This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item, and unless otherwise stated, activating a wondrous item is an action.
A character can only wear one magic item in each location (head, eyes, shoulders, neck, chest, belt, wrists, hands, feet). Putting on a second necklace or a second belt, for example, has no effect. The exception to this rule is rings. A character can wear two rings and benefit from both magical effects.
The items listed on this page do not take up a location slot. See subpages for wondrous items that take up a location slot.
Some powers and magic items use extra-dimensional spaces. The bag of holding, the handy haversack, and the portable hole are the most notable.
These items create a space that doesn’t exist in any dimension, and so they don’t function inside another extra-dimensional space. For example, the contents of a bag of holding taken into an extra-dimensional space with plane shift become inaccessible until the bag leaves the space.
The bag of holding and the portable hole have special considerations.
If a bag of holding is put into a portable hole, a rift to the Astral Plane opens: both items and their contents are sucked into the void and lost forever.
If a portable hole is placed into a bag of holding, a gate to the Astral Plane opens. Both items are destroyed, while all creatures in a four-yard radius are drawn to the plane.
This beautiful, ripe, red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make a Spirit roll or be stricken by eternal sleep, the same as the witch’s hex of that name. The victim can only be awakened by a casting of dispel at -2, wish, or a kiss from someone of royal blood.
Price: 2,500 gp; Weight: —; Craft: Eternal Sleep hex; 1,125 gp.
This common-looking cloth sack is about 2’ by 4’ in size, but inside it opens into a vast nondimensional space. Whatever is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
If overloaded, the bag of holding and all of its contents are destroyed and lost, forever. Likewise, if the bag is ruptured, it and all its contents are destroyed. The bag’s owner can sense the volume used, making it possible to manage the space without accidentally destroying it or its contents.
Storing or retrieving an item from the bag requires an action. Lifeforms put into the bag can live for 10 minutes before being Incapacitated.
BAG WEIGHT MAX WEIGHT MAX VOLUME
Minor 25 lbs. 500 lbs. 70 cubic ft.
Major 50 lbs. 1,500 lbs. 250 cubic ft.
Price: 5,000 gp (minor), 10,000 (major); Weight: Special; Craft: 2,500 gp (minor), 5,000 gp (major).
This small sack appears empty, but anyone reaching into it feels a small fuzzy ball. When removed and thrown, the ball turns into an animal that serves the user for 10 minutes, or until it's slain, or dispelled.
D6 GREY BAG TAN BAG
1 Bat Dog/Wolf
2 Rat Horse
3 Bird of prey Cat, large
4 Cat, small Auroch
5 Snake, constrictor Bear
6 Dog / Wolf Rhinoceros
The bag can be used once per day, and the chosen animal is random. See the Bestiary for available statistics.
Price: 3,400 gp (grey), 16,000 gp (tan); Weight: —; Craft: Beast Friend; 1,700 gp (grey), 8,000gp (tan).
A folding boat looks like a small wooden box about 12 inches long, six inches wide, and six inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the command word is given, the box unfolds rapidly in the space of a single round to form a boat 10 feet long, four feet wide, and two feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, eight feet wide, and six feet deep. The folding boat cannot unfold if there isn’t enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries 15 with ease.
A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
Price: 7,200 gp; Weight: 4 lbs; Craft: Conjure item; 3,600 gp.
When taken to any airless environment, this corked glass bottle retains air within. Anyone who holds it can breathe from it as an action.
Price: 7,250 gp; Weight: 2 lbs; Craft: Environmental protection; 3,625 gp.
This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial (it takes one full round).
Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside once the cork manifests.
As soon as the cork is removed or the bottle is smashed, the message is released in the speaker's voice—then the bottle shatters.
Price: 300 gp; Weight: 1 lb; Craft: Sound; 150 gp.
This opaque orb contains the distilled essence of sunlight. Once per day, on command, it releases a small vial of sunlight that produces a bright light for one hour, during which time it provides enough energy to satisfy a Plant creature’s daily nourishment requirements. The light counts as natural sunlight in the area containing the vial. If the vial enters the space of an Undead creature with a weakness to sunlight, the creature can make a Spirit check at the start of each of its turns, with failure it is forced to retreat from the area. Shattering the vial extinguishes its light. After the orb has released 50 vials of sunlight, it loses its magical properties.
Price: 200 gp; Weight: —; Craft: Light; 100 gp.
