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Published by Chris Winnower, 2020-01-10 12:04:00

Magic Item Compendium

Magic Item Compendium

CHAPTER 4 ANSTRUTH HARP This set of masterwork thieves’ tools is This cut crystal bottle is filled with silvery
the perfect accessory if you depend on a liquid. The bottle’s stopper is a single piece of
TOOLS Price (Item Level): 32,100 gp (16th) blend of magic and skill to achieve your smoky quartz.
Body Slot: — (held) thieving goals. In addition to granting
Caster Level: 14th the normal +2 circumstance bonus on One round after you apply this elixir to
Aura: Strong; (DC 22) conjuration, Disable Device and Open Lock checks, your skin, it creates an invisible cloud of
these tools can grant a character with the gas in a 10-foot radius that moves with you
enchantment, transmutation trapfinding class feature a special benefit. and persists for 5 rounds. You are immune
Activation: — and swift (command) When activating the tools, you can expend to the cloud’s effects, but each round at the
Weight: 3 lb. an arcane spell or arcane spell slot of 1st end of your turn every other creature in
level or higher to gain a +5 competence the area with 10 Hit Dice or fewer must
This teakwood lap harp is slender and graceful, bonus on either a Disable Device check make a successful DC 14 Fortitude save or
its strings made of silver wire. An engraved or an Open Lock check begun before the fall asleep for 1 minute. Furthermore, each
design depicting waves and fog graces the end of that turn. creature remaining in the area 1 round
wood. later (whether already asleep or not) must
Prerequisites: Craft Wondrous Item, make a second successful DC 14 Fortitude
This masterwork harp grants you a +2 knock, trapfinding. save or fall asleep for 1 hour. Creatures
circumstance bonus on Perform (string with more than 10 Hit Dice are immune
instruments) checks. If you have at least Cost to Create: 700 gp, 56 XP, 2 days. to the effect.
12 ranks in Perform (string instruments),
you can also command it to produce one AROMA OF If you open the bottle but do not imme-
of three spell effects (control water, mass CURDLED DEATH diately apply the liquid, the cloud of gas
cure light wounds, or mind fog), each once spreads to fill a 5-foot-radius area, centered
per day. Price (Item Level): 4,500 gp (9th) on the opened bottle or the place where
Body Slot: — the liquid was poured out. This cloud per-
If you pick up an Anstruth harp but do Caster Level: 9th sists for 1 minute.
not have 12 or more ranks in Perform Aura: Moderate; (DC 19) conjuration
(string instruments), the instrument Activation: Standard (manipulation) Prerequisites: Craft Wondrous Item, deep
bestows one negative level on you, which Weight: — slumber, Craft (alchemy) 4 ranks.
persists for as long as you hold it. This
negative level never results in actual level This elegant, stoppered glass bottle holds a dark, Cost to Create: 750 gp, 60 XP, 2 days.
loss, but it cannot be overcome in any way viscous fluid.
(including restoration spells) while the BAG OF BOULDERS
instrument is held. One round after you apply this elixir to
your skin, it creates an invisible cloud of Price (Item Level): 1,400 gp (5th)
Lore: A wise and powerful bard named gas in a 10-foot radius that moves with you Body Slot: —
Falataer reportedly created the first of and persists for 1 minute. You are immune Caster Level: 5th
these instruments, which he used to test to the cloud’s effects, but every other Aura: Faint; (DC 17) transmutation
and reward the students at all seven levels creature in the area that has 3 Hit Dice or Activation: Standard (thrown)
of his bardic college. Others have since fewer immediately dies (no save). A crea- Weight: 1 lb.
copied the designs but honored Fala- ture that has 4–6 Hit Dice must succeed
taer by keeping the name Anstruth harp on a DC 17 Fortitude save each round it This worn doeskin pouch holds a few unre-
(Knowledge [arcana] or bardic knowledge remains in the area or die. A creature that markable pebbles.
DC 15). has 7 Hit Dice or more takes 1d4 points of
Constitution damage (Fort DC 17 half) This pouch creates tiny pebbles that strike
Prerequisites: Craft Wondrous Item, per round of exposure. with the force of a catapult stone when
control water, mass cure light wounds, mind thrown. Each stone has a range incre-
fog, bard. If you open the bottle but do not imme- ment of 50 feet. You are proficient with
diately apply the liquid, the cloud of gas the stones and must make a successful
Cost to Create: 16,000 gp (plus 100 gp for spreads to fill a 5-foot-radius area, centered ranged attack to strike with one. A stone
masterwork harp), 1,280 XP, 32 days. on the opened bottle or the place where disappears after it completes its flight.
the liquid was poured out. This cloud per- Activating a bag of boulders is a standard
ARCANE sists for 1 minute. action that includes both drawing and
THIEVES’ TOOLS throwing a stone.
Prerequisites: Craft Wondrous Item,
Price (Item Level): 1,400 gp (5th) cloudkill, Craft (alchemy) 4 ranks. Each bag of boulders has 3 charges, which
Body Slot: — (held) are renewed each day at dawn. Spending 1
Caster Level: 5th Cost to Create: 2,250 gp, 180 XP, 5 days. or more charges when you draw a pebble
Aura: Faint; (DC 17) transmutation from the bag determines the damage dealt
Activation: Swift (mental) AROMA OF DREAMS by the stone when thrown.
Weight: 1 lb.
Price (Item Level): 1,500 gp (5th) 1 charge: Deals 2d6 points of bludgeon-
This set of picks, pins, and levers is housed in Body Slot: — ing damage.
a supple leather bag decorated with arcane Caster Level: 5th
runes. Aura: Faint; (DC 17) enchantment 2 charges: Deals 3d6 points of bludgeon-
Activation: Standard (manipulation) ing damage.
Weight: —
3 charges: Deals 4d6 points of bludgeon-
ing damage.

150

Prerequisites: Craft Wondrous Item, 3 charges: Faint wisps of flame spread within 20 feet from becoming confused CHAPTER 4
shrink item. up your arm and cover your body. This or stunned.
sheath provides immunity to fire for 1 TOOLS
Cost to Create: 700 gp, 56 XP, 2 days. hour or until it has negated 60 points of Alternatively, you can mount the
fire damage. As a standard action, you banner on a backpack frame to leave Illus. by S. Ellis
BAG OF ENDLESS can touch an adjacent creature to grant it your hands free. The backpack frame
CALTROPS any remaining immunity to fire you have costs 5 gp and weighs 10 pounds. While
from this effect (you lose the remaining so mounted, the banner occupies your
Price (Item Level): 800 gp (3rd) immunity). shoulders body slot.
Body Slot: —
Caster Level: 9th Prerequisites: Craft Wondrous Item, pro- Lore: The swirling pattern on this
Aura: Moderate; (DC 19) conjuration duce flame, protection from energy, summon banner was common to elite military
Activation: Move (manipulation) nature’s ally II. units in the last great war (Knowledge
Weight: 2 lb. [history] DC 15).
Cost to Create: 1,750 gp, 140 XP, 4 days.
This nondescript brown leather pouch is Such banners provided protection
secured with a piece of twisted wire that has Banner of the storm’s eye from psychological tricks employed by
several sharp points. creatures such as mind flayers (Knowledge
BANNER OF THE [history] DC 25).
Five times per day, you can reach into this STORM’S EYE
pouch and pull out a handful of caltrops Prerequisites: Craft Wondrous Item,
(enough to cover a 5-foot square). In addi- Price (Item Level): 15,000 gp (14th) calm emotions.
tion to the activation cost, filling a 5-foot Body Slot: — (held) or shoulders
square with caltrops by hand requires a Caster Level: 3rd Cost to Create: 7,500 gp, 600 XP, 15 days.
standard action. Aura: Faint; (DC 16) enchantment
Activation: — BATTLE BRIDLE
The caltrops produced are not magi- Weight: 2 lb. (12 lb. if backpack frame
cal and follow all the rules for normal Price (Item Level): 9,000 gp (12th)
caltrops (PH 126). worn) Body Slot: Face; see text
Caster Level: 7th
Prerequisites: Craft Wondrous Item, This banner is a rectangular military standard
Leomund’s secret chest. depicting a white, two-tailed swirl—like a styl- Aura: Moderate; (DC 18)
ized overhead view of a hurricane—on a dark enchantment
Cost to Create: 400 gp, 32 XP, 1 day. green background. The banner’s fluttering
movements seem slower than they should be. Activation: —
BAG OF FLAMES Weight: 1 lb.
An unfurled banner of the storm’s eye always
Price (Item Level): 3,500 gp (8th) waves more slowly than nearby flags, and A stampede of horses is depicted charg-
Body Slot: — it seems unaffected by the wind or by the ing across this surprisingly light leather
Caster Level: 5th movement of its bearer. saddle.
Aura: Faint; (DC 17) transmutation
Activation: Standard (manipulation) As long as it is held aloft, the banner A battle bridle occupies a mount’s face
Weight: — automatically suppresses (but does not body slot.
dispel) fear effects on all creatures within
This red burlap sack feels warm to the touch. 20 feet. It also prevents any creature While you are mounted upon a creature
that is wearing a battle bridle, you gain a +5
A bag of flames contains a tiny ember of competence bonus on Ride checks and
pure elemental fire. The bag has 3 charges, the benefit of the Mounted Combat feat.
which are renewed each day at dawn. If you already have Mounted Combat,
Spending 1 or more charges when you you instead gain the benefit of Ride-By
place your hand into the bag allows you Attack.
to draw forth fire to create a particular
effect. Prerequisites: Craft Wondrous Item,
Mounted Combat, Ride-By Attack, calm
1 charge: Flame burns in your hand, as animals.
the produce flame spell, with a duration of
1 minute. Your melee touch attack deals Cost to Create: 4,500 gp, 360 XP, 9 days.
1d6+5 points of fire damage, or you can
hurl the flame up to 120 feet as a ranged BEETLE ELIXIR
touch attack that deals 1d6+5 points of fire
damage (and ends the duration). Price (Item Level): 1,350 gp (5th)
Body Slot: —
2 charges: You hurl the flame up to 30 Caster Level: 6th
feet away, whereupon it immediately turns Aura: Moderate; (DC 18) transmutation
into a Small fire elemental. The elemental Activation: Full-round (manipulation)
is under your control (as if summoned by Weight: —
summon nature’s ally II) and remains for
5 rounds. The viscous liquid in this vial has an oily brown
color and smells a little like wet leaves.

Drinking beetle elixir causes your skin to
harden, darken, and gloss over, and short
antennae to sprout from your forehead.

151

You gain darkvision out to 60 feet and creature receives a –2 penalty on the save that location and create an explosion in
a +2 enhancement bonus to your exist- against the blast. a 20-foot-radius spread. Any creature in
ing natural armor. (A creature without the area takes 10d6 points of fire damage
natural armor has an effective natural A blast disk can also be set to auto- and 2d6 points of sonic damage, is deaf-
armor bonus of +0.) These effects last for matically explode up to 10 rounds after ened for 2d6 rounds, and is pushed 1d6
12 hours. placement. squares away from the center of the blast.
A successful DC 15 Reflex save halves the
Prerequisites: Craft Wondrous Item, alter A character who has trapfinding can fire damage and negates the push, while
self, darkvision, Craft (alchemy) 5 ranks. find (Search DC 28) and disable (Disable a successful DC 15 Fortitude save negates
Device DC 28) a blast disk. the deafening effect.
Cost to Create: 675 gp, 54 XP, 2 days.
Prerequisites: Craft Wondrous Item, After exploding, the globes reform in
CHAPTER 4 BLAST DISK fireball. your hands or at your feet (if your hands
are full). This ability functions once per
TOOLS Price (Item Level): 900 gp (4th) Cost to Create: 450 gp, 36 XP, 1 day. day.
Body Slot: — (held)
Caster Level: 5th BLAST GLOBES Prerequisites: Craft Wondrous Item,
Aura: Faint; (DC 17) evocation fireball, shout.
Activation: Standard (manipulation) Price (Item Level): 8,000 gp (11th)
Weight: 1 lb. Body Slot: — (held) Cost to Create: 4,000 gp, 320 XP, 8 days.
Caster Level: 11th
This jet-black, 8-inch-diameter plate bears Aura: Moderate; (DC 20) evocation BLESSED BANDAGE
a bas relief humanoid skull surrounded by Activation: Standard (command);
runes and sigils. Its other side is perfectly Price (Item Level): 10 gp (1/2)
smooth and flat. see text Body Slot: — (held)
Weight: 1 lb. Caster Level: 3rd
A blast disk can be set to explode through Aura: Faint; (DC 16) conjuration
Dozens of smaller glass spheres comprise this Activation: Standard (manipulation)
proximity or on a timer. In either case, fist-sized orb. The flicker of a small flame seems Weight: —
to reflect from deep within.
when the disk activates it explodes, A single, softly glowing thread runs along one
When you activate a set of blast globes, the side of this linen bandage.
destroying the blast disk and dealing 5d6 transparent globes separate and begin
circling each other. One round after they Applying a blessed bandage immediately
Illus. by S. Ellis points of fire damage to all creatures activate, you can direct the globes to strike stabilizes the recipient (but heals no
(as a group) any location within 400 feet damage).
and objects within 10 feet (Reflex DC 14 as a free action. The globes then move to
Mirror of suggestion
half ). Bag of flames

If set to explode through proximity,

a blast disk must be set down in a square

on the battlefield. The next creature of

Small or larger size to enter that

square (either on the

ground or airborne

within 5 feet) sets

off the blast

disk. That Bag of boulders

Daylight Camouflage
pellets paint

Thorn pouch

152

Prerequisites: Craft Wondrous Item, cure Blight stone If you pick up a Canaith mandolin but CHAPTER 4
minor wounds. do not have 8 or more ranks in Perform
CANAITH MANDOLIN (string instruments), the instrument TOOLS
Cost to Create: 5 gp, 1 XP, 1 day.
Price (Item Level): 8,100 gp (12th) bestows one negative level on you, Illus. by C. Critchlow & W. England
BLIGHT STONE Body Slot: — (held) which persists for as long as you
Caster Level: 8th hold it. This negative level never
Price (Item Level): 300 gp Aura: Moderate; (DC 19) abjuration, results in actual level loss, but it
(2nd) cannot be overcome in any way
conjuration (including restoration spells) while
Body Slot: — (held); see text Activation: — and swift (command) the instrument is held.
Caster Level: 3rd Weight: 3 lb. Lore: See Anstruth harp (page
Aura: Faint; (DC 16) necromancy 150).
Activation: Standard (thrown) or This ornate, eight-stringed mandolin is carved Prerequisites: Craft Wondrous Item,
of ebony and decorated with mother-of-pearl
— (ammunition) inlays depicting fantastic monsters. cure serious wounds, dispel magic, summon
Weight: 1 lb. monster III, bard.
This masterwork mandolin grants you a
This stone is tacky with a putrid green +2 circumstance bonus on Perform (string Cost to Create: 4,000 gp (plus 100 gp for
residue. instruments) checks. If you have at least masterwork mandolin), 320 XP, 8 days.
8 ranks in Perform (string instruments),
A blight stone creates an instantaneous you can also command it to produce one CENSER OF THE
burst of vapor that damages plants and of three spell effects (cure serious wounds, LAST BREATH [RELIC]
plant-based creatures. The stone must dispel magic, or summon monster III), each
be thrown (range increment 10 feet) or once per day. Price (Item Level): 2,500 gp (7th)
hurled from a sling (using that weapon’s Body Slot: — (held)
normal range increment) as a ranged Caster Level: 15th
touch attack. Aura: Strong; (DC 22) conjuration
Activation: Standard (manipulation)
When the stone strikes its target or a Weight: 1 lb.
hard surface, it deals no damage but ex-
plodes in a 10-foot-radius burst of noxious This censer is a perforated iron ball hung from
vapors. This cloud of gas deals 5d6 points a jeweled chain. The holy symbol of Nerull is
of damage to all plants and plant creatures inscribed on a boss at its center.
in the area (Fort DC 14 half).
Nerull’s faithful fill the censer of the last
Prerequisites: Craft Wondrous Item, breath with ground gems rather than
blight. incense. When you burn 10 gp worth
of quartz dust in it, the censer produces
Cost to Create: 150 gp, 12 XP, 1 day. an obscuring mist effect, which, if you are
neutral evil, neutral, lawful evil, or cha-
CAMOUFLAGE PAINT
otic evil, you can see through as if it
Price (Item Level): 1,500 gp (5th) weren’t there.
Body Slot: — (held) Filling the censer is a stan-
Caster Level: 3rd dard action. Once it has been
Aura: Faint; (DC 16) transmutation filled, it automatically starts
Activation: Standard (manipulation) burning the quartz dust,
Weight: 1/2 lb. creating a cloud in a 20-foot-
radius emanation centered
This jar contains a colorful, jellylike on you. For the duration of
substance. the effect, the cloud moves
with you as long as you hold
As a standard action, the user of cam- the censer. The quartz dust
ouflage paint can spread a glob of the burns in the censer for 10
substance across her face. Once applied, rounds, after which the cloud
camouflage paint changes the color of the
user’s skin, clothing, and gear to that of dissipates.
her surroundings. This effect provides a Relic Power: If you have established
+5 circumstance bonus on Hide checks, the proper divine connection, you can
but only when the user is stationary. An burn other kinds of gem dust in the
application of camouflage paint lasts for 2 censer to produce additional effects, as
hours. Each 3-inch-diameter, 2-inch-deep detailed on the table below. In each case,
jar of camouflage paint has enough material the cloud produced is the same size as
for five applications. the one produced by the quartz dust and
behaves in the same way, except as noted
Prerequisites: Craft Wondrous Item, on the table. You are always unaffected by
disguise self. the cloud created.

Cost to Create: 750 gp, 60 XP, 2 days.

Censer of the last breath 153

Censer of the Last Breath COGNIZANCE CRYSTAL

Spell Level/ Price (Item Level): See text
Body Slot: —
Hit Dice Gem Type Value Effect Caster Level: See table
Solid fog (as the spell, except that only Aura: See table; (DC varies) evocation
5th/9 Diamond dust 250 gp living creatures are slowed) Activation: Free (mental)
Cloudkill (as the spell, except that it Weight: 1 lb.
6th/11 Emerald dust 500 gp hovers near you [Fort DC 17 partial])
Acid fog (as the spell, except that only Silver wire gently encloses and binds a large
7th/13 Sapphire dust 1,000 gp living creatures are slowed) core crystal and several smaller crystals in a
Incendiary cloud (as the spell, except that geometric design. The aquamarine crystals
8th/15 Ruby dust 2,000 gp it hovers near you [Reflex DC 22 half]) emit a faint glow.

CHAPTER 4 To use the relic power, you must wor- CLI LYRE A cognizance crystal stores power points,
ship Nerull and either sacrifice a divine which the holder can use to manifest
TOOLS spell slot or have the True Believer feat and Price (Item Level): 18,100 gp (15th) a psionic power she knows (instead of
a minimum number of Hit Dice. The spell Body Slot: — (held) spending points from her own power
level and Hit Dice required are given for Caster Level: 11th pool). You cannot directly replenish your
each entry in the table. Aura: Moderate; (DC 20) abjuration personal power points from those stored
Activation: — and standard (command) in a cognizance crystal, nor can you draw
Lore: An ancient high priest of Nerull Weight: 3 lb. power points from more than one source
forged the first censer of the last breath over to manifest a power (even if that second
a fire fueled by the entire hoard of an old This elegant lyre is carved from jade and strung source is your own power pool).
red dragon. Thereafter, he used it to send with gold wire. Rubies adorn its frame.
the souls of countless helpless prisoners A cognizance crystal can store only as
to their just reward (Knowledge [religion] This masterwork lyre grants you a +2 many power points as its original maxi-
DC 20). circumstance bonus on Perform (string mum, set at the time of its creation. When
instruments) checks. If you have at least a crystal’s power points are used up, the
Prerequisites: Craft Wondrous Item, 10 ranks in Perform (string instruments), glow of the crystal dims. A user can
Sanctify Relic, acid fog, cloudkill, incendiary you can also command it to produce one recharge it by paying power points on a
cloud, obscuring mist, solid fog. of three spell effects (break enchantment, 1-for-1 basis (a standard [mental] action).
dimension door, or shout), each once per While doing this depletes the user’s own
Cost to Create: 1,250 gp, 100 XP, 3 days. day. power point reserve for the day, those
power points remain available in the
CHIME OF If you pick up a Cli lyre but do not crystal until used.
HARMONIC AGONY have 10 or more ranks in Perform (string
instruments), the instrument bestows one Before you can use a cognizance crystal,
Price (Item Level): 3,100 gp (8th) negative level on you, which persists for you must hold or have it on your person
Body Slot: — (held) as long as you hold it. This negative level for at least 10 continuous minutes.
Caster Level: 7th never results in actual level loss, but it
Aura: Moderate; (DC 18) evocation cannot be overcome in any way (including A typical cognizance crystal has AC 7,
Activation: Standard (command) restoration spells) while the instrument 10 hit points, hardness 8, and a break
Weight: 1/2 lb. is held. DC of 16.

This constantly vibrating silver chime is Lore: See Anstruth harp (page 150). Prerequisites: Craft Cognizance Crystal
inscribed with bizarre, alien musical notes. Prerequisites: Craft Wondrous Item, break (EPH 44).
enchantment, dimension door, shout, bard.
A chime of harmonic agony allows you to Cost to Create: 9,000 gp (plus 100 gp for Cost to Create: See table.
channel musical power through your own masterwork lyre), 720 XP, 18 days.
body to wreak harm on your enemies.
When you activate the chime, you must Cognizance Crystals Market Price Cost to Create
spend one daily use of your bardic music 1,000 gp (4th) 500 gp, 40 XP, 1 day
ability and target a creature within 30 Max Power 4,000 gp (8th) 2,000 gp, 160 XP, 4 days
feet. The chime deals sonic damage equal Point 9,000 gp (12th) 4,500 gp, 360 XP, 9 days
to 3d6 + your Charisma modifier (Fort Storage CL Aura (DC) 16,000 gp (14th) 8,000 gp, 640 XP, 16 days
DC 16 half). 1 1st Faint (15) 25,000 gp (15th) 12,500 gp, 1,000 XP, 25 days
3 3rd Faint (16) 36,000 gp (17th) 18,000 gp, 1,440 XP, 36 days
If you also wear a magic item that grants 5 5th Faint (17) 49,000 gp (18th) 24,500 gp, 1,960 XP, 49 days
an enhancement bonus to your Constitu- 7 7th Moderate (18) 64,000 gp (18th) 32,000 gp, 2,560 XP, 64 days
tion score, you can add the item’s bonus to 9 9th Moderate (19) 81,000 gp (20th) 40,500 gp, 3,240 XP, 81 days
the damage dealt by the chime. 11 11th Moderate (20)
13 13th Strong (21)
A chime of harmonic agony functions 15 15th Strong (22)
three times per day. 17 17th Strong (23)

Prerequisites: Craft Wondrous Item,
shout.

Cost to Create: 1,550 gp, 124 XP, 4 days.

154

CONDUIT ROD Cornucopia of the Needful

Price (Item Level): 6,000 gp (10th) d% Fruit Effect
Body Slot: — (held)
Caster Level: 13th 01–15 Apple You are healed (as the heal spell)
Aura: Strong; (DC 21) abjuration
Activation: Swift (command) 16–30 Grape cluster If split into twelve portions, each portion functions as a
Weight: 3 lb.
heroes’ feast spell for the individual who consumes it
Each end of this slender ebony rod is set with
a clear, jagged crystal. A wild energy seems to (only functions for LG, NG, or LN characters)
flicker in the depths of these stones, and gazing
intently into one reveals minute flares of fire, 31–45 Tangerine This fruit produces a break enchantment effect on you
tiny sparks of electricity, and other glimpses of
suppressed energy. 46–60 Strawberry You gain spell resistance 25 for 5 rounds

Conduit rods alter the fundamental ways 61–74 Cherry You gain the benefit of a death ward spell for 12 minutes
in which magical energies interact. When
you activate a conduit rod and specify an 75–89 Peach You gain the benefit of a divine power spell for 10 rounds
energy type (acid, cold, electricity, fire,
or sonic), your existing resis- 90–100 Lemon You gain the benefit of a neutralize poison spell (self only)
tance to energy of the chosen
type increases by 20. This for 2 hours CHAPTER 4
protection also extends to
every creature adjacent lawful good, neutral good, or lawful neu- Prerequisites: Craft Wondrous Item, TOOLS
to you (though the value tral. When consumed by such a character Sanctify Relic, break enchantment, death
is based on the value of (a standard action), this fruit has an effect ward, divine power, heal, heroes’ feast, neutral-
the energy resistance of based on its type, as given in the table. ize poison, spell resistance.
those creatures rather
than your own) and lasts Cost to Create: 3,000 gp, 240 XP, 6 days.
for 1 round. The rod has no
effect on creatures that are CRYSTAL ANCHOR OF
immune to the chosen energy ALERTNESS
type or have no resistance to
it at all. Price (Item Level): 2,500 gp (7th)
Body Slot: — (held)
This ability functions three Caster Level: 5th
times per day. Aura: Faint; (DC 17) abjuration
Activation: Standard (manipulation)
Prerequisites: Craft Rod, antimagic field. Weight: 1/2 lb.
Cost to Create: 3,000 gp, 240 XP, 6 days.
This lightweight shaft of transparent crystal Illus. by R. Spencer
CORNUCOPIA OF THE is 4 feet long and tapers to a point on both
NEEDFUL [RELIC] ends.

