arms and Armor, aversion; Price +12,960 gp.


prereq:
Craft Psionic Arms and Armor, ectoplasmic form

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Ectoplasmic: As a standard action, ectoplasmic armor converts itself, its wearer, and all the wearer's equipment into ectoplasmic form for up to 5 minutes once per day, as the power of the same name. In this semisolid state, the wearer gains damage reduction 10/psionics.
Faint psychometabolism; ML 5th; Craft Psionic Arms and Armor, ectoplasmic form; Price +10,800 gp.


full_text:
Floating: This kind of armor is psionically buoyant in water or a similar liquid, negating the normal penalty for wearing armor when making Swim checks. Additionally, it grants a +4 circumstance bonus on Swim checks.
Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, float; Price +4,000 gp.


prereq:
Craft Psionic Arms and Armor, concealing amorpha

full_text:
Gleaming: This kind of armor is usually made of crystal, though it doesn't have to be. Gleams and flashes from the armor give the wearer and his armor a 'fuzzy' appearance, granting the wearer concealment.
Faint metacreativity; ML 5th; Craft Psionic Arms and Armor, concealing amorpha; Price +3 bonus.


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Heartening: This kind of shield grants the wearer up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as an immediate action at any time.
Faint psychometabolism; ML 4th; Craft Psionic Arms and Armor, vigor; Price +720 gp.


full_text:
Landing: A suit of armor with this capability allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet.
Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, catfall; Price +4,000 gp.


full_text:
Linked: This kind of armor or shield allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink power.
Moderate telepathy; ML 6th; Craft Psionic Arms and Armor, mindlink; Price +6,000 gp.


prereq:
Craft Psionic Arms and Armor, knowledge of any 2nd-level power

full_text:
Manifester: This kind of shield generates 3 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power's cost with power points from more than one source, so the power points in the shield must be used for discrete manifestations.
Moderate clairsentience; ML 6th; Craft Psionic Arms and Armor, knowledge of any 2nd-level power; Price +10,800 gp.


prereq:
Craft Psionic Arms and Armor, empty mind

full_text:
Mindarmor: This kind of armor or shield grants the wearer a +3 insight bonus on Will saving throws to resist all mind-affecting and/or compulsion powers.
Faint psychokinesis; ML 5th; Craft Psionic Arms and Armor, empty mind; Price +24,000 gp.


prereq:
Craft Psionic Arms and Armor, psionic phase door

full_text:
Phasing: The wearer of this kind of armor can move through wooden, plaster, or stone walls, but not other materials. The wearer can call on this special ability as a standard action. When the phasing ability is active, the wearer can pass through a wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable barrier.
Phasing through a wall that separates two adjacent squares on the grid counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as a distance equal to the barrier's thickness plus 5 feet.
feet of distance.
Strong psychoportation; ML 13th; Craft Psionic Arms and Armor, psionic phase door; Price +65,520 gp.


prereq:
Craft Psionic Arms and Armor, power resistance

full_text:
Power Resistance: This kind of armor or shield grants the wearer power resistance while it is worn. The power resistance can be 13, 15, 17, or 19, depending on the amount that was built into the armor or shield.
Moderate clairsentience; ML 9th; Craft Psionic Arms and Armor, power resistance; Price +2 bonus (PR 13), +3 bonus (PR 15), +4 bonus (PR 17), or +5 bonus (PR 19).


full_text:
Quickness: This kind of armor increases the wearer's speed by 5 feet. Thus, a character whose normal speed in armor is 20 feet moves 25 feet in armor of quickness. 
Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, burst; Price +1 bonus.


prereq:
Craft Psionic Arms and Armor, energy adaptation

full_text:
Radiant: The wearer of this kind of armor gains resistance 10 against energy attacks (acid, cold, electricity, fire, or sonic). The armor absorbs the first 10 points of damage dealt by any such attack, and this absorption causes it to radiate light for a number of rounds equal to the points of damage absorbed. This light is sufficient to illuminate a 60-foot-radius area.
If the armor absorbs more damage while it is radiating light, the newer radiant effect overlaps (does not stack with) the effect that was already in place.
Moderate psychokinesis; ML 9th; Craft Psionic Arms and Armor, energy adaptation; Price +4 bonus.


prereq:
Craft Psionic Arms and Armor, bend reality

full_text:
Psibane: A psibane weapon is crafted to oppose psionic beings. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. It deals an extra 2d6 points of damage against psionic opponents. It bestows one negative level on any psionic creature attempting to wield it. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition.
Strong clairsentience; ML 15th; Craft Psionic Arms and Armor, bend reality; Price +2 bonus.


prereq:
Craft Psionic Arms and Armor, reality revision

full_text:
Psychic: A psychic weapon's power depends on its wielder. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. When wielded by a psionic creature, this weapon has an enhancement bonus based on the wielder's current power point reserve, as shown on the following table. The weapon's enhancement bonus decreases as the wielder spends power points, and it increases whenever the wielder gains enough power points (by any means) to put his power point reserve into the next higher category.

Power Point Reserve
Enhancement Bonus


1-4
+1

5-29
+2

30-79
+3

80-129
+4


130 or higher
+5

Strong clairsentience; ML 17th; Craft Psionic Arms and Armor, reality revision; Price +35,000.


prereq:
Craft Psionic Arms and Armor, concussion blast

full_text:
Psychokinetic: Upon command, a psychokinetic weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold the weapon. Such a weapon deals an extra 1d4 points of damage on a successful hit. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Moderate psychokinesis; ML 10th; Craft Psionic Arms and Armor, concussion blast; Price +1 bonus.


full_text:
Psychokinetic Burst: This weapon functions as a psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful critical hit. In addition to the extra damage of the psychokinetic ability (see above), a psychokinetic burst weapon deals an extra 1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add 2d6 points of extra damage instead, and if the multiplier is x4, add 3d6 points of extra damage. This extra damage is ectoplasmic in nature and is not affected by damage reduction. Bows, crossbows, and slings bestow this ability upon their ammunition.
Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, concussion blast; Price +2 bonus.


full_text:
Soulbreaker: This weapon has a special ability that functions only upon scoring a successful critical hit. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. One day after being struck, if the negative levels have not been purged, the subject must succeed on a DC 18 Fortitude save for each negative level or lose a character level.
Strong telepathy; ML 12th; Craft Psionic Arms and Armor, mindwipe; Price +3 bonus.


prereq:
Craft Psionic Arms and Armor, Great Sunder, metaphysical weapon

full_text:
Sundering: This kind of weapon allows a wielder to attack opponents' weapons as if he had the Improved Sunder feat.
Faint metacreativity; ML 5th; Craft Psionic Arms and Armor, Great Sunder, metaphysical weapon; Price +1 bonus.


prereq:
Craft Psionic Arms and Armor, dispel psionics

full_text:
Suppression: An opponent or object struck by this kind of weapon is subject to a targeted dispel psionics power. The wielder makes a dispel check (1d20 + 5 + manifester level, maximum +15) against a DC of 11 + the manifester level of the power to be dispelled. Bows, crossbows, and slings bestow this ability upon their ammunition, but can do so only three times per day.
Moderate psychokinesis; ML 10th; Craft Psionic Arms and Armor, dispel psionics; Price +2 bonus.


full_text:
Teleporting: This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature's empty hand in the round following the round when it was thrown, just before that creature's turn. It is therefore ready to use again on that turn.
Faint psychoportation; ML 5th; Craft Psionic Arms and Armor,  psionic dimension door; Price +1 bonus.


full_text:
Astral Legion: This psicrown has 900 power points. It is made from white silk interwoven with crystalline strands of thread. It allows use of the following power.

  Astral construct 


Strong metacreativity; ML 18th; Craft Psicrown, astral construct; Price 47,250 gp.


prereq:
Craft Psicrown, Claw of energy, duodimensional claw, prevenom, psionic lion's charge, truevenom

full_text:
Beast: This psicrown has 450 power points. It is made from a prickly collection of bear claws and snake fangs. It allows use of the following powers.

  Claw of energy

  Duodimensional claw

  Prevenom

  Psionic lion's charge

  Truevenom


Moderate psychometabolism; ML 9th; Craft Psicrown, Claw of energy,  duodimensional claw,  prevenom,  psionic lion's charge,  truevenom; Price 33,750 gp.


prereq:
Craft Psicrown, adapt body, body adjustment, defensive precognition, inertial barrier

full_text:
Cautious Warrior: This psicrown has 450 power points. It is made from a shining iron alloy, similar to the material of a metallic shield. It allows use of the following powers.

  Adapt body

  Body adjustment

  Precognition,  defensive

  Inertial barrier


Moderate psychometabolism; ML 9th; Craft Psicrown, adapt body,  body adjustment,  defensive precognition,  inertial barrier; Price 32,063 gp.


prereq:
Craft Psicrown, aura sight, clairtangent hand, clairvoyant sense, psionic darkvision, psionic true seeing, remote viewing

full_text:
Discerning Watcher: This psicrown has 450 power points. It is made from pure transparent crystal. It allows use of the following powers.

  Aura sight

  Clairtangent hand

  Clairvoyant sense

  Darkvision,  psionic

  Remote viewing

  True seeing,  psionic


Moderate clairsentience; ML 9th; Craft Psicrown, aura sight,  clairtangent hand,  clairvoyant sense,  psionic darkvision,  psionic true seeing,  remote viewing; Price 51,469 gp.


prereq:
Craft Psicrown, psionic charm, psionic dominate, psionic suggestion

full_text:
Dominator: This psicrown has 450 power points. It is made from gray iron and is shaped into an intricately fluted crown. It allows use of the following powers.

  Charm,  psionic

  Dominate,  psionic

  Suggestion,  psionic


Moderate telepathy; ML 9th; Craft Psicrown, psionic charm,  psionic dominate,  psionic suggestion; Price 20,250 gp.


prereq:
Craft Psicrown, catfall, hustle, psionic fly, psionic freedom of movement, wall walker

full_text:
Evader: This psicrown has 400 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed to the material. It allows use of the following powers.

  Catfall

  Hustle

  Fly,  psionic

  Freedom of movement,  psionic

  Wall walker


Moderate psychoportation; ML 8th; Craft Psicrown, catfall,  hustle,  psionic fly,  psionic freedom of movement,  wall walker; Price 28,500 gp.


prereq:
Craft Psicrown, energy ball, energy cone, energy missile, energy stun, fiery discorporation

full_text:
Fiery Ruin: This psicrown has 750 power points. It is made from reddish iron and is shaped into a twisted circlet studded with reddish crystals. It allows use of the following powers.

  Energy ball

  Energy cone

  Energy missile

  Energy stun

  Fiery discorporation


Strong psychokinesis; ML 15th; Craft Psicrown, energy ball,  energy cone,  energy missile,  energy stun,  fiery discorporation;  Price 67,500 gp.


full_text:
Great Dominator: This psicrown has 750 power points. It is made from black iron without further ornamentation. It allows use of the following powers.

  Charm,  psionic

  Suggestion,  psionic

  Dominate,  psionic


Strong telepathy; ML 15th; Craft Psicrown, psionic charm,  psionic dominate,  psionic suggestion; Price 45,000 gp.


prereq:
Craft Psicrown, temporal acceleration, time hop, timeless body

full_text:
Temporal Juggler: This psicrown has 850 power points. It is made from silk, usually dyed in several colors, with a clear crystal affixed to the material. It allows use of the following powers.

  temporal acceleration

  Time hop

  Timeless body


Strong psychoportation; ML 17th; Craft Psicrown, temporal acceleration,  time hop,  timeless body; Price 95,625 gp.


prereq:
Craft Psicrown, astral traveler, psionic dimension door, psionic greater teleport, psionic teleport

full_text:
Traveler: This psicrown has 750 power points. It is made from silk, usually dyed emerald green, with an emerald crystal affixed to the material. It allows use of the following powers.