This broad-stalked shrub branches into dozens of oversized dandelions. Creatures weighing less than 50 pounds can use a flower to slow their fall to a rate of 10 feet per round. While slowed, the flower carries the rider in the direction of the wind. The strength of the wind carries the rider between three and 30 yards.
If exposed to a windstorm, all of its seeds immediately blow away and the dandelion provides no further benefit. The benefits also end after four minutes or once the bearer hits the ground, whichever comes first. The plant produces one dandelion every day during its 13-week growing period during the spring, to a maximum of 20.
Price: 10,000 gp; Weight: 5 lbs; Craft: Fly; 5,000 gp.
This tiny glass bead transforms itself into a small (two-feet-tall) pile of burning logs
whenever its command word is spoken (a free action). The fire burns for eight hours or until extinguished, at which point it turns back into a bead.
The owner of the item must wait twice as long as the fire burned before he can order it
to become a campfire again.
Price: 720 gp; Weight: —; Craft: Power with fire Trapping; 200 gp.
This white tallow candle burns for no more than one hour. When alight, it creates a zone of truth in a Medium Blast Template. Anyone within must tell the truth unless they pass a Spirit check at -4. If the candle is snuffed before the hour ends, the effect is canceled and the candle ruined.
Price: 2,500 gp; Weight: 1/2 lb; Craft: 1,250 gp.
This beautiful and intricate rug is able to fly through the air as if affected by a fly spell of unlimited Duration. The size, carrying capacity, and speed of the different carpets are shown on the table below.
Each carpet has its own command word that activates it. If the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions and the Piloting skill.
A flying carpet can carry up to double its capacity, but doing so reduces it to Pace 6.
SIZE DIMENSIONS CAPACITY PACE
Small 5 ft. by 5 ft. 200 lbs Pace 7
Large 10 ft. by 10 ft. 800 lbs Pace 7
Price: 20,000 gp (small), 60,000 gp (large); Weight: 8 lbs (small) or 15 lbs (large); Craft: Fly; 10,000 gp (small), 30,000 (large).
This dark iron pot is large enough to accommodate a single Size 0 creature (or multiple Size -1 or smaller creatures). When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by zombie with the Permanent modifier. Each corpse animated uses up 25 gp in materials and the cauldron can animate one corpse per round, even if multiple small creatures are in it at the same time.
The user of the cauldron commands the undead so created—up to 12 undead at a time; animating more beyond this limit causes earlier specimens to become uncontrolled.
Price: 30,000 gp; Weight: 35 lbs; Craft: Zombie; 15,000 gp.
Once per day, this enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people. Once per week it can also be commanded to create a heroes’ feast for up to 12 people, which grants all who consume it a Benny. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
Price: 15,000 gp; Weight: 25 lbs; Craft: Conjure item; 7,500 gp.
The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single normal size creature. When the cauldron is filled with pure water and certain rare and sacred herbs (costing 10,000 gp if available), and a deceased creature is placed inside it, the cauldron can restore the creature to life as if from resurrection.
The cauldron can function once per day.
Price: 33,000 gp; Weight: 35 lbs; Craft: Resurrection; 16,500 gp.
When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using locate.
Price: 42,000 gp; Weight: 5 lbs; Craft: Locate; 21,000 gp.
A chime of opening is a foot-long hollow mithral tube. It can be pointed at a container, door, or gate and struck, sending forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on, but only opens one form of lock at a time.
A chime of opening also automatically dispels powers locking these portals. A chime can be used a total of 10 times before it cracks and becomes useless.
Price: 6,000 gp; Weight: 1 lb; Craft: 3,000 gp.
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it plays (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from one round to 20 minutes) until the box begins to produce the desired sound. The noise is as loud as 40 people and persists for 2d6 rounds.
Price: 2,000 gp; Weight: 2 lbs; Craft: Sound; 1,000 gp.
This solid red brick changes its shape to match its bearer’s holy symbol. If the bearer has the Channel Energy ability, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures.
Success on the healing roll restores targeted mundane items, but a raise is required to restore magical items. Repairing large objects requires multiple castings, each one repairing up to 720 lbs or 72 cubic feet of material.
Price: 10,000 gp; Weight: 1 lb; Craft: Conjure item; 5,000 gp.
Remove the stopper from this ordinary-looking flask and speak a command word to generate fresh or saltwater. Separate command words determine the type of water as well as the volume and velocity.