Price (Item Level): 6,000 gp (10th) Cornucopia of the needful When planted in the ground
Body Slot: — (held) and activated, a crystal anchor
Caster Level: 20th Each fruit disappears after 24 hours if
Aura: Strong; (DC 25) conjuration not eaten. The following morning, the of alertness burns with clear
Activation: Standard (command) and cornucopia again yields one fruit. light (providing illumi-
nation as a lantern). In
standard (manipulation) Relic Power: If you have established addition, your allies
Weight: 8 lb. the proper divine connection, a cornucopia gain a +5 bonus on
of the needful contains 1d4+1 fruits each Listen and Spot checks
This conical basket is woven from the bark of morning (roll d% and consult the table for
various deciduous trees. Attached to it with a each) rather than only one. As before, the as long as they remain
bit of dried grapevine is a clay medallion bear- cornucopia once again yields 1d4+1 fruits within 30 feet of the anchor.
ing the holy symbol of Yondalla. the following morning, regardless of how
many were withdrawn and consumed. This effect lasts for 1 hour, and the
Cornucopias of the needful were created to anchor functions three times per day.
provide Yondalla’s most intrepid followers To use the relic power, you must
with aid for their journeys. For as long as worship Yondalla and either sacrifice a Prerequisites: Craft Wondrous Item,
you possess the cornucopia, you can with- 6th-level divine spell slot or have the True alarm or zone of alertness (CP 104).
draw one fruit from it every morning (roll Believer feat and at least 11 HD.
d% each morning to determine the kind Cost to Create: 1,250 gp, 100 XP, 3 days.
of fruit obtained), provided that you are Lore: Yondalla wove these conical bas-
kets herself, then gave them to her favored DAERN’S
high priests to distribute to the followers INSTANT TENT
who needed them most (Knowledge [reli-
gion] DC 20). Price (Item Level): 9,000 gp (12th)
Body Slot: — (held)
Caster Level: 7th
Aura: Moderate; (DC 18) conjuration
Activation: Standard (command)
Weight: 1/2 lb.

This strip of canvas, folded into a small triangle,
bears a single black sigil on one side.

155

CHAPTER 4 When activated, Daern’s instant Upon drinking a domain draught,
tent grows to become a 20-foot- you gain access to its domain for
TOOLS square tent. The inside of the tent 24 hours. You can use the domain’s
is always temperate in climate, granted power, and if you normally
Illus. by W. England as the Leomund’s tiny hut spell. Domain draughts prepare domain spells, you can add
Cots inside can sleep up to eight those from the draught’s domain to
Medium creatures. The tent also 1 draught: Damage reduction 2/adaman- your choices until the effect expires.
features a fire pit with a smoke tine, which lasts for 1 hour until 20 points If you drink a second domain draught
hole. The tent has resistance to of damage have been prevented. before using the first one, the effect
electricity 10, fire 10, and acid 10, of the first one is lost.
as well as immunity to cold. 2 draughts: Damage reduction 3/ada-
mantine, which lasts for 1 hour or until 30 Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous points of damage have been prevented. access to the associated domain.
Item, Leomund’s tiny hut.
3 draughts: Damage reduction 4/ada- Cost to Create: 1,650 gp, 132 XP,
Cost to Create: 4,500 gp, 360 XP, mantine, which lasts for 1 hour or until 40 4 days.
9 days. points of damage have been prevented.
DOSS LUTE
DAYLIGHT PELLET Prerequisites: Craft Wondrous Item,
stoneskin. Price (Item Level): 4,100 gp (9th)
Price (Item Level): 150 gp (1st) Body Slot: — (held)
Body Slot: — (held) Cost to Create: 2,500 gp, 200 XP, 5 days. Caster Level: 5th
Caster Level: 5th Aura: Faint; (DC 17) conjuration,
Aura: Faint; (DC 17) evocation DOMAIN DRAUGHT
Activation: Standard (thrown) enchantment, illusion
Weight: — Price (Item Level): 3,300 gp (8th) Activation: — and standard
Body Slot: —
Within a thick black pouch, you see a Caster Level: 20th (command)
handful of tiny ceramic beads. Thin Aura: Strong; (DC 25) transmutation Weight: 3 lb.
veins of light shine through cracks in Activation: Standard (manipulation)
each bead. Weight: — This graceful lute is carved of alder and
inlaid with abstract designs in copper.
A daylight pellet can be thrown up to This jewel-toned liquid comes in a small,
50 feet; when it lands, it shatters and cre- translucent vial inscribed with religious This masterwork lute grants you a
ates illumination equivalent to a daylight iconography. +2 circumstance bonus on Perform
spell, but with a duration of 10 rounds. (string instruments) checks. If you have
These small stones are usually found in A domain draught is the distilled essence at least 6 ranks in Perform (string instru-
pouches containing 3d4 pellets. Using a of a cleric domain. A successful DC 15 ments), you can also command it to
pellet destroys it. Knowledge (religion) check identifies produce one of three spell effects (delay
the specific domain with which a given poison, hold person, or mirror image), each
Prerequisites: Craft Wondrous Item, draught is associated from the markings once per day.
daylight. on the bottle. If you pick up a Doss lute but do not
have 6 or more ranks in Perform (string
Cost to Create: 75 gp, 6 XP, 1 day. instruments), the instrument bestows one
negative level on you, which persists for
DIAMONDSKIN as long as you hold it. This negative level
DECANTER never results in actual level loss, but it
cannot be overcome in any way (including
Price (Item Level): 5,000 gp (9th) restoration spells) while the instrument
Body Slot: — (held) is held.
Caster Level: 7th Lore: See Anstruth harp (page 150).
Aura: Moderate; (DC 18) abjuration Prerequisites: Craft Wondrous Item, delay
Activation: Standard (manipulation) poison, hold person, mirror image, bard.
Weight: 1 lb. Cost to Create: 2,000 gp (plus 100 gp for
masterwork lute), 160 XP, 4 days.
This glittering pitcher is wrought of platinum
worked into the shape of dragon scales. DOVE’S HARP

When tipped, a diamondskin decanter pours Price (Item Level): 12,100 gp (13th)
out a thin, silver oil shot through with Body Slot: — (held)
flickering motes of light. A diamondskin Caster Level: 9th
decanter can pour forth up to 3 draughts, Aura: Moderate; (DC 19) conjuration
which are renewed each day at dawn. Activation: —
Pouring 1 or more draughts onto yourself Weight: 3 lb.
or an adjacent creature grants it damage
reduction. A flight of sculpted porcelain doves adorns this
elegant harp.

156

When you play this masterwork harp Dragon’s Draughts
while using your bardic music ability, all
allies within 60 feet gain fast healing 3 Color Breath Weapon Price (Item Level)
for 1 minute. 1,200 gp (4th)
Brass 60-foot line, 6d6 fire (DC 23) 1,200 gp (4th)
Prerequisites: Craft Wondrous Item, mass 2,400 gp (7th)
cure light wounds. White 30-foot cone, 6d6 cold (DC 23) 2,400 gp (7th)
3,500 gp (8th)
Cost to Create: 6,000 gp (plus 100 gp for Black 80-foot line, 12d4 acid (DC 24) 3,500 gp (8th)
masterwork harp), 480 XP, 12 days. 4,500 gp (9th)
Copper 80-foot line, 12d4 acid (DC 24) 4,500 gp (9th)
DRAGON’S DRAUGHT 5,500 gp (10th)
Bronze 100-foot line, 12d6 electricity (DC 25) 5,500 gp (10th)
Price (Item Level): See text
Body Slot: — Green 50-foot cone, 12d6 acid (DC 25)
Caster Level: 12th
Aura: Strong; (DC 21) evocation Blue 100-foot line, 12d8 electricity (DC 25)
Activation: Standard (manipulation)
Weight: — Silver 50-foot cone, 12d8 cold (DC 25)

A single dragon’s tooth servers as the stopper for Gold 50-foot cone, 12d10 fire (DC 26)
this oversized flask. The liquid within bubbles
turbulently with barely contained energy. Red 50-foot cone, 12d10 fire (DC 26) CHAPTER 4

When a dragon or a creature that has Dragon’s draughts come in ten different DRAGONDOOM TOOLS
the dragonblood subtype (see Races of varieties, one for each kind of true dragon. SCEPTER
the Dragon or Dragon Magic) consumes a See the table for the size, shape, damage,
dragon’s draught, it gains the ability to use Reflex save DC (for half damage), and Price (Item Level): 18,000 gp (14th)
a particular type of breath weapon once market price of each dragon’s draught. Body Slot: — (held)
during the next hour as a standard action. Caster Level: 11th
If you drink a second dragon’s draught Prerequisites: Craft Wondrous Item, Aura: Moderate; (DC 20) evocation
before using the first, the effect of the dragon type or dragonblood subtype. Activation: — and swift (command)
first is lost. Weight: 3 lb.
Cost to Create: 600 gp, 48 XP, 2 days
(brass or white); 1,200 gp, 96 XP, 3 days Carved chromatic and metallic dragon scales
(black or copper); 1,750 gp, 140 XP, 4 days descend like leaves down the length of this
(bronze or green); 2,250 gp, 180 XP, 5 days regal scepter.
(blue or silver); 2,750 gp, 220 XP, 6 days
(gold or red). A dragondoom scepter aids spellcasters in
defeating dragons. When you hold this
scepter, you gain a +2 competence bonus Illus. by R. Gallegos

Drums of marching

Chime of harmonic agony

Doss lute

Ollamh harp Horn of plenty 157

CHAPTER 4 on caster level checks made to overcome Creatures within the cloud make ranged • The acorn functions as a splash weapon
the spell resistance of dragons. This attacks normally. that deals 11d6 points of fire damage
TOOLS is a continuous effect and requires no upon impact. This effect otherwise
activation. The cloud persists for 3 minutes, but a functions like the fire seeds spell, except
Illus. by W. England moderate wind (11+ mph) disperses it in 4 that the damage isn’t split up among
In addition, when you activate a dragon- rounds. A strong wind (21+ mph) disperses multiple acorns.
doom scepter, the next spell of 6th level or the cloud in 1 round, and any spell that
lower you cast before the end of your turn deals fire damage burns away any part To use the relic power, you must worship
deals an extra 50% damage to any creature of the cloud in its area. Dust of dispersion Ehlonna and either sacrifice an 8th-level
with the dragon type. Spells that don’t deal cannot be used underwater. divine spell slot or have the True Believer
damage are unaffected. This ability can be feat and at least 15 HD.
activated three times per day, but not in Once activated, this dust is expended
consecutive rounds. and cannot be used again. Lore: Legend holds that Ehlonna cre-
ated the first of these pouches and used it
Prerequisites: Craft Wondrous Item, Prerequisites: Craft Wondrous Item, blur, to seed the world’s great forests with oaks
Empower Spell. glitterdust. and treants. Since then, she has occasion-
ally given a pouch to one of her favored
Cost to Create: 9,000 gp, 720 XP, Cost to Create: 250 gp, 20 XP, 1 day. clergy in recognition of service (Knowl-
18 days. edge [religion] DC 20).
EHLONNA’S SEED
DRUMS OF MARCHING POUCH [RELIC] Prerequisites: Craft Wondrous Item,
Sanctify Relic, changestaff, fire seeds,
Price (Item Level): 1,100 gp (4th) Price (Item Level): 1,400 gp (5th) goodberry.
Body Slot: — (held) Body Slot: —
Caster Level: 3rd Caster Level: 20th Cost to Create: 700 gp, 56 XP, 2 days.
Aura: Faint; (DC 16) transmutation Aura: Strong; (DC 25) transmutation
Activation: See text Activation: Standard (manipulation ELECTRIC EEL ELIXIR
Weight: 5 lb.
and thrown); see text Price (Item Level): 400 gp (2nd)
Each of these two drums bears a line of runes Weight: 4 lb. Body Slot: —
engraved around its base. Caster Level: 3rd
This brown fur pouch is secured with a leather Aura: Faint; (DC 16) transmutation
This pair of drums includes a harness that thong threaded through a large brass buckle. Activation: Standard (manipulation)
allows them to be strapped to a humanoid Weight: —
creature. A character who plays drums of When first opened, this pouch holds three
marching during overland movement and ordinary-looking acorns. If you are neu- This vial contains blue liquid with sparkling
succeeds on a DC 15 Perform (percussion tral good, lawful good, chaotic good, or yellow motes dancing within it.
instruments) check grants allies within 120 neutral, these acorns function as goodber-
feet a +4 bonus on the Constitution check ries. Each morning, the pouch once again Imbibing electric eel elixir turns your skin
to avoid nonlethal damage from a forced holds three acorns, no matter how many silvery and grants you a +1 enhancement
march (PH 164). Using the drums doesn’t were in it before. bonus to your existing natural armor
adversely affect a performer’s speed. bonus. (A creature without natural armor
Relic Power: If you have established has an effective natural armor bonus of
Prerequisites: Craft Wondrous Item, the proper divine connection, you can +0.)
longstrider. create one of the following effects (your
choice) to occur whenever you fling an Furthermore, one time while the elixir
Cost to Create: 500 gp (plus 100 gp for acorn from the pouch. An acorn can be is in effect, you can make a melee touch
masterwork drums), 40 XP, 1 day. thrown up to 100 feet. attack that deals 1d8+1 points of electric-
• A treant emerges from the acorn into ity damage. You gain a +3 circumstance
DUST OF DISPERSION bonus on the attack roll if the target is
any space in which it will physically fit. wearing metal armor. The elixir’s effect
Price (Item Level): 500 gp (3rd) This effect otherwise functions like the lasts for 12 hours.
Body Slot: — changestaff spell, lasting for 1 hour.
Caster Level: 3rd • A wall of thorns (as the spell) springs up Prerequisites: Craft Wondrous Item,
Aura: Faint; (DC 16) conjuration, from the ground alter self, shocking grasp, Craft (alchemy)
where the acorn 5 ranks.
illusion lands.
Activation: Standard (thrown) Cost to Create: 200 gp, 16 XP, 1 day.
Weight: —

This fine powder sparkles like ground gems. ELIXIR OF
ADAMANTINE BLOOD
You can fling this powder into the air up
to 10 feet away from yourself to create a Price (Item Level): 500 gp (3rd)
translucent cloud that occupies a 10-foot Body Slot: —
cube. Creatures outside the cloud can see Caster Level: 7th
into it and through it (though their sight Aura: Moderate; (DC 18) abjuration
is slightly blurred), but any ranged Activation: Standard (manipulation)
attack entering or passing through
the cloud has a 50% miss chance. Weight: 1 lb.

158 Ehlonna’s seed pouch

This heavy vial appears to be filled with solid exceeds even their expertise. If you are ESSENTIA JEWEL CHAPTER 4
black metal, but when upended, the blackness lawful evil, lawful neutral, or neutral evil,
flows slowly downward. an enveloping pit functions like a portable Price (Item Level): 400 gp (2nd) TOOLS
hole, except that it is 50 feet deep. Body Slot: —
An elixir of adamantine blood causes a reac- Caster Level: 3rd Illus. by B. Hagan
tion that hardens your flesh. You gain 10 An enveloping pit covers a 10-foot square Aura: Faint; (DC 16) necromancy
temporary hit points, which last for up when opened fully, but the opening can Activation: Free (command)
to 1 hour. These temporary hit points do be as small as 1 foot in diameter if it is Weight: —
not stack with any other effects that grant laid upon the ground while still folded.
temporary hit points. The pit opens fully only if it has enough The facets of this small, translucent white crys-
flat space to do so; it stops opening when tal gleam with faint light.
If you wear adamantine armor when an edge hits a wall or an obstruction of
you drink this elixir, you instead gain similar size. When activated, an essentia jewel adds 1
20 temporary hit points (though if you point of essentia to your essentia pool
remove the armor before the duration Relic Power: If you have established the for a single round. This essentia can be
elapses, you lose 10 of the temporary hit proper divine connection, you can open invested as normal. Only one essentia jewel
points immediately). or close an enveloping pit with a command can be used in each round, and each can be
word from anywhere within 60 feet. used only once, after which it crumbles
Prerequisites: Craft Wondrous Item,
stoneskin. Enveloping pit to dust.
You need not hold an essentia
Cost to Create: 250 gp, 20 XP, A favorite kobold tactic is to lie in wait
1 day. until foes are standing close to a concealed jewel to activate it, but you must
enveloping pit, then give the command keep it somewhere on your body
ELIXIR OF word to open it. Any creature that (in a pouch or a backpack, for
FLAMING FISTS suddenly finds an enveloping pit beneath example).
it falls in. A successful DC 22 Reflex save
Price (Item Level): 300 gp allows the creature to move to an adjacent Lore: Essentia jewels are mined
(2nd) safe square, if one exists. from enormous crystalline struc-
tures on the Positive Energy Plane
Body Slot: — To use the relic power, you must wor- (Knowledge [the planes] DC 15).
Caster Level: 3rd ship Kurtulmak and either sacrifice a
Aura: Faint; (DC 16) evocation 5th-level divine spell slot or have the True These crystalline structures are
Activation: Standard (manipulation) Believer feat and at least 9 HD. actually fonts of unborn souls. Pure
Weight: — soul energy flows like water through
Lore: Centuries ago, Kurtulmak gave these areas, imbuing the surrounding
The viscous liquid inside this cut glass bottle his high priests a half-dozen of these structures with echoes of incarnum
is red-orange and roils like the heart of an portable pit traps to aid them in acquir- (Knowledge [the planes] DC 25).
inferno. ing new lands and wealth (Knowledge Prerequisites: Craft Wondrous Item, soul
[religion] DC 20). boon (MoI 104).
When you drink this elixir, your hands Cost to Create: 200 gp, 16 XP, 1 day.
immediately burst into flame, allow- Prerequisites: Craft Wondrous Item,
ing you to deal an extra 1d6 points of Sanctify Relic, plane shift. ETERNAL WAND
fire damage with each of your unarmed
attacks. These flames do not harm you. Cost to Create: 1,800 gp, 144 XP, 4 days. Price (Item Level): See table
This effect lasts for 3 minutes. Body Slot: — (held)
Caster Level: See table
Prerequisites: Craft Wondrous Item, Aura: Faint; (see table) school of spell
burning hands.
contained in eternal wand
Cost to Create: 150 gp, 12 XP, 1 day. Activation: Standard (command)
Weight: —
ENVELOPING PIT
This long, tapered wand ends with a pink
[RELIC] crystal containing red swirls.

Price (Item Level): 3,600 gp (8th) An eternal wand holds a single arcane
Body Slot: — spell of 3rd level or lower, determined
Caster Level: 20th during creation. Any character who can
Aura: Strong; (DC 25) conjuration cast arcane spells can activate the wand
Activation: Swift (command) to use the spell contained in it, regard-
Weight: —

This flat black square looks like a piece of silken Eternal Wand Price Spellcraft Cost to
cloth, folded many times upon itself. Fleeting Create
images of creatures and objects flit across the Spell Caster (Item Level) DC 230 gp, 18 XP, 1 day
surface of the fabric. Level Level 410 gp, 32 XP, 1 day
0 1st 460 gp (3rd) 15 2,210 gp, 176 XP, 3 days
Kobolds are among the finest trapmak- 1st 1st 5,450 gp, 436 XP, 11 days
ers in the world, but this portable pit trap 2nd 3rd 820 gp (4th) 15
3rd 5th
4,420 gp (9th) 16

10,900 gp (13th) 17

159

CHAPTER 4 less of whether the spell appears on his When you place an everlasting feedbag remove it from the ground (a standard
class spell list. around the muzzle of a horse, donkey, or action) to render it harmless and ready
TOOLS other equine animal, suitable feed fills for reuse.
An eternal wand functions two times the bag and is continuously replenished
Illus. by E. Widermann per day. until it is removed from the animal. Any Prerequisites: Craft Wondrous Item,
uneaten feed disappears at that time. fireball.
Lore: During the final years of the last An everlasting feedbag can be used once
great war, the artificers and wizards of a per day. Cost to Create: 750 gp, 60 XP, 2 days.
powerful noble family perfected a new
form of wand built around a crystal shard Prerequisites: Craft Wondrous Item, FIELD PROVISIONS BOX
(Knowledge [history] DC 10). create food and water.
Price (Item Level): 2,000 gp (6th)
The development of the eternal wand Cost to Create: 400 gp, 32 XP, 1 day. Body Slot: — (held)
allowed lesser arcanists to take the place Caster Level: 5th
of war wizards during the final days of EVERLASTING Aura: Faint; (DC 17) conjuration
the last great war, supplementing their RATIONS Activation: Standard (command)
passive spells with more aggressive magic Weight: 1 lb.
(Knowledge [history] DC 15). Price (Item Level): 350 gp (2nd)
Body Slot: — (held) This well-crafted wooden box is carved with
While the artificers have been search- Caster Level: 5th runes denoting abundance.
ing for ways to streamline the process Aura: Faint; (DC 17) conjuration
of creation, the technique is still in its Activation: — When activated, a field provisions box pro-
infancy. Currently, the wands are rarely Weight: 2 lb. duces a full day’s sustenance (food and
seen except in military units, but a few water) for up to fifteen humans or five
soldiers who served in the war brought This nondescript, small leather pouch has a horses.
their eternal wands of magic missile home light blue silk drawstring.
from the front lines (Knowledge [history] A field provisions box functions once
DC 20). This pouch contains enough trail rations per day.
to feed a Medium creature for one day.
Prerequisites: Craft Wand, Craft Won- Every morning at sunrise, the pouch Prerequisites: Craft Wondrous Item,
drous Item, the spell contained in the magically creates another day’s worth create food and water.
eternal wand. of rations.
Cost to Create: 1,000 gp, 40 XP, 2 days.
Cost to Create: See table. Prerequisites: Craft Wondrous Item,
create food and water. FLESHEATER
EVERFULL MUG
Cost to Create: 175 gp, 14 XP, 1 day. Price (Item Level): 12,000 gp (13th)
Price (Item Level): 200 gp (2nd) Body Slot: — (held)
Body Slot: — (held) EXPLODING SPIKE Caster Level: 9th
Caster Level: 3rd Aura: Moderate; (DC 19) conjuration
Aura: Faint; (DC 16) conjuration Price (Item Level): 1,500 gp (5th) Activation: Standard (command)
Activation: Standard (command) Body Slot: — (held) Weight: 3 lb.
Weight: — Caster Level: 11th
Aura: Moderate; (DC 20) evocation This brown scepter is topped with a device that
This common-looking brown clay mug has Activation: Standard (manipulation) looks like a tooth-filled mouth.
persistent stains just under the rim. Weight: 1/2 lb.

Three times per day, when you recite the This plain, iron spike feels warm to the touch
command word, this mug fills with 12 and pulses with stored energy.
ounces of water, cheap ale, or watery wine
(your choice). An exploding spike becomes invisible
1 round after you plant it firmly in
Prerequisites: Craft Wondrous Item, the ground. Thereafter, as soon as any
create water. creature comes within 10 feet of it, the
spike explodes in a fireball that
Cost to Create: 100 gp, 8 XP, 1 day. deals 10d6 points of fire
damage (Reflex DC 14
EVERLASTING half) to every creature
FEEDBAG within 20 feet of it.
This blast destroys
Price (Item Level): 800 gp (3rd) the spike.
Body Slot: — (held)
Caster Level: 5th During the round
Aura: Faint; (DC 17) conjuration that an exploding
Activation: — spike remains vis-
Weight: 1 lb. ible after being
planted, any crea-
This leather feedbag is adorned with a small ture can safely
medallion bearing an embossed cornucopia
symbol.

160 Gear for you and your mount: Riding boots and an everlasting feedbag

When you activate a flesheater, you Hammersphere holding the seal; doing this is called CHAPTER 4
summon forth horrible, hungry appa- keying the seal. You can safely transport
ritions of green energy resembling invisible creatures in the area become a keyed glyph seal until you activate it by TOOLS
minuscule imps or quasits. These appa- coated in glittery dust, making them pressing the seal to the desired surface.
ritions surround a living creature you visible for 3 rounds. Any coated creature The seal can adhere to any nonmagical, Illus. by D. Martin
designate within 30 feet. That creature takes a –40 penalty on Hide checks for the nonliving object. An activated glyph seal
must succeed on a DC 18 Fortitude save duration of the effect. functions as the spell glyph function of a
or take 3d6 points of damage each round glyph of warding and can be detected and
for the next 4 rounds. Prerequisites: Craft Wondrous Item, disabled as a magic trap (DC 30).
glitterdust.
A flesheater functions two times per A glyph seal is unaffected by the spell
day. Cost to Create: 225 gp, 18 XP, 1 day. within it. Once activated, the now-empty
glyph seal can be retrieved (though it
Prerequisites: Craft Wondrous Item, GLOBE OF SUNLIGHT requires a successful DC 30 Search check
summon monster III. to find) and used. You can always remove
Price (Item Level): 6,000 gp (10th) any glyph seal you keyed and activated to
Cost to Create: 6,000 gp, 480 XP, Body Slot: — (held) redeploy it elsewhere.
12 days. Caster Level: 15th
Aura: Strong; (DC 22) evocation Prerequisites: Craft Wondrous Item,
FOCHLUCAN BANDORE Activation: Standard (thrown) glyph of warding.
Weight: 1 lb.
Price (Item Level): 1,350 gp (5th) Cost to Create: 500 gp, 40 XP, 1 day.
Body Slot: — (held) This golden, fist-sized orb is set with faceted
Caster Level: 3rd rubies and yellow topazes. GLYPH SEAL, GREATER
Aura: Faint; (DC 16) evocation,
You can hurl a globe of sunlight up to 50 feet. Price (Item Level): 4,000 gp (8th)
transmutation When it arrives at the end of its trajectory, Caster Level: 11th
Activation: — and standard (command) it detonates as a sunburst spell (Reflex Aura: Moderate; (DC 20) transmutation
Weight: 3 lb. DC 22 partial), except that the radius of
the burst is only 40 feet. Once activated, This opal glows with multihued light, and
This three-stringed bandore is carved of striated the globe is expended and cannot be ornate arcane symbols have been etched into
maple and set with tiger’s-eye stones. used again. its surface.

This masterwork bandore grants you a +2 Prerequisites: Craft Wondrous Item, A greater glyph seal functions like a glyph
circumstance bonus on Perform (string sunburst. seal, with the following exceptions: It can
instruments) checks. If you have at least be keyed with any spell of 5th level or
2 ranks in Perform (string instruments), Cost to Create: 3,000 gp, 240 XP, 6 days. higher, it functions as the greater glyph of
you can also command it to produce one of warding spell, detecting and disabling it
four spell-like abilities (flare, light, mending, GLYPH SEAL requires a successful DC 33 check, and a
or message), each once per day. successful DC 33 Search check is needed
Price (Item Level): 1,000 gp (4th) to find it.
Lore: See Anstruth harp. Body Slot: — (held)
Prerequisites: Craft Wondrous Item, flare, Caster Level: 5th Prerequisites: Craft Wondrous Item,
light, mending, message, bard. Aura: Faint; (DC 17) transmutation greater glyph of warding.
Cost to Create: 675 gp (plus 100 gp for Activation: Standard (manipulation)
masterwork bandore), 54 XP, 2 days. Weight: — Cost to Create: 2,000 gp, 160 XP, 4 days.