  Astral traveler

  Dimension door,  psionic

  Teleport,  greater psionic

  Teleport,  psionic


Strong psychoportation; ML 15th; Craft Psicrown, astral traveler,  psionic dimension door,  psionic greater teleport,  psionic teleport; Price 80,156 gp.


full_text:
Amulet of Catapsi: This copper amulet aids the wearer against other psionic characters. Once per day, the wearer can mentally command the catapsi power, which blankets a 30- foot-radius area surrounding the wearer in telepathic noise for 9 rounds. Each time other psionic characters within this range attempt to manifest a power, they must succeed on a DC 17 Will save or pay 4 more points than they otherwise would for each power manifestation. The limit on the number of power points a subject can spend on a power remains in effect, so the subject may not be able to manifest his or her highest-level powers.
Moderate telepathy; ML 9th; Craft Universal Item, catapsi; Price 16,200 gp.


full_text:
Boots of Landing: These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal.
Faint psychoportation; ML 2nd; Craft Universal Item, catfall; Price 1,000 gp; Weight 1 lb.


full_text:
Boots of Skating: These boots allow the wearer to slide along the ground at will as if using the skate power.
Faint psychoportation; ML 1st; Craft Universal Item, skate; Price 7,000 gp; Weight 1 lb.


full_text:
Boots of Stomping: These boots allow the wearer to use stomp as the power three times per day (Reflex save DC 13) when the wearer stomps her feet.
Faint psychokinesis; ML 3rd; Craft Universal Item, stomp; Price 600 gp; Weight 1 lb.


prereq:
Craft Universal Item, temporal acceleration

full_text:
Boots of Temporal Acceleration: These boots allow the wearer to speed up his own time frame for 2 rounds as if using the power temporal acceleration. The wearer can use this power once per day.
Strong psychoportation; ML 15th; Craft Universal Item, temporal acceleration; Price 43,200 gp; Weight 1 lb.


full_text:
Crawling Tattoos: Crawling tattoos resemble standard psionic tattoos, but their effects are often harmful rather than beneficial. Like a psionic tattoo, a crawling tattoo can be scribed only with a power of no higher than 3rd level that targets one or more creatures. Exceptions are the body adjustment power, which can be scribed even though it affects only the manifester, and telepathy (compulsion) powers, which cannot be scribed at all. Powers that normally have an area affect only one target if scribed in a crawling tattoo. Powers with an experience point requirement cannot be scribed into a crawling tattoo. Otherwise, crawling tattoos are treated as psionic tattoos until they are activated by the wearer.
The wearer of a crawling tattoo can tap the tattoo as a standard action that provokes attacks of opportunity, mentally specifying a target (to which the wearer must have line of sight). Instead of manifesting its stored power, the tattoo animates, drops to the ground, and scuttles toward the target. The original wearer need no longer concentrate on the tattoo once animated.
The animated tattoo moves toward its designated target in the same round when it is activated. Treat it as a Fine construct that has AC 18, 10 hit points, a hardness of 5, speed 30 feet, and a bonus on attack rolls equal to the wearer's manifester level + his key ability modifier. Crawling tattoos, unlike true constructs, are subject to illusions, darkness, fog, and similar effects. Should the target be killed, teleport away, or otherwise absent itself before the animated tattoo reaches it, the wearer can reclaim the tattoo. If it is destroyed, a crawling tattoo shatters and evaporates.
A crawling tattoo must enter the target's square to attack and thus provokes attacks of opportunity as it passes through the target's threatened area. The tattoo makes one touch attack  per round thereafter until it strikes its target or is destroyed. On a successful attack, the power scribed in the crawling tattoo affects the target if the target fails the appropriate saving throw; however, powers that normally allow a Reflex saving throw automatically affect the touched target. Crawling tattoos can ferry beneficial powers as well as harmful ones, and a target can allow the tattoo's touch attack to succeed if he or she desires.
Two examples of crawling tattoos are described below; many more types are possible.
Market Price: The cost of a crawling tattoo depends on the level of the power scribed in it.

Power Level
Market Price


1st
50 gp

2nd
300 gp


3rd
750 gp

Crawling tattoo of concussion: This crawling tattoo delivers a concussion effect, dealing 1d6 points of damage to a creature hit by its touch attack.
Faint psychokinesis; ML 1st; Craft Universal Item, concussion blast; Price 50 gp.
Crawling Tattoo of Energy Bolt: Each of these tattoos is keyed to one energy type: cold, electricity, fire, or sonic. This crawling tattoo delivers the energy bolt power, dealing 5d6 points of damage of its energy type.
Faint psychokinesis; ML 5th; Craft Universal Item, energy bolt; Price 750 gp.


prereq:
Craft Universal Item, brain lock, psionic contingency, any psychoportation power

full_text:
Crystal Anchor: A crystal anchor is a shaft of transparent crystal 4 to 5 feet in length, with a sharpened, spearlike head on one end. It ensnares the minds of those within range who manifest powers of a specified psionic discipline. The triggering discipline is specified at the time of creation.
A crystal anchor is activated by plunging the sharp head into the ground, leaving the shaft freestanding. It projects an invisible, 30-foot-radius field. If a power from the speci- fied discipline is manifested within this range, the manifester must succeed on a Will save (DC 15 + power level) or become subject to an effect similar to brain lock, except that the effect is permanent until dispelled or dismissed by the individual who initially drove the crystal anchor into the earth. Any anchor can be pulled out of the ground and reused at a later time.
When a crystal anchor successfully ensnares a target, a slender filament of insubstantial ectoplasm connects the victim to the shaft, even one outside the original area of the field.
A crystal anchor can attempt to ensnare a victim only five times per day. Previously caught targets can remain caught day after day and do not count against this daily limit on attempts.
An anchor's owner can designate certain creatures to be unaffected by the anchor; such creatures need not make a saving throw and do not count against the daily limit on attempts. One crystal anchor can ensnare multiple targets simultaneously, and multiple crystal anchors can share overlapping fields.
Anchors that activate when a specific power is manifested in range are also possible, but are rarer.
A crystal anchor has AC 7, 15 hit points, a hardness of 8, and a break DC of 20.
Body Crystal Anchor: Those who manifest psychometabolism powers are affected as described above.
Faint psychometabolism; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any psychometabolism power; Price 24,000 gp; Weight 3 lb.
Comprehension Crystal Anchor: Those who manifest clairsentience powers are affected as described above.
Faint clairsentience; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any clairsentience power; Price 24,000 gp; Weight 3 lb.
Creation Crystal Anchor: Those who manifest metacreativity powers are affected as described above.
Faint metacreativity; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any metacreativity power; Price 24,000 gp; Weight 3 lb.
Energy Crystal Anchor: Those who manifest psychokinesis powers are affected as described above.
Faint psychokinesis; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any psychokinesis power; Price 24,000 gp; Weight 3 lb.
Ghost Crystal Anchor: Those who manifest remote viewing are affected as described above.
Faint clairsentience; ML 5th; Craft Universal Item, brain lock,  psionic contingency, remote viewing; Price 24,000 gp; Weight 3 lb.
Mind Crystal Anchor: Those who manifest telepathy powers are affected as described above.
Faint telepathy; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any telepathy power; Price 24,000 gp; Weight 3 lb.
Travel Crystal Anchor: Those who manifest psychoportation powers are affected as described above.
Faint psychoportation; ML 5th; Craft Universal Item, brain lock,  psionic contingency, any psychoportation power; Price 24,000 gp; Weight 3 lb.


prereq:
Craft Universal Item, creator must have 10 ranks in Psicraft

full_text:
Crystal Masks: Each of the various types of crystal masks fits over the face of any Medium or Small humanoid, with slits for eyes and nostrils. The mask is transparent, although it distorts the wearer's features. Leather straps attached to small holes on the sides of a mask enable the owner to affix the mask to his face.
Crystal masks confer special abilities or improved skills on their wearers.
A crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Crystal Mask of Detection: The wearer of a crystal mask of detection can make Search checks with a +10 competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Search; Price 10,000 gp; Weight 1/2 lb.
Crystal Mask of Discernment: The wearer of a crystal mask of discernment can make Sense Motive checks with a +10 insight bonus.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Sense Motive; Price 10,000 gp; Weight 1/2 lb.
Crystal Mask of Dread: The wearer of a crystal mask of dread can attempt to frighten other beings to her will. The wearer makes all Intimidate checks with a +10 competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Intimidate; Price 10,000 gp; Weight 1/2 lb.
Crystal Mask of Insightful Detection: The wearer of a crystal mask of insightful detection can make Search checks and Spot checks checks with a +9 insight bonus.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 9 ranks in both Search and Spot; Price 20,250 gp; Weight 1/2 lb.
Crystal Mask of Knowledge: Each of the various crystal masks of knowledge grants the wearer a +5 competence bonus on a specific type of Knowledge check.
Faint clairsentience; ML 3rd; Craft Universal Item, creator must have 5 ranks in the Knowledge skill of the appropriate type; Price 2,500 gp; Weight 1/2 lb.
Crystal Mask of Languages: Each of the various crystal masks of language grants the wearer the ability to speak and write five different languages.
Faint clairsentience; ML 3rd; Craft Universal Item, creator must have the Speak Language skill for each of five languages; Price 2,500 gp; Weight 1/2 lb.
Crystal Mask of Mindarmor: A crystal mask of mindarmor grants the wearer a +4 insight bonus on all Will saving throws.
Faint telepathy; ML 5th; Craft Universal Item, conceal thoughts; Price 10,667 gp; Weight 1/2 lb.
Crystal Mask of Psionic Craft: The wearer of a crystal mask of psionic craft makes all Psicraft checks with a +10 competence bonus.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Psicraft; Price 10,000 gp; Weight 1/2 lb.


full_text:
Eyes of Expanded Vision: These crystal lenses fit over the user's eyes to expand his field of vision. Flanking opponents gain only a +1 bonus when attacking the user instead of +2 (rogues still get their full sneak attack damage because the wearer is still flanked). The wearer gains a +1 enhancement bonus on Spot checks but takes a -2 penalty on saves against gaze attacks.
Faint clairsentience; ML 1st; Craft Universal Item, ubiquitous vision; Price 3,000 gp.


full_text:
Eyes of Power Leech: These crystal lenses fit over the user's eyes. Once per day, the wearer is able to drain power points from another psionic creature or character by meeting its gaze as if using power leech. A selected target within 40 feet must succeed on a DC 16 Will save, or a connection of crackling energy is formed between the wearer and the victim. The connection drains 1d6 power points from the target for every round in which the wearer maintains concentration (to a maximum of 7 rounds). The wearer gains 1 power point from those drained from the target each round (subject to his normal maximum; points he cannot gain immediately are lost).
If the wearer has only one lens, the DC of the Will save is 14 instead of 16.
Eyes of power leech have no effect on nonpsionic targets or psionic creatures with a current power point reserve of 0.
Moderate telepathy; ML 7th; Craft Universal Item, power leech; Price 10,080 gp.


prereq:
Craft Universal Item, bend reality, power leech

full_text:
Eyes of Power Leech, Vampiric: As Eyes of power leech,  except the wearer gains drained power points from the subject even if doing so would bring him over his normal maximum. The wearer of vampiric eyes of power leech can maintain concentration for up to 13 rounds. Power points the wearer gains in excess of his maximum fade after 8 hours if they are not spent before that time.
Strong telepathy; ML 15th; Craft Universal Item, bend reality,  power leech; Price 20,160 gp.