“Stream” pours out one gallon per round.
“Fountain” produces a five-foot-long stream at five gallons per round.
“Geyser” produces a 20-foot-long, one-foot-wide stream at 30 gallons per round.
The geyser effect can be used to Push a foe of Size 2 or less. This requires no attack roll, but both the wielder of the decanter and the target must make a Strength roll at -2 or be knocked prone and pushed back 1d6”. (This has no effect on creatures of Size 4 or larger.)
The command must be spoken to stop it.
Price: 9,000 gp; Weight: 2 lbs; Craft: 4,500 gp.
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major illusion of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 6" (12 yards) away from where the card landed, but otherwise moves and acts as if it were real.
At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
A randomly generated deck is usually complete, but may be discovered (with a 1 on a d10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.
Price: 8,100 gp; Weight: 1/2 lb; Craft: Illusion; 4,000 gp.
Tarot Card Playing Card Creature
IV. The Emperor Ace of Hearts Red Dragon
Knight of Sword King of Hearts Male human fighter
Queen of Staves Queen of Hearts Female human wizard
King of Staves Jack of Hearts Male human druid
VII. The Chariot Ten of Hearts Cloud Giant
Page of Staves Nine of Hearts Ettin
Ace of Cups Eight of Hearts Bugbear
Five of Staves Two of Hearts Goblin
III. The Empress Ace of Diamonds Glabrezu (demon)
Two of Cups King of Diamonds Male elf wizard
Queen of Swords Queen of Diamonds Half-elf ranger
XIV. Temperance Jack of Diamonds Harpy
Seven of Staves Ten of Diamonds Male half-orc barbarian
Four of Pentacles Nine of Diamonds Ogre mage
Ace of Pentacles Eight of Diamonds Gnoll
Six of Pentacles Two of Diamonds Kobold
II. The High Priestess Ace of Spades Lich
Three of Staves King of Spades Human clerics x3
Four of Cups Queen of Spades Medusa
Knight of Pentacles Jack of Spades Male dwarf paladin
Seven of Swords Ten of Spades Frost giant
Three of Swords Nine of Spades Troll
Ace of Swords Eight of Spades Hobgoblin
Five of Cups Two of Spades Goblin
VIII. Strength Ace of Clubs Iron golem
Page of Pentacles King of Clubs Halfling rogues x3
Ten of Cups Queen of Clubs Pixie
Nine of Pentacles Jack of Clubs Half-elf bard
Nine of Staves Ten of Clubs Hill giant
King of Swords Nine of Clubs Ogre
Ace of Staves Eight of Clubs Orc
Five of Cups Two of Clubs Kobold
Two of Pentacles or Staves Red or Black Joker Illusion of deck’s owner
This magical powder horn holds 20 doses of black powder. Furthermore, when a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum.
When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally.
Price: 2,000 gp; Weight: 1 lb; Craft: Environmental protection; 1,000 gp.
This fine metallic powder is stored in small silk packets or stoppered ceramic tubes. When the user scatters the dust into the air, it coats everything in a Medium Blast Template. Invisible creatures become visible, stealth checks made by affected creatures are made at -4, and all illusions within are dispelled.
A packet or tube of dust provides one use.
Price: 1,800 gp; Weight: —; Craft: Detect arcana; 900 gp.
This dust looks like dust of appearance and is typically stored in the same manner.
Sprinkling it on a creature or object causes it to become invisible, even to those with magical detection abilities such as detect arcana. Only dust of appearance counters dust of disappearance.
Dust of disappearance lasts 2d6 rounds, rolled by the Game Master—the user never knows when the Duration will expire!
Price: 3,500 gp; Weight: —; Craft: Invisibility and 1,750 gp.
This quiver has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 arrow-sized objects.
The second, slightly longer compartment holds up to 18 javelin-sized objects. The third and longest portion of the case contains as many as six bow-sized objects (spears, staves, or the like).
The quiver can quickly produce any stored item the wearer desires as a free action.
Price: 1,800 gp; Weight: 2 lbs; Craft: Shrink; 900 gp.
An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or broken (an action), an elemental appears. The elemental is under the control of the creature that broke the gem.
The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.
Price: 2,250 gp; Weight: —; Craft: Summon monster, summon nature's ally; 1,125 gp.
This strange bubbling elixir bestows the ability to spit gouts of flame. The user can breathe fire as a limited action up to three times after drinking the elixir, dealing 3d6 fire damage in a Cone Template. This can be Evaded.