GLITTER STONE This multicolored, thumb-sized opal is carved HAMMERSPHERE
with a variety of arcane symbols.
Price (Item Level): 450 gp (3rd) Price (Item Level): 1,500 gp (5th)
Body Slot: — (held); see text A glyph seal allows you to convert any Body Slot: — (held)
Caster Level: 3rd arcane or divine spell of up to 2nd level Caster Level: 7th
Aura: Faint; (DC 16) conjuration into a symbol similar to a glyph of warding. Aura: Moderate; (DC 18) transmutation
Activation: Standard (thrown) or To do so, you must cast the spell while Activation: Standard (command)
Weight: 1/2 lb.
— (ammunition)
Weight: — This sphere is 4 inches in diameter, made
of silver, and covered in small rubies. The
Sparkles of light glitter on this stone’s hammer-and-anvil symbol of Moradin is
surface. etched onto its surface in four places.

A glitter stone renders hidden creatures Once per day, when held aloft and acti-
visible. The stone must be thrown (range vated, this sphere conjures forth a giant
increment 10 feet) or hurled from a sling hammer. This hammer functions as a
(using that weapon’s normal range incre- spiritual weapon except that it deals 3d6
ment) as a ranged touch attack. When the points of damage on a successful hit. You
stone strikes its target or a hard surface, do not have to concentrate on the hammer
it deals no damage, but explodes in a 10- or keep the sphere aloft while it attacks.
foot-radius burst of glittering shards. All

161

CHAPTER 4 Prerequisites: Craft Wondrous Item, This short, slightly curved horn looks like a INFINITE SCROLLCASE
greater magic weapon, spiritual weapon. cornucopia and bears engravings of various
TOOLS foods. Price (Item Level): 2,800 gp (7th)
Cost to Create: 750 gp, 60 XP, 2 days. Body Slot: — (held)
Once per day, you can blow a horn of plenty Caster Level: 9th
HARROW ROD to create a heroes’ feast, as the spell, for Aura: Moderate; (DC 19) conjuration
twelve participants. Activation: Move (manipulation);
Price (Item Level): 14,000 gp (14th)
Body Slot: — (held) Prerequisites: Craft Wondrous Item, see text
Caster Level: 9th heroes’ feast. Weight: 3 lb.
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command) Cost to Create: 6,000 gp, 480 XP, This elaborate mahogany tube has a slit that
Weight: 3 lb. 12 days. runs along its length. A wooden dowel, capped
on the ends with gold, fits against the slit, lock-
This slightly twisted metal rod is black as ICY STRAND OF ing into place with jeweled clasps.
pitch. THE NORTH
An infinite scrollcase holds up to fifty scrolls
When activated, a harrow rod sprays forth Price (Item Level): 2,500 gp (7th) or other parchments, which can be placed
a 30-foot cone that deals 9d6 points of Body Slot: — (held) within it or removed as with any normal
acid damage to all within the area (Reflex Caster Level: 7th scrollcase. When you activate an infinite
DC 17 half). Aura: Moderate; (DC 18) evocation scrollcase, the desired scroll unfurls through
Activation: Standard (thrown) the slit, ready to read or cast from. When
A harrow rod functions three times Weight: 1 lb. you cast a spell from a scroll unfurled from
per day. an infinite scrollcase, you gain a +4 compe-
Several jagged shards of ice are frozen onto this tence bonus on Concentration checks
Prerequisites: Craft Rod, Melf’s acid white cord. These ice crystals are still cold and made to cast that spell defensively.
arrow. show no evidence of melting.
If you have at least a +1 base attack
Cost to Create: 7,000 gp, 560 XP, You can detach and throw one of the ice bonus, you can retrieve a scroll from an
14 days. crystals on this cord as a standard action. infinite scrollcase as part of a move action,
Each crystal can be thrown up to 80 feet. similar to drawing a weapon.
HEALING SALVE When it reaches the end of its trajectory, it
explodes to create an ice storm or sleet storm Prerequisites: Craft Wondrous Item,
Price (Item Level): 2,250 gp (6th) (as the spells) centered on its endpoint. Leomund’s secret chest.
Body Slot: — (held)
Caster Level: 5th Each of two opaque crystals creates a Cost to Create: 1,400 gp, 112 XP, 3 days.
Aura: Faint; (DC 17) conjuration sleet storm effect, while each of four trans-
Activation: Standard (manipulation) parent crystals creates an ice storm. JUMPING CALTROPS
Weight: 1 lb.
Prerequisites: Craft Wondrous Item, ice Price (Item Level): 250 gp (2nd)
This jar contains a greasy, yellow, jellylike storm, sleet storm. Body Slot: — (held)
substance. Caster Level: 11th
Cost to Create: 1,250 gp, 100 XP, 3 days. Aura: Moderate; (DC 20) transmutation
A single application of healing salve Activation: Standard (command)
smeared across a wound heals 1d8+1 INCENSE OF Weight: 2 lb.
points of damage. A double application CONCENTRATION
heals 2d8+3 points of damage. A triple This leather bag periodically twitches and jerks,
application heals 3d8+5 points of damage. Price (Item Level): 250 gp (2nd) as though it holds something alive.
No matter how much salve is used, each Body Slot: —
application takes a standard action to Caster Level: 7th Jumping caltrops function just like normal
apply. A 3-inch-diameter, 2-inch-deep Aura: Moderate; (DC 18) transmutation ones, except that each round at the start of
jar holds enough salve for ten single Activation: Standard (manipulation) your turn, if no targets are in their square,
applications. Weight: — they move 5 feet toward the nearest enemy
(chosen randomly if more than one is
Prerequisites: Craft Wondrous Item, cure This golden yellow block of incense is imprinted equidistant). Upon entering an occupied
serious wounds. with a rune representing memory. square, the jumping caltrops “attack” that
creature as normal for caltrops. They
Cost to Create: 1,175 gp, 90 XP, 3 days. If burned while you prepare spells, this remain capable of movement for 5 rounds
incense allows you to prepare one extra after being activated, then function like
HORN OF PLENTY 1st-level spell for the day. You can benefit normal caltrops until dawn the next day.
from only one exposure to incense of con-
Price (Item Level): 12,000 gp (13th) centration in a 24-hour period. Prerequisites: Craft Wondrous Item,
Body Slot: — (held) animate objects.
Caster Level: 12th Prerequisites: Craft Wondrous Item,
Aura: Strong; (DC 21) conjuration Rary’s mnemonic enhancer. Cost to Create: 125 gp, 10 XP, 1 day.
Activation: Standard (manipulation)
Weight: 2 lb. Cost to Create: 125 gp, 10 XP, 1 day.

162

LENS OF THE DESERT This 3-foot-diameter, 4-inch-thick wooden hoop This pear-shaped cithern is crafted of rosewood CHAPTER 4
has four equally spaced handholds where the and decorated with mother-of-pearl inlays in
Price (Item Level): 20,000 gp (15th) wood flattens slightly. A piece of thin twine an abstract, scalloped pattern. TOOLS
Body Slot: — (held) crosses the middle of the ring.
Caster Level: 13th This masterwork cithern grants you a +2
Aura: Strong; (DC 21) evocation To activate a life ring, you break the twine circumstance bonus on Perform (string
Activation: Standard (command) crossing the hoop. Once active, a life ring instruments) checks. If you have at least
Weight: — grants a feather fall effect to the next four 4 ranks in Perform (string instruments),
creatures who touch it within 10 rounds. you can also command it to produce one of
A gold frame worked with a sunburst motif The duration of each subject’s feather fall three spell effects (cure light wounds, mage
and an elegant wooden handle decorate this benefit is equal to the number of rounds armor, and sleep), each once per day.
flawless magnifying glass. remaining in the item’s duration when
that creature touches the life ring. At the Lore: See Anstruth harp.
When you activate a lens of the desert, it cre- end of this duration, the broken life ring Prerequisites: Craft Wondrous Item, cure
ates a beam of focused sunlight that is the becomes inert and useless. light wounds, mage armor, sleep, bard.
equivalent of a sunbeam spell. Cost to Create: 1,000 gp (plus 100 gp for
Prerequisites: Craft Wondrous Item, masterwork cithern), 80 XP, 2 days.
A lens of the desert functions three times Extend Spell, feather fall.
per day. MAGIC BEDROLL
Cost to Create: 200 gp, 16 XP, 1 day.
Prerequisites: Craft Wondrous Item, Price (Item Level): 500 gp (3rd)
sunbeam. MAC-FUIRMIDH Body Slot: —
CITHERN Caster Level: 3rd
Cost to Create: 10,000 gp, 800 XP, Aura: Faint; (DC 16) conjuration,
20 days. Price (Item Level): 2,100 gp (6th)
Body Slot: — (held) enchantment
LIFE RING Caster Level: 3rd Activation: Full-round (manipulation);
Aura: Faint; (DC 16) conjuration,
Price (Item Level): 400 gp (2nd) see text
Body Slot: — (held) enchantment Weight: 6 lb.
Caster Level: 5th Activation: — and standard (command)
Aura: Faint; (DC 17) transmutation Weight: 3 lb. Illus. by E. Deschamps
Activation: Standard (manipulation)
Weight: 5 lb.

Artificer items: Cannith goggles, infinite scrollcase, spare hand

163

CHAPTER 4 This woolen sleeping bag is embroidered with edge (geography) and Survival checks if ally given one to a large tribe of halflings
stars and moons in silver and blue thread, and you are neutral good, lawful good, chaotic intending to strike out for new territory
TOOLS it smells of lavender. good, or neutral. (Knowledge [religion] DC 20).

A magic bedroll grants you a comfortable Relic Power: Once per day, if you have Prerequisites: Craft Wondrous Item,
and peaceful night’s sleep. As long as you established the proper divine connection, Sanctify Relic, discern location.
lie in it, you gain the benefit of an endure you can command a
elements spell. After sleeping for 8 hours map of unseen lands Cost to Create: 2,700 gp, 208 XP, 6 days.
in the bedroll, you recover 1 hit point per to spend 2 minutes
character level, in addition to the hit points redrawing itself. Doing MEMENTO
you recover normally. Getting into or out so causes it to map the MAGICA
of a magic bedroll is a full-round action. terrain within a
Price (Item Level):
Prerequisites: Craft Wondrous Item, cure See table
light wounds, endure elements.
Body Slot: —
Cost to Create: 250 gp, 20 XP, Caster Level: 17th
1 day. Aura: Strong; (DC 23) transmutation
Activation: Standard (command)
Illus. by J. Thomas MAGIC SIPHON Map of Weight: —
unseen lands
Price (Item Level): Carved into the shape of a dragon’s scale, this piece
25,000 gp (15th) 10-mile radius with total accuracy but of amethyst swirls with foggy images of runes.
only middling detail. This ability doesn’t
Body Slot: — (held) function underground. When activated, a memento magica allows
Caster Level: 20th you to regain any one spell slot that you
Aura: Strong; (DC 25) abjuration When the redraw command is issued, have previously used this day. The spell
Activation: Standard (command) the DM should spend no more than 2 slot is available just as if the spell had not
Weight: 3 lb. minutes of real time sketching out a map, been cast. A memento magica recalls a spell
adding items from the following list in the slot of the level it was created to hold. Dif-
This short burgundy scepter has a spiral design given order of priority. ferent mementos magica exist for each level
running along its length and an open, clawlike • General terrain features (mountains, from 1st through 9th.
sculpture at each end.
rivers, and so forth), labeled if their A memento magica functions once per
A magic siphon drains the magical energy names are widely known. day. This item has no effect for spellcasters
from existing spell effects, rendering • Structures encompassing more than who prepare their spells.
them powerless and ineffective in the 5,000 square feet (castles, temples, and
same manner that dispel magic would. ruins), named either specifically (“For- Prerequisites: Craft Wondrous item, abil-
Every creature adjacent to you when you tress of the Undying”) or generally ity to spontaneously cast spells of the spell
activate a magic siphon is affected as though (“bardic college”). level to be regained.
by a targeted greater dispel magic spell. This • Structures important for travel (bridges,
rod functions once per day. dungeon entrances, and magic portals), Cost to Create: See table.
labeled only if they are unusual in some
Prerequisites: Craft Rod, greater dispel respect. METAMAGIC RODS
magic. • Lairs of creatures of CR 12 or higher,
labeled by creature type only. A metamagic rod holds the essence of
Cost to Create: 12,500 gp, 1,000 XP, a metamagic feat but does not change
25 days. the spell slot of the altered spell. The
metamagic rods presented here function
MAP OF UNSEEN To use the relic power, you must worship in all respects as those described on page
LANDS [RELIC] Yondalla and either sacrifice a 5th-level 236 of the Dungeon Master’s Guide.
divine spell slot or have the True Believer
Price (Item Level): 5,200 gp (10th) feat and at least 9 HD. Lesser and Greater Metamagic Rods:
Body Slot: — (held) Normal metamagic rods can be used with
Caster Level: 20th Lore: The first map of unseen lands was spells of 6th level or lower. Lesser rods can
Aura: Strong; (DC 25) evocation sketched out by Fharlanghn as a gift for be used with spells of 3rd level or lower,
Activation: — and standard (command) Yondalla. Since then, she has occasion- while greater rods can be used with spells
Weight: — of 9th level or lower.
Memento Magica
This rolled-up sheet of vellum is generally kept Cost to Create
in a dark-colored scroll tube decorated with Spell Slot 750 gp, 60 XP, 2 days
wagon wheel motifs. 3,000 gp, 240 XP, 6 days
Regained Price (Item Level) 6,750 gp, 540 XP, 14 days
A map of unseen lands is a boon to caravans 12,000 gp, 960 XP, 24 days
of halfling pilgrims, who use it to avoid 1st 1,500 gp (5th) 18,750 gp, 1,500 XP 38 days
danger and make their way through the 27,000 gp, 2,160 XP, 54 days
wilderness. While holding the map, you 2nd 6,000 gp (10th) 36,750 gp, 2,940 XP, 74 days
gain a +5 competence bonus on Knowl- 48,000 gp, 3,840 XP, 96 days
3rd 13,500 gp (14th) 60,750 gp, 4,860 XP, 122 days

4th 24,000 gp (15th)

5th 37,500 gp (17th)

6th 54,000 gp (18th)

7th 73,500 gp (19th)

8th 96,000 gp (20th)

9th 121,500 gp (22nd)

164

Metamagic Rod (Chaining) Metamagic rod Metamagic rod
(sculpting) (reach)
Price (Item Level): 14,000 gp (14th)
(lesser); 54,000 gp (18th) (normal); Metamagic rod
121,500 gp (22nd) (greater) (substitution)

Body Slot: — (held)
Caster Level: 17th
Aura: Strong; (DC 23) no school
Activation: —
Weight: 3 lb.

Sturdy chain links carved of metal and fused Metamagic rod CHAPTER 4
together form the haft of this sturdy rod. The (chaining)
head is a single ruby. TOOLS

You can cast up to three spells per day You can cast up to three spells per day The tarnished pewter back and handle of this Illus. by D. Martin
that are chained as though affected by the whose areas are modified as though small hand mirror are engraved with complex
Chain Spell feat. affected by the Sculpt Spell feat. swirling patterns.

Prerequisites: Craft Rod, Chain Spell Prerequisites: Craft Rod, Sculpt Spell When activated, a mirror of suggestion
(CAr 76). (CAr 83). must be held in such a way as to force
a creature within 30 feet to see its own
Cost to Create: 7,000 gp, 560 XP, 14 Cost to Create: 1,500 gp, 120 XP, 3 days reflection. This functions as a gaze attack;
days (lesser); 27,000 gp, 2,160 XP, 54 days (lesser); 5,500 gp, 440 XP, 11 days (normal); any creature that fails a DC 14 Will save is
(normal); 60,750 gp, 4,860 XP, 122 days 12,250 gp, 980 XP, 25 days (greater). subject to a suggestion made by the mirror’s
(greater). wielder.
Metamagic Rod
Metamagic Rod (Reach) (Substitution) A mirror of suggestion functions two
times per day, and each activation of the
Price (Item Level): 9,000 gp (12th) Price (Item Level): 2,700 gp (7th) mirror can affect only a single creature.
(lesser); 32,500 (16th) (normal); 73,000 (lesser); 10,500 gp (13th) (normal); The mirror’s wielder is immune to its
(19th) (greater) 24,300 gp (15th) (greater) effect.

Body Slot: — (held) Body Slot: — (held) Prerequisites: Craft Wondrous Item, sug-
Caster Level: 9th Caster Level: 17th gestion or psionic suggestion (EPH 133).
Aura: Moderate; (DC 19) transmutation Aura: Strong; (DC 23) no school
Activation: — Activation: — Cost to Create: 1,800 gp, 144 XP, 4 days.
Weight: 1 lb. Weight: 3 lb.
MIRROR OF TIME HOP
This thick iron rod has a handle wrapped in This fragile-looking glass rod is filled with
worn leather, and a small golden icon of an elemental energy—flickering flames, crackling Price (Item Level): 9,000 gp (12th)
outstretched hand at its tip. electricity, churning green acid, or frosty rime, Body Slot: — (held)
depending upon its type. Caster Level: 7th
You can cast up to three spells per day as Aura: Moderate; (DC 18) conjuration
though their ranges were affected by the Four different versions of this rod exist, Activation: Standard (command)
Reach Spell feat. each keyed to a different type of energy Weight: 1/2 lb.
(acid, cold, electricity, or fire). Three times
Prerequisites: Craft Rod, Reach Spell per day, you can cast a spell as though This silver hand mirror is exceedingly smooth,
(CD 84). using the appropriate Energy Substitu- even slippery, to the touch.
tion feat.
Cost to Create: 4,500 gp, 360 XP, 9 days When activated, a mirror of time hop must
(lesser); 16,250 gp, 1,300 XP, 33 days Prerequisites: Craft Rod, Energy Sub- be held in such a way as to force a creature
(normal); 36,500 gp, 2,920 XP, 73 days stitution (CAr 79) for the appropriate within 30 feet to see its own reflection.
(greater) energy type. This functions as a gaze attack; any crea-
ture that fails a DC 14 Will save is pushed
Metamagic Rod (Sculpting) Cost to Create: 1,350 gp, 108 XP, 3 days 5 rounds forward in time. In effect, the
(lesser); 5,250 gp, 420 XP, 11 days (normal); creature disappears in a shimmer of silver
Price (Item Level): 3,000 gp (7th) 12,150 gp, 972 XP, 25 days (greater). energy, then reappears after the duration
(lesser); 11,000 gp (13th) (normal); expires in the same position, orientation,
24,500 gp (15th) (greater) MIRROR OF and condition. From the creature’s point
SUGGESTION of view, no time has passed. Any active
Body Slot: — (held) effects on the creature simply resume
Caster Level: 17th Price (Item Level): 3,600 gp (8th) when it appears as if no time had passed.
Aura: Strong; (DC 23) no school Body Slot: — (held) The creature can act normally on its next
Activation: — Caster Level: 5th turn after the effect ends.
Weight: 3 lb. Aura: Faint; (DC 17) enchantment
Activation: Standard (command) A mirror of time hop functions two times
The haft of this elegant rod is sculpted of silvery Weight: 1/2 lb. per day, and each activation of the mirror
metal in graceful curves. At its top glitters a
faceted sapphire.

165

Crystal anchor
of alertness

Memento
magica

CHAPTER 4

TOOLS

Cognizance Talisman of
crystal undying fortitude

Illus. by E. Widermann & S. Ellis Strand of
acid pearls

can affect only a single creature. A mirror’s increases by 1, and his smite evil attacks 2 charges: +3 morale bonus.
wielder is immune to her mirror’s effect. deal an extra 2 points of damage. 3 charges: +4 morale bonus.
Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous Item, In addition, a pennon has 3 charges, heroism.
dimension door or time hop (EPH 137). which are renewed each day at dawn. Cost to Create: 2,500 gp, 200 XP, 5 days.
Activating a pennon and spending 1 or
Cost to Create: 4,500 gp, 360 XP, 9 days. more charges grants you a morale bonus OLLAMH HARP
on Fortitude or Will saves (your choice
NOBLE PENNON when activated) for 3 rounds. Price (Item Level): 50,100 gp (18th)
Body Slot: — (held)
Price (Item Level): 5,000 gp (9th) 1 charge: +2 morale bonus. Caster Level: 17th
Body Slot: —; see text Aura: Strong; (DC 23) transmutation
Caster Level: 7th Activation: — and standard (command)
Aura: Moderate; (DC 18) enchantment Weight: 3 lb.
Activation: Immediate (mental)
Weight: — This elongated green lap harp is strung with
gold. Twinkling red rubies adorn its frame.
A lion rampant adorns this narrow, finely
woven streamer. This masterwork lap harp grants you a +2
circumstance bonus on Perform (string
At the touch of a paladin or knight (PH2 instruments) checks. If you have at least
24), the image on this narrow banner 14 ranks in Perform (string instruments),
changes to represent the coat of arms you can also command it to produce one
of its bearer. Once claimed, it can be of three spell effects (control weather, eye-
transferred to a new owner only if the bite, or repulsion), each once per day.
current owner is willing or the current
owner dies. A pennon can be attached If you pick up an Ollamh harp but do
to a lance, carried by a cohort or fol- not have 14 or more ranks in Perform
lower, or flown as a standard from a (string instruments), the instrument
saddle or any fixed object. Mounting a bestows one negative level on you, which
pennon is a standard action. persists for as long as you hold it. This
negative level never results in actual level
As long as a noble pennon flies within loss, but it cannot be overcome in any way
60 feet of the knight or paladin who owns
it, the save DC for his knight’s challenge

166 Noble pennon

(including restoration spells) while the This transparent crystal sphere faintly glows or another. To use the orb, you must hold CHAPTER 4
instrument is held. green and is the size of a small plum. it while touching the target to be affected
(or merely hold the orb, if affecting your- TOOLS
Lore: See Anstruth harp (page 150). An orb of environmental adaptation provides self). The orb has 3 charges, which are
Prerequisites: Craft Wondrous Item, con- a group of creatures relief from extreme renewed each day at dawn. Spending 1 or Illus. by E. Widermann
trol weather, eyebite, repulsion, bard. environments. When you hold the orb in more charges heals damage to one or more
Cost to Create: 25,000 gp (plus 100 gp for your hand and activate it, it transforms mental ability scores.
masterwork harp), 2,000 XP, 51 days. into a faintly glowing sphere of protection
centered on you. The radius of this sphere 1 charge: Heal 4 points of Int, Wis, or
ORB OF BLINDING can vary between 5 and 30 feet (and can Cha damage (your choice), or 2 points of
be altered by you as a move action). All damage to all three ability scores.
Price (Item Level): 5,000 gp (9th) creatures and objects within the sphere
Body Slot: — (held) take no harm from being in a hot or cold 2 charges: Heal 6 points of Int, Wis, or
Caster Level: 3rd environment. They can exist comfort- Cha damage (your choice), or 3 points of
Aura: Faint; (DC 16) illusion ably in conditions between –50 and 140 damage to all three ability scores.
Activation: Standard (command) degrees Fahrenheit, and their equipment
Weight: — is likewise protected. 3 charges: Heal 8 points of Int, Wis, or
Cha damage (your choice), or 4 points of
This round, fist-sized opalescent crystal glows An orb of environmental adaptation func- damage to all three ability scores.
faintly. tions for up to seven consecutive days,
after which it is dormant for seven days. Prerequisites: Craft Wondrous Item,
An orb of blinding can emit a brilliant burst lesser restoration.
of light that blinds all creatures within Prerequisites: Craft Wondrous Item,
a 15-foot cone for 1 round (Fort DC 16 endure elements. Cost to Create: 1,550 gp, 124 XP, 4 days.
negates). An orb of blinding can generate
this effect three times per day, but it can’t Cost to Create: 1,000 gp, 80 XP, 2 days. PEARL OF BRAIN LOCK
be activated in consecutive rounds.
ORB OF Price (Item Level): 900 gp (4th)
Prerequisites: Craft Wondrous Item, MENTAL RENEWAL Body Slot: — (held)
color spray. Caster Level: 3rd
Price (Item Level): 3,100 gp (8th) Aura: Faint; (DC 16) enchantment
Cost to Create: 2,500 gp, 200 XP, 5 days. Body Slot: — (held) Activation: Standard (thrown)
Caster Level: 3rd Weight: —
ORB OF Aura: Faint; (DC 16) conjuration
ENVIRONMENTAL Activation: Standard (command) This tiny pearl is engraved with the draconic
ADAPTATION Weight: 1 lb. symbol for the mind.

Price (Item Level): 2,000 gp (6th) This orb of bronze and gold shines like the sun You can hurl a pearl of brain lock as a ranged
Body Slot: — (held); see text rising over the desert. touch attack with a range increment of
Caster Level: 3rd 10 feet. If the target fails a DC 13 Will
Aura: Faint; (DC 16) abjuration An orb of mental renewal allows you to heal saving throw, the pearl seems to impact
Activation: Standard (command) mental ability damage taken by yourself and then enter the flesh of the creature,
Weight: — dazing it for 3 rounds. This is a mind-
affecting ability.