full_text:
Gloves of Object Reading: While wearing these gloves, the user can learn the details of an inanimate object's previous owner if he handles the object, as if manifesting the object reading power.
Faint clairsentience; ML 1st; Craft Universal Item, object reading; Price 3,000 gp.


full_text:
Gloves of Titan's Grip: While wearing these oversize gloves, the user gains a +8 enhancement bonus on grapple checks. The power is activated when the user enters a grapple. The enhancement bonus lasts for a maximum of 7 rounds per use, up to three uses per day.
Moderate psychometabolism; ML 9th; Craft Universal Item, grip of iron; Price 14,000 gp.


full_text:
Mirror of Mind Switch: This small hand mirror manifests its power once per day against a creature that sees its reflection within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 19 Will save, or its mind and the mind of the mirror's wielder switch, as if by the mind switch power. Because the mirror is small, only a single creature can meet its own gaze. The wielder of the mirror is not affected by seeing himself.
Moderate telepathy; ML 11th; Craft Universal Item, mind switch; Price 19,800 gp; Weight 1/2 lb.


prereq:
Craft Universal Item, psionic suggestion

full_text:
Mirror of Suggestion: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 13 Will save or be affected by a suggestion chosen by the mirror's wielder. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by seeing herself.
Faint telepathy; ML 3rd; Craft Universal Item, psionic suggestion; Price 3,600 gp; Weight 1/2 lb.


full_text:
Mirror of Time Hop: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 14 Will save or be pushed forward in time by 5 rounds, as if subject to the time hop power. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by seeing herself.
Faint psychoportation; ML 5th; Craft Universal Item, time hop; Price 9,000 gp; Weight 1/2 lb.


full_text:
Pearl, Brain Lock: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 13 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target stands mentally paralyzed, as if by brain lock,  for 3 rounds. The use destroys the item.
Faint telepathy; ML 3rd; Craft Universal Item, brain lock; Price 300 gp.


full_text:
Pearl, Breath Crisis: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 14 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by crisis of breath for 5 minutes. The use destroys the item.
Faint telepathy; ML 5th; Craft Universal Item, crisis of breath; Price 750 gp.


full_text:
Pearl, Mind Seed: This tiny pearly sphere instantly takes on the skin tone and texture of whatever creature handles it. It speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 22 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by a mind seed power, with the pearl's wielder acting as the manifester. The use destroys the item.
Strong telepathy; ML 15th; Craft Universal Item, mind seed; Cost 6,000 gp + 2,500 XP; Price 18,500 gp.


prereq:
Craft Universal Item, personality parasite

full_text:
Pearl, Personality Parasite: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 16 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by personality parasite for 5 rounds. The use destroys the item.
Faint telepathy; ML 7th; Craft Universal Item, personality parasite; Price 1,400 gp.


prereq:
Craft Universal Item, creator must be a telepath

full_text:
Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed.
Psionatrix of clairsentience: Blue light glimmers in this crystal's heart.
Moderate clairsentience; ML 8th; Craft Universal Item, creator must be a seer; Price 8,000 gp.
Psionatrix of metacreativity: Green light glimmers in this crystal's heart.
Moderate metacreativity; ML 8th; Craft Universal Item, creator must be a shaper; Price 8,000 gp.
Psionatrix of psychokinesis: Red light glimmers in this crystal's heart.
Moderate psychokinesis; ML 8th; Craft Universal Item, creator must be a kineticist; Price 8,000 gp.
Psionatrix of psychometabolism: Violet light glimmers in this crystal's heart.
Moderate psychometabolism; ML 8th; Craft Universal Item, creator must be an egoist; Price 8,000 gp.
Psionatrix of psychoportation: Yellow-red light glimmers in this crystal's heart.
Moderate psychoportation; ML 8th; Craft Universal Item, creator must be a nomad; Price 8,000 gp.
Psionatrix of telepathy: Piercing yellow light shines from this crystal's heart.
Moderate telepathy; ML 8th; Craft Universal Item, creator must be a telepath; Price 8,000 gp.


prereq:
Craft Universal Item, bend reality, dispel psionics

full_text:
Psionic Restraints: Each of the various psionic restraints is an iron cuff that cunningly locks around the wrist (DC 27 Open Lock check). The cuff limits the total number of power points a psionic creature wearing it can use in 1 round (regardless of the creature's total power point reserve), or completely damps the ability to use psionics. All types of psionic restraints prevent the free manifesting of powers.

Restraint Type
Allowed Power
 Points/Round
Market Price


Lesser
5
1,000 gp

Average
3
6,000 gp

Greater
1
12,000 gp


Damping
0
24,000 gp

Strong psychokinesis; ML 16th; Craft Universal Item, bend reality, dispel psionics; Weight 1 lb.


prereq:
Craft Universal Item, creator must have 10 ranks in Autohypnosis

full_text:
Psychoactive Skins: Psychoactive skins (also sometimes called ectoshells) are fistsized globs of psionically charged ectoplasm. As a standard action, a psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper command thought; the same command thought causes the skin to shrink back down to its former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer.
A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a psychoactive skin.
Up to three skins can be worn simultaneously, although only the outermost is active in any given round (the powers of hidden skins cannot be manifested). Skin layers can be changed with a command thought as a standard action, which causes a lower-layer skin to come to the surface.
Skin of the Chameleon: This psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +10 enhancement bonus on Hide checks.
Faint psychometabolism; ML 3rd; Craft Universal Item, chameleon; Price 18,000 gp; Weight 2 lb.
Skin of the Claw: This psychoactive skin benefits only a wearer who has levels in psychic warrior. If such a character wears this skin, he can activate the claws of the beast power at will, as a free action that does not provoke attacks of opportunity. He can also dismiss the claws equally quickly.
Faint psychometabolism; ML 4th; Craft Universal Item, claws of the beast; Price 16,000 gp; Weight 2 lb.
Skin of the Defender: This psychoactive skin continually grants the wearer a +4 bonus to natural armor.
Faint psychometabolism; ML 5th; Craft Universal Item, thicken skin; Price 32,000 gp; Weight 2 lb.
Skin of Fiery Response: This psychoactive skin answers the first attack made against the wearer in each round with an automatically manifested and targeted 'ectoburst' against the attacker. The burst ejects from the skin on the wearer's turn, making a ranged touch attack as described in the energy retort power, but the energy type chosen is always fire. If the attack hits, the target takes 2d6 points of fire damage as the ectoburst flames up and is consumed. This attack does not in any way hinder the wearer, count against her total actions for the round, or provoke attacks of opportunity.
Faint psychokinesis; ML 5th; Craft Universal Item, energy retort; Price 60,000 gp; Weight 2 lb.
Skin of the Hero: This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls.
Strong psychometabolism; ML 18th; Craft Universal Item, bend reality; Price 77,500 gp; Weight 2 lb.
Skin of Iron: This psychoactive skin affects the wearer as the psionic iron body power up to three times per day for 15 minutes with each use. When the skin's power is not active, it has no protective qualities. Activating the psionic iron body effect is a standard action that provokes attacks of opportunity.
Strong metacreativity; ML 15th; Craft Universal Item, psionic iron body; Price 129,600 gp; Weight 2 lb.
Skin of Nimbleness: This psychoactive skin continually grants the wearer a +10 competence bonus on Tumble checks.
Moderate psychometabolism; ML 8th; Craft Universal Item, creator must have 10 ranks in Tumble; Price 10,000 gp; Weight 2 lb.
Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin.
Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb.
Skin of the Psion: This psychoactive skin grants the wearer 7 bonus power points per day and power resistance 21.
Strong clairsentience; ML 17th; Craft Universal Item, power resistance; Price 151,000 gp; Weight 2 lb.
Skin of the Spider: This psychoactive skin continually grants the wearer a +20 competence bonus on Climb checks and continually affects the wearer as the body equilibrium power. Three times per day, the wearer can manifest entangling ectoplasm against a target within 30 feet.
Faint psychometabolism; ML 3rd; Craft Universal Item, creator must have 10 ranks in Climb, body equilibrium,  entangling ectoplasm; Price 79,080 gp; Weight 2 lb.
Skin of the Troll: This psychoactive skin continually allows a living wearer to heal more quickly. The wearer heals 5 points of damage per minute. Except for the slower rate of healing, this skin affects its wearer as if the wearer were under the effect of a continual true metabolism power.
Strong psychometabolism; ML 17th; Craft Universal Item, true metabolism; Price 61,200 gp; Weight 2 lb.
Ring of Self-Sufficiency: This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks.
Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have 10 ranks in Autohypnosis; Price 10,000 gp.


prereq:
Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus

full_text:
Shards: These universal items are tiny fragments of cast-off crystal imprinted with minuscule bits of psionic power. Using a shard requires grasping it and projecting a command thought as a standard action (most shards telepathically whisper their command word into the minds of living creatures who handle them). A shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. The granted bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Once its effect is activated, a shard disintegrates immediately, whether or not the bonus granted by the shard is eventually used.
Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000 gp (+10).


full_text:
Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.
A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.
Aware: This kind of third eye continually grants the wearer a +10 competence bonus on Spot checks.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Spot; Price 10,000 gp.
Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, inf luence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power.
Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp.
Concentrate: This kind of third eye continually grants the wearer a +10 competence bonus on Concentration checks.
Moderate telepathy; ML 7th; Craft Universal Item, creator must have 10 ranks in Concentration; Price 10,000 gp.
Dominate: The wearer of a third eye dominate can attempt to dominate a subject as with the power psionic dominate,  augmented to target any creature type it can affect, once per day (save DC 18).
Strong telepathy; ML 15th; Craft Universal Item, psionic dominate; Price 120,000 gp.
Expose: The wearer of this kind of third eye always knows when someone lies directly to him.
Strong telepathy; ML 15th; Craft Universal Item, bend reality; Price 112,000 gp.
Gather: This kind of third eye continually grants the wearer a +10 competence bonus on Gather Information checks.
Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Gather Information; Price 10,000 gp.
Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature's power resistance.
Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 8,000 gp.
Powerthieve: While worn, a third eye powerthieve allows the wearer to borrow one power from a psionic target within 40 feet once per day. If the target fails a DC 16 Will save, it instantly loses one power of the wearer's choice, and the wearer instantly gains temporary knowledge of this power.
The wearer can manifest the borrowed power normally if she has sufficient power points to pay for its cost. The wearer retains knowledge of the power for up to 70 minutes, at which time she loses knowledge of the power and the former owner regains it, regardless of the distance between them. If the former owner is dead, the wearer still loses the borrowed power.
Moderate telepathy; ML 7th; Craft Universal Item, thieving mindlink; Price 10,080 gp.
Repudiate: While worn, this powerful item allows the wearer to manifest dispel psionics once per day with a +20 modifier on the dispel check (the wearer uses the +20 modifier in place of his manifester level).
Strong psychokinesis; ML 20th; Craft Universal Item, dispel psionics; Price 43,200 gp.
Sense: The wearer of this kind of third eye can manifest clairvoyant sense at will.
Faint clairsentience; ML 3rd; Craft Universal Item, clairvoyant sense; Price 24,000 gp.
View: The wearer of this kind of third eye can spin a quasireal version of himself and send it over virtually any distance or into other planes of existence, as if manifesting the remote viewing power, once per day.
Moderate clairsentience; ML 7th; Craft Universal Item, remote viewing; Price 10,180 gp.


full_text:
Torc of Free Will: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of free will is not affected by the brain lock power or items that produce brain lock effects (such as crystal anchors).
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Faint telepathy; ML 3rd; Craft Universal Item, brain lock; Price 6,000 gp; Weight 2 lb.


full_text:
Torc of Leech Freedom: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of leech freedom automatically resists up to two uses of power leech against him per day.
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Faint telepathy; ML 5th; Craft Universal Item, power leech; Price 12,000 gp; Weight 2 lb.