Orb of mental
renewal

Orb of
environmental

adaptation

Aberrant
sphere

Orb of Globe of
blinding sunlight

167

CHAPTER 4 A flying creature affected by a pearl of PERSONAL OASIS This set of pan pipes is made of hollowed-out
brain lock is allowed to descend to the near- reeds lashed together with sturdy vines. Some-
TOOLS est safe, level area rather than be dazed, Price (Item Level): 4,600 gp (9th) where on the surface of each reed is the symbol
while a swimmer incapable of breathing Body Slot: — (held) of Olidammara.
water is allowed to head directly for the Caster Level: 5th
surface. In either case, the creature is Aura: Faint; (DC 17) conjuration, When you play these pipes, you gain a
dazed for the remaining duration once it +5 competence bonus on Perform (wind
has reached safety. evocation instruments) checks if you are chaotic
Activation: Standard (command) neutral, neutral, chaotic good, or chaotic
Once activated, a pearl is expended and Weight: 3 lb. evil.
cannot be used again.
A brightly colored oasis complete with fruit- Relic Power: If you have established
Prerequisites: Craft Wondrous Item, daze bearing desert trees and bright blue water the proper divine connection, you can
monster or brain lock (EPH 81). covers the surface of this woven blanket. It attempt a DC 25 Perform (wind instru-
smells slightly of old incense. ments) check each round that you are
Cost to Create: 450 gp, 36 XP, 1 day. playing the pipes. If you succeed, every
living creature within 30 feet must make
Illus. by W. England PEARL OF When you unroll this 10-foot-by-10-foot a successful DC 16 Will save or be affected
BREATH CRISIS blanket and activate it, a 5-foot-by-10-foot as if by a confusion spell, with one excep-
tent springs from the blanket, along with tion: Whenever the die roll calls for the
Price (Item Level): 2,000 gp (6th) a campfire, a bowl of dates, and a gallon of subject to attack another creature, the
Body Slot: — (held) cool water. The tent functions in all ways subject instead makes a mildly amorous
Caster Level: 5th as a Leomund’s tiny hut spell. The campfire advance (such as an embrace or kiss)
Aura: Faint; (DC 17) enchantment burns continuously, never needing fuel, toward the target creature. For each
Activation: Standard (thrown) and the dates provide enough food to sus- affected creature, this effect lasts as long
Weight: — tain a person for one day. When you speak as the piping continues (a standard action
the command word again, a personal oasis each round) and you are within 30 feet of
A draconic rune representing the body has been rolls back up into blanket form. that creature at the end of your turn. If
carefully engraved on this small pearl. your playing is interrupted, or you fail a
A personal oasis functions once per day Perform check and then resume piping
You can hurl a pearl of breath crisis as a for up to 10 hours. with a successful check, every creature
ranged touch attack with a range incre- within 30 feet can make a new save
ment of 10 feet. If it strikes a humanoid Prerequisites: Craft Wondrous Item, attempt. Subjects that successfully save
that fails a DC 14 Will saving throw, the create food and water, Leomund’s tiny hut, are immune to the pipes of frenzied revelry
pearl seems to impact and then enter produce flame. for the next 24 hours.
the flesh of the creature, compelling it
to purge itself of breath. For the next Cost to Create: 2,300 gp, 184 XP, 5 days. To use the relic power, you must wor-
5 rounds, the creature can continue to ship Olidammara and either sacrifice a
breathe only by taking a standard action PIPES OF FRENZIED 5th-level divine spell slot or have the True
each round to do so. This is a mind-affect- REVELRY [RELIC] Believer feat and at least 9 HD.
ing ability.
Price (Item Level): 3,100 gp (8th) Lore: These pipes were originally cre-
At the end of each of the target’s turns Body Slot: — (held) ated by a secretive order of bard/clerics
in which it chooses not to consciously Caster Level: 20th devoted to Olidammara. For the past sev-
take a breath, it must succeed on a DC 14 Aura: Strong; (DC 25) enchantment eral centuries, members of the order have
Fortitude save or begin to suffocate, fall- Activation: Standard (manipulation) distributed them to musically inclined
ing to 0 hit points and potentially dying Weight: 1 lb. followers of the deity (Knowledge [reli-
in later rounds (DMG 304), as long as the gion] DC 15).
duration continues. If the effect ends
before a suffocating creature has died, the Rumor holds that a satyr named Elovan
creature is no longer considered to came into possession of a set of these
be suffocating. pipes and used them to woo a fair
princess while she was on a picnic
Once activated, a pearl is
expended and cannot be used in the woods with her court. Since
again. then, members of that nation’s royal
family have occasionally displayed
Prerequisites: Craft Wondrous
Item, suggestion or crisis of breath odd physical quirks, such as unusu-
(EPH 89). ally hairy legs and vestigial horns,
as well as an unusual aptitude
Cost to Create: 1,000 gp, 80 XP, for music (Knowledge [religion]
2 days. DC 20).
Prerequisites: Craft Wondrous Item,
Sanctify Relic, confusion.
Cost to Create: 1,550 gp, 124 XP, 4 days.

Pipes of
frenzied revelry

168

PORCUPINE ELIXIR as needed, such as when the CHAPTER 4
wearer needs to eat or access a
Price (Item Level): 800 gp (3rd) backpack. Held items or items TOOLS
Body Slot: — (held) specifically excluded are not
Caster Level: 3rd covered up.
Aura: Faint; (DC 16) transmutation
Activation: Standard (manipulation) Up to three skins can be worn
Weight: — simultaneously, although

The liquid in this vial is dark brown, shot only the outermost is
through with vertical threads of white active in any given round
and tan. (the powers of the hidden
skins cannot be activated
Imbibing porcupine elixir tough- or accessed). Skin layers
ens your skin, granting you a +1 can be changed as a standard
enhancement bonus to your exist- (mental) action, which causes
ing natural armor bonus. (A creature the desired lower-layer skin to
without natural armor has an effective come to the surface.
natural armor bonus of +0.) In addi-
tion, hundreds of needle-sharp quills The effect of a porcupine elixir is dramatic Skin of the Celestial
sprout from your body. These quills
enable you to deal 1d6 points of pierc- Price (Item Level): 6,000 gp
ing damage with a successful grapple (10th)
attack. The quills sprout through
light armor or hide armor, but heavier Body Slot: —
armors prevent them from growing. The Caster Level: 10th
effect of this elixir lasts for 12 hours. Aura: Moderate; (DC 20)

Prerequisites: Craft Wondrous Item, alter transmutation
self, Craft (alchemy) 5 ranks. Activation: Swift (mental)
Weight: 2 lb.
Cost to Create: 400 gp, 32 XP, 1 day.
This sooty, black powder comes in a small tin, Once activated, the stainless white skin of the Illus. by S. Prescott
PORTABLE FOXHOLE which is set with pieces of jet in the shape of celestial bathes you in a shimmering golden
dark-colored goggles. halo.
Price (Item Level): 5,000 gp (9th)
Body Slot: — (held) When you cast this sooty, black powder When activated, this skin grants you the
Caster Level: 11th into an area, it creates a 10-foot-high cloud following abilities for 7 rounds (if you
Aura: Moderate; (DC 20) transmutation in a 10-foot spread, centered on you (but already have one of these abilities, use
Activation: Standard (command) not moving with you). The cloud remains your own values if higher):
Weight: — for 2d4 rounds, and any creature, other • Damage reduction 5/magic.
than you, caught in the area (or one that • Darkvision 60 feet.
A row of tiny runes lines the edge of this matte enters it) is blinded for as long as it stays • Resistance to acid 10, cold 10, and elec-
black piece of circular canvas. in the cloud and for 1d4 rounds after it
leaves (Will DC 13 negates). tricity 10.
When placed on a flat surface, a portable • Smite Evil (Su): Once during the skin’s
foxhole creates a shallow extradimensional Once activated, a dose of this powder is
pit 5 feet square and 3 feet deep. A foxhole expended and cannot be used again. duration, you can attempt a normal
provides cover against ranged attacks. Any melee attack to deal an extra 10 points
items or creatures in a portable foxhole when Prerequisites: Craft Wondrous Item, of damage against an evil foe. If you
it is picked up (another standard action) blindness/deafness. accidentally smite a creature that is
are dumped out unharmed in the space not evil, or if your smite attack misses,
the foxhole occupied. Cost to Create: 375 gp, 30 XP, 1 day. the smite has no effect, but the ability
is still used up for that day.
Prerequisites: Craft Wondrous Item, PSYCHOACTIVE SKIN • Spell resistance 15.
move earth.
This fist-sized blob of murky ectoplasm shim- A skin of the celestial functions once per day.
Cost to Create: 2,500 gp, 200 XP, 5 days. mers faintly in the light. At the end of its duration, it falls dormant
until the following dawn.
POWDER OF THE Once a psychoactive skin is donned, the
BLACK VEIL ball unfolds, extends, and surrounds a Prerequisites: Craft Wondrous Item, lesser
Medium or smaller wearer’s entire body holy transformation (SC 116) or planar apo-
Price (Item Level): 750 gp (3rd) in a variegated second skin, granting the theosis (CP 93).
Body Slot: — (held) wearer access to a particular array of abili-
Caster Level: 3rd ties (see below). Donning a psychoatcive Cost to Create: 3,000 gp, 240 XP, 6 days.
Aura: Faint; (DC 16) necromancy skin requires a mental command as a
Activation: Standard (thrown) standard action.
Weight: —
A deployed skin completely covers the
wearer and all his equipment, but allows
him to see, hear, and breathe normally. It
rolls away from various parts of the body

169

CHAPTER 4 Skin of Celestial Embrace Skin of the Claw This skin grants you a +8 armor bonus. The
skin has a maximum Dexterity bonus of
TOOLS Price (Item Level): 24,000 gp (15th) Price (Item Level): 12,000 gp (13th) +2, a –6 armor check penalty, and a 25%
Body Slot: — Body Slot: — arcane spell failure chance. It is treated as
Caster Level: 15th Caster Level: 5th light armor for the purpose of affecting
Aura: Strong; (DC 22) transmutation Aura: Faint; (DC 17) transmutation class features and movement.
Activation: Swift (mental) Activation: Swift (mental)
Weight: 2 lb. Weight: 2 lb. Prerequisites: Craft Wondrous Item, mage
armor or inertial armor (EPH 113).
This iridescent white skin bathes you in a shim- This skin ripples with suppressed power once
mering golden halo when activated. worn. Cost to Create: 3,000 gp, 240 XP, 6 days.

When activated, a skin of celestial embrace A skin of the claw benefits you only if you Skin of the Fiend
grants you the following abilities for 15 are a psychic warrior. If you are a psychic
rounds (if you already have any of these warrior and you wear this skin, you can Price (Item Level): 6,000 gp (10th)
abilities, use your own values if higher): transform your hands into deadly claws. Body Slot: —
• +4 bonus on Fortitude saves against You gain two primary natural claw attacks, Caster Level: 10th
each dealing 1d6 points of damage (if you Aura: Moderate; (DC 20) transmutation
poison. are Medium) plus your Strength modifier. Activation: Swift (mental)
• Damage reduction 10/magic. You can’t combine these claw attacks with Weight: 2 lb.
• Darkvision 60 feet. other weapon or natural weapon attacks as
• Feathered wings that allow you to fly at part of the same full attack action. You can This deep red skin raises tiny horns from your
return your hands to their previous form forehead.
twice your base land speed with good with another swift (mental) action.
maneuverability. When activated, a skin of the fiend grants
• Immunity to disease. Prerequisites: Craft Wondrous Item, you the following abilities for 7 rounds (if
• Resistance to acid 10, cold 10, and elec- claws of the bear (SC 47) or claws of the beast you already have any of these abilities, use
tricity 10. (EPH 83). your own values if higher):
• Smite Evil (Su): Once during the skin’s • Damage reduction 5/magic.
duration, you can attempt a normal Cost to Create: 6,000 gp, 480 XP, • Darkvision 60 feet.
melee attack to deal an extra 15 points 12 days. • Resistance to cold 10 and fire 10.
of damage against an evil foe. If you • Smite Good (Su): Once during the skin’s
accidentally smite a creature that is Skin of the Defender
not evil, or if your smite attack misses, duration, you can attempt a normal
the smite has no effect, but the ability Price (Item Level): 32,000 gp (16th) melee attack to deal an extra 10 points
is still used up for that day. Body Slot: — of damage against a good foe. If you
• Spell resistance 25. Caster Level: 5th accidentally smite a creature that is not
Aura: Faint; (DC 17) transmutation good, or if your smite attack misses, the
A skin of celestial embrace functions once Activation: — smite has no effect, but the ability is still
per day. At the end of its duration, it falls Weight: 2 lb. used up for that day.
dormant until the following dawn. • Spell resistance 15.
This thick, rough skin gives your body an
Prerequisites: Craft Wondrous Item, holy appearance similar to tree bark. A skin of the fiend functions once per day.
transformation (SC 116) or planar embrace At the end of its duration, it falls dormant
(CP 94). This skin continually grants a +4 enhance- until the following dawn.
ment bonus to your natural armor bonus.
Cost to Create: 12,000 gp, 960 XP, (A creature without natural armor has an Prerequisites: Craft Wondrous Item, lesser
24 days. effective natural armor bonus of +0.) infernal transformation (SC 122) or planar
apotheosis (CP 93).
Skin of the Chameleon Prerequisites: Craft Wondrous Item,
barkskin or thicken skin (EPH 137). Cost to Create: 3,000 gp, 240 XP, 6 days.
Price (Item Level): 15,000 gp (14th)
Body Slot: — Cost to Create: 16,000 gp, 1,280 XP, Skin of Fiendish Embrace
Caster Level: 3rd 32 days.
Aura: Faint; (DC 16) evocation Price (Item Level): 24,000 gp (15th)
Activation: — Skin of Ectoplasmic Armor Body Slot: —
Weight: 2 lb. Caster Level: 15th
Price (Item Level): 6,000 gp (10th) Aura: Strong; (DC 22) transmutation
This skin adjusts its color and texture according Body Slot: — Activation: Swift (mental)
to your surroundings. Caster Level: 9th Weight: 2 lb.
Aura: Moderate; (DC 19) conjuration
A skin of the chameleon adjusts to your sur- Activation: — This glistening, blood-red skin raises horns the
rounding textures and colors, continually Weight: 2 lb. color of bloodied bones from your forehead.
granting you a +10 competence bonus on
Hide checks. This silvery, translucent skin appears to sur- When activated, a skin of fiendish embrace
round you in a suit of crystalline plates. grants you the following abilities for 15
Prerequisites: Craft Wondrous Item, dark- rounds (if you already have any of these
ness or chameleon (EPH 82). abilities, use your own values if higher):

Cost to Create: 7,500 gp, 600 XP, 15 days.

170

• Damage reduction 10/magic. est-level spellcasting class (your choice) Skin of Iron CHAPTER 4
• Darkvision 60 feet. and deals 4d6+4 points of fire damage.
• Batlike wings that allow you to fly Price (Item Level): 40,000 gp (17th) TOOLS
Prerequisites: Craft Wondrous Item, Body Slot: —
at your base land speed with average scorching ray or energy retort (EPH 137). Caster Level: 15th Illus. by H. Hudson
maneuverability. Aura: Strong; (DC 22) transmutation
• Claws: Two primary claw attacks that Cost to Create: 30,000 gp, 2,400 XP, Activation: Swift (mental)
each deal 1d6 points of damage (assum- 60 days. Weight: 2 lb.
ing you are Medium).
• Immunity to poison. Skin of the Hero Your body turns a uniform gray color while
• Resistance to acid 10, cold 10, electricity this skin is worn and active.
10, and fire 10. Price (Item Level): 77,000 gp (19th)
• Smite Good (Su): Once during the skin’s Body Slot: — When activated, this skin grants you
duration, you can attempt a normal Caster Level: 18th the benefit of the iron body spell with a
melee attack to deal an extra 15 points Aura: Strong; (DC 24) no school duration of 15 minutes. At the end of its
of damage against a good foe. If you Activation: — duration, it falls dormant until the fol-
accidentally smite a creature that is not Weight: 2 lb. lowing dawn.
good, or if your smite attack misses, the
smite has no effect, but the ability is still This skin gives your body a silvery hue. Prerequisites: Craft Wondrous Item,
used up for that day. iron body.
• Spell resistance 25. This skin continually grants its wearer a
+3 deflection bonus to Armor Class, a +3 Cost to Create: 20,000 gp, 1,600 XP,
A skin of fiendish embrace functions once resistance bonus on saving throws, and a 40 days.
per day. At the end of its duration, it falls +3 enhancement bonus on attack rolls.
dormant until the following dawn. Skin of Nimbleness
Prerequisites: Craft Wondrous Item, lim-
Prerequisites: Craft Wondrous Item, infer- ited wish or bend reality (EPH 80). Price (Item Level): 15,000 gp (14th)
nal transformation (SC 122) or planar Body Slot: —
embrace (CP 94). Cost to Create: 38,500 gp, 3,080 XP, Caster Level: 8th
77 days. Aura: Moderate; (DC 19) transmutation
Cost to Create: 12,000 gp, Activation: —
960 XP, 24 days. Psychoactive skin Weight: 2 lb.

Skin of Fiery This skin is supportive and slightly tacky.
Response
This skin continually grants you a +10
Price (Item Level): competence bonus on Tumble checks.
60,000 gp (18th)
Prerequisites: Craft Wondrous
Body Slot: — Item, Tumble 10 ranks.
Caster Level: 5th
Aura: Faint; (DC 17) evocation Cost to Create: 7,500 gp,
Activation: — 600 XP, 15 days.
Weight: 2 lb.
Skin of Power
Once donned, this skin pulses with occasional Damping
bursts of energy the color of flame.
Price (Item Level):
A skin of fiery response answers the first 10,000 gp (12th)
melee or ranged attack made against
you in each round with a targeted blast Body Slot: —
against the attacker. The blast of fire Caster Level: 11th
emits from the skin at the start of Aura: Moderate; (DC 20)
your next turn, making a ranged abjuration
touch attack against the attacker Activation: Immediate (mental)
if within line of sight and line of Weight: 2 lb.
effect (up to a maximum distance
of 40 feet). You must also be able Your body has a faint blue cast while you wear
to identify the source of the this translucent skin.
attack. For instance, if the attack
comes from a foe that is hiding This skin provides no benefits while worn
or invisible, the attacker cannot unless it is activated. When it is activated,
be identified and is not targeted by all numeric effects of any spell, spell-
the effect. The ranged touch attack uses like ability, power, or psi-like ability that
your base attack bonus plus either affects you (whether harmful or benefi-
your Dexterity modifier or the cial) are minimized for you (but not for
key ability modifier of your high-
any other creatures affected by
the spell, power, or ability)
for 1 round.

171

CHAPTER 4 For example, if you were struck by a Skin of the Troll for at least 1 round before being drawn,
lightning bolt from a 5th-level wizard, you deal an extra 1d6 points of the appropriate
TOOLS would take only 5 points of damage (or 2 Price (Item Level): 61,000 gp (18th) type of damage.
points if you successfully save). Body Slot: —
Illus. by J. Zhang Caster Level: 17th The projectile loses this extra damage
A skin of power damping functions three Aura: Strong; (DC 23) conjuration after it is used in an attack, or 1 round after
times per day. At the end of its duration, it Activation: — it is drawn (whichever comes first).
falls dormant until the following dawn. Weight: 2 lb.
Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous Item, anti- Your body appears rough, cracked, and covered energy missile (CP 88) or the appropriate
magic field or damp power (CP 82). with blemishes as long as you wear this skin. spell from the following: lightning bolt, ice
storm, fireball, or Melf’s acid arrow.
Cost to Create: 5,000 gp, 400 XP, 10 days. This skin heals you of 5 points of damage
per minute. This benefit is not effective Cost to Create: 7,500 gp, 600 XP,
Skin of the Psion against damage from starvation, thirst, 15 days.
or suffocation. The skin also regrows lost
Price (Item Level): 90,000 gp (20th) portions of your body and allows you to RADIANT SPHERE
Body Slot: — reattach severed limbs.
Caster Level: 13th Price (Item Level): 3,500 gp (8th)
Aura: Strong; (DC 21) abjuration If you don’t have a Constitution score, a Body Slot: — (held)
Activation: — skin of the troll has no effect on you. Caster Level: 11th
Weight: 2 lb. Aura: Moderate; (DC 20) evocation
Prerequisites: Craft Wondrous Item, Activation: See text
This psychoactive skin glows pale blue with regenerate or true metabolism (EPH 124). Weight: 1 lb.
power when active.
Cost to Create: 30,500 gp, 2,440 XP, This bright yellow crystal globe feels faintly
This skin grants you 7 additional power 61 days. warm to the touch.
points per day and spell resistance 21.
Q uiver of These spheres are prized possessions
Prerequisites: Craft Wondrous Item, spell energy of priests who worship a god of sun or
resistance or power resistance (EPH 124). light. As long as at least 1 charge remains
QUIVER OF ENERGY (see below), a radiant sphere continuously
Cost to Create: 45,000 gp, 3,600 XP, sheds bright illumination in a 20-foot
90 days. Price (Item Level): 15,000 gp (14th) radius and shadowy illumination out to
Body Slot: — 20 feet beyond that. This effect requires
Skin of the Spider Caster Level: 7th no activation.
Aura: Moderate; (DC 18) evocation A radiant sphere has 3 charges, which
Price (Item Level): 40,000 gp (17th) Activation: — are renewed each day at dawn. Spending 1
Body Slot: — Weight: 1 lb. (3 lb. when full) or more charges as a standard (command)
Caster Level: 5th action creates a ray of pure light that
Aura: Faint; (DC 17) transmutation Constructed of supple leather, this quiver is extends up to 60 feet. The ray requires a
Activation: — and standard (mental) festooned with arcane symbols. successful ranged touch attack.
Weight: 2 lb. 1 charge: The ray deals 4d6 points of
A quiver of energy can hold up to 20 arrows damage to any undead creature it hits.
This midnight-blue skin is highlighted with a or bolts. Each quiver imbues arrows or 2 charges: The ray deals 6d6 points of
red spiderweb pattern and large black-rimmed bolts drawn from it with a particular type damage to any undead creature it hits.
white eyes. of energy (acid, cold, electricity, or fire), 3 charges: The ray deals 6d6 points of
indicated by the arcane symbols it bears. damage to any undead creature it hits,
This skin grants you a +10 competence Such projectiles, if left within the quiver as well as 2d6 points of damage to each
bonus on Climb checks. The skin also undead creature within 10 feet of the
automatically adjusts your body’s equi- target (no save).
librium to correspond with any solid or While holding a sphere, you can
liquid upon which you stand. This allows recharge it by expending a daily use of
you to move (but not run) across water, your turn undead ability or sacrificing a
quicksand, or even a spider’s web at your spell with the light descriptor. This is a
normal speed. These are continuous full-round (manipulation) action. Each
effects and require no activation. expended spell or turn undead attempt
adds 1 charge to the sphere, up to its maxi-
Three times per day, you can fire a mum of 3 charges.
glob of goo at a Medium or smaller target Prerequisites: Craft Wondrous Item, day-
within 30 feet as a ranged touch attack. If light, searing light, turn undead.
successful, the target is entangled for 5 Cost to Create: 1,750 gp, 140 XP, 4 days.
rounds (Strength DC 20 or Escape Artist
DC 20 to escape).

Prerequisites: Craft Wondrous Item,
water walk or body equilibrium (EPH 124),
web or entangling ectoplasm (EPH 104),
Climb 10 ranks.

Cost to Create: 20,000 gp, 1,600 XP,
40 days.

172

REPLENISHING SKIN ROD OF BODILY ROD OF ESCAPE CHAPTER 4
RESTORATION
Price (Item Level): 1,000 gp (4th) Price (Item Level): 3,500 gp (8th) TOOLS
Body Slot: — (held) Price (Item Level): 3,100 gp (8th) Body Slot: — (held)
Caster Level: 3rd Body Slot: — (held) Caster Level: 9th Illus. by S. Ellis
Aura: Faint; (DC 16) conjuration Caster Level: 9th Aura: Moderate; (DC 19) transmutation
Activation: — Aura: Moderate; (DC 19) conjuration Activation: Standard (command)
Weight: 4 lb. Activation: Standard (command and Weight: 2 lb.

This waterskin looks to be made from the hide manipulation) Fragile in appearance, this rod is shaped like
of a lizard or toad. It is moist to the touch, as if Weight: 4 lb. a long thin ladder.
the skin were still alive.
Dawn motifs are worked into this leather- A rod of escape allows you to use jump
Whenever a replenishing skin becomes wrapped rod. and knock (as the spells) each two times
empty, it slowly refills with cool, pure per day. Also, once per day you can create
water over a period of 1d4 hours. A rod of bodily restoration allows you to heal a 5-foot-radius spherical ward that repels
physical ability damage. To use the rod, open water or other nonmagical water-
Prerequisites: Craft Wondrous Item, you must touch the target to be affected (or based liquids (but not creatures), allowing
create water. merely hold the rod, if affecting yourself). you to cross shallow rivers or fully enter
The rod has 3 charges, which are renewed deep bodies of water and remain dry. The
Cost to Create: 500 gp, 40 XP, 1 day. each day at dawn. Spending 1 or more rod generates fresh air within this space,
charges heals damage to one or more of so no chance of suffocation exists. This
RHINO ELIXIR the target’s physical ability scores. effect lasts for 10 minutes.

Price (Item Level): 1,600 gp (5th) 1 charge: Heal 4 points of Str, Dex, or Prerequisites: Craft Rod, control water,
Body Slot: — Con damage (your choice), or 2 points of jump, knock.
Caster Level: 9th damage to all three ability scores.
Aura: Moderate; (DC 19) transmutation Cost to Create: 1,750 gp, 70 XP, 4 days.
Activation: Standard (manipulation) 2 charges: Heal 6 points of Str, Dex, or
Weight: — Con damage (your choice), or 3 points of ROD OF FORCE
damage to all three ability scores.
This vial holds a light gray liquid. Curling Price (Item Level): 60,000 gp (18th)
layers of lighter and darker colors within it give 3 charges: Heal 8 points of Str, Dex, or Body Slot: — (held)
the impression of wrinkles and folds. Con damage (your choice), or 4 points of Caster Level: 13th
damage to all three ability scores. Aura: Strong; (DC 21) evocation
Drinking rhino elixir causes your skin Activation: See text
to thicken and turn gray, granting you a Prerequisites: Craft Rod, lesser Weight: 1 lb.
+3 enhancement bonus to your existing restoration.
natural armor bonus. (A creature without
natural armor has an effective natural Cost to Create: 1,550 gp, 124 XP, 4 days.
armor bonus of +0.) In addition, you gain
a +1 bonus on melee damage rolls. These
effects last for 12 hours.

Prerequisites: Craft Wondrous Item, alter
self, Craft (alchemy) 5 ranks.

Cost to Create: 800 gp, 64 XP, 2 days.

Replenishing skin

Truelight
lantern

Jumping
caltrops

Troll gut
rope

173

effect. This is an enchantment (compul-
sion), mind-affecting ability.

A rod of fumbling functions two times
per day.

Prerequisites: Craft Rod, command.
Cost to Create: 1,150 gp, 92 XP, 3 days.

CHAPTER 4 ROD OF GRIEVOUS
WOUNDS
TOOLS
Price (Item Level): 2,000 gp (6th)
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy
Activation: Standard (command)
Weight: 3 lb.

Every inch of this long, stark white ivory
scepter is adorned with abstract carvings.
The tiny lines of the engraved symbols twist
and twine together to form one complete and
complex design.

Conduit Harrow Rod of Magic Rod of When activated, a rod of grievous wounds
deals 1d8+5 points of damage to each crea-
Illus. by W. England rod Flesheater rod frost siphon force ture adjacent to you that has fewer than its
full normal hit points.
This black iron rod is 18 inches long and a half This 2-foot-long rod of steel-hard, ice-blue glass
A rod of grievous wounds functions five
inch wide. It hums with suppressed power. is bound with iron bands. times per day.

A rod of force can be used five times per A rod of frost emits a beam of cold that can Prerequisites: Craft Rod, mass inflict light
day. Each time you activate this rod, you create a variety of effects. wounds.
can choose to create one of the following
effects. Three times per day, you can fire a 30- Cost to Create: 1,000 gp, 80 XP, 2 days.
foot line of frost from the rod. The line
Blade of Force: Upon command, a 3- of frost deals 2d6 points of cold damage ROD OF REVERSAL
foot-long glowing blade of force springs to all creatures in the area (Reflex DC 14
forth from the rod. This “blade” can be half). Natural fires in the area of the line [RELIC]
used as a +1 brilliant energy longsword and are automatically extinguished, and open
lasts for 10 rounds. Activating this power water in the area of the line freezes to a Price (Item Level): 10,000 gp (12th)
is a swift (command) action. depth of 1 foot—thick enough for a Large Body Slot: — (held)
creature to walk upon safely. The ice melts Caster Level: 20th
Blast of Force: Upon command, a normally. Aura: Strong; (DC 25) abjuration
ray of force projects from the rod out to Activation: Standard (command)
a maximum distance of 100 feet. This Prerequisites: Craft Rod, ray of frost.
ranged touch attack deals 10d6 points of Cost to Create: 700 gp, 56 XP, 2 days. and —
damage. Activating this power is a stan- Weight: 5 lb.
dard (command) action. ROD OF FUMBLING
This steel rod looks like a length of thick chain,
Wall of Force: This effect functions Price (Item Level): 2,300 gp (6th) but its links are fixed in place, preventing it
as the spell. Activating this power is a Body Slot: — (held) from bending even slightly.
standard (command) action. Caster Level: 9th
Aura: Moderate; (DC 19) enchantment Though they were created for arcane
Prerequisites: Craft Rod, magic missile, Activation: Swift (command) spellcasters who engaged in frequent
Mordenkainen’s sword, wall of force. Weight: — magical duels, these rods are also a boon to
anyone who battles spellcasters. When you
Cost to Create: 30,000 gp, 2,400 XP, A spiral groove runs the length of this 3-foot- wield a rod of reversal, you can command
60 days. long, gray lacquered wooden rod. it to automatically reflect the next three
levels of spells that target you, as if you
ROD OF FROST A rod of fumbling instills sudden clum- were under a lesser version of a spell turn-
siness in a nearby creature. When you ing spell, provided that you are neutral,
Price (Item Level): 1,400 gp (5th) activate the rod, a chosen creature within neutral good, neutral evil, chaotic neutral,
Body Slot: — (held) 30 feet must immediately drop all items or lawful neutral. This ability functions
Caster Level: 9th it holds (without waiting until its turn). three times per day.
Aura: Moderate; (DC 19) evocation A successful DC 15 Will save negates the
Activation: Standard (command) Turning a spell changes the rod’s color,
Weight: 5 lb. depending on the school of the spell
turned, as given on the following table.

174

School Color entitled to a DC 11 Will saving throw to
Abjuration Blue negate the effect.
Conjuration Yellow
Divination Indigo A rod of sliding functions three times
Enchantment Green per day.
Evocation Red
Illusion Violet Prerequisites: Craft Rod, slide (SC 191).
Necromancy Black Cost to Create: 700 gp, 56 XP, 2 days.
Transmutation Orange
ROD OF SURE
Relic Power: If you have established STRIKING CHAPTER 4
the proper divine connection, a rod of
reversal instead reflects the next nine Price (Item Level): 4,000 gp (8th) TOOLS
levels of spells cast at you when it is acti- Body Slot: — (held)
vated. It also continuously grants you the Rod of reversal Caster Level: 9th Illus. by W. England
Improved Counterspell feat. Aura: Moderate; (DC 19) divination
ROD OF SLIDING Activation: Standard (command)
To use the relic power, you must Weight: 3 lb.
worship Boccob and either sacrifice an Price (Item Level): 1,400 gp (5th)
8th-level divine spell slot or have the True Body Slot: — (held) A pale blue crystal adorns each end of this
Believer feat and at least 15 HD. Caster Level: 9th silvery rod.
Aura: Moderate; (DC 19) transmutation
Lore: These rods were originally cre- Activation: Standard (command) When you activate a rod of sure striking,
ated by an elite group of wizards with Weight: 3 lb. every ally adjacent to you gains a +5 insight
a penchant for magical dueling. In the Small magnets are set into the ends of this bonus on its next attack roll, provided that
centuries since, they have come into the iron rod. the attack occurs before the beginning of
possession of mage hunters as well as When activated, this rod can either push your next turn.
magical duelists (Knowledge [religion] a targeted creature 5 feet farther away
DC 20). from you or pull it 5 feet closer to you. A rod of sure striking functions three
The target must be within 30 feet of you times per day.
Prerequisites: Craft Rod, Sanctify Relic, and must end its movement in an unoc-
spell turning. cupied square. The movement does Prerequisites: Craft Rod, true strike.
not provoke attacks of opportu- Cost to Create: 2,000 gp, 160 XP, 4 days.
Cost to Create: 5,000 gp, 400 XP, nity. An unwilling creature is
10 days. ROD OF
Rod of sure striking TRANSPOSITION
ROD OF SILENCE
Price (Item Level): 6,000 gp (10th)
Price (Item Level): 4,000 gp (8th) Body Slot: — (held)
Body Slot: — (held) Caster Level: 9th
Caster Level: 9th Aura: Moderate; (DC 19) conjuration
Aura: Moderate; (DC 19) evocation Activation: Standard (command)
Activation: — and standard (command) Weight: 3 lb.
Weight: 2 lb.
Small bolts of lightning arc from one end of this
This 4-foot-long rod of black metal bears engraved copper rod to the other.
the impression of a single cat’s paw at one
rounded end. When you activate a rod of transpo-
sition, you exchange positions with
While holding this rod, you gain a +4 another creature within 30 feet. An
bonus on saving throws against effects unwilling creature gets a DC 13 Will
that have the sonic descriptor or that deal saving throw to negate this effect.
sonic damage. A rod of transposition functions three
times per day.
Once per day, you can surround your- Prerequisites: Craft Rod, baleful transposi-
self with a field of silence, which functions tion (SC 23).
as a silence spell except it affects only you Cost to Create: 3,000 gp, 240 XP, 6 days.
and can be dismissed as a free (mental)
action on your turn. ROD OF
UNDEAD MASTERY
The rod can also create a shout effect
once per day, although this ability cannot Price (Item Level): 10,000 gp (12th)
be used while the silence effect is in Body Slot: — (held)
operation. Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Prerequisites: Craft Rod, shout, silence, Activation: —
resistance. Weight: 3 lb.

Cost to Create: 2,000 gp, 160 XP, 4 days.

175

This metal rod is fashioned to resem- Rod of silence Rod of sliding Activation: As spell used
ble a stack of miniature skulls. Weight: 4 lb.

While holding a rod of undead This roughly carved staff is made from

mastery, you can control twice as the heartwood of an ancient tree.

many Hit Dice of undead as you

normally could. For instance, A runestaff of abjuration allows

if you can normally control 12 you to cast any of the following

HD of undead, you can control spells (each three times per day)

24 HD of undead while holding by expending a prepared arcane

CHAPTER 4 the rod. spell or arcane spell slot of the

TOOLS Prerequisites: Craft Rod, same level or higher.

desecrate. • dismissal

Cost to Create: 5,000 gp, 400 XP, • dispel magic

10 days. • lesser globe of invulnerability

• repulsion

ROD OF VISCID • resist energy
GLOBS • shield

Prerequisites: Craft Staff, dis-

Price (Item Level): 2,000 gp missal, dispel magic, lesser globe

(6th) of invulnerability, repulsion, resist

Body Slot: — (held) energy, shield.

Caster Level: 9th Cost to Create: 16,000 gp,

Aura: Moderate; (DC 19) 1,280 XP, 32 days.

transmutation Rod of

Activation: Standard Rod of undead Soul anchor RUNESTAFF OF
(command) viscid globs mastery THE ARCHITECT

Illus. by W. England Weight: 2 lb.

Price (Item Level): 30,000 gp

An ooze of amber fluid leaks from this (16th)
Body Slot: — (held)
strangely sappy mahogany rod. The rod’s ROPE OF STONE

surface is carved with tumorous bumps and Price (Item Level): 800 gp (3rd) Caster Level: 12th

weeping cysts. Body Slot: — (held) Aura: Strong; (DC 21) transmutation

Caster Level: 5th Activation: As spell used

A rod of viscid globs fires a sphere of sticky Aura: Faint; (DC 17) transmutation Weight: 5 lb.

material that acts like a tanglefoot bag. Activation: Swift (command)

The rod can fire a glob up to 100 feet, and Weight: 5 lb. This staff is made of oak shod with iron.

a glob acts as a splash weapon.

A rod of viscid globs can be used three This 50-foot coil of silk rope has a silvery A runestaff of the architect allows you to cast

times per day. sheen. any of the following spells (each three

Prerequisites: Craft Rod, entangle. times per day) by expending a prepared

Cost to Create: 1,000 gp, 80 XP, 2 days. This silk rope becomes as hard as stone arcane spell or arcane spell slot of the same

(hardness 8, 15 hp) when you speak the level or higher.

ROPE OF CLIMBING, command word (but remains just as • move earth
SUPERIOR climbable as normal). A second command • stone shape
word returns the rope to its normal com- • wall of stone

Price (Item Level): 5,500 gp (10th) position. The rope retains its exact shape • wood shape

Body Slot: — (held) when hardened (which adds 5 to the DC of Prerequisites: Craft Staff, move earth, stone

Caster Level: 3rd Escape Artist checks made to slip free of shape, wall of stone, wood shape.

Aura: Faint; (DC 16) transmutation it). If the rope is ever broken in either Cost to Create: 15,000 gp, 1,200 XP,

Activation: Standard (command) form, it is destroyed. 30 days.

Weight: 3 lb. Prerequisites: Craft Wondrous Item,

This thick length of knotted rope is slightly stone shape. RUNESTAFF OF
sticky to the touch. Cost to Create: 400 gp, 32 XP, 1 day. THE ARTISAN

This item functions like a rope of climbing RUNESTAFF OF Price (Item Level): 23,000 gp (15th)
(DMG 266), except that it also grants a +5 ABJURATION Body Slot: — (held)
Caster Level: 12th

circumstance bonus on Climb checks Price (Item Level): 32,000 gp (16th) Aura: Strong; (DC 21) conjuration,

made to ascend it. Body Slot: — (held) transmutation

Prerequisites: Craft Wondrous Item, Caster Level: 12th Activation: As spell used

animate rope. Aura: Strong; (DC 21) abjuration Weight: 5 lb.

Cost to Create: 2,750 gp, 220 XP, 6 days.

176

This extremely well-crafted staff is gilded in A runestaff of cacophony allows you to cast Prerequisites: Craft Staff, cloudkill, minor CHAPTER 4
gold. It bears a small rune of a hand at the any of the following spells (each three creation, stinking cloud, summon monster VI,
center of its length. times per day) by expending a prepared summon swarm, unseen servant. TOOLS
arcane spell or arcane spell slot of the same
A runestaff of the artisan allows you to cast level or higher. Cost to Create: 12,500 gp, 1,000 XP,
any of the following spells (each three • shout 25 days.
times per day) by expending a prepared • shout, greater
arcane spell or arcane spell slot of the same • sound burst RUNESTAFF OF
level or higher. • sympathetic vibration DESTRUCTION
• fabricate
• major creation Prerequisites: Craft Staff, greater shout, Price (Item Level): 27,000 gp (16th)
• mending shout, sound burst, sympathetic vibration. Body Slot: — (held)
• minor creation Caster Level: 15th
Cost to Create: 13,000 gp, 1,040 XP, Aura: Strong; (DC 22) evocation
Prerequisites: Craft Staff, fabricate, major 26 days. Activation: As spell used
creation, mending, minor creation Weight: 3 lb.
RUNESTAFF OF
Cost to Create: 11,500 gp, 920 XP, CHARMING This staff is very long and made of marble.
23 days. Despite appearances, it is extremely light. It
Price (Item Level): 8,000 gp (11th) bears a small rune of a shattered mask on
RUNESTAFF OF Body Slot: — (held) the top end.
THE ASSASSIN Caster Level: 12th
Aura: Strong; (DC 21) enchantment A runestaff of destruction allows you to cast
Price (Item Level): 10,000 gp (12th) Activation: As spell used any of the following spells (each once
Body Slot: — (held) Weight: 4 lb. per day) by expending a prepared arcane
Caster Level: 12th spell or arcane spell slot of the same level
Aura: Strong; (DC 21) illusion This twisting and ornately carved staff is or higher.
Activation: As spell used shaped from brightly colored tropical wood. • disintegrate
Weight: 3 lb. • earthquake
A runestaff of charming allows you to cast • shatter
This simple, slim staff is only 4 feet long. It is either of the following spells (each three
fastened to a leather strap to make it easy to times per day) by expending a prepared Prerequisites: Craft Staff, disintegrate,
sling over your shoulder. It bears a small rune arcane spell or arcane spell slot of the same earthquake, shatter.
of a dagger on one end. level or higher.
• charm monster Cost to Create: 13,500 gp, 1080 XP,
A runestaff of the assassin allows you to cast • charm person 27 days.
any of the following spells (each two times
per day) by expending a prepared arcane Prerequisites: Craft Staff, charm monster, RUNESTAFF OF
spell or arcane spell slot of the same level charm person. DIVINATION
or higher.
• greater invisibility Cost to Create: 4,000 gp, 320 XP, 8 days. Price (Item Level): 21,000 gp (15th)
• obscuring mist Body Slot: — (held)
• pass without trace RUNESTAFF OF Caster Level: 13th
• poison CONJURATION Aura: Strong; (DC 21) divination
Activation: As spell used
Prerequisites: Craft Staff, greater invis- Price (Item Level): 25,000 gp (15th) Weight: 2 lb.
ibility, obscuring mist, pass without trace, Body Slot: — (held)
poison. Caster Level: 13th This forked staff is made of supple willow. A
Aura: Strong; (DC 21) conjuration rune of an eye sits below the fork.
Cost to Create: 5,000 gp, 400 XP, Activation: As spell used
10 days. Weight: 4 lb. A runestaff of divination allows you to cast
any of the following spells (each two times
RUNESTAFF OF This ash staff bears a number of ornate runes per day) by expending a prepared arcane
CACOPHONY depicting animals. spell or arcane spell slot of the same level
or higher.
Price (Item Level): 26,000 gp (16th) A runestaff of conjuration allows you to cast • detect secret doors
Body Slot: — (held) any of the following spells (each two times • locate creature
Caster Level: 16th per day) by expending a prepared arcane • locate object
Aura: Strong; (DC 23) evocation spell or arcane spell slot of the same level • prying eyes
Activation: As spell used or higher. • tongues
Weight: 3 lb. • cloudkill • true seeing
• minor creation
This thin, iron staff is forked at one end. A rune • stinking cloud Prerequisites: Craft Staff, detect secret
depicting a warped musical note is inscribed • summon monster VI doors, locate creature, locate object, prying eyes,
below the fork. • summon swarm tongues, true seeing.
• unseen servant
Cost to Create: 10,500 gp, 840 XP, 21 days.

177

CHAPTER 4 RUNESTAFF OF EARTH RUNESTAFF OF This smooth, yew staff has a rune of an arrow
AND STONE ENTRAPMENT halfway down its length.
TOOLS
Price (Item Level): 24,000 gp (15th) Price (Item Level): 12,000 gp (13th) A runestaff of evocation allows you to cast
Body Slot: — (held) Body Slot: — (held) any of the following spells (each two times
Caster Level: 12th Caster Level: 12th per day) by expending a prepared arcane
Aura: Strong; (DC 21) transmutation Aura: Strong; (DC 21) abjuration, spell or arcane spell slot of the same level
Activation: As spell used or higher.
Weight: 4 lb. evocation • chain lightning
Activation: As spell used • fireball
This short staff is carved of almost unbreakable Weight: 4 lb. • ice storm
gray stone, tipped on one end with a fist-sized • magic missile
emerald that gleams with smoldering power. This 4-foot-long staff of brass is covered in • shatter
ancient carvings. • wall of force
A runestaff of earth and stone allows you to
cast either of the following spells (each A runestaff of entrapment allows you to cast Prerequisites: Craft Staff, chain lightning,
three times per day) by expending a pre- either of the following spells (each three fireball, ice storm, magic missile, shatter, wall
pared arcane spell or arcane spell slot of times per day) by expending a prepared of fire.
the same level or higher. arcane spell or arcane spell slot of the same
• move earth level or higher. Cost to Create: 12,500 gp, 1,000 XP,
• passwall • dimensional anchor 25 days.
• Otiluke’s resilient sphere
Prerequisites: Craft Staff, move earth, RUNESTAFF OF EYES
passwall. Prerequisites: Craft Staff, dimensional
anchor, Otiluke’s resilient sphere. Price (Item Level): 11,000 gp (13th)
Cost to Create: 12,000 gp, 960 XP, Body Slot: — (held)
24 days. Cost to Create: 6,000 gp, 480 XP, Caster Level: 12th
12 days. Aura: Strong; (DC 21) divination
RUNESTAFF OF Activation: As spell used
ENCHANTMENT RUNESTAFF OF Weight: 4 lb.
ETHEREAL ACTION
Price (Item Level): 32,000 gp (16th) This spiraling staff is covered with silver inlay
Body Slot: — (held) Price (Item Level): 31,300 gp (16th) and topped with a large piece of amber.
Caster Level: 13th Body Slot: — (held)
Aura: Strong; (DC 21) enchantment Caster Level: 14th A runestaff of eyes allows you to cast any
Activation: As spell used Aura: Strong; (DC 22) transmutation of the following spells (each three times
Weight: 3 lb. Activation: As spell used per day) by expending a prepared arcane
Weight: 4 lb. spell or arcane spell slot of the same level
This applewood staff is capped with a clear or higher.
zircon crystal. It has a small rune depicting This long staff is made of white wood and • arcane eye
clasped hands. adorned with three silver bands. • remove blindness/deafness
• see invisibility
A runestaff of enchantment allows you to A runestaff of ethereal action is a +1/master-
cast any of the following spells (each three work ghost touch quarterstaff that also allows Prerequisites: Craft Staff, arcane eye,
times per day) by expending a prepared you to cast either of the following spells remove blindness/deafness, see invisibility.
arcane spell or arcane spell slot of the same (each three times per day) by expending a
level or higher. prepared arcane spell or arcane spell slot Cost to Create: 5,500 gp, 440 XP,
• crushing despair of the same level or higher. 11 days.
• mass suggestion • blink
• mind fog • ethereal jaunt RUNESTAFF OF
• sleep FIENDISH DARKNESS
• suggestion Prerequisites: Craft Magic Arms and
• Tasha’s hideous laughter Armor, Craft Staff, blink, ethereal jaunt. Price (Item Level): 48,000 gp (17th)
Body Slot: — (held)
Prerequisites: Craft Staff, crushing despair, Cost to Create: 15,500 gp (plus 300 gp Caster Level: 18th
mass suggestion, mind fog, sleep, suggestion, for masterwork quarterstaff), 1,240 XP, Aura: Strong; (DC 24) conjuration
Tasha’s hideous laughter. 31 days. Activation: As spell used
Weight: 4 lb.
Cost to Create: 16,000 gp, 1,280 XP, RUNESTAFF OF
32 days. EVOCATION This staff is made of polished ebony topped with
a tarnished iron claw at either end.
Price (Item Level): 25,000 gp (15th)
Body Slot: — (held) A runestaff of fiendish darkness bestows
Caster Level: 13th one negative level on any good-aligned
Aura: Strong; (DC 21) evocation creature as long as it carries or holds the
Activation: As spell used runestaff. The negative level never results
Weight: 3 lb. in actual level loss, but cannot be over-

178

CHAPTER 4

TOOLS

Illus. by W. England

Runestaffs, left to right: divination, frost, fire, fiendish darkness, evocation,
ethereal action, enchantment, charming, cacophony, the artisan, abjuration

179

CHAPTER 4 come in any way (including restoration Prerequisites: Craft Staff, celebration, Otto’s RUNESTAFF OF
spells) while the runestaff is held. irresistible dance, Tasha’s hideous laughter. ILLUSION
TOOLS
This staff allows you to cast any of Cost to Create: 9,000 gp, 720 XP, Price (Item Level): 19,000 gp (15th)
the following spells (each three times 18 days. Body Slot: — (held)
per day) by expending a prepared arcane Caster Level: 13th
spell or arcane spell slot of the same level RUNESTAFF OF FROST Aura: Strong; (DC 21) illusion
or higher. Activation: As spell used
• animate dead Price (Item Level): 20,000 gp (15th) Weight: 3 lb.
• darkness Body Slot: — (held)
• dispel magic Caster Level: 12th This twisted ebony staff has a rune of a half-
• summon monster IX (nightmare only) Aura: Strong; (DC 21) evocation mask near one end.
Activation: As spell used
Prerequisites: Craft Staff, animate dead, Weight: 4 lb. A runestaff of illusion allows you to cast
darkness, dispel magic, summon monster IX, any of the following spells (each once
evil alignment. This rune-covered staff is made from white per day) by expending a prepared arcane
wood and silver, and is tipped at each end with spell or arcane spell slot of the same level
Cost to Create: 24,000 gp, 1,920 XP, a glittering diamond. or higher.
48 days. • disguise self
A runestaff of frost allows you to cast any • major image
RUNESTAFF OF FIRE of the following spells (each three times • mirror image
per day) by expending a prepared arcane • mislead
Price (Item Level): 8,400 gp (12th) spell or arcane spell slot of the same level • persistent image
Body Slot: — (held) or higher. • rainbow pattern
Caster Level: 12th • cone of cold
Aura: Strong; (DC 21) evocation • ice storm Prerequisites: Craft Staff, disguise self,
Activation: As spell used • wall of ice major image, mirror image, mislead, persistent
Weight: 4 lb. image, rainbow pattern.
Prerequisites: Craft Staff, cone of cold, ice
This staff is crafted from bronzewood with storm, wall of ice. Cost to Create: 9,500 gp, 760 XP, 19 days.
rune-scribed brass bindings.
Cost to Create: 10,000 gp, 800 XP, RUNESTAFF OF
A runestaff of fire allows you to cast any 20 days. INSANIT Y
of the following spells (each three times
per day) by expending a prepared arcane RUNESTAFF OF Price (Item Level): 46,000 gp (17th)
spell or arcane spell slot of the same level ILLUMINATION Body Slot: — (held)
or higher. Caster Level: 17th
• burning hands Price (Item Level): 34,500 gp (16th) Aura: Strong; (DC 23) illusion
• fireball Body Slot: — (held) Activation: As spell used
• wall of fire Caster Level: 15th Weight: 5 lb.
Aura: Strong; (DC 22) evocation
Prerequisites: Craft Staff, burning hands, Activation: As spell used This staff is formed from wildly twisting rods
fireball, wall of fire. Weight: 3 lb. of solid iron. It bears numerous runes depicting
cracked, warped, human skulls.
Cost to Create: 4,200 gp, 336 XP, 9 days. This slim silver staff features a rune of a sun-
burst. It seems to reflect light as if it were a A runestaff of insanity allows you to cast any
RUNESTAFF OF polished mirror that never tarnishes. of the following spells (each two times
FORCED HAPPINESS per day) by expending a prepared arcane
A runestaff of illumination allows you to spell or arcane spell slot of the same level
Price (Item Level): 18,000 gp (14th) cast any of the following spells (each three or higher.
Body Slot: — (held) times per day) by expending a prepared • confusion
Caster Level: 16th arcane spell or arcane spell slot of the same • insanity
Aura: Strong; (DC 23) enchantment level or higher. • lesser confusion
Activation: As spell used • dancing lights • weird
Weight: 3 lb. • daylight
• flare Prerequisites: Craft Staff, confusion, insan-
This smooth alabaster staff feels hollow, but • sunburst ity, lesser confusion, weird.
doesn’t seem fragile or easily chipped.
Prerequisites: Craft Staff, dancing lights, Cost to Create: 23,000 gp, 1,840 XP,
A runestaff of forced happiness allows you to daylight, flare, sunburst. 46 days.
cast any of the following spells (each two
times per day) by expending a prepared Cost to Create: 17,250 gp, 1,380 XP, RUNESTAFF OF
arcane spell or arcane spell slot of the same 35 days. NECROMANCY
level or higher.
• celebration (SC 44) Price (Item Level): 32,000 gp (16th)
• Otto’s irresistible dance Body Slot: — (held)
• Tasha’s hideous laughter Caster Level: 12th