full_text:
Torc of Power Preservation: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of power preservation manifests all powers by paying power points equal to the standard cost minus 1 (minimum of 1).
A torc is treated as an amulet for the purpose of determining which items can be worn on the body.
Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 36,000 gp; Weight 2 lb.


full_text:
Reverse Capacitor: A reverse capacitor doesn't store power points-it drains them, to the surprise and chagrin of a psionic character taken in by its resemblance to a cognizance crystal. Powers that identify psionic items incorrectly identify a reverse capacitor as a cognizance crystal 50% of the time.
A psionic character attempting to use the power points supposedly stored in a reverse capacitor instead loses 1d6 power points per round for 7 rounds. A crackling arc connects the brow of the character with the stone. If the character can put more than 40 feet between himself and the reverse capacitor,  the effect ends. If the reverse capacitor drains more power points than the psionic character possesses, the draining effect ends.
The drained power points are simply lost. Each new attempt to use the power points supposedly stored in the reverse capacitor initiates the draining effect anew.
Strong telepathy; ML 15th; Craft Universal Item, bend reality,  power leech; Price 112,000 gp; Weight 1 lb.


full_text:
Sutra of Tranquil Thought: This monastic tome describes ancient techniques of mental focus and is highly prized by psionic practitioners. If a psionic character who is not evil studies the work during one week of solitary contemplation, he gains 17 bonus power points and experience points sufficient to place him halfway into the next level of experience. Those who use their powers for evil are punished for their impertinence, losing 5d6 x 1,000 XP for defiling the book. In addition, an evil reader must make an immediate DC 15 Will save or become permanently confused as if affected by the insanity power. Only psychic chirurgery or similarly extreme measures can restore sanity.
The minds of nonpsionic beings are too clouded to benefit from the secrets of this book. To anyone without psionic aptitude, the book's pages appear to contain nothing but elaborate patterns and drawings of mysterious beings. Once it is read, the book vanishes into the Astral Plane to an unknown destination. Even if it is found again, the same character cannot benefit twice from perusing its contents.
Strong telepathy; ML 20th; Weight 3 lb.


full_text:
Annulus: This artifact is the ultimate psionic nullifier. Forged to keep enemies of vast psionic power at bay, the Annulus is an artifact that any psionic being should fear. It has been forgotten in the modern age, and merely finding it would precipitate a great upheaval across the planes.
The Annulus is a 1-foot-diameter ring of silvery material. Tiny slots, antennae, spheres, and other intricate projections decorate the exterior of the hoop; however, two smoothed lengths of the ring provide an adequate surface for grasping the item.
The Annulus has several powers, all of which require a wielder to tightly grasp the ring with at least one hand. When it is first grasped, knowledge of the artifact's powers immediately flood the wielder's mind. The wielder can access all powers of the Annulus at manifester level 20th.

  The Annulus generates a continuous catapsi effect within a 100-foot-radius of the wielder (who is unaffected).

  The wielder gains a +4 enhancement bonus on any attempt to resist an effect that deals ability damage.

  Once per day, the wielder can trigger ultrablast as a standard action.

  Three times per day, as a standard action, the wielder can trigger an effect similar to psionic dimensional anchor that affects all creatures in a 50-foot radius.


The primary power of the Annulus,  however, is psionic nullification. Once per year, the wielder can trigger this effect as a special action requiring 10 rounds of continuous concentration to complete. The wielder specifies a target or targets within a 100-foot radius, ranging from a specific psionic individual or item to a group of psionic beings that share the same philosophy. The nullification effect is accompanied by blasts of light, heat, and sound from the Annulus. Nonpsionic creatures and items are unaffected, as are nontargeted beings, but any psionic target-regardless of any protection it may possess-disintegrates in a terrific explosion. Nothing is left but floating dust.
It is relatively easy to nullify a single target or a small group of targets, but nullifying a more powerful being (such as a demigod or greater entity) or another major artifact taxes the Annulus to its limits. If it is used to nullify such a target, the artifact succeeds but is destroyed in the process and cannot be retrieved by any means.


full_text:
Psicrown of the Crystal Mind: An elaborate crystalline psicrown etched with strange designs, this exceptional psicrown is so invested with power that it is considered an artifact.
The power points in the Psicrown of the Crystal Mind can be used to manifest any of the following powers at manifester level 20th (or at the wearer's manifester level if it is higher than 20th).

  Burst

  Catfall

  Concealing amorpha,  greater

  Concussion blast

  Daze,  psionic

  Detect psionics

  Dominate,  psionic

  Far hand

  Float

  Mindlink

  Inertial barrier

  Telekinetic force

  Telekinetic maneuver

  Telekinetic thrust

  Teleport,  psionic

  Thicken skin

  True metabolism


The wearer of the Psicrown of the Crystal Mind also gains power resistance equal to 10 + his manifester level.
The Psicrown of the Crystal Mind has 1,000 power points when discovered. Anyone who dons the crown instantly knows the number of power points it has at the current time. The crown recharges itself, gaining back 1 power point per day if it currently has fewer than 1,000 points.
As a special one-time use of the psicrown, the wearer can channel all the remaining charges in the psicrown into an uncontrolled burst of energy. The wearer triggers this use as a standard action. All within 20 feet of the wearer take hit points of damage equal to half the power points left in the staff (Reflex DC 18 half). The wearer inhabits a tiny eye of calm at the center of the destruction and is unharmed, but the psicrown is reduced to a burned-out cinder.


# monster

armor_class:
37 (+7 Dex, +20 natural), touch 17, flat-footed 30

attack:
Spinning blade +43 (2d6+12/19-20 (plus 1d6 on critical)) or electricity ray +35 ranged touch

full_attack:
2 spinning blades +43 (2d6+12/19-20(plus 1d6 on critical)) melee, 2 slams +35 melee (2d6+6), shocking touch +35 melee touch (2d6+6); or electricity ray +35 ranged touch (10d6 electricity), 6 spikes +30 ranged (2d6+12) (120 ft. range increment)

special_attacks:
Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem

special_qualities:
Abomination traits, magic immunity, construct traits, fast healing 15, spell resistance 34, damage reduction 10/chaotic and epic and adamantine

abilities:
Str 35, Dex 25, Con -, Int 10, Wis 20, Cha 20

feats:
Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (blade), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (blade)

epic_feats:
Devastating Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Overwhelming Critical (blade)

organization:
Solitary, binary (pair), or command line (2-5 anaxims and 5-12 iron golems)

advancement:
39-48 HD (Large); 49-55 HD (Huge); 56-70 HD (Gargantuan); 71-140 HD (Colossal)

special_abilities:
Immunities (Ex), Rend (Ex), Resistances (Ex), Sonic Blast (Ex), Special Qualities (Ex), Summon Creature (Sp), Summon Iron Golem (Sp), Telepathy (Su)

stat_block:
Anaxim; CR 22; Medium construct (extraplanar, lawful); HD 38d10; hp 420; Init +7 (Dex); Spd 60 ft., fly 200 ft. (perfect); AC 37 (+7 dex, +20 natural), touch 17, flat-footed 30; Base Atk +28; Grp +40; Atk +43 (2d6+12/19-20 [plus 1d6 on critical], spinning blade) or +35 ranged touch (electricity ray); Full Atk +43 melee (2d6+12/19-20 [plus 1d6 on critical], 2 spinning blades) and +35 melee (2d6+6, 2 slams) and +35 melee (2d6+6, shocking touch) or +35 ranged touch (10d6 electricity, electricity ray) and +30 ranged (2d6+12, 120 ft. range increment, 6 spikes); Space/Reach 5 ft./5 ft.; SA Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem; SQ Abomination traits, magic immunity, construct traits, fast healing 15, spell resistance 34, damage reduction 10/chaotic and epic and adamantine; AL LN; SV Fort +12, Ref +19, Will +17; Str 35, Dex 25, Con -, Int 10, Wis 20, Cha 20

Skills and Feats: Climb +53, Jump +65; Blind-Fight, Cleave, Devastating Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Great Cleave, Improved Bull Rush, Improved Critical (blade), Improved Initiative, Improved Sunder, Overwhelming Critical (blade), Power Attack, Weapon Focus (blade)

full_text:
Anaxim

Anaxim

Medium Construct (Extraplanar, Lawful)


Hit Dice:
38d10 (420 hp)

Initiative:
+7 (Dex)

Speed:
60 ft., fly 200 ft. (perfect)

Armor Class:
37 (+7 Dex, +20 natural), touch 17, flat-footed 30

Base Attack/Grapple:
+28/+40

Attack:
Spinning blade +43 (2d6+12/19-20 (plus 1d6 on critical)) or electricity ray +35 ranged touch

Full Attack:
2 spinning blades +43 (2d6+12/19-20(plus 1d6 on critical)) melee, 2 slams +35 melee (2d6+6), shocking touch +35 melee touch (2d6+6); or electricity ray +35 ranged touch (10d6 electricity), 6 spikes +30 ranged (2d6+12) (120 ft. range increment)

Space/Reach:
5 ft./5 ft.

Special Attacks:
Rend 4d6+18, sonic blast, spell-like abilities, summon iron golem

Special Qualities:
Abomination traits, magic immunity, construct traits, fast healing 15, spell resistance 34, damage reduction 10/chaotic and epic and adamantine

Skills:
Climb +53, Jump +65

Feats:
Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (blade), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (blade)

Epic Feats:
Devastating Critical (blade), Epic Toughness, Epic Weapon Focus (blade), Overwhelming Critical (blade)

Saves:
Fort +12, Ref +19, Will +17

Abilities:
Str 35, Dex 25, Con -, Int 10, Wis 20, Cha 20

Environment:
Any

Organization:
Solitary, binary (pair), or command line (2-5 anaxims and 5-12 iron golems)

Challenge Rating:
22

Treasure:
Standard

Alignment:
Always lawful neutral


Advancement:
39-48 HD (Large); 49-55 HD (Huge); 56-70 HD (Gargantuan); 71-140 HD (Colossal)

An anaxim's natural weapons are treated as epic and lawful-aligned for the purpose of overcoming damage reduction.
Combat
Sonic Blast (Ex): As a standard action, an anaxim can emit a 60-foot cone of sonic energy that deals 20d6 points of sonic damage to all creatures that fail a Reflex save (DC 29); those that succeed take half damage.
The save DC is Constitution-based


Rend (Ex): If the anaxim hits with both spinning blades, it slices particularly well. This attack automatically deals an additional 4d6+18 points of damage.


Spell-Like Abilities: At will-greater dispel magic,  displacement (DC 18),  greater invisibility (DC 19),  ethereal jaunt. Caster level 22nd. The save DCs are Charisma-based.