180

Aura: Strong; (DC 21) necromancy RUNESTAFF OF Activation: As spell used and swift CHAPTER 4
Activation: As spell used OPENING (mental); see text
Weight: 4 lb. TOOLS
Price (Item Level): 15,000 gp (14th) Weight: 4 lb.
Made of ebony and carved with images of bones Body Slot: — (held)
and skulls, this staff is fitted at each end with Caster Level: 12th At the top of this smooth, jet-black staff is a
a small ivory skull. Aura: Strong; (DC 21) transmutation single glistening gem. Several arcane runes
Activation: As spell used have been etched into the crystal.
A runestaff of necromancy allows you to cast Weight: 4 lb.
any of the following spells (each three A runestaff of power allows you to cast
times per day) by expending a prepared This wooden staff is carved with the images of any of the following spells (each once
arcane spell or arcane spell slot of the same doors,manyofwhichhaveembossedironbindings per day) by expending a prepared arcane
level or higher. and miniature—nonfunctional—keyholes. spell or arcane spell slot of the same level
• cause fear or higher.
• circle of death A runestaff of opening allows you to cast any • cone of cold
• enervation of the following spells (each three times • continual flame
• ghoul touch per day) by expending a prepared arcane • fireball
• halt undead spell or arcane spell slot of the same level • globe of invulnerability
• waves of fatigue or higher. • hold monster
• knock • levitate
Prerequisites: Craft Staff, cause fear, circle • open/close • lightning bolt
of death, enervation, ghoul touch, halt undead, • passwall • magic missile
waves of fatigue. • shatter • ray of enfeeblement
• wall of force (in a 5-foot-radius hemi-
Cost to Create: 16,000 gp, 1,280 XP, Prerequisites: Craft Staff, knock, open/close,
32 days. passwall, shatter. sphere around the wielder only)

RUNESTAFF OF NIGHT Cost to Create: 7,500 gp, 600 XP, 15 days. In addition, a runestaff of power functions
as a +2/masterwork quarterstaff and grants
Price (Item Level): 14,000 gp (14th) RUNESTAFF OF you a +2 luck bonus to AC and on saves as
Body Slot: — (held) PASSAGE long as it is held.
Caster Level: 12th
Aura: Strong; (DC 21) conjuration Price (Item Level): 75,000 gp (19th) As a swift action, you can expend a
Activation: As spell used Body Slot: — (held) 1st-level arcane spell or spell slot while
Weight: 4 lb. Caster Level: 18th holding a runestaff of power to activate a
Aura: Strong; (DC 24) necromancy smite ability. Until the start of your next
Black onyx end caps adorn this ebony staff, Activation: As spell used turn, all melee attacks made with the
which is carved with runes of darkness, night, Weight: 4 lb. runestaff of power deal double damage (or
and stars, as well as a rune that resembles an triple damage on a critical hit).
umber hulk. Alternating sections of glass and mirror-pol-
ished steel comprise this slender staff. If you aren’t attuned to a runestaff of
A runestaff of night allows you to cast any power (see page 224 for details on attun-
of the following spells (each three times A runestaff of passage allows you to cast any ement), its enhancement bonus remains,
per day) by expending a prepared arcane of the following spells (each three times but all its other abilities are unavailable
spell or arcane spell slot of the same level per day) by expending a prepared arcane to you.
or higher. spell or arcane spell slot of the same level
• darkness (can counter or dispel any light or higher. Prerequisites: Craft Magic Arms and
• astral projection Armor, Craft Staff, cone of cold, continual
spell, regardless of level) • dimension door flame, fireball, globe of invulnerability, hold
• darkvison • greater teleport monster, levitate, lightning bolt, magic missile,
• low-light vision • passwall ray of enfeeblement, wall of force.
• phase door
This runestaff also allows you to cast the Cost to Create: 19,000 gp (plus 300 gp
following spell once per day by expending Prerequisites: Craft Staff, astral projection, for masterwork quarterstaff), 1,520 XP,
a prepared arcane spell or arcane spell slot dimension door, greater teleport, passwall, 39 days.
of the same level or higher. phase door.
• summon monster VI (summons one RUNESTAFF OF
Cost to Create: 37,500 gp, 3,000 XP, SIZE ALTERATION
fiendish umber hulk only) 75 days.
Prerequisites: Craft Staff, darkness, dark- Price (Item Level): 12,000 gp (13th)
vison, low-light vision (SC 134), summon RUNESTAFF OF POWER Body Slot: — (held)
monster VI. Caster Level: 12th
Cost to Create: 7,000 gp, 560 XP, Price (Item Level): 38,300 gp (17th) Aura: Strong; (DC 21) transmutation
14 days. Body Slot: — (held) Activation: As spell used
Caster Level: 12th Weight: 5 lb.
Aura: Strong; (DC 21) abjuration

181

CHAPTER 4 This sturdy oak staff has a rune of a mouse A runestaff of transmutation allows you to • death ward
morphing into an elephant at its tip. The staff cast any of the following spells (each two • detect undead
TOOLS is shaped like an hourglass—thick at both ends, times per day) by expending a prepared • disrupting weapon
but thin in the middle. arcane spell or arcane spell slot of the same • searing light
level or higher. • undeath to death
A runestaff of illumination allows you to cast • alter self
any of the following spells (each two times • baleful polymorph Prerequisites: Craft Staff, death ward,
per day) by expending a prepared arcane • blink detect undead, disrupting weapon, searing
spell or arcane spell slot of the same level • disintegrate light, undeath to death.
or higher. • expeditious retreat
• enlarge person • stone shape Cost to Create: 18,500 gp, 1,480 XP,
• mass enlarge person 37 days.
• mass reduce person Prerequisites: Craft Staff, alter self, baleful
• reduce person polymorph, blink, disintegrate, expeditious RUNESTAFF OF THE
• shrink item retreat, stone shape. UNDYING

Prerequisites: Craft Staff, enlarge person, Cost to Create: 12,500 gp, 1,000 XP, Price (Item Level): 16,000 gp (14th)
mass enlarge person, mass reduce person, 25 days. Body Slot: — (held)
reduce person, shrink item. Caster Level: 12th
RUNESTAFF OF Aura: Strong; (DC 21) necromancy
Cost to Create: 6,000 gp, 480 XP, TRANSPORTATION Activation: As spell used
12 days. Weight: 5 lb.
Price (Item Level): 19,000 gp (15th)
RUNESTAFF OF TIME Body Slot: — (held) This staff is formed from human bones bound
Caster Level: 12th together by copper wire. Each bone bears small
Price (Item Level): 35,000 gp (16th) Aura: Strong; (DC 21) transmutation skull runes.
Body Slot: — (held) Activation: As spell used
Caster Level: 17th Weight: 4 lb. A runestaff of the undying allows you to cast
Aura: Strong; (DC 23) transmutation any of the following spells (each two times
Activation: As spell used A hollow coil of wire fashioned in the shape per day) by expending a prepared arcane
Weight: 3 lb. of a staff, it has a mottled brown gemstone spell or arcane spell slot of the same level
at both ends. or higher.
When you look at this staff, it becomes hard for • animate dead
your eyes to focus, as if the item is constantly A runestaff of transportation allows you to • create undead
blurring and shifting. cast any of the following spells (each three
times per day) by expending a prepared Prerequisites: Craft Staff, animate dead,
A runestaff of time allows you to cast any arcane spell or arcane spell slot of the same create undead.
of the following spells (each once per level or higher. Cost to Create: 8,000 gp, 640 XP,
day) by expending a prepared arcane • blink 16 days.
spell or arcane spell slot of the same level • dimension door
or higher. • teleport RUNESTAFF OF VISION
• expeditious retreat
• haste Prerequisites: Craft Staff, blink, dimension Price (Item Level): 16,000 gp (14th)
• temporal stasis door, teleport. Body Slot: — (held)
• time stop Caster Level: 12th
Cost to Create: 9,500 gp, 760 XP, Aura: Strong; (DC 21) divination
Prerequisites: Craft Staff, expeditious 19 days. Activation: As spell used
retreat, haste, temporal stasis, time stop. Weight: 4 lb.
Cost to Create: 17,500 gp, 1,400 XP, RUNESTAFF OF THE
35 days. UNDEAD SLAYER Cut from bamboo and fitted with white leather
straps elegantly inked with runes, this slender
RUNESTAFF OF Price (Item Level): 37,000 gp (17th) staff seems unusually delicate.
TRANSMUTATION Body Slot: — (held)
Caster Level: 12th A runestaff of vision allows you to cast any
Price (Item Level): 25,000 gp (15th) Aura: Strong; (DC 21) necromancy of the following spells (each three times
Body Slot: — (held) Activation: As spell used per day) by expending a prepared arcane
Caster Level: 13th Weight: 5 lb. spell or arcane spell slot of the same level
Aura: Strong; (DC 21) transmutation or higher.
Activation: As spell used This staff is formed from a solid piece of black • darkvision
Weight: 4 lb. marble. It is veined with lines of gold and • see invisibility
silver. • true seeing
This petrified wood staff has a rune depicting
the symbol for infinity emblazoned over bars A runestaff of the undead slayer allows you Prerequisites: Craft Staff, darkvision, see
of lead and gold. to cast any of the following spells (each invisibility, true seeing.
three times per day) by expending a pre-
pared arcane spell or arcane spell slot of Cost to Create: 8,000 gp, 640 XP,
the same level or higher. 16 days.

182

SACRED SCABBARD Several glyphs that promise power over the within the same sentence. Thus, a success-
undead are incised along the length of this ful hour of reading requires a successful
Price (Item Level): 4,400 gp (9th) plain steel baton. DC 20 Knowledge (religion) check. You
Body Slot: — receive a +2 bonus on the check for every
Caster Level: 4th If you can turn or rebuke language you speak. So cryptic are the
Aura: Faint; (DC 17) transmutation undead, holding a scepter of scrolls that even read magic, comprehend
Activation: Swift (command) the netherworld allows you languages, or other spells don’t help you
Weight: 1 lb. to do so as if your level in understand them, nor does the Decipher
the relevant class were three Script skill.
This hardened leather scabbard is levels higher.
inscribed with pictograms depicting Sacred Time Benefit CHAPTER 4
many different kinds of weapons. scabbard Prerequisites: Craft Rod, 1 hour Renewal pact for yourself
turn or rebuke undead. 2 hours Renewal pact for another TOOLS
A sacred scabbard can change 3 hours Death pact for yourself
shape to fit any dagger, sword, Cost to Create: 4,500 gp, 4 hours Death pact for another
or axe touched to it, even 360 XP, 9 days. 6 hours True resurrection for
making allowances for another (and the scrolls
double weapons. The scab- SCROLLS OF disappear)
bard keeps any weapon UNCERTAIN
carried in it clean and PROVENANCE [RELIC] If your check is successful, you gain tem-
sharp. Furthermore, three porary understanding of one of the scrolls’
times per day, you can Price (Item Level): 8,000 gp (11th) secrets depending on how long you have
command it to produce a bless weapon Body Slot: — or — (held)
effect on the weapon it holds as you draw Caster Level: 20th spent reading them. Your hours of suc-
it. This effect lasts for 10 rounds. A sacred Aura: Strong; (DC 25) necromancy cessful reading stack for this purpose,
scabbard functions only for good-aligned Activation: — or 1 hour; see text
characters. Weight: 5 lb. so you can read over mul-
tiple days to gain a greater
Prerequisites: Craft Wondrous Item, benefit, if desired. The time Illus. by J. Zhang & J. Thomas
bless weapon. spent need not all be spent
at once; you can divide it as
Cost to Create: 2,200 gp, 176 XP, you choose for the purpose
5 days. of gaining benefits.
Reading scrolls of uncertain prove-
SALVE OF Scrolls of nance is not without risk, since delving
MINOR SPELL uncertain provenance into their mysteries draws you near to the
RESISTANCE border between life and death. When-
This bundle of rough parchment contains ever you spend an hour reading scrolls of
Price (Item Level): 1,350 gp (5th) scraps of varying shapes and sizes; some appear uncertain provenance, you must roll on the
Body Slot: — (held) old and others new. It is bound with a braided following table, whether or not you learn
Caster Level: 9th cord and secured with a medallion bearing the anything useful.
Aura: Moderate; (DC 19) abjuration holy symbol of Wee Jas.
Activation: Full-round (manipulation) d% Effect
Weight: 1/2 lb. Scrolls of uncertain provenance are not 01–10 Go insane (as the insanity
spells stored in written form, but col- 11–30 spell); Will DC 20 negates.
This glass canister is filled with a gray salve lections of death-obsessed writings in The scrolls bestow a
that seems to be flecked with crushed bits of an unknown hand. Popular myth holds 31–60 permanent curse upon
insects. that those who can command the lore 61–90 you, applying a –4 penalty
contained in a set of these scrolls have 91–100 on attack rolls, saves,
Upon spreading this salve upon your power over life and death. As long as ability checks, and skill
skin, you gain spell resistance 17 for 5 you possess scrolls of uncertain provenance, checks; Will DC 20 negates.
minutes. you gain a +5 competence bonus on Receive a geas/quest to
Knowledge checks, provided that you perform for Wee Jas;
Prerequisites: Craft Wondrous Item, spell are lawful neutral, lawful evil, lawful Will DC 20 negates.
resistance. good, or neutral. Gain 1d6 negative levels
(Fort DC 20 removes them
Cost to Create: 675 gp, 54 XP, 2 days. Relic Power: If you have established after 24 hours).
a proper divine connection, you can Become a ghost for a year
SCEPTER OF THE attempt to read from the scrolls once per and a day; Fort DC 20
NETHERWORLD day for 1 hour. Understanding their lore, negates.
however, is not an easy task. To begin
Price (Item Level): 9,000 gp (12th) with, the scrolls are written in nearly To use the relic power, you must worship
Body Slot: — (held) every language, ancient and modern, and Wee Jas and either sacrifice a 6th-level
Caster Level: 10th the text sometimes switches languages divine spell slot or have the True Believer
Aura: Moderate; (DC 20) necromancy feat and at least 11 HD.
Activation: —
Weight: 3 lb.

183

Shackles of
silence

CHAPTER 4 Sending stones

TOOLS Lens of Scrying shard
the desert

Eternal wand

Illus. by E. Widermann Lore: Scrolls of uncertain provenance SCRYING SHARD stone of the pair is destroyed, the other
have long been associated with Wee Jas, becomes useless.
although even her lorekeepers don’t know Price (Item Level): 1,350 gp (5th)
where the first ones came from (Knowl- Body Slot: — (held) Prerequisites: Craft Wondrous Item,
edge [religion] DC 15). Caster Level: 7th sending.
Aura: Moderate; (DC 18) divination
In fact, they were penned by beings that Activation: — Cost to Create: 700 gp, 56 XP, 2 days.
lost their sanity in the pursuit of arcane Weight: 1 lb.
knowledge and collected by agents of Wee SHACKLES OF SILENCE
Jas for the sake of the knowledge they con- Ever-shifting, deep red swirls writhe within
tain (Knowledge [religion] DC 20). this fist-sized pink crystal. Price (Item Level): 6,000 gp (10th)
Body Slot: —; see text
Prerequisites: Craft Wondrous Item, A character of any class can cast scrying Caster Level: 3rd
Sanctify Relic, death pact (SC 60), renewal using a scrying shard as a focus. Aura: Faint; (DC 16) illusion
pact (SC 173), true resurrection. Activation: —
Prerequisites: Craft Wondrous Item, Weight: 2 lb.
Cost to Create: 4,000 gp, 320 XP, 8 days. scrying.
These iron manacles look old, slightly rusted,
SCRYING BEACON Cost to Create: 675 gp, 54 XP, 2 days. and heavily dented.

Price (Item Level): 750 gp (3rd) SENDING STONES Shackles of silence fit any Small, Medium, or
Body Slot: — (held) Large creature. A creature manacled with
Caster Level: 5th Price (Item Level): 1,400 gp (5th) these shackles is affected by a silence effect
Aura: Faint; (DC 17) divination Body Slot: — (held) (as the spell) that fills that creature’s space.
Activation: —; see text Caster Level: 7th
Weight: — Aura: Moderate; (DC 18) evocation A creature can slip free from shackles
Activation: Standard of silence with a successful DC 28 Escape
This button-sized, black half-sphere appears to Weight: 1 lb. Artist check, or break free with a success-
be made of ebony or jet. ful DC 28 Strength check. However, if the
These fist-sized chunks of unworked stone are creature bound by shackles of silence escapes
If you spend 1 minute attuning yourself mirror images of one another. by breaking them or using Escape Artist,
to a scrying beacon, you can choose for the the silence effect ends and the shackles
next clairaudience/clairvoyance spell you cast These unremarkable-looking stones come ring for 1 round, as an alarm spell’s audible
to be centered on the beacon, as long as you in pairs. Once per day, the bearer of each alarm. Broken shackles of silence lose their
are within 1 mile of it. Once this power has stone can send a message (as the sending power after sounding this alarm, becom-
been used, the beacon becomes dormant spell) to the bearer of the other stone. If a ing nonmagical and useless.
until you attune yourself to it again. stone’s mate is not in a creature’s posses-
sion, no message is sent and you know Prerequisites: Craft Wondrous Item,
Prerequisites: Craft Wondrous Item, the communication has failed. If either alarm, silence.
clairaudience/clairvoyance.
Cost to Create: 3,000 gp, 240 XP, 6 days.
Cost to Create: 375 gp, 30 XP, 1 day.

184

SHARD OF THE SUN SKILL SHARD When you fling slashing sand onto the CHAPTER 4
ground, it covers an area of up to four con-
[RELIC] Price (Item Level): 50 gp (1/2) tiguous squares with razor-sharp obsidian TOOLS
(normal); 300 gp (2nd) (greater) shards for 1 hour (the equivalent of a spike
Price (Item Level): 3,500 gp (8th) stones spell). At least one affected square Illus. by B. Hagan
Body Slot: — (held) Body Slot: — (held) must be adjacent to your space. Once acti-
Caster Level: 20th Caster Level: 7th vated, this item is expended and cannot
Aura: Strong; (DC 25) evocation Aura: Moderate; (DC 18) transmutation be used again.
Activation: — or standard (command) Activation: Swift (command)
Weight: 1 lb. Weight: — Prerequisites: Craft Wondrous Item,
spike stones.
This brightly glowing holy symbol of Pelor is This tiny fragment of cast-off crystal glows with
made of hammered gold and set with small a minuscule bit of power. Cost to Create: 1,000 gp, 80 XP, 2 days.
diamonds.
When held, a skill shard telepathically SLEEPING SPIKE
A shard of the sun is mentioned in several whispers its command word into your
religious texts as “Pelor’s gift, which I mind. When you activate it, you gain a Price (Item Level): 3,500 gp (8th)
carry into darkness—a sun that never competence bonus on your next check Body Slot: — (held)
sets.” When you hold this item, it con- with a specific skill, chosen during the Caster Level: 9th
tinuously emits a warm light equivalent item’s creation. The check must begin Aura: Moderate; (DC 19) enchantment
to a daylight spell heightened to 5th before the end of your turn and must be Activation: Standard (manipulation)
level, provided that you are neutral good, completed within 10 minutes. A skill shard Weight: 1/2 lb.
lawful good, chaotic good, or neutral. The disintegrates when used.
symbol must be covered completely to This twisted wooden spike was carved from
douse its light. Normal: +2 competence bonus. the misshapen limb of an ash tree.
Greater: +5 competence bonus.
Relic Power: If you have established Prerequisites: Craft Wondrous Item, A sleeping spike becomes invisible 1 round
the proper divine connection, you can specified skill 2 ranks (lesser) or 5 ranks after you plant it firmly in the ground.
command a shard of the sun to fire two (greater). Thereafter, as soon as any creature comes
simultaneous searing light spells, though Cost to Create: 25 gp, 1 XP, 1 day (lesser); within 10 feet of it, the spike emits a sleep
each must be aimed at a different target. 150 gp, 6 XP, 1 day (greater). effect (Will DC 17 negates) in a 20-foot-
Each beam deals 10d6 points of damage radius burst that affects all creatures with
to undead, 5d6 points to constructs and SLASHING SAND 10 Hit Dice or fewer. The spike is destroyed
objects, and 5d8 points of damage to when the sleep effect is triggered.
other creatures. Creatures particularly Price (Item Level): 2,000 gp (6th)
vulnerable to bright light, such as vam- Body Slot: — During the round that a sleeping spike
pires, take 10d8 points of damage from Caster Level: 10th remains visible after being planted, any
these beams. This ability functions three Aura: Moderate; (DC 20) transmutation creature can safely remove it from the
times per day. Activation: Standard (thrown) ground (a standard action) to render it
Weight: — harmless and ready for reuse.
To use the relic power, you must wor-
ship Pelor and either sacrifice a 6th-level A handful of thick, glassy black sand fills this Prerequisites: Craft Wondrous Item,
divine spell slot or have the True Believer small lizardskin sack. symbol of sleep.
feat and at least 11 HD. If you sacrifice
an 8th-level spell slot or have the True Cost to Create: 1,750 gp, 140 XP, 4 days.
Believer feat and at least 15 HD, you
can fire four searing light beams with SOUL ANCHOR
each activation (no two at the same
target). Price (Item Level): 10,000 gp (12th)
Body Slot: — (held)
Lore: The first shards of the sun were Caster Level: 9th
hewn by Pelor himself from the orb Aura: Moderate; (DC 19) enchantment
of the sun and molded into the
shape of his symbol. Over the Activation: Standard (command)
centuries, he gifted them to Weight: 3 lb.
his most favored high priests, and
most of them remain in the hands Thin iron bands twine around jagged frag-
of his clergy today (Knowledge ments of jet-black obsidian to form the
[religion] DC 20). haft of this cruel-looking rod.

Prerequisites: Craft Wondrous When you activate a soul anchor,
Item, Sanctify Relic, daylight, each creature adjacent to you must
searing light. succeed on a DC 18 Will saving
throw or be unable to move from
Cost to Create: 1,750 gp, 140 XP, its current space for 1 round. Creatures
4 days. that are flying or sinking when the spell
takes effect are magically held in place.
However, affected creatures are neither
paralyzed nor entangled, so they can fight
and cast spells normally.

Shard of the sun 185

CHAPTER 4 The power of a soul anchor prevents all from sleep (whether mundane or magi- To use a spool of endless rope, you feed out
voluntary movement that would allow cal in origin). In addition, any fatigue as little or as much rope as desired, up to
TOOLS the affected creatures to leave their or exhaustion affecting you and those a maximum of 500 feet at any one time.
respective spaces (including teleporta- allies immediately ends. Furthermore, When you are finished with the rope, you
tion magic or other spells and items that you and all affected allies gain immu- can simply wind it back onto the spool.
allow movement). However, it does not nity to fatigue, exhaustion, and sleep (Feeding out or rewinding requires 1 full-
preclude involuntary movement, such effects for 10 minutes after the sphere round action per 50 feet of rope.)
as that resulting from a bull rush. If an is activated.
affected creature is involuntarily moved The rope can’t be entirely separated
out of its space for any reason, the effect A sphere of awakening functions once from the spool, though it can be cut
on that creature ends immediately. per day. or broken like a normal silk rope. Any
portion of rope cut away from the spool
This ability functions five times per Prerequisites: Craft Wondrous Item, break disappears instantly.
day, but it can’t be activated in consecu- enchantment.
tive rounds. Rope from a spool of endless rope can be
Cost to Create: 900 gp, 72 XP, 2 days. spliced or knotted together with another
Prerequisites: Craft Rod, hold monster. rope (including one from a second spool
Cost to Create: 5,000 gp, 400 XP, SPIDER ROD of endless rope), but it can’t be wound back
10 days. into the spool while so attached.
Price (Item Level): 15,000 gp (14th)
SOULVOID ORB Body Slot: — (held) Prerequisites: Craft Wondrous Item,
Caster Level: 9th Leomund’s secret chest.
Price (Item Level): 700 gp (3rd) Aura: Moderate; (DC 19) necromancy
Body Slot: — (held) Activation: Standard (command) Cost to Create: 700 gp, 56 XP, 2 days.
Caster Level: 3rd Weight: 3 lb.
Aura: Faint; (DC 16) necromancy STENCH STONE
Activation: Standard (thrown) A complex relief of webs and tiny arachnids
Weight: 1 lb. covers this silvery rod. Its surface is strangely Price (Item Level): 300 gp (2nd)
sticky to the touch. Body Slot: — (held); see text
This black, fist-sized orb feels faintly greasy to Caster Level: 3rd
the touch. A spider rod has two different abilities that Aura: Faint; (DC 16) necromancy
each function three times per day. Activation: Standard (thrown) or
When you throw a soulvoid orb against a
hard surface, it explodes in a shower of Silk Strand: The rod produces an — (ammunition)
orange sparks that fills a 10-foot-radius entangling strand of silk as a ranged Weight: —
burst. Each creature within that area touch attack (range 100 feet). A target hit
is affected as if by a divest essentia spell by this strand is entangled for 1 minute This stone reeks of rotting meat.
(MoI 101). (Reflex DC 20 negates entanglement,
but the creature’s speed is still halved for A stench stone nauseates its target and
Lore: Soulvoid orbs were first created by the duration of the effect). Treat this as sickens those nearby. The stone must
the githyanki for use in a struggle with a a net attack, except that the strand has be thrown (range increment 10 feet) or
splinter group of githzerai who had taken 15 hit points and takes double damage hurled from a sling (using that weapon’s
up the practice of meldshaping (Knowl- from fire. normal range increment) as a ranged
edge [the planes] DC 15). attack. If the stone strikes its target, it
Poison Touch: You can make a melee deals no damage but bursts into a cloud of
Prerequisites: Craft Wondrous Item, touch attack with the rod to deliver a noxious vapor. If a stench stone misses its
divest essentia. virulent contact poison (Fort DC 16, 1d6 target, it is consumed without effect.
Con/1d6 Con).
Cost to Create: 350 gp, 28 XP, 1 day. Any living creature struck by a stench
Prerequisites: Craft Rod, poison, web. stone becomes nauseated for 1 round (Fort
SPHERE OF Cost to Create: 7,500 gp, 600 XP, DC 13 negates). Regardless of the success
AWAKENING 15 days. or failure of the save, the target exudes a
stench for 3 rounds that causes all crea-
Price (Item Level): 1,800 gp (5th) SPOOL OF tures within 10 feet of it to be sickened
Body Slot: — (held) ENDLESS ROPE for the remaining duration of the stench
Caster Level: 9th (Fort DC 13 negates). Creatures immune
Aura: Moderate; (DC 19) abjuration Price (Item Level): 1,400 gp (5th) to poison are unaffected by stench stones;
Activation: Swift (mental) Body Slot: — (held) any effect that neutralizes or delays
Weight: 1 lb. Caster Level: 9th poison also protects against the effect.
Aura: Moderate; (DC 19) conjuration
This fist-sized sphere of crystal is perfectly Activation: — Once activated, this item is expended
clear. Weight: 1 lb. and cannot be used again.