Summon Iron Golem (Sp): An anaxim can summon an iron golem up to four times per day.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Construct Traits: Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and to poison, sleep,  paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Cannot heal damage (though regeneration and fast healing still apply, if present). Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Not at risk of death from massive damage, but destroyed when reduced to 0 hit points or less; cannot be raised or resurrected. Darkvision 60 ft.


armor_class:
51 (-1 size, +2 Dex, +40 natural), touch 11, flat-footed 49

attack:
Touch +49 (2d6 Con drain/19-20) melee touch

full_attack:
2 touches +49 (2d6 Con drain/19-20) melee touch, eye ray +30 (negative level damage/19-20) ranged touch

special_attacks:
Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, Summon Nightcrawler

special_qualities:
Abomination traits, undead traits, rebuke/command undead, regeneration 20, spell resistance 42, damage reduction 15/good and epic and silver, negative energy aura

abilities:
Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 42

skills:
Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77

feats:
Alertness, Cleave, Dodge, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability, Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack

epic_feats:
Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation

special_abilities:
Constitution Drain (Su), Energy Drain (Su), Immunities (Ex), Negative Energy Aura (Su), Rebuke/Command Undead (Su), Regeneration (Ex), Resistances (Ex), Special Qualities (Ex), Summon Creature (Sp), Summon Nightcrawler (Sp), Telepathy (Su)

stat_block:
Atropal; CR 30; Large undead (evil, extraplanar, lawful); HD 66d12; hp 792; Init +6 (+2 Dex, +4 Improved Initiative); Spd 5 ft., fly 240 ft. (perfect); AC 51 (-1 size, +2 dex, +40 natural), touch 11, flat-footed 49; Base Atk +33; Grp +53; Atk +49 melee (2d6 Con drain/19-20, touch); Full Atk +49 melee (2d6 Con drain/19-20, 2 touches) and +30 ranged touch (negative level damage/19-20, eye ray); Space/Reach 10 ft/10 ft.; SA Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, Summon Nightcrawler ; SQ Abomination traits, undead traits, rebuke/command undead, regeneration 20, spell resistance 42, damage reduction 15/good and epic and silver, negative energy aura; AL LE; SV Fort +22, Ref +26, Will +43; Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 42

Skills and Feats: Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77; Alertness, Cleave, Combat Expertise, Devastating Critical (touch), Dodge, Great Cleave, Improved Bull Rush, Improved Critical (eye ray), Improved Critical (touch), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Overwhelming Critical (touch), Power Attack, Quicken Spell-Like Ability, Run, Spring Attack, Undead Mastery, Weapon Focus (eye ray), Weapon Focus (touch), Whirlwind Attack, Zone of Animation

full_text:
Atropal

Atropal

Large Undead (Evil, Extraplanar, Lawful)


Hit Dice:
66d12 (792 hp)

Initiative:
+6 (+2 Dex, +4 Improved Initiative)

Speed:
5 ft., fly 240 ft. (perfect)

Armor Class:
51 (-1 size, +2 Dex, +40 natural), touch 11, flat-footed 49

Base Attack/Grapple:
+33/+53

Attack:
Touch +49 (2d6 Con drain/19-20) melee touch

Full Attack:
2 touches +49 (2d6 Con drain/19-20) melee touch, eye ray +30 (negative level damage/19-20) ranged touch

Space/Reach:
10 ft/10 ft.

Special Attacks:
Constitution drain, energy drain (2d4 negative levels, Fort DC 59), spell-like abilities, Summon Nightcrawler

Special Qualities:
Abomination traits, undead traits, rebuke/command undead, regeneration 20, spell resistance 42, damage reduction 15/good and epic and silver, negative energy aura

Saves:
Fort +22, Ref +26, Will +43

Abilities:
Str 43, Dex 15, Con -, Int 28, Wis 22, Cha 42

Skills:
Bluff +85, Concentration +85, Diplomacy +97, Hide -2, Jump +1, Intimidate +91, Knowledge (arcana, history, religion, the planes) +78, Listen +77, Search +78, Sense Motive +75, Spellcraft +84, Spot +77

Feats:
Alertness, Cleave, Dodge, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability, Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack

Epic Feats:
Devastating Critical (touch), Overwhelming Critical (touch), Undead Mastery, Zone of Animation

Environment:
Any

Organization:
Solitary

Challenge Rating:
30

Treasure:
Standard

Alignment:
Always lawful evil


Advancement:
67-80 HD (Large); 81-100 HD (Huge)

An atropal's natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities: At will-animate dead,  blasphemy,  create greater undead,  create undead,  cone of cold,  desecrate,  greater dispel magic,  finger of death,  greater invisibility,  plane shift,  slay living,  speak with dead,  spectral hand,  greater teleport,  unholy aura; 5/day-haste,  project image,  weird. Caster level 30th; save DC 26 + spell level.
The save DCs are Charisma-based


Rebuke/Command Undead (Su): Atropals can rebuke or command undead as a cleric with a level equal to the atropal's HD + 6.


Negative Energy Aura (Su): A 30-foot-radius spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal's option, rise as spectres under the atropal's command 1 minute later).


Constitution Drain (Su): When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 59). The DC is Charisma-based.


Energy Drain (Su): When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 59) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature's level decreases by one. The DC is Charisma-based.


Regeneration (Ex): Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).


Summon Nightcrawler (Sp): Five times per day an atropal can summon a nightcrawler.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Undead Traits: Immune to poison, sleep,  paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.


armor_class:
39 (+7 Dex, +22 natural), touch 17, flat-footed 32

full_attack:
2 primary wing buffets +39 (2d6+12) melee, 6 secondary wing buffets +37 (1d6+6) melee, tail slam +37 (1d6+6 plus Cha drain) melee

special_attacks:
Spell-like abilities, summon air elemental, Charisma drain

special_qualities:
Abomination traits, fast healing 10, spell resistance 33, damage reduction 10/good and epic, electricity immunity

abilities:
Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30

skills:
Diplomacy +14, Hide +37, Intimidate +40, Jump -3, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +34, Move Silently +37, Search +31, Sense Motive +32, Spot +34

feats:
Alertness, Dodge, Flyby Attack, Improved Bull Rush, Mobility, Multiattack, Power Attack

advancement:
28-38 HD (Medium-size); 39-50 HD (Large)

special_abilities:
Charisma Drain (Su), Immunities (Ex), Resistances (Ex), Special Qualities (Ex), Summon Air Elemental (Sp), Summon Creature (Sp), Telepathy (Su)

stat_block:
Chichimec; CR 21; Medium outsider (air, evil, extraplanar); HD 27d8+189; hp 425; Init +7; Spd 5 ft., fly 200 ft. (perfect); AC 39 (+7 dex, +22 natural), touch 17, flat-footed 32; Base Atk +27; Grp +39; Atk +39 melee (2d6+12, primary wing buffet); Full Atk +39 melee (2d6+12, 2 primary wing buffets) and +37 melee (1d6+6, 6 secondary wing buffets) and +37 melee (1d6+6 plus Cha drain, tail slam); Space/Reach 5 ft./5 ft.; SA Spell-like abilities, summon air elemental, Charisma drain; SQ Abomination traits, fast healing 10, spell resistance 33, damage reduction 10/good and epic, electricity immunity; AL NE; SV Fort +22, Ref +22, Will +17; Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30

Skills and Feats: Diplomacy +14, Hide +37, Intimidate +40, Jump -3, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +34, Move Silently +37, Search +31, Sense Motive +32, Spot +34; Alertness, Blinding Speed (x 2), Dodge, Epic Toughness, Flyby Attack, Improved Bull Rush, Mobility, Multiattack, Power Attack

full_text:
Chichimec

Chichimec
Medium Outsider (Air, Evil, Extraplanar)

Hit Dice:
27d8+189 (425 hp)

Initiative:
+7

Speed:
5 ft., fly 200 ft. (perfect)

Armor Class:
39 (+7 Dex, +22 natural), touch 17, flat-footed 32

Base Attack/Grapple:
+27/+39

Attack:
Primary wing buffet +39 (2d6+12) melee

Full Attack:
2 primary wing buffets +39 (2d6+12) melee, 6 secondary wing buffets +37 (1d6+6) melee, tail slam +37 (1d6+6 plus Cha drain) melee

Space/Reach:
5 ft./5 ft.

Special Attacks:
Spell-like abilities, summon air elemental, Charisma drain

Special Qualities:
Abomination traits, fast healing 10, spell resistance 33, damage reduction 10/good and epic, electricity immunity

Saves:
Fort +22, Ref +22, Will +17

Abilities:
Str 34, Dex 25, Con 24, Int 12, Wis 14, Cha 30

Skills:
Diplomacy +14, Hide +37, Intimidate +40, Jump -3, Knowledge (religion) +31, Knowledge (the planes) +31, Listen +34, Move Silently +37, Search +31, Sense Motive +32, Spot +34

Feats:
Alertness, Dodge, Flyby Attack, Improved Bull Rush, Mobility, Multiattack, Power Attack

Epic Feats:
Blinding Speed (x 2), Epic Toughness

Environment:
Any

Organization:
Solitary, pair, or flock (6-9)

Challenge Rating:
21

Treasure:
None

Alignment:
Always neutral evil


Advancement:
28-38 HD (Medium-size); 39-50 HD (Large)

An chichimec's natural weapons are treated as epic and evil-aligned for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities: At will-darkness,  telekinesis; 3/day-greater invisibility,  control weather,  call lightning,  lightning bolt,  chain lightning,  wail of the banshee. Caster level 20th; save DC 20 + spell level. The DC is Charisma-based.


Summon Air Elemental (Sp): Three times per day a chichimec can summon an elder air elemental.


Charisma Drain (Su): This effect permanently reduces a living opponent's Charisma score by 2 points when the chichimec hits with a tail slam, or 4 points on a critical hit. The chichimec heals 10 points of damage, or 20 on a critical hit, whenever it drains Charisma, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 33)-on a successful save, only 1 point of Charisma is drained and the chichimec heals 5 points of damage. The DC is Charisma-based.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


armor_class:
52 (-1 size, +3 Dex, +40 natural), touch 12, flat-footed 49

full_attack:
Bite +56 (4d8+16) melee, 1 gore +51 (4d6+8) melee, 4 pincers +53 (4d6+8) melee, 4 claws +53 (4d6+8) melee

special_attacks:
Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker

special_qualities:
Abomination traits, sonic immunity, regeneration 15, fast healing 15, spell resistance 44, damage reduction 15/Good and Epic or Lawful and Epic

abilities:
Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36

skills:
Concentration +52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46, Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46, Sense Motive +50, Spot +50

feats:
Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Weapon Focus (pincers), Weapon Focus (gore), Weapon Focus (bite), Weapon Focus (claw)

epic_feats:
Epic Toughness, Epic Weapon Focus (pincers), Epic Weapon Focus (claw)

organization:
Solitary, pair, or solitary plus 1-4 nightwalkers

advancement:
41-65 HD (Large); 66-84 HD (Huge); 85-110 HD (Gargantuan)

special_abilities:
Immunities (Ex), Improved Grab (Ex), Regeneration (Ex), Resistances (Ex), Sending (Su), Special Qualities (Ex), Summon Creature (Sp), Summon Nightwalker (Sp), Telepathy (Su), Worst Nightmare (Su)

stat_block:
Dream larva; CR 31; Large outsider (chaotic, evil, extraplanar); HD 40d8+360; hp 700; Init +3 (Dex); Spd 80 ft.; fly 240 ft. (perfect); AC 52 (-1 size, +3 dex, +40 natural), touch 12, flat-footed 49; Base Atk +40; Grp +60; Atk +56 melee (4d8+16, bite); Full Atk +56 melee (4d8+16, bite) and +51 melee (4d6+8, 1 gore) and +53 melee (4d6+8, 4 pincers) and +53 melee (4d6+8, 4 claws); Space/Reach 10 ft./10 ft.; SA Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker; SQ Abomination traits, sonic immunity, regeneration 15, fast healing 15, spell resistance 44, damage reduction 15/Good and Epic or Lawful and Epic; AL CE; SV Fort +31, Ref +25, Will +29; Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36

Skills and Feats: Concentration +52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46, Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46, Sense Motive +50, Spot +50; Cleave, Combat Reflexes, Epic Toughness, Epic Weapon Focus (claw), Epic Weapon Focus (pincers), Flyby Attack, Great Cleave, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (gore), Weapon Focus (pincers)

full_text:
Dream Larva

Dream Larva
Large Outsider (Chaotic, Evil, Extraplanar)

Hit Dice:
40d8+360 (700 hp)

Initiative:
+3 (Dex)

Speed:
80 ft.; fly 240 ft. (perfect)