A sphere of awakening allows you to This spool of silk rope comes with a belt loop Prerequisites: Craft Wondrous Item,
silently rouse your allies from slumber, so that it can be hung conveniently at the ghoul touch.
even if magically created. When you user’s side.
activate the sphere, all allies in a 60-foot- Cost to Create: 150 gp, 12 XP, 1 day.
radius burst are immediately awakened A spool of endless rope holds an unlimited
amount of the finest silk rope.

186

This bronze spike sparks with static electricity. CHAPTER 4

A stunning spike becomes invisible 1 round TOOLS
after you plant it firmly in the ground.
Thereafter, as soon as any creature comes
within 10 feet of it, the spike bursts into
fragments, stunning all creatures in a
20-foot radius for 1 round (Will DC 20
negates). This effect destroys the spike.

During the round that a stunning spike
remains visible after being planted, any
creature can safely remove it from the
ground (a standard action) to render it
harmless and ready for reuse.

Prerequisites: Craft Wondrous Item,
symbol of stunning.

Cost to Create: 4,500 gp, 360 XP, 9 days.

STRAND OF Stench stone SUMMONER’S TOTEM Illus. by J. Thomas
ACID PEARLS
STRAND OF Price (Item Level): 3,100 gp (8th)
Price (Item Level): 10,700 gp (13th) LIGHTNING Body Slot: — (held)
Body Slot: — (held) Caster Level: 3rd
Caster Level: 11th Price (Item Level): 4,350 gp (9th) Aura: Faint; (DC 16) conjuration
Aura: Moderate; (DC 20) conjuration Body Slot: — (held) Activation: —; see text
Activation: Standard (thrown) Caster Level: 7th Weight: 2 lb.
Weight: 1 lb. Aura: Moderate; (DC 18) evocation
Activation: Standard (thrown) This crudely carved, foot-long wooden rod bears
Seven green pearls stud this silver chain. One is Weight: 1 lb. a vaguely animal visage at its head.
large, and the others are in three progressively
smaller pairs. The stones slosh as though filled Seven coils of brightly polished copper wire A boon for those who magically conjure
with liquid. dangle from this strand of interwoven silver animals to aid them in combat, a summoner’s
and copper threads. totem allows instantaneous enhancement of
Each of the seven pearls on this chain your summoned allies. When you summon
can be detached and thrown up to 50 Each of the seven coils on this chain can a single animal using a summon nature’s ally
feet. When a pearl strikes its destination, be detached and thrown. When thrown, a spell, you can cast another spell targeting
it explodes into a 20-foot-radius, 20- coil explodes into a 30-foot line of lightning the summoned creature as a swift action.
foot-high, cylinder-shaped cloud of acid originating from you. Each creature in the The second spell must be no higher than
centered on the end point. This cloud area takes electricity damage based on the 3rd level, it must target the summoned
deals acid damage to any creature in the size of the coil (Reflex DC 14 half). creature (and only the summoned creature),
area (Reflex DC 19 half). its casting time must be no longer than 1
Each of the four smallest coils deals 3d6 standard action, and it expends the spell or
A strand of acid pearls has four different points of damage. The next larger two each spell slot as normal.
sizes of pearls, each of which deals a dif- deal 5d6 damage, and the largest coil deals
ferent amount of acid damage. The two 7d6 points of damage. For example, immediately after sum-
smallest each deal 3d6 points of damage, moning a brown bear with summon nature’s
each of the next larger pair deals 5d6 Prerequisites: Craft Wondrous Item, ally IV, you could cast bull’s strength upon
points of damage, each of the next larger lightning bolt. that bear as a swift action (as long as you
pair deals 7d6 points of damage, and the were adjacent to the bear). You couldn’t use
largest pearl deals 9d6 points of damage. Cost to Create: 2,175 gp, 174 XP, 5 days. the totem to cast obscuring mist (since that
spell doesn’t target the bear).
Prerequisites: Craft Wondrous Item, acid STUNNING SPIKE
storm (SC 7). Prerequisites: Craft Wondrous Item, speak
Price (Item Level): 9,000 gp (12th) with animals, summon nature’s ally II.
Cost to Create: 5,350 gp, 428 XP, Body Slot: — (held)
11 days. Caster Level: 13th Cost to Create: 1,550 gp, 124 XP, 4 days.
Aura: Strong; (DC 21) enchantment
Activation: Standard (manipulation) SURVIVAL POUCH
Weight: 1/2 lb.
Price (Item Level): 3,300 gp (8th)
Body Slot: — (held)
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (manipulation)
Weight: 5 lb.

187

CHAPTER 4 This pouch looks like it’s seen its share of increases by 100 pounds per point of A talisman of undying fortitude functions
rough use. It is tattered and stained from use bonus granted by the item. two times per day.
TOOLS in the wild.
Prerequisites: Craft Wondrous Item, bull’s Prerequisites: Craft Wondrous Item, veil
Five times per day, you can reach into a strength, Tenser’s floating disk. of undeath (SC 229).
survival pouch and retrieve your choice of
one of the following items. You can draw Cost to Create: 250 gp, 20 XP, 1 day. Cost to Create: 4,000 gp, 320 XP, 8 days.
out the same item five times in one day,
draw out five different items, or produce TALISMAN OF TANGLEPATCH
any combination of up to five items. UNDEAD MASTERY
Price (Item Level): 200 gp (2nd)
Each item lasts for 8 hours or until indi- Price (Item Level): 3,000 gp (7th) Body Slot: — (held)
cated below, whichever comes first. Body Slot: — (held) Caster Level: 3rd
• Trail rations for one Medium creature Caster Level: 3rd Aura: Faint; (DC 16) transmutation
Aura: Faint; (DC 16) necromancy Activation: Standard (thrown)
for one day. Activation: Swift (mental) Weight: 1 lb.
• Two gallons of water stored in a water- Weight: —
Vines, creeping ivy, and gnarled roots
skin. The waterskin disappears if it is This tarnished silver skull fits comfortably in knot together to form this dense tangle of
emptied completely. a human hand. vegetation.
• A tent and two bedrolls sized for
Medium creatures. A talisman of undead mastery benefits To use a tanglepatch, you must throw it
• A 50-foot coil of hempen rope. any character capable of either turning (it can be thrown up to 50 feet). When it
• A shovel. or rebuking undead. The talisman has lands, it creates an entangle effect (as the
• A campfire (about 2 feet square). The fire 3 charges, which are renewed each day spell) centered on the point of impact,
can be left to burn, or it can be pulled at dawn. Spending 1 or more charges with a duration of 5 rounds. Once acti-
apart to produce eight lit torches. Each increases your effective cleric level for the vated, a tanglepatch is expended and cannot
removed torch lasts for 1 hour and purpose of a single turn or rebuke undead be used again.
reduces the remaining burning time check, which must be made before the end
of the campfire by 1 hour. If the fire of your turn. Prerequisites: Craft Wondrous Item,
is extinguished, the unburnt portion entangle.
vanishes. 1 charge: Increase effective turning
• A composite shortbow (+1 Str bonus) level by 2. Cost to Create: 100 gp, 8 XP, 1 day.
and a quiver of 20 arrows. The bow
disappears 1 round after the last arrow 2 charges: Increase effective turning THORN POUCH
has been drawn from the quiver. level by 3.
• A mule with bit, bridle, saddle, and sad- Price (Item Level): 4,400 (9th)
dlebags (treat as a summoned creature, 3 charges: Increase effective turning Body Slot: —
except that it will not fight for you). level by 4. Caster Level: 9th
Prerequisites: Craft Wondrous Item, Aura: Moderate; (DC 19) conjuration
major creation. Prerequisites: Craft Wondrous Item, com- Activation: Swift (manipulation)
Cost to Create: 1,650 gp, 132 XP, 4 days. mand undead. Weight: 1 lb.

TALISMAN OF Cost to Create: 1,500 gp, 120 XP, 3 days. This greenish sack is sticky with sap.
THE DISK
TALISMAN OF A thorn pouch allows you to bring forth
Price (Item Level): 500 gp (3rd) UNDYING FORTITUDE several types of magical plant effects for
Body Slot: — (held) offensive and defensive purposes. A pouch
Caster Level: 3rd Price (Item Level): 8,000 gp (11th) has 5 charges, which are renewed each day
Aura: Faint; (DC 16) transmutation Body Slot: — (held) at dawn. Spending 1 or more charges when
Activation: Standard (command) Caster Level: 15th you place your hand within the bag allows
Weight: — Aura: Strong; (DC 22) necromancy you to draw forth a single thorn that has
Activation: Swift (command) one of the following effects (each as the
This convex lens of crystal dangles from a chain Weight: — spell of the same name, but with a dura-
carved from blue glass. tion of 9 rounds):
This plum-sized skull carved from silver is
Activating a talisman of the disk creates a tarnished black. 1 charge: Entangle.
Tenser’s floating disk (PH 294). The disk can 3 charges: Spike growth.
hold 300 pounds and lasts for up to 3 hours A talisman of undying fortitude allows you 5 charges: Wall of thorns.
(or until dismissed with another standard to take on some of the physical qualities To use a thorn after drawing it forth, you
action). The disk’s maximum range from of undead. When you activate the talis- drop it into your own space or any adjacent
you is 30 feet. man, you gain immunity to poison, sleep square (a free action). After 1 round, the
effects, paralysis, stunning, disease, death thorn produces the desired effect. If you
If you are also wearing a magic item effects, critical hits, nonlethal damage, don’t drop a thorn within 1 round after
that provides an enhancement bonus to physical ability damage, ability drain, drawing it, it disappears with no effect.
Strength, the disk’s carrying capacity energy drain, fatigue, exhaustion, death Prerequisites: Craft Wondrous Item,
from massive damage, and any effect that entangle, spike growth, wall of thorns.
requires a Fortitude save. Also, you do Cost to Create: 2,200 gp, 176 XP, 5 days.
not need to breathe. This effect lasts for
3 rounds.

188

casting dragons, and powerful wizards
(Knowledge [religion] DC 20).

Prerequisites: Craft Wondrous Item,
Sanctify Relic, secret page.

Cost to Create: 2,750 gp, 220 XP, 6 days.

TOME OF THE STILLED CHAPTER 4
TONGUE [RELIC]
TOOLS
Price (Item Level): 7,500 gp (11th)
Body Slot: —
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: See text
Weight: 5 lb.

Tome of You have a 50% chance This thick, leather-bound manuscript has a Illus. by W. England & W. Reynolds
ancient lore of finding any arcane spell of particularly disgusting decoration—a desic-
the highest level you can cast, and cated tongue nailed to its front cover.
TOME OF a 100% chance to find any other spell that
ANCIENT LORE [RELIC] you can cast. The book functions in this A tome of the stilled tongue is a treasure trove
manner once per day. of arcane potential. If you are neutral evil,
Price (Item Level): 5,500 gp (10th) To use the relic power, you must wor- chaotic evil, lawful evil, or neutral, the
Body Slot: — ship Boccob and either sacrifice a 5th-level book reveals full instructions for creating
Caster Level: 20th divine spell slot or have the True Believer a lich’s phylactery and offers 500 blank
Aura: Strong; (DC 25) transmutation feat and at least 9 HD. spell pages that function like those in
Activation: 1 hour; see text Lore: Allegedly penned by Boccob Boccob’s blessed book (DMG 249).
Weight: 2 lb. himself and “borrowed” from his library,
the original tome disappeared for centu- Relic Power: A tome of the stilled tongue
This ancient, leather-bound book is stuffed ries. Eventually, copies began to appear in also contains directions for eldritch
to overflowing with yellowing sheets of the possession of arcane colleges, spell- mental exercises designed to strengthen
parchment. your spellcasting. If you have established
the proper divine connection and read the
A boon to arcane spellcasters of all sorts, a appropriate section of the tome (requir-
tome of ancient lore contains every conceiv- ing 1 hour of mental exercises), you can
able spell. Perusing it for 1 hour gives you increase your effective caster level for all
a +5 competence bonus on Knowledge spells by 1 for 24 hours. However, because
(arcana) and Spellcraft checks the exercises are mystically strenuous,
made that day, provided that you doing them reduces your full normal hit
are neutral, neutral good, neutral
evil, lawful neutral, or chaotic neu- point total by 1 per character level
tral. The hour spent studying the while the caster level increase is
tome is in addition to any time you in effect. This ability functions
spend preparing spells.
once per day.
Relic Power: Though the pages To use the relic power, you must
of this book contain all the world’s worship Vecna and either sacrifice
arcane knowledge, a tome of ancient lore a 5th-level divine spell slot or
is cursed with a deliberately confusing, have the True Believer feat and at
ever-changing system of cross-referenc- least 9 HD.
ing. Because its pages constantly rearrange Lore: The grisly cover decora-
themselves, apparently at random, find-
ing any useful information by browsing tion on the original tome of the stilled
the book is impossible. However, if you tongue once belonged to a former
have established the proper divine con- cleric of Vecna who couldn’t keep
nection, you can use a tome of ancient lore her order’s secrets. Now five copies
while preparing arcane spells to prepare are known to exist, but the origins of
a single spell that isn’t in your spellbook. the other four tongues have never been
revealed (Knowledge [religion] DC 20).
Prerequisites: Craft Wondrous Item,
Sanctify Relic, Scribe Scroll, secret
page.

Cost to Create: 3,750 gp, 300 XP,
8 days.

Tome of the stilled tongue 189

TOME OF 3 charges: Gain a +8 competence bonus This lantern is elaborately crafted from flame-
WORLDLY MEMORY
on your caster level check to overcome touched iron, burnished to a silvery hue. A
Price (Item Level): 1,500 gp (5th)
Body Slot: — (held) spell resistance. continuous, translucent white flame flickers
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation You can divide the 3 charges between within, though it sheds no heat.
Activation: 1 minute or 1 standard
spells, or spend all three to enhance a
action; see text
Weight: 1 lb. single spell. For example, you could grant A truelight lantern continually emanates

This small book is bound in hammered three spells each a +4 bonus, one spell a +6 bright light as a continual flame spell.
silver and engraved with the continents of
the world. bonus and another a +4 bonus, or a single Its true power can be activated by speak-

A tome of worldly memory allows you to spell a +8 bonus. No spellbook can have ing the word “reveal” in Celestial. Once
call upon the secret memories of the
world to aid you in unlocking forgot- more than one of these items affixed to it is activated, a truelight lantern provides
ten knowledge. By studying the
CHAPTER 4 book for 1 minute, you gain it, and you can’t gain benefits from more bright illumination in a 60-foot cone and
a +5 competence bonus on
TOOLS a single Knowledge check. than one eye in a given day. shadowy illumination for another 60
The tome functions three
times per day. Prerequisites: Craft Wondrous Item, abil- feet beyond that. Everything within the

If you have at least 5 ity to prepare 3rd-level arcane spells. 60-foot cone of bright illumination can
ranks in the Knowledge
skill in question, you need Cost to Create: 3,500 gp, 280 XP, 7 days. be seen as if all viewers were under the
only peruse the book as a stan-
dard action to gain its benefit. effect of a true seeing spell. This effect lasts

Prerequisites: Craft Wondrous for 10 minutes.
Item, fox’s cunning.
Tome of Tomebound eye A truelight lantern can normally be
Cost to Create: 750 gp, 60 XP, 2 days. worldly memory activated once per day, but can be

TOMEBOUND EYE activated additional times if a true
OF BOCCOB
of Boccob seeing spell is cast into it (over-
Price (Item Level): 7,000 gp (11th)
Body Slot: — riding the normal targeting
Caster Level: 5th
Aura: Faint; (DC 17) enchantment restriction of the spell). Each
Activation: Standard (command)
Weight: — casting of true seeing allows

The watchful Eye of the Uncaring One stares a lantern to be activated one
out from this seal.
more time per day.
When affixed to a wizard’s spellbook, this
Illus. by B. Hagan seal provides a focus for arcane energy. Glyph Prerequisites: Craft Wondrous
A tomebound eye of Boccob has 3 charges, seal Item, true seeing.
which are renewed each day at dawn. Cost to Create: 18,000 gp,
Spending 1 or more charges when you
prepare your wizard spells from a spell- Greater 1,440 XP, 36 days.
book to which a tomebound eye is attached
grants one or more spells a competence glyph seal
bonus on caster level checks to overcome
a target’s spell resistance. TROLL GUT ROPE WILDING CLASP

1 charge: Gain a +4 competence bonus Price (Item Level): 500 gp (3rd) Price (Item Level): 4,000 gp (8th)
on your caster level check to overcome Body Slot: — (held) Body Slot: —
spell resistance. Caster Level: 7th Caster Level: 5th
Aura: Moderate; (DC 18) conjuration Aura: Faint; (DC 17) transmutation
2 charges: Gain a +6 competence bonus Activation: Standard (command) Activation: —
on your caster level check to overcome Weight: 7 lb. Weight: —
spell resistance.
One end of this pile of pungent-smelling intes- This 3-inch-long gold chain has a clasp on
tines has been tied with an intricate knot. each end.

Once per day, you can command this 50- A wilding clasp can be attached to any item
foot rope to grow up to 350 feet in length. worn on the body. When so worn, a clasp
Any length beyond the original 50 feet prevents the worn item from melding into
decays to nothingness after 12 hours. If your new form when you use wild shape
the large knot on one end is ever untied or (as long as the item could reasonably be
cut open, the rope’s magic is destroyed. worn by the new form). Thus, the item
remains fully functional and can be used
Prerequisites: Craft Wondrous Item, normally in your new form.
minor creation.
Prerequisites: Craft Wondrous Item,
Cost to Create: 250 gp, 20 XP, 1 day. wild shape.

Cost to Create: 2,000 gp, 160 XP, 4 days.

TRUELIGHT LANTERN

Price (Item Level): 36,000 gp (17th)
Body Slot: — (held)
Caster Level: 11th
Aura: Moderate; (DC 20) divination
Activation: — and standard (command)
Weight: 3 lb.

190

Illus. by A. Swekel

magic item set consists of three to six thematically LORE
linked magic items that provide extra bonuses or
effects when worn together. The abilities scale or accu- Characters who have ranks in Knowledge (arcana) or Knowl-
mulate with the number of items worn. A character edge (the planes), or who have the bardic knowledge ability,
gains a particularly potent effect when all the items can research the armor of the watching master to learn more
of a set are worn or used together. about these items. When a character succeeds on a check,
the following lore is revealed, including the information
ARMOR OF THE from lower DCs.
WATCHING MASTER
DC 15: The first set of the armor of the watching master
Those who wear the armor of the watching master know what it belonged to a powerful elf paladin who returned from
feels like to be in command and to sense what others miss. They planar travel wearing the items. The paladin founded an
possess unnatural sight and unusual powers to blind, burn, and organization devoted to guardianship and order, and sets of
bully their enemies. Individually, each piece of the armor of the the armor of the watching master became standard issue for
watching master provides a useful ability, but only those with the the highest-ranking members of that group. The organiza-
full set know its true powers. tion, called the Watchful Eyes, collapsed due to internal
strife one hundred years ago, and now sets of this armor
The armor of the watching master works best in the hands of a continue to appear from time to time in the hands of vari-
barbarian or other melee warrior. As medium armor, a breastplate ous individuals.
of terror allows a barbarian to use his fast movement ability, and
its damage reduction stacks with the barbarian’s. The armor of DC 20: The Watchful Eyes collapsed because many
the watching master also provides other advantages useful to any of its paladin members became blackguards at about
melee-oriented character, such as frightening or blinding foes, the same time that its founder vanished. Lacking lead-
ignoring hardness, and overcoming damage reduction. Note that ership and warring internally, the group eventually
the Strength bonus provided by the armor of the watching master disintegrated.
can be increased using the rules in Chapter 6.
DC 25: Stories persist that the founder of the orga-
nization was the first to fall from grace, and that she
returned from the planes tainted by evil. The stories don’t
say how she managed to hide this from other members of the

191

CHAPTER 5 Watchful Eyes or why she founded the
group, but supposedly the dark side of the
MAGIC ITEM Watchful Eyes persists as a cultlike order
SETS of barbarians and blackguards who wear
pieces of the armor of the watching master as
Illus. by F. Vohwinkel a sign of their devotion to the cult. Armor of the watching master

DC 30: A check result of 30 or higher As a +1 adamantine breastplate, this item Prerequisites: Craft Magic Arms and
reveals the location of another piece of the grants damage reduction 2/—. A breast- Armor, cause fear, possession of a piece
set. Use this to drive further adventure plate of terror’s damage reduction stacks of the set.
and direct the PCs toward some location or with damage reduction gained as a class
story you would like them to explore. feature (but not from any other source). Cost to Create: 1,500 gp (plus 10,200 gp
For example, a 10th-level barbarian would for adamantine breastplate), 120 XP,
COLLECTION BENEFITS have damage reduction 4/—. 3 days.

Wearing pieces of the armor of the watching In addition, once per day immediately GAUNTLETS OF
master allows you to command or frighten after you have been damaged by a melee DESTRUCTION
foes, blind and burn enemies, or crush attack, you can activate this armor to
objects that impede your vision. Wearing render a foe that just wounded you fright- Price (Item Level): 6,610 gp (11th)
the entire set grants you vision that can ened for 1 round. If the enemy succeeds on Body Slot: Hands
pierce invisibility. a DC 20 Will save, it is shaken for 1 round Caster Level: 6th
rather than frightened. Aura: Moderate; (DC 18) evocation,
When all four pieces of the armor are
worn, the staring eyes marking each item transmutation
appear to come to life, becoming blood-
shot, yellow-pupiled orbs that look around
of their own accord.

2 Pieces: You gain a +2 bonus on initia-
tive checks.

4 Pieces: You gain a +5 competence
bonus on Spot checks. Once per day, you
can speak the command word of “Cabiri”
and activate the armor with a standard
action to gain the effect of a see invisibility
spell for 3 minutes.

BREASTPLATE OF
TERROR

Price (Item Level): 13,200 gp (14th)
Body Slot: Body
Caster Level: 5th
Aura: Faint; (DC 17) necromancy
Activation: — and immediate (mental)
Weight: 30 lb.

This adamantine breastplate bears an emblem
of a wide, staring eye surrounded by raised rays
of glittering mithral.

Armor of the Watching Master Pieces and Abilities

Body

Piece Slot Price (Level) Ability
+5 on Intimidate checks; 1/day command
Mask of mastery Face 3,500 gp (8th) Light at will; 3/day blinding fire cone
+2 Strength; 3/day treat attack as adamantine
Helm of wounding sight Head 6,500 gp (10th) +1 adamantine breastplate; 1/day frighten foe

Gauntlets of destruction Hands 6,610 gp (11th)

Breastplate of terror Body 13,200 gp (14th)

Armor of the Watching Master Collection Benefits

Pieces Worn Benefit

2 pieces +2 on initiative checks

4 pieces +5 on Spot checks; 1/day see invisibility for 3 min.

192

Activation: — and swift (command) When a helm of wounding sight is activated, ARRAY OF THE CHAPTER 5
Weight: 2 lb. the embossed pupil sheds light with the MANTICORE
brightness of a light spell until it is com- MAGIC ITEM
Each of these spiked steel gauntlets has an manded to cease or the helm is removed. This striking set of magic items grants you SETS
embossed image of an eye on its back. Each eye the freedom of the skies and the power to
has an emerald for a pupil. In addition, three times per day, a helm wreak havoc from above. Crafted in honor
of wounding sight can be activated to emit of their namesake creature, the array of the
Gauntlets of destruction grant you a +2 an instantaneous 60-foot-long cone of manticore is tailored for the individual who
enhancement bonus to Strength. bright, burning light. This cone deals fights in the air or fights airborne foes,
2d6 points of fire damage and blinds all bestowing the ferocity of a manticore and
In addition, you can activate the gaunt- creatures in the area for 1 round. Creatures its fearsome sting.
lets to enable the next melee attack made that succeed on DC 20 Reflex saves take
during your turn to overcome damage half damage and are dazzled for 1 round. Characters focused on making ranged
reduction and ignore hardness as if the weapon attacks get the most benefit from
attack were made with an adamantine Prerequisites: Craft Wondrous Item, the array of the manticore. Scouts and rang-
weapon. This ability functions three light, burning hands, possession of a piece ers see the most benefit, since an airborne
times per day. of the set. scout can skirmish more easily and a
ranger’s combat styles prove useful.
Gauntlets of destruction are masterwork Cost to Create: 3,250 gp, 260 XP, 6 days.
spiked gauntlets and can be used as a LORE
weapon. You can enhance a gauntlet MASK OF MASTERY
beyond its base abilities by using the rules Characters who have ranks in Knowledge
for crafting a magic weapon, but each Price (Item Level): 3,500 gp (8th) (arcana), or who have the bardic knowl-
gauntlet must be enhanced separately. Body Slot: Face edge ability, can research the array of the
Caster Level: 5th manticore to learn more about these items.
Prerequisites: Craft Magic Arms and Aura: Faint; (DC 17) enchantment When a character succeeds on a check, the
Armor, bull’s strength, shatter, possession Activation: — and standard (command) following lore is revealed, including the
of a piece of the set. Weight: 1 lb. information from lower DCs.