Armor Class:
52 (-1 size, +3 Dex, +40 natural), touch 12, flat-footed 49

Base Attack/Grapple:
+40/+60

Attack:
Bite +56 (4d8+16)melee

Full Attack:
Bite +56 (4d8+16) melee, 1 gore +51 (4d6+8) melee, 4 pincers +53 (4d6+8) melee, 4 claws +53 (4d6+8) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Worst nightmare, improved grab, sending, spell-like abilities, summon nightwalker

Special Qualities:
Abomination traits, sonic immunity, regeneration 15, fast healing 15, spell resistance 44, damage reduction 15/Good and Epic or Lawful and Epic

Saves:
Fort +31, Ref +25, Will +29

Abilities:
Str 42, Dex 17, Con 29, Int 16, Wis 24, Cha 36

Skills:
Concentration +52, Craft (dreamweaving) +46, Diplomacy +60, Escape Artist +46, Hide +46, Jump +36, Knowledge (arcana) +46, Listen +50, Move Silently +46, Search +46, Sense Motive +50, Spot +50

Feats:
Cleave, Combat Reflexes, Flyby Attack, Great Cleave, Improved Sunder, Power Attack, Quicken Spell-Like Ability, Weapon Focus (pincers), Weapon Focus (gore), Weapon Focus (bite), Weapon Focus (claw)

Epic Feats:
Epic Toughness, Epic Weapon Focus (pincers), Epic Weapon Focus (claw)

Environment:
Any

Organization:
Solitary, pair, or solitary plus 1-4 nightwalkers

Challenge Rating:
31

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
41-65 HD (Large); 66-84 HD (Huge); 85-110 HD (Gargantuan)

A dream larvas's natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Combat
Worst Nightmare (Su): Each time a living creature first views a specific dream larva from a distance of 30 feet or less (or from a scrying effect), the subject sees the image of the most fearsome creature imaginable. This is not an illusion or phantasm; the dream larva truly becomes, for just that instant, the subject's worst nightmare. Even if simultaneously viewed by dozens of different creatures, the dream larva appears differently to each one of them. Creatures immune to fear or mind-affecting effects (or warded by protection from evil or death ward spells) are immune to worst nightmare; all others must make a Will save (DC 43) or die from the supernatural horror revealed. Survivors (and those resurrected) are immune to the effect from that individual dream larva in the future. The DC is Charisma-based.


Spell-Like Abilities: At will-fly,  haste,  nightmare,  prismatic spray; 2/day-dreamscape(epic spell). Caster level 31st; save DC 23 + spell level. The DC is Charisma-based.


Improved Grab (Ex): If the dream larva hits with a claw or pincer, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Dream larvae can use improved grab on a creature of any size. The dream larva has the option to conduct the grapple normally, simply use the claw or pincer to hold the opponent, or use sending (see below) on the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the attack that established the hold, unless it used sending on the victim.


Sending (Su): Grappled victims may be physically sent into a nightmare, at the dream larva's option, on the dream larva's next action after establishing the grapple. Victims must make a Will save (DC 43) or be apparently swarmed by thousands of worms making up the dream larva's body. The victim is actually cast into a shrieking maelstrom of dream where it can take no actions but observe. The victim physically returns 2d4 rounds later, apparently ejected from the dream larva's body (but appearing even if if the dream larva has left or is otherwise absent). The victim of the nightmare has taken 4d6 points of temporary Wisdom damage, but is otherwise free to act on the round it returns. If the victim takes more Wisdom damage than it has points of Wisdom, the extra points are instead treated as temporary Constitution damage. The DC is Charisma-based.


Summon Nightwalker (Sp): Five times per day, a dream larva can summon a nightwalker.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Regeneration (Ex): Dream larvae take normal damage from good or lawful weapons or weapons forged by a sleepwalking weaponsmith.


armor_class:
70 (-2 size, +30 natural, +20 insight, +12 armor [+5 half plate]), touch 28, flat-footed 70

special_attacks:
Superior multiweapon fighting, spell-like abilities, summon hecatoncheires

special_qualities:
Abomination traits, electricity immunity, regeneration 40, fast healing 50, spell resistance 70, damage reduction 20/Good and Epic and Cold Iron

abilities:
Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24

skills:
Climb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54

feats:
Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical (boulder), Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Focus (boulder)

epic_feats:
Epic Toughness (x2), Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Multiweapon Rend

advancement:
53-58 HD (Huge); 59-70 HD (Gargantuan); 71-140 HD (Colossal)

special_abilities:
Immunities (Ex), Regeneration (Ex), Resistances (Ex), Special Qualities (Ex), Summon Creature (Sp), Summon Hecatoncheires (Sp), Superior Multiweapon Fighting (Ex), Telepathy (Su)

stat_block:
Hecatoncheires; CR 57; Huge outsider (chaotic, evil, extraplanar); HD 52d8+572; hp 1028; Init +10 (+2 Dex, +8 Superior Initiative); Spd 100 ft.; AC 70 (-2 size, +30 natural, +20 insight, +12 armor [+5 half plate]), touch 28, flat-footed 70; Base Atk +52; Grp +80; Atk +73 melee (2d6+20/17-20, greatsword) or +55 ranged (2d8+20/19-20, boulder); Full Atk +73 melee (2d6+20/17-20, 100 greatswords) or +55 ranged (2d8+20/19-20, 100 boulders); Space/Reach 15 ft./15 ft.; SA Superior multiweapon fighting, spell-like abilities, summon hecatoncheires; SQ Abomination traits, electricity immunity, regeneration 40, fast healing 50, spell resistance 70, damage reduction 20/Good and Epic and Cold Iron; AL CE; SV Fort +39, Ref +30, Will +27; Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24

Skills and Feats: Climb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54; Cleave, Combat Reflexes, Epic Toughness (x2), Epic Weapon Focus (boulder), Epic Weapon Focus (greatsword), Great Cleave, Improved Critical (boulder), Improved Critical (greatsword), Improved Initiative, Multidexterity, Multiweapon Fighting, Multiweapon Rend, Power Attack, Sunder, Weapon Focus (boulder), Weapon Focus (greatsword)

full_text:
Hecatoncheires

Hecatoncheires

Huge Outsider (Chaotic, Evil, Extraplanar)


Hit Dice:
52d8+572 (1028 hp)

Initiative:
+10 (+2 Dex, +8 Superior Initiative)

Speed:
100 ft.

Armor Class:
70 (-2 size, +30 natural, +20 insight, +12 armor [+5 half plate]), touch 28, flat-footed 70

Base Attack/Grapple:
+52/+80

Attack:
Greatsword +73 (2d6+20/17-20) melee; or boulder +55 (2d8+20/19-20) ranged

Full Attack:
100 greatswords +73 (2d6+20/17-20) melee; or 100 boulders +55 (2d8+20/19-20) ranged

Space/Reach:
15 ft./15 ft.

Special Attacks:
Superior multiweapon fighting, spell-like abilities, summon hecatoncheires

Special Qualities:
Abomination traits, electricity immunity, regeneration 40, fast healing 50, spell resistance 70, damage reduction 20/Good and Epic and Cold Iron

Saves:
Fort +39, Ref +30, Will +27

Abilities:
Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24

Skills:
Climb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54

Feats:
Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical (boulder), Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack, Sunder, Weapon Focus (greatsword), Weapon Focus (boulder)

Epic Feats:
Epic Toughness (x2), Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Multiweapon Rend

Environment:
Any

Organization:
Solitary or pair

Challenge Rating:
57

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
53-58 HD (Huge); 59-70 HD (Gargantuan); 71-140 HD (Colossal)

A hecatoncheires' natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Combat
Superior Multiweapon Fighting (Ex): A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).


Skills: A hecatoncheires' fifty heads give it a +50 racial bonus on Listen, Spot, and Search checks.


Spell-Like Abilities: At will- greater magic weapon,  fly,  shield. Caster level 50th; save DC 17 + spell level. The DC is Charisma-based.


Summon Hecatoncheires (Sp): A hecatoncheires can summon one other hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling's summoning. A summoned hecatoncheires cannot use its summoning power while 'summoned.'


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Regeneration (Ex): Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.


armor_class:
50 (+7 Dex, -1 size, +34 natural), touch 16, flat-footed 43

full_attack:
2 claws +58 (4d6+16) melee, 1 bite +52 (4d8+8 +spell suck) melee, 2 wings +50 (2d6+8) melee, 1 tail slam +50 (4d8+8) melee

special_attacks:
Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend

special_qualities:
Abomination traits, fast healing 15, regeneration 15, spell resistance 38, damage reduction 35/+7

abilities:
Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29

skills:
Balance +50, Concentration +52, Diplomacy +52, Escape Artist +50, Hide +50, Jump +36, Knowledge (arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50

feats:
Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (claw)

epic_feats:
Blinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur)

organization:
Solitary or hell brigade (1 infernal and 1d4 balors, or 1 infernal and 1d4 pit fiends)

advancement:
41-50 HD (Large); 51-56 HD (Huge); 57-72 HD (Gargantuan)

special_abilities:
Immunities (Ex), Improved Grab (Ex), Learned Spell Immunity (Su), Regeneration (Ex), Resistances (Ex), Special Qualities (Ex), Spell Suck (Su), Summon Creature (Sp), Summon Fiend (Sp), Telepathy (Su)

stat_block:
Infernal; CR 26; Large outsider (evil) (chaotic or lawful); HD 40d8+360; hp 680; Init +11 (+7 Dex, +4 Improved Initiative); Spd 80 ft., fly 240 ft. (perfect); AC 50 (+7 dex, -1 size, +34 natural), touch 16, flat-footed 43; Base Atk +40; Grp +60; Atk +58 claw (4d6+16) melee; Full Atk +58 melee (4d6+16, 2 claws) and +52 melee (4d8+8 +spell suck, 1 bite) and +50 melee (2d6+8, 2 wings) and +50 melee (4d8+8, 1 tail slam); Space/Reach 10 ft./10 ft.; SA Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend; SQ Abomination traits, fast healing 15, regeneration 15, spell resistance 38, damage reduction 35/+7; AL LE; SV Fort +31, Ref +29, Will +30; Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29

Skills and Feats: Balance +50, Concentration +52, Diplomacy +52, Escape Artist +50, Hide +50, Jump +36, Knowledge (arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50; Alertness, Blinding Speed (x2), Cleave, Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Great Cleave, Improved Initiative, Power Attack, Sunder, Tenacious Magic (blur), Tenacious Magic (greater invisibility), Weapon Focus (claw)

full_text:
Infernal

Infernal
Large Outsider (Evil) (Chaotic or Lawful)

Hit Dice:
40d8+360 (680 hp)

Initiative:
+11 (+7 Dex, +4 Improved Initiative)

Speed:
80 ft., fly 240 ft. (perfect)

Armor Class:
50 (+7 Dex, -1 size, +34 natural), touch 16, flat-footed 43

Base Attack/Grapple:
+40/+60

Attack:
+58 claw (4d6+16) melee

Full Attack:
2 claws +58 (4d6+16) melee, 1 bite +52 (4d8+8 +spell suck) melee, 2 wings +50 (2d6+8) melee, 1 tail slam +50 (4d8+8) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Improved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend

Special Qualities:
Abomination traits, fast healing 15, regeneration 15, spell resistance 38, damage reduction 35/+7

Skills:
Balance +50, Concentration +52, Diplomacy +52, Escape Artist +50, Hide +50, Jump +36, Knowledge (arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50

Feats:
Alertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (claw)

Epic Feats:
Blinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur)

Saves:
Fort +31, Ref +29, Will +30

Abilities:
Str 43, Dex 25, Con 28, Int 22, Wis 26, Cha 29

Environment:
Any

Organization:
Solitary or hell brigade (1 infernal and 1d4 balors, or 1 infernal and 1d4 pit fiends)

Challenge Rating:
26

Treasure:
Standard

Alignment:
Lawful evil or chaotic evil


Advancement:
41-50 HD (Large); 51-56 HD (Huge); 57-72 HD (Gargantuan)

An infernal's natural weapons are treated as epic, evil, and chaotic-aligned or lawful-aligned for the purpose of overcoming damage reduction.
Combat
Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.


Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.


Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster.


Spell-Like Abilities: At will-animate dead,  blasphemy,  blur,  charm person,  create undead,  darkness,  deeper darkness,  desecrate,  detect chaos,  detect good,  detect law,  detect magic,  fear,  fireball,  greater dispel magic,  hold person,  greater invisibility,  magic circle against good,  major image,  produce flame,  polymorph,  pyrotechnics,  read magic,  scrying,  suggestion,  symbol of death,  telekinesis,  greater teleport (self plus 1,000 pounds), unholy aura,  unholy blight,  unhallow,  wall of fire; 1/day-fire storm,  hellball (epic spell), implosion,  meteor swarm. Caster level 26th; save DC 19 + spell level. The DCs are Charisma-based.


Summon Fiend (Sp): An infernal can summon four balors or four pit fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection ; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Regeneration (Ex): Infernals take normal damage from good weapons. Lawful infernals also take normal damage from chaotic weapons, and vice versa.


armor_class:
47 (-4 size, +7 Dex, +34 natural), touch 13, flat-footed 40

attack:
pseudopod slam +85 (4d8+24 plus fire damage) melee

full_attack:
8 pseudopod slams +85 (4d8+24 plus fire damage) melee

special_attacks:
Fiery touch, fiery overrun, spell-like abilities, improved grab, swallow whole, summon elder fire elemental

special_qualities:
Abomination traits, immunity to fire, vulnerability to cold, oozelike immunities, regeneration 25, fast healing 25, spell resistance 46, damage reduction 15/epic lawful and epic

abilities:
Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39

skills:
Climb +89, Craft (metalworking, stoneworking) +29, Hide +12, Jump +69, Knowledge (geography) +64, Listen +71, Move Silently +72, Search +64, Spot +71

feats:
Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Sunder, Weapon Focus (slam)

epic_feats:
Blinding Speed (x5), Epic Toughness (x3), Epic Weapon Focus (slam), Epic Will, Superior Initiative

organization:
Solitary, or in company of 1-10 elder fire elementals

advancement:
63-80 HD (Gargantuan); 81-186 HD (Colossal)

special_abilities:
Fiery Overrun (Ex), Fiery Touch (Ex), Immunities (Ex), Improved Grab (Ex), Oozelike Immunities (Ex), Regeneration (Ex), Resistances (Ex), Special Qualities (Ex), Summon Creature (Sp), Summon Elder Fire Elemental (Sp), Swallow Whole (Ex), Telepathy (Su)

stat_block:
Phaethon; CR 34; Gargantuan outsider (evil, extraplanar, fire); HD 62d8+806; hp 1,362; Init +15 (+7 Dex, +8 Superior Initiative); Spd 120 ft., burrow 120 ft.; AC 47 (-4 size, +7 dex, +34 natural), touch 13, flat-footed 40; Base Atk +62; Grp +98; Atk +85 melee (4d8+24 plus fire damage, pseudopod slam); Full Atk +85 melee (4d8+24 plus fire damage, 8 pseudopod slams); Space/Reach 20 ft./10 ft.; SA Fiery touch, fiery overrun, spell-like abilities, improved grab, swallow whole, summon elder fire elemental ; SQ Abomination traits, immunity to fire, vulnerability to cold, oozelike immunities, regeneration 25, fast healing 25, spell resistance 46, damage reduction 15/epic lawful and epic; AL CE; SV Fort +48, Ref +42, Will +43; Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39

Skills and Feats: Climb +89, Craft (metalworking, stoneworking) +29, Hide +12, Jump +69, Knowledge (geography) +64, Listen +71, Move Silently +72, Search +64, Spot +71; Alertness, Blinding Speed (x5), Cleave, Epic Toughness (x3), Epic Weapon Focus (slam), Epic Will, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Sunder, Superior Initiative, Weapon Focus (slam)

full_text:
Phaethon

Phaethon

Gargantuan Outsider (Evil, Extraplanar, Fire)


Hit Dice:
62d8+806 (1,362 hp)

Initiative:
+15 (+7 Dex, +8 Superior Initiative)

Speed:
120 ft., burrow 120 ft.

Armor Class:
47 (-4 size, +7 Dex, +34 natural), touch 13, flat-footed 40

Base Attack/Grapple:
+62/+98

Attack:
pseudopod slam +85 (4d8+24 plus fire damage) melee

Full Attack:
8 pseudopod slams +85 (4d8+24 plus fire damage) melee

Space/Reach:
20 ft./10 ft.

Special Attacks:
Fiery touch, fiery overrun, spell-like abilities, improved grab, swallow whole, summon elder fire elemental

Special Qualities:
Abomination traits, immunity to fire, vulnerability to cold, oozelike immunities, regeneration 25, fast healing 25, spell resistance 46, damage reduction 15/epic lawful and epic

Saves:
Fort +48, Ref +42, Will +43

Abilities:
Str 58, Dex 25, Con 36, Int 8, Wis 18, Cha 39

Skills:
Climb +89, Craft (metalworking, stoneworking) +29, Hide +12, Jump +69, Knowledge (geography) +64, Listen +71, Move Silently +72, Search +64, Spot +71

Feats:
Alertness, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Sunder, Weapon Focus (slam)

Epic Feats:
Blinding Speed (x5), Epic Toughness (x3), Epic Weapon Focus (slam), Epic Will, Superior Initiative

Environment:
Any

Organization:
Solitary, or in company of 1-10 elder fire elementals

Challenge Rating:
34

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
63-80 HD (Gargantuan); 81-186 HD (Colossal)

A phaethon's natural weapons are treated as epic and evil for the purpose of overcoming damage reduction.
Combat
Fiery Touch (Ex): Touching or being touched by a phaethon deals 2d6 points of fire damage.


Fiery Overrun (Ex): A foe who is successfully overrun by a phaethon is treated as if swallowed whole.


Improved Grab (Ex): If the phaethon hits with a pseudopod, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Phaethons can use improved grab on a Huge or smaller creature. The phaethon has the option to conduct the grapple normally, simply maintaining a pseudopod hold, or attempting to absorb the opponent by swallowing the foe whole. Each successful grapple check it makes during successive rounds automatically deals the damage listed for the pseudopod.


Swallow Whole (Ex): The phaethon can absorb opponents it holds with a second successful grapple check after a grab. The opponent must be Huge or smaller. Absorbed creatures take 20d6 points of fire damage and 10d6 points of bludgeoning damage each round they remain inside a phaethon. Victims must make a successful grapple check to 'swim' free of the living magma of the phaethon.


Spell-Like Abilities: At will-fireball,  fire storm,  delayed blast fireball,  flame strike,  wall of fire; 1/day-scrying. Caster level 34th; save DC 24 + spell level.


summon elder fire elemental (Sp): Phaethons can summon up to ten elder fire elementals per day.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Oozelike Immunities (Ex): Immune to poison, sleep,  paralysis, stunning, polymorphing, and mind-influencing effects; not subject to critical hits or flanking; blind.


Regeneration (Ex): Phaethons take normal damage from lawful weapons and cold-forged weapons, and double damage from cold or ice weapons.


armor_class:
50 (-1 size, +7 Dex, +11 deflection, +23 insight), touch 50, flat-footed 43

attack:
Incorporeal touch +43 (1d6 plus stasis touch) melee

full_attack:
Incorporeal touch +43 (1d6 plus stasis touch) melee

special_attacks:
Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate

special_qualities:
Abomination traits, null time field, time regression, fast healing 15, regeneration 15, spell resistance 37, damage reduction 15/epic, sonic immunity

abilities:
Str -, Dex 25, Con 28, Int 24, Wis 16, Cha 33

skills:
Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46

feats:
Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)

epic_feats:
Blinding Speed, Epic Toughness (x2), Epic Will, Spell Stowaway (time stop)

special_abilities:
Chronal Blast (Su), Immunities (Ex), Null Time Field (Ex), Regeneration (Ex), Resistances (Ex), Special Qualities (Ex), Stasis Touch (Su), Summon Creature (Sp), Summon Past Time Duplicate (Sp), Telepathy (Su), Time Leach (Su), Time Regression (Su)

stat_block:
Phane; CR 25; Large outsider (chaotic, evil, extraplanar, incorporeal); HD 36d8+324; hp 612; Init +11 (+7 Dex, +4 Improved Initiative); Spd 80 ft., fly 120 ft. (perfect); AC 50 (-1 size, +7 dex, +11 deflection, +23 insight), touch 50, flat-footed 43; Base Atk +36; Grp -; Atk +43 melee (1d6 plus stasis touch, incorporeal touch); Full Atk +43 melee (1d6 plus stasis touch, incorporeal touch); Space/Reach 10 ft./10 ft.; SA Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate ; SQ Abomination traits, null time field, time regression, fast healing 15, regeneration 15, spell resistance 37, damage reduction 15/epic, sonic immunity; AL CE; SV Fort +31, Ref +29, Will +29; Str -, Dex 25, Con 28, Int 24, Wis 16, Cha 33

Skills and Feats: Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46; Alertness, Blinding Speed, Combat Reflexes, Dodge, Epic Toughness (x2), Epic Will, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Spell Stowaway (time stop), Weapon Focus (incorporeal touch)

full_text:
Phane

Phane

Large Outsider (Chaotic, Evil, Extraplanar, Incorporeal)


Hit Dice:
36d8+324 (612 hp)

Initiative:
+11 (+7 Dex, +4 Improved Initiative)

Speed:
80 ft., fly 120 ft. (perfect)

Armor Class:
50 (-1 size, +7 Dex, +11 deflection, +23 insight), touch 50, flat-footed 43

Base Attack/Grapple:
+36/-

Attack:
Incorporeal touch +43 (1d6 plus stasis touch) melee

Full Attack:
Incorporeal touch +43 (1d6 plus stasis touch) melee

Space/Reach:
10 ft./10 ft.

Special Attacks:
Spell-like abilities, stasis touch, chronal blast, time leach, summon past time duplicate

Special Qualities:
Abomination traits, null time field, time regression, fast healing 15, regeneration 15, spell resistance 37, damage reduction 15/epic, sonic immunity

Saves:
Fort +31, Ref +29, Will +29

Abilities:
Str -, Dex 25, Con 28, Int 24, Wis 16, Cha 33

Skills:
Balance +46, Concentration +48, Diplomacy +50, Hide +42, Jump +20, Knowledge (arcana, religion, the planes) +46, Listen +44, Move Silently +46, Search +46, Sense Motive +42, Spellcraft +46, Spot +44, Swim +39, Tumble +46

Feats:
Alertness, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (incorporeal touch)

Epic Feats:
Blinding Speed, Epic Toughness (x2), Epic Will, Spell Stowaway (time stop)

Environment:
Any land and underground

Organization:
Solitary or pair

Challenge Rating:
25

Treasure:
None

Alignment:
Always chaotic evil


Advancement:
37-50 HD (Large); 51-65 HD (Huge)

A phanes' natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Combat
Spell-Like Abilities: At will-detect good,  detect magic,  greater invisibility (self only); 5/day-haste,  slow,  greater teleport,  tongues,  trap the soul,  true strike,  unholy aura; 2/day-safe time,  time duplicate (epic spell); 1/day-time stop. Caster level 21st; save DC 21 + spell level. The DC is Charisma-based.


Stasis Touch (Su): As temporal stasis,  except as an at-will supernatural ability. Caster level 25th; save DC 21 + spell level. The DC is Charisma-based.