Cost to Create: 3,000 gp (plus 610 gp This steel half-mask covers only the lower DC 15: A hobgoblin sorcerer crafted the
for two masterwork spiked gauntlets), face. Over the wearer’s mouth, an emblem first array of the manticore for his favorite
240 XP, 6 days. depicting a large eye with a crystal for its pupil bugbear bodyguard. This bugbear rode a
stares forth. tamed manticore into battle, and it seemed
HELM OF fitting to the hobgoblin to reward his
WOUNDING SIGHT Wearing a mask of mastery causes the servant’s skill and bravery with a tribute
wearer’s voice to sound more commanding to his ferocity.
Price (Item Level): 6,500 gp (10th) and authoritative, adding a +5 competence
Body Slot: Head bonus on Intimidate checks. DC 20: A group of humans and halfings
Caster Level: 5th attacked the goblinoid stronghold. The
Aura: Faint; (DC 17) evocation When activated, this mask allows you to goblins were eventually defeated, but only
Activation: Standard (command) utter a command (as the spell; Will DC 20 after many of the invaders died from the
Weight: 1 lb. negates). Unlike the command spell, this javelins and spikes cast down upon them
effect is not language-dependent—the from the air. The few survivors divided
This steel helmet covers all of the wearer’s head target needs only to be able to hear you. up the array of the manticore among them-
but the face. A single huge eye with a crystal This ability functions once per day. selves, not understanding the power the
pupil is embossed on the helm’s forehead. items held when worn together. When
Prerequisites: Craft Wondrous Item, com- one of the halflings inherited a second
mand, possession of a piece of the set.

Cost to Create: 1,750 gp, 140 XP, 4 days.

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BEHIND THE CURTAIN: set feels more like working off a debt than seeking something
MAGIC ITEM SETS fun. Instead, the balancing factor of the sets comes from the PC
using his item slots for the items of the set instead of items that
The concept of thematically linked sets of magic items that might be more advantageous.
provide more power when used together has a great pedigree
in fantasy fiction, but D&D has largely ignored this concept. The value of a collection benefit stays within certain boundar-
Magic Item Compendium presents item sets to remedy that. ies. The collection benefit for two pieces should equal roughly
The collection benefits of each set are carefully designed to 10% of the combined cost of the two cheapest items in the set.
provide appealing bonus abilities that aren’t unbalancing. The Thereafter, collection benefits are valued at roughly 25% of the
character never pays gold for these extra powers: Their value is cost of the cheapest item or combination of items you need to
not added to the costs of the items in the set. We don’t want a reach the threshold of gaining the ability. The capstone ability
player whose item set components have not yet yielded any ad- of the set might be as much as 30% of the value of the most
ditional abilities to feel like he has paid too much for his items. expensive item in the set.
If a character must somehow pay for the ability, collecting the

pqqqqqqqqqqqqqqqqqqqqrs

193

CHAPTER 5 piece from a fallen Each of these fine steel bracers is inlaid with a
companion, she dis- golden image of a swooping manticore.
MAGIC ITEM covered the power of feather
SETS fall granted by possessing two Bracers of aerial combat grant you a +1 com-
pieces of the array. When this petence bonus on attack rolls if you or the
Illus. by J. Thomas knowledge spread among With the complete set of this array, foe you attack is airborne.
the others, infight- you can summon a manticore
ing broke out, and to serve you Prerequisites: Craft Wondrous Item, gust
eventually only two of wind, possession of a piece of the set.
remained. They made a truce, (CL 5th). You can negate or renew this
and each parted to investigate power as a swift (mental) action. Cost to Create: 2,500 gp, 200 XP, 5 days.
the means of creating the miss-
ing companion pieces. In this 5 Pieces: You can summon a manti- GLOVES OF
way, use and knowledge of the core (as if using a summon monster spell) ENDLESS JAVELINS
array spread. with a swift (mental) action, which fights
on your behalf for 5 rounds. The man- Price (Item Level): 7,000 gp (11th)
DC 25: Although the array ticore has damage reduction 10/magic Body Slot: Hands
of the manticore bears no curse and gains a +5 competence bonus on Caster Level: 5th
or magic that makes one attack rolls. This ability functions two Aura: Faint; (DC 17)
vulnerable, legend says times per day, but summoning a second evocation
that the hobgoblin who manticore causes the first to disappear Activation: Free
created the first set also cre- if still present. (command)
ated a spell whereby he could Weight: —
command the movements of BRACERS OF
the wearer by impelling the AERIAL COMBAT This pair of black leather gloves is set with
items to move, accomplishing a jerky, golden studs, each embossed with the image
puppetlike control over a wearer’s body. Price (Item Level): 5,000 gp (9th) of a manticore’s head.
This spell also prevented the items from Body Slot: Arms
being removed. Many have sought the Caster Level: 5th Gloves of endless javelins allow you to rain
spell or attempted to recreate it, but no Aura: Faint; (DC 17) evocation death down on your enemies. When you
one is known to have succeeded. Activation: — activate these gloves, a +1 javelin made of
Weight: 1 lb. pure force appears in your hand.
DC 30: A check result of 30 or higher
reveals the location of another piece of the A javelin created by the gloves lasts
set. Use this to drive further adventure until you resolve an attack with it or
and direct the PCs toward some location or until the end of your turn, whichever
story you would like them to explore. comes first.

Array of the Manticore Prerequisites: Craft Magic Arms and
Armor, Craft Wondrous Item, magic mis-
Collection Benefits sile, possession of a piece of the set.

Pieces Worn Benefit Cost to Create: 3,500 gp, 280 XP, 7 days.

2 pieces Feather fall at will HELM OF THE HUNTER

5 pieces 2/day summon Price (Item Level): 9,000 gp (12th)
Body Slot: Head
manticore Caster Level: 5th
Aura: Faint; (DC 17) divination
COLLECTION BENEFITS Activation: — or standard (mental)
Weight: 1 lb.
Wearing any two pieces of the array of the
manticore grants you freedom from the This gold and mithral helm looks like the
threat of falling damage. Wearing the full bristle-bearded head of a manticore.
set allows you to call upon a manticore for
aid, bringing it into battle on swift wings A helm of the hunter grants you a +5 com-
to rain death down upon your foes. petence bonus on Spot checks and the

2 Pieces: You function as though
perpetually affected by a feather fall spell

Array of the Manticore Pieces and Abilities

Body

Piece Slot Price (Level) Ability
+1 attack while you or foe is airborne
Bracers of aerial combat Arms 5,000 (9th) Create temporary +1 javelin
DR 10/magic against ranged attacks if you or foe is airborne
Gloves of endless javelins Hands 7,000 (11th) +5 Spot; Far Shot; 1/daylow-light vision anddarkvision for 4 hours
5/day fly 60 ft. (good) for 5 rounds
Medallion of aerial defense Throat 8,000 (11th)

Helm of the hunter Head 9,000 (12th)

Winged vest Torso 12,000 (13th)

194

benefit of the Far Shot feat. These effects FIVE VIRTUES dripstone. In it they found some barely CHAPTER 5
function continuously. preserved records of the knightly order.
Whether brave or meek, you will wake The incomplete records claimed a dead MAGIC ITEM
When you activate this helm, you gain to valor when girded with the five vir- mind flayer community lay sealed beneath SETS
low-light vision and darkvision out to 60 tues, legendary implements of courage the lake, and within that carcass of ancient
feet for 4 hours. This ability functions brandished by knights of a previous age. evil lay one or more pieces of the five virtues
once per day. When the five virtues are worn in part or stolen from the knights.
in whole, bold heroism blazes within
Prerequisites: Craft Wondrous Item, your chest. DC 30: A check result of 30 or higher
clairaudience/clairvoyance, darkvision, pos- reveals the location of another piece of
session of a piece of the set. These five items were created to help the set. Use this to drive further adven-
knights uphold their values. The abili- ture and direct the PCs toward some
Cost to Create: 4,500 gp, 360 XP, 9 days. ties granted by the set bolster various location or story you would like them
abilities of that class (PH2 24), but the to explore.
MEDALLION OF items are also useful for warriors of other
AERIAL DEFENSE disciplines. COLLECTION BENEFITS

Price (Item Level): 8,000 gp (11th) LORE The wearer of the five virtues gains benefits
Body Slot: Throat that aid his ability to fight honorably and
Caster Level: 3rd Characters who have ranks in Knowledge help his allies.
Aura: Faint; (DC 16) abjuration (nobility and royalty), or who have the
Activation: — bardic knowledge ability, can research the When you wear two pieces of the set,
Weight: — five virtues to learn more about these items. your eyes shine and sparkle with brav-
When a character succeeds on a check, the ery. When you wear all five virtues and
This medallion is composed of a manticore’s following lore is revealed, including the activate the power of the shield of vigor,
head and wings exquisitely crafted in gold and information from lower DCs. the virtues take on a silvery sheen as if
hung from a black leather band. lit from a plane where valor and virtue
DC 15: In an age now past, an order of rule supreme.
A medallion of aerial defense grants you knights was chartered to defend against
damage reduction 10/magic against illithid incursions. For hundreds of years, 2 Pieces: You gain a +1 morale bonus
ranged weapons, as long as either you or the knights fought against all manner of on Will saves.
your attacker is airborne. infiltration, control, and even attempts at
invading small border kingdoms. Through 5 Pieces: Adjacent allies gain a +1
Prerequisites: Craft Wondrous Item, pro- it all, the knights prevailed, relying on bonus to AC.
tection from arrows, possession of a piece their code to give them strength and
of the set. resolve. This code was a manifestation ARMBAND OF
of five virtues upon which the order was CONFRONTATION
Cost to Create: 4,000 gp, 320 XP, 8 days. founded.
Price (Item Level): 1,400 gp (5th)
WINGED VEST Those virtues came to be embodied Body Slot: Arms
in a special set of magic items called, Caster Level: 5th
Price (Item Level): 12,000 gp (13th) appropriately enough, the five virtues. The Aura: Faint; (DC 17) evocation
Body Slot: Torso items exemplified honor, freedom, valor, Activation: —
Caster Level: 5th vigilance, and sacrifice. Weight: —
Aura: Faint; (DC 17) transmutation
Activation: Swift (command) DC 20: The knightly order is long gone, This bright red band is worn around the
Weight: 2 lb. and even its name is lost to history. How- bicep.
ever, archivists have studied relics found
This black leather vest is decorated with fine in the ancient ruins of their stronghold. While wearing an armband of confrontation,
black scales and has a pair of dragonlike wings Through knowledge gained thereby, your fighting challenge (PH2 25) lasts an
folded against its back they learned about the lost virtues of the extra 3 rounds.
knights. Archivists suspect, based on
When you activate a winged vest, it unfolds clues unearthed in their delvings, that Prerequisites: Craft Wondrous Item,
its manticore wings and allows you to fly at some or all of the five virtues might yet be divine favor, possession of a piece of the
a speed of 60 feet (good maneuverability) found in far-separated keeps, or perhaps set.
for 5 rounds. in isolated treasures of long-lived subter-
ranean monsters. Cost to Create: 700 gp, 56 XP, 2 days.
A winged vest functions five times per
day. DC 25: Recently, a group of miners CRYSTAL OF ALACRITY
opened a new face on a coal seam they
Prerequisites: Craft Wondrous Item, fly, had found long ago. Almost immediately Price (Item Level): 3,500 gp (8th)
possession of a piece of the set. they broke into a cavity long sealed from Body Slot: — (armor crystal)
the surface. The cavity contained a warm, Caster Level: 5th
Cost to Create: 6,000 gp, 480 XP, salty lake in which eyeless, albino, many- Aura: Faint; (DC 17) transmutation
12 days. legged creatures swam. Unable to plumb Activation: —
the lake’s depth, the miners did find an Weight: —
ancient ruin on the lake’s edge—some
sort of fortress, calcified under years of This small crystal bears a carved relief of an
armored knight.

195

Five Virtues Pieces and Abilities

Body

Piece Slot Price (Level) Ability
1,400 gp (4th) Fighting challenge lasts 3 extra rounds
Armband of confrontation Arms 1,400 gp (5th) Grant ally extra save against fear effect
1,500 gp (5th) Immediately stand if knocked prone
Standard of valor Shoulders 3,500 gp (8th) +5 ft. speed crystal)
6,170 gp (10th) +1 heavy shield grants fast healing 5 for 3 rounds
Medal of steadfast honor Throat

Crystal of alacrity — (armor

Shield of vigor — (held)

Five Virtues Collection Benefits

Pieces Worn Benefit

CHAPTER 5 2 pieces +1 on Will saves

MAGIC ITEM 5 pieces Adjacent allies gain +1 AC
SETS
When attached to medium or heavy This heavy gold medal is engraved with a grif- SHIELD OF VIGOR
Illus. by F. Vohwinkel armor, this lesser augment crystal (see fon about to take flight.
page 221 for details) grants you a +5-foot Price (Item Level): 6,170 gp (10th)
morale bonus to your land speed. If you are knocked prone, you can acti- Body Slot: — (held)
vate a medal of steadfast honor to instantly Caster Level: 5th
Prerequisites: Craft Magic Arms and regain your feet in the space where you Aura: Faint; (DC 17) conjuration
Armor, longstrider, possession of a piece were standing. Activation: Swift (command)
of the set. Weight: 15 lb.
A medal functions once per day, but
Cost to Create: 1,750 gp, 140 XP, 4 days. if you have the knight’s challenge class This solid shield is lacquered in white with an
feature (PH2 25), you can activate the image of a gold dragon at the center. A single
MEDAL OF medal again by expending a daily use of red tear falls from the dragon’s left eye.
STEADFAST HONOR that ability.
This +1 heavy steel shield rewards you for
Price (Item Level): 1,500 gp (5th) Prerequisites: Craft Wondrous Item, your unwavering loyalty and self-sacrifice.
Body Slot: Throat feather fall, possession of a piece of the When you activate the shield, you gain fast
Caster Level: 5th set. healing 5 for 3 rounds.
Aura: Faint; (DC 17) transmutation
Activation: Immediate (mental) Cost to Create: 750 gp, 60 XP, 2 days.
Weight: —

196 Five virtues

A shield of vigor functions once per day, FLEET The warriors received pieces of the fleet CHAPTER 5
but if you have the knight’s challenge WARRIOR’S warrior’s array as an indication of rank. The
class feature (PH2 25), you can activate highest-ranking members owned all three MAGIC ITEM
the shield again by expending a daily use ARRAY and were elevated out of the ranks of the SETS
of that ability. legion to serve as an elite cadre of Green
The fleet warrior’s array is a work of art, Runner guards for the royal family. Each
Prerequisites: Craft Magic Arms and both in craftsmanship and magic. Apart, of the elves in this group effectively held
Armor, vigor (SC 229), possession of a the items prove a great boon, but together the rank of general and acted as an advisor
piece of the set. they make their wearer as swift as the to the king and queen, a position to which
wind and just as elusive. The items in this every Green Runner could aspire.
Cost to Create: 3,000 gp (plus 170 for set enable the elf warriors it was designed
masterwork heavy steel shield), 240 XP, for to move exceptionally quickly, as well Tales of the Green Runners have trav-
6 days. as to fight effectively under any conditions eled widely, and in many of the lands
and in all types of terrain. While wearing surrounding their former kingdom, elves
STANDARD OF VALOR this set, these warriors were almost impos- and half-elves tell tales of their bravery
sible to capture or even slow down. and prowess. An elf or half-elf wearing an
Price (Item Level): 1,400 gp (5th) item from the fleet warrior’s array is often
Body Slot: Shoulders; see text The fleet warrior’s array should appeal to mistaken for one of the Green Runners
Caster Level: 10th virtually any character, though spellcast- by those who know the stories.
Aura: Moderate; (DC 20) abjuration ers get less benefit from bracers of blinding
Activation: Immediate (command) strike than adventurers who focus on DC 20: When the elf kingdom was
Weight: 4 lb. weapon attacks. Rogues and other stealthy conquered by its enemies, the Green
characters in particular should consider Runner generals went into hiding, taking
This magnificent standard is emblazoned with the fleet warrior’s array. Gaining an extra with them the pregnant queen and the
the image of a red griffon. sneak attack while flanking can be criti- last hope of preserving the dynasty. They
cal, and the benefits to mobility provided vanished into the depths of a huge and
This magic banner is part of a wide mantle by the array allow a rogue to focus less on ancient forest, and efforts to locate their
you can wear attached to your shoulders. skills such as Tumble and Escape Artist, hideout proved futile.
The standard can also be affixed to a pole, and instead invest in other useful skills.
spear, or polearm, thus freeing up your When the Green Runners fled into
shoulders slot but requiring you to wield LORE the forest with the elf queen they split
the weapon to which it is attached in order into many small groups to confuse their
to gain the item’s benefit. Characters who have ranks in Knowledge pursuers. The group that guarded the
(arcana), or who have the bardic knowl- queen never rejoined the rest, and now
The standard enhances your ability edge ability, can research the fleet warrior’s the Green Runners who remain search
to inspire your allies on the battlefield. array to learn more about these items. for clues to what happened to their leader
When you activate a standard of valor, you When a character succeeds on a check, and her child. If the queen gave birth, the
can grant one ally within 60 feet another the following lore is revealed, including royal heir would now be an adult, perhaps
save against a fear effect currently affect- the information from lower DCs. ignorant of his or her heritage.
ing him or about to affect him.
DC 15: The fleet warrior’s array was DC 25: Some say that the Green Runner
A standard of valor functions once per created by an elf kingdom for a legion generals were traitors to the elf kingdom,
day, but if you have the knight’s challenge of warriors chosen for their speed and and they kidnapped the queen for some
class feature (PH2 25) or the marshal’s endurance. Called the Green Runners, personal gain. Those who tell these tales
grant move action class feature (MH 13), these warriors received special training blame the fall of the empire on the gen-
you can activate the standard of valor again that built upon their talents. They were erals, because the king lacked his best
by expending a daily use of one of those noted for tirelessly running long distances fighters and advisors when the kingdom
abilities. and for acting as expert scouts and com- was attacked and was forced to divide
mandos. The Green Runners were the his attention between two foes. That
Prerequisites: Craft Wondrous Item, kingdom’s elite fighting force, and bands the Green Runners now seek the queen
remove fear, possession of a piece of the of Green Runners were occasionally sent and her child there can be no doubt, but
set. to aid the kingdom’s allies. whether the Green Runners who seek
them are the generals or those from the
Cost to Create: 700 gp, 56 XP, 2 days. rank and file, none can say.

Fleet Warrior’s Array Pieces and Abilities

Body

Piece Slot Price (Level) Ability
+2 initiative; 3/day extra attack with full attack
Bracers of blinding strike Arms 5,000 gp (9th) +10 speed; pass without trace; not slowed by difficult terrain;
1/day water walk
Sandals of the light step Feet 9,000 gp (12th) 3/day freedom of movement for 3 rounds

Vest of free movement Torso 12,000 gp (13th)

Fleet Warrior’s Array Collection Benefits

Pieces Worn Benefit

2 pieces +2 AC against attacks of opportunity

3 pieces Dimension door 1/day

197

CHAPTER 5 DC 30: A check result of 30 or higher SANDALS OF THE GARB OF THE
reveals the location of another piece of the LIGHT STEP HUNTING CAT
MAGIC ITEM set. Use this to drive further adventure
SETS and direct the PCs toward some location or Price (Item Level): 9,000 gp (12th) Although made of mere steel and skin, the
story you would like them to explore. Body Slot: Feet garb of the hunting cat presents a powerful
Illus. by W. England Caster Level: 5th combination of abilities that makes any
COLLECTION BENEFITS Aura: Faint; (DC 17) transmutation wearer a deadly predator. This garb gives
Activation: — and swift (mental) you the rending claws, incredible stealth,
Parts of the fleet warrior’s array give their Weight: 1 lb. and hunting ability of a tiger. While
wearer the ability to dance in and out of anyone can wear the garb and become like
melee with impunity, and wearing the These exquisite sandals are made of mithral the beast, only the most skilled combat-
whole set allows the wearer to instanta- and green leather, and they bear intricate ants can use the abilities of the garb of the
neously travel to a nearby location and overlapping pieces of leather crafted to look hunting cat to their fullest.
take others along. When someone wears like leaves.
the entire set, the mithral parts of the Characters of any melee-oriented class
items turn into glowing emeralds that Wearing a pair of sandals of the light step can find the garb of the hunting cat useful,
briefly leave a trail of green light in the provides you with a +10-foot enhancement but the set provides benefits most suited
air as the wearer moves. bonus to your base land speed, and you to rangers, rogues, ninjas, and scouts.
can ignore any extra movement costs for Feats that help you capitalize on the set’s
2 Pieces: You gain a +2 dodge bonus to difficult terrain (PH 148). You also leave no abilities include Spring Attack and Two-
AC against attacks of opportunity. tracks, as if affected by pass without trace. Weapon Fighting.

3 Pieces: You can use dimension door When you activate these sandals, you LORE
(CL 7th) as a standard (command) action gain the benefit of a water walk spell for
once per day. 60 minutes. You can share this effect with Characters who have ranks in Knowledge
up to five allies adjacent to you when you (arcana), or who have the bardic knowl-
BRACERS OF activate the sandals, though doing this edge ability, can research the garb of the
BLINDING STRIKE reduces the overall duration accordingly. hunting cat to learn more about these items.
For example, if you share the effect with When a character succeeds on a check, the
Price (Item Level): 5,000 gp (9th) one other person, the duration is 30 min- following lore is revealed, including the
Body Slot: Arms utes apiece; if you share it with 5 other information from lower DCs.
Caster Level: 12th people, the duration is 10 minutes apiece.
Aura: Strong; (DC 21) transmutation This ability functions once per day. DC 15: The garb of the hunting cat first
Activation: — and swift (command) came to light due to a number of shocking
Weight: 1 lb. Prerequisites: Craft Wondrous Item, attacks upon human and elf settlements.
longstrider, pass without trace, water walk, The countryside was terrorized by strange,
This pair of elegant bracers is crafted from possession of a piece of the set. tigerlike people who would slaughter
green leather with mithral tracery that looks whole villages. The creatures were dif-
like vines. Tiny, leaf-shaped plates of silver Cost to Create: 4,500 gp, 360 XP, 9 days. ficult to track and, when overmatched,
branch off the mithral to create a glimmer- vanished into thin air. When at last one
ing pattern. VEST OF
FREE MOVEMENT
These bracers grant you a +2 compe-
tence bonus on initiative checks. This Price (Item Level): 12,000 gp (13th)
is a continuous effect and requires no Body Slot: Torso
activation. Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
When you activate bracers of blinding Activation: Swift (command)
strike, you can make one additional attack Weight: —
with any weapon you are holding, as long
as you have already used the full attack This forest green vest is set with fine mithral
action during the turn. This attack is studs. Whorls of silver thread create vinelike
made at your full base attack bonus, plus designs that crawl over its surface.
any modifiers appropriate to the situa-
tion. This effect is not cumulative with When activated, a vest of freedom grants
any other effect that grants you an extra you freedom of movement (as the spell) for
attack when making a full attack, such as 3 rounds. This ability functions three
the Rapid Shot feat, a speed weapon, or times per day.
the haste spell.
Prerequisites: Craft Wondrous Item,
This ability can be used three times freedom of movement, possession of a piece
per day. of the set.

Prerequisites: Craft Wondrous Item, Cost to Create: 6,000 gp, 480 XP,
haste, possession of a piece of the set. 12 days.

Cost to Create: 2,500 gp, 200 XP, 5 days.

Claw gloves

198

was killed, the victors discovered not a and direct the PCs toward some location or CHAPTER 5
monster but a man wearing the garb of story you would like them to explore.
the hunting cat. MAGIC ITEM
COLLECTION BENEFITS SETS
DC 20: Those who attacked the
elves and humans were members The garb of the hunting cat provides you Illus. by W. England
of a cult of rakshasa worshipers. with a deadly rending attack and the
Each of the cultists was outfit- Garb of the hunting cat power to disappear from sight. When
ted with a set of the garb of the wearing the entire garb of the hunting cat,
hunting cat, and participat- you take on the appearance of a humanoid
ing in a “hunt” against other tiger during combat. When this occurs,
humanoids was a necessary the fur on the various items appears to
part of the rite of passage to be that of a living creature, making you
receive a set. Most of the sets appear something like a bestial rakshasa
ended up in the hands of those or weretiger.
who survived cultist assaults
and were later sold.Many who 2 Pieces: If, during your turn, you hit
now wear parts of the garb of the a single foe with both a primary claw
hunting cat are ignorant of the set’s glove attack and an off-hand claw glove
bloody history. attack, the second attack rends, dealing

DC 25: The raksasha at the center an extra 3d6 points of damage. You
of the cult was confronted, but it can rend only once per round.
escaped and might still be alive. It’s
said that the evil creature can be 3 Pieces: Once per day, you can
recognized in any form it adopts use invisibility on yourself (CL 3rd)
because its natural form has pure as a standard (mental) action.
white fur without stripes, and it
seems incapable of creating hair CLAW GLOVES
with any pigment when it adopts
another shape. Price (Item Level): 5,604 gp
(10th)
Many of those who have
collected the entire garb of the Body Slot: Hands
hunting cat set have died by Caster Level: 5th
the claws of some kind of Aura: Faint; (DC 17)
an animal. Stories abound
of hunting trips gone wrong, transmutation
supposedly domesticated beasts Activation: —
going wild, and even of ter- Weight: 1 lb.
rible bloody deaths behind
locked doors that no animals These gloves are made from tiger
should be able to penetrate. The skin and fitted with sharp steel
common thread through all these claws on the end of each finger.
stories is that the death occurred when
the owner of the garb was not wearing it. Claw gloves are treated as a
If the rakshasa is at fault, as many suspect, pair of +1 punching dag-
its motives remain a mystery because the gers for the purpose
pieces are always left behind with the body of fighting with them
of their owner. when both are worn.
However, wearing claw
DC 30: A check result of 30 or higher gloves does not inhibit your
reveals the location of another piece of the
set. Use this to drive further adventure ability to wield other weap-
ons or otherwise use your hands.

In addition, if you charge or use Spring
Attack while you are wearing claw gloves

Garb of the Hunting Cat Pieces and Abilities

Body

Piece Slot Price (Level) Ability
Gain Track (or +5 Survival); low-light vision
Mask of the tiger Face 4,000 gp (8th) +1 punching daggers; two claw attacks on charge or Spring Attack
+5 on Hide and Move Silently; +1d6 against foes denied Dex bonus
Claw gloves Hands 5,604 gp (10th) to AC

Mantle of the predator Shoulders 8,000 gp (11th)

Garb of the Hunting Cat Collection Benefits

Pieces Worn Benefit

2 pieces Rend with claw gloves

3 pieces 1/day invisibility

199


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