Chronal Blast (Su): As a standard action, the phane can make a ranged touch attack against any creature within 100 feet. If it succeeds, the subject is targeted by a spasm of space-time flux, dealing 15d6 points of damage.


Time Leach (Su): For every round of apparent time experienced by the phane, it automatically absorbs the 'future' from any creature it has successfully encapsulated in static time via its stasis touch (not its null time field), no matter the distance separating victim and phane, and no matter the number of victims. Of course, to the victim no time passes at all, but each apparent round experienced by the phane ages the victim 1d4 years, at the same time healing the phane of 20 hit points of damage. A victim who is not somehow released from static time by a friend who can cast dispel magic,  greater dispel magic,  or some other likely spell, eventually ages to death. Victims killed in this manner automatically fall out of static time as desiccated husks that disintegrate to a fine dust with even the lightest touch. Victims who are released prior to death immediately apply the physical effects of aging, but not the mental effects.


summon past time duplicate (Sp): Once per day, a phane can summon a duplicate of one its foes stolen from a parallel alternate past. The stolen time duplicate has the same stats and possessions as the original, but is treated as if having two negative levels (which simulates a less experienced version of the original). The phane can never summon a past time duplicate of a creature with more than 25 HD (add sufficient negative levels to compensate for high foe HD, if necessary). The past time duplicate, despite having most of the knowledge of the original, serves the phane loyally like any summoned creature. If the past time duplicate is slain, the original is not harmed because the duplicate was pulled from a parallel past. However, the original does not necessarily realize this, and must make a Will save (DC 30) or be shaken for 1d4 rounds after witnessing the death of a duplicate for the first time.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.


Null Time Field (Ex): Phanes continually generate a 30-foot-radius spread null time field. All creatures and objects in the field, except the phane, must make a Will saving throw (DC 30) each round to take any actions. On a failed save, subjects are stuck in a static time stream until their next round of actions, at which time they must make another saving throw. While a subject is stuck in a static time stream induced by a null time field, the phane can use its static touch on the subject, though in all other ways, the subject is invulnerable to attacks and damage as if in temporal stasis.


Time Regression (Su): If the phane spends an action per round for four rounds, at the end of the 4th round the phane regresses back in time 4 rounds, to the very 1st round it originally began concentrating on time regression. On its second pass through the time stream, it can take completely different actions, based on its knowledge of the future (though if it takes different actions from its first pass through the time stream, the events of the original time stream are also changed).


Regeneration (Ex): Phanes take normal damage from holy and good weapons, and from weapons forged in the future or an alternate reality's time stream (if any).


armor_class:
58 (-8 size, +1 Dex, +55 natural), touch 3, flat-footed 57

special_attacks:
Rend 4d8+42, cold, spell-like abilities, breath weapon, summon white dragon, Constitution drain

special_qualities:
Abomination traits, cold immunity, fire vulnerability, dire winter, fast healing 30, regeneration 30, spell resistance 48, damage reduction 20/good and epic and adamantine

abilities:
Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34

skills:
Climb +103, Concentration +90, Hide -9, Jump +28, Knowledge (arcana, religion, the planes) +76, Listen +70, Search +76, Spellcraft +76, Spot +76

feats:
Alertness, Cleave, Dodge, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (stomp)

epic_feats:
Blinding Speed (x4), Devastating Critical (claw), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Epic Weapon Focus (stomp), Overwhelming Critical (claw), Spell Stowaway (greater invisibility)

organization:
Solitary or in the company of 1d4+1 old white dragons

special_abilities:
Breath Weapon (Su), Cold (Su), Constitution Drain (Su), Dire Winter (Su), Immunities (Ex), Regeneration(Ex), Rend (Ex), Resistances (Ex), Special Qualities (Ex), Summon Creature (Sp), Summon White Dragon (Sp), Telepathy (Su)

stat_block:
Xixecal; CR 36; Colossal outsider (chaotic, cold, evil, extraplanar); HD 72d8+1,080; hp 1,676; Init +11 (+7 Dex. +4 Improved Initiative); Spd 140 ft.; AC 58 (-8 size, +1 dex, +55 natural), touch 3, flat-footed 57; Base Atk +72; Grp +116; Atk +95 melee (2d8+28/19-20, claw); Full Atk +95 melee (2d8+28/19-20, 2 claws) and +89 melee (4d6+14, bite) and +89 melee (4d6+14, stamp); Space/Reach 50 ft./50 ft.; SA Rend 4d8+42, cold, spell-like abilities, breath weapon, summon white dragon,  Constitution drain; SQ Abomination traits, cold immunity, fire vulnerability, dire winter, fast healing 30, regeneration 30, spell resistance 48, damage reduction 20/good and epic and adamantine; AL CE; SV Fort +55, Ref +47, Will +39; Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34

Skills and Feats: Climb +103, Concentration +90, Hide -9, Jump +28, Knowledge (arcana, religion, the planes) +76, Listen +70, Search +76, Spellcraft +76, Spot +76; Alertness, Blinding Speed (x4), Cleave, Devastating Critical (claw), Dodge, Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Epic Weapon Focus (stomp), Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (claw), Power Attack, Spell Stowaway (greater invisibility), Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (stomp)

full_text:
Xixecal

Xixecal

Colossal Outsider (Chaotic, Cold, Evil, Extraplanar)


Hit Dice:
72d8+1,080 (1,676 hp)

Initiative:
+11 (+7 Dex. +4 Improved Initiative)

Speed:
140 ft.

Armor Class:
58 (-8 size, +1 Dex, +55 natural), touch 3, flat-footed 57

Base Attack/Grapple:
+72/+116

Attack:
Claw +95 (2d8+28/19-20) melee

Full Attack:
2 claws +95 (2d8+28/19-20) melee, bite +89 (4d6+14) melee, stamp +89 (4d6+14) melee

Space/Reach:
50 ft./50 ft.

Special Attacks:
Rend 4d8+42, cold, spell-like abilities, breath weapon, summon white dragon, Constitution drain

Special Qualities:
Abomination traits, cold immunity, fire vulnerability, dire winter, fast healing 30, regeneration 30, spell resistance 48, damage reduction 20/good and epic and adamantine

Saves:
Fort +55, Ref +47, Will +39

Abilities:
Str 66, Dex 13, Con 40, Int 12, Wis 8, Cha 34

Skills:
Climb +103, Concentration +90, Hide -9, Jump +28, Knowledge (arcana, religion, the planes) +76, Listen +70, Search +76, Spellcraft +76, Spot +76

Feats:
Alertness, Cleave, Dodge, Great Cleave, Great Fortitude, Improved Critical (claw), Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (bite), Weapon Focus (claw), Weapon Focus (stomp)

Epic Feats:
Blinding Speed (x4), Devastating Critical (claw), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Epic Weapon Focus (stomp), Overwhelming Critical (claw), Spell Stowaway (greater invisibility)

Environment:
Any

Organization:
Solitary or in the company of 1d4+1 old white dragons

Challenge Rating:
36

Treasure:
Standard

Alignment:
Always chaotic evil


Advancement:
73-150 HD (Colossal)

A xixecal's natural weapons are treated as epic, evil, and chaotic-aligned for the purpose of overcoming damage reduction.
Combat
Rend (Ex): If the xixecal hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d8+42 points of damage.


Cold (Su): A hit from a xixecal's melee attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 58) or be affected as though by a slow spell for 10 rounds. The DC is Charisma-based.


Spell-Like Abilities: At will-blasphemy,  cone of cold,  desecrate,  greater dispel magic,  dominate monster,  hold person,  greater invisibility,  unholy aura,  wall of ice; 5/day-haste,  meteor swarm. Caster level 36th; save DC 22 + spell level. The DC is Charisma-based.


Breath Weapon (Su): Cone of cold, 300 feet, 3/day, damage 12d6, Fort half DC 61. The DC is Constitution-based.


Summon White Dragon (Sp): Five times per day a xixecal can summon an old white dragon.


Constitution Drain (Su): This effect permanently reduces a living opponent's Constitution score by 4 when the creature hits with a slam, bite, or rend, or twice that amount on a rend or critical hit. The creature heals 20 points of damage (or 40 on a rend or critical hit) whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 58). The DC is Charisma-based.


Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
The standard fire resistance 20 most abominations have is not shared by xixecales


Dire Winter (Su): A xixecal always stands at the center of a permanent dire winter (epic spell) spell effect. If dispelled, the effect returns 1 minute later- the only way to permanently remove the effect is to slay the xixecal that generates it.


Regeneration(Ex): Xixecals take normal damage from Lawful weapons, and double damage from burning or fiery weapons.


armor_class:
24 (+12 Dex, -8 size, +10 natural), touch 14, flat-footed 12

abilities:
Str 25, Dex 34, Con 23, Int 17, Wis 19, Cha 16

skills:
Diplomacy +27, Jump +3, Knowledge (geography, history, nature, religion, the planes) +27, Listen +30, Search +27, Sense Motive +28, Spot +41, Survival +28

feats:
Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (spot), Weapon Finesse

stat_block:
Behemoth eagle; CR 18; Colossal outsider (extraplanar); HD 21d8+126; hp 220; Init +20 (+12 Dex, +8 Superior Initiative); Spd 20 ft., fly 160 ft. (poor); AC 24 (+12 dex, -8 size, +10 natural), touch 14, flat-footed 12; Base Atk +21; Grp +44; Atk +25 melee (5d10+7, claw); Full Atk +25 melee (5d10+7, 2 claws) and +20 melee (4d12+3, bite); Space/Reach 30 ft./20 ft.; SA -; SQ Evasion, spell resistance 30; AL N; SV Fort +18, Ref +24, Will +16; Str 25, Dex 34, Con 23, Int 17, Wis 19, Cha 16

Skills and Feats: Diplomacy +27, Jump +3, Knowledge (geography, history, nature, religion, the planes) +27, Listen +30, Search +27, Sense Motive +28, Spot +41, Survival +28; Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (spot), Superior Initiative, Weapon Finesse

full_text:
Behemoth

Behemoth Eagle


Colossal Outsider (Extraplanar)



Hit Dice:
21d8+126 (220 hp)


Initiative:
+20 (+12 Dex, +8 Superior Initiative)


Speed:
20 ft., fly 160 ft. (poor)


Armor Class:
24 (+12 Dex, -8 size, +10 natural), touch 14, flat-footed 12


Base Attack/Grapple:
+21/+44


Attack:
Claw +25 (5d10+7) melee


Full Attack:
2 claws +25 (5d10+7) melee, bite +20 (4d12+3) melee


Space/Reach:
30 ft./20 ft.


Special Attacks:
-


Special Qualities:
Evasion, spell resistance 30


Saves:
Fort +18, Ref +24, Will +16


Abilities:
Str 25, Dex 34, Con 23, Int 17, Wis 19, Cha 16


Skills:
Diplomacy +27, Jump +3, Knowledge (geography, history, nature, religion, the planes) +27, Listen +30, Search +27, Sense Motive +28, Spot +41, Survival +28


Feats:
Alertness, Endurance, Flyby Attack, Improved Initiative, Iron Will, Skill Focus (spot), Weapon Finesse


Epic Feats:
Superior Initiative


Environment:
Any forest, hill, mountains, and plains


Organization:
Solitary or pair


Challenge Rating:
18


Treasure:
None


Alignment:
Always neutral



Advancement:
21-42 HD (Colossal)


Behemoth Eagle
Skills: *A behemoth eagle receives a +8 racial bonus on Spot checks.


Carrying Capacity: A light load for a behemoth eagle is up to 2,400 pounds; a medium load, 2,401-4,800 pounds; and a heavy load, 4,801-7,200 pounds.




Behemoth Gorilla
Combat
Rend (Ex): A behemoth gorilla that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional 8d8+20 points of damage.