Unused blasts dissipate one hour after the liquid is consumed.
Price: 1,100 gp; Weight: —; Craft: Burst; 550 gp.
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy. Increase the character's Notice by one die type for one hour.
Price: 250 gp; Weight: —; Craft: Detect arcana; 125 gp.
This sight can be attached to a two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon. A firearm wielder can make a single attack on his turn with a firearm that has this sight. When he does, he gets a free reroll on a failed attack roll.
Price: 4,000 gp; Weight: 1 lb; Craft: Farsight; 2,000 gp.
Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below, and each one is usable only once.
A feather token has no specific features to identify it unless its magic aura is viewed— even tokens with identical powers can vary wildly in appearance.
Anchor: Creates an anchor that moors a craft in water, even a rushing river, so as to render it immobile for up to one day.
Bird: Creates a bird that can deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.
Fan: Forms a huge flapping fan, causing a breeze of sufficient strength to propel a ship (about 25 mph). The wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to eight hours. It does not function on land.
Swan Boat: Forms a swan-like boat capable of moving on water at Pace 12. It can carry eight horses and gear, 32 human-sized characters, or any equivalent combination. The boat lasts for one day.
Tree: Causes a great oak to spring into being (five-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: Transforms into a huge leather whip! It wields itself and attacks just like a dancing weapon. It has Fighting d8 and causes 2d4 nonlethal damage. The whip lasts no longer than one hour.
Price: 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip); Weight: —; Craft: Conjure item; 25 gp (anchor), 150 gp (bird), 100 gp (fan), 225 gp (swan boat), 200 gp (tree), 250 gp (whip).
Each of the several kinds of figurines of wondrous power is a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature. The creature obeys and serves its owner, and unless otherwise stated, understands Common but does not speak.
If a figurine is broken or destroyed in its statuette form, it is forever ruined. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
Below are the most common figurines:
Bronze Griffon: A bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to six hours per use. When that time has passed, or when the command word is spoken, the griffon once again becomes a tiny statuette.
Ebony Fly: An ebony fly is the size of a pony (use Light Horse), with Flight Pace 12 and no Fighting skill or natural weapons. It can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, it again becomes a tiny statuette.
Golden Lions: These figurines come in pairs and become normal adult male lions (or revert to statuettes) when the command word is spoken. They can be used once per day for up to one hour. If slain, the lions cannot be brought back for one full week.
Ivory Goats: These figurines come in threes. Each goat looks slightly different from the others, and each has a different function:
The Goat of Traveling: A speedy and enduring mount equal to a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week— continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than one day before it can again be used.
The Goat of Travail: This statuette becomes an enormous creature with the statistics of a nightmare (see the Bestiary, or use the profile for the Heavy Horse in this book if it isn't available), with the addition of a pair of large, wicked horns (Str+d6). It can be called to life only once per month for up to 12 hours at a time.
The Goat of Terror: The proper command word causes this statuette to become a destrier-like mount with the statistics of a horned horse (Str+d8+2, may gore) and the Fear -2 Special Ability. It can be used once every two weeks for up to three hours per use.
Marble Elephant: This is the largest of the figurines, about the size of a human hand. Upon utterance of the command word, it grows to the size and specifications of a true elephant. The statuette can be used four times per month for up to 24 hours at a time.
Obsidian Steed: Only careful inspection reveals this small, black, lump of stone vaguely resembles some form of quadruped. On command, it becomes a fantastic mount. Treat it as a heavy horse with the following Innate Powers, usable once per round at will: fly, plane shift, and intangibility. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit.
Onyx Dog: This statuette changes into a creature with the same properties as a dog endowed with Smarts d6. It can communicate in Common and has exceptional olfactory and visual abilities that grant it +1 to Notice checks, Darkvision 10” (20 yards), and the ability to see invisible creatures. An onyx dog can be used once per week for up to six hours. It obeys only its owner.
Serpentine Owl: This figurine becomes a normal-sized horned owl. The transformation can take place once per day, with a maximum duration of eight continuous hours. The owl communicates with its owner by telepathic means, informing her of all it sees and hears.
Silver Raven: This silver figurine turns into a raven on command (but retains its metallic consistency). It obeys the commands of its owner, including delivering written messages, but it has no ability to speak or communicate telepathically. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
Slate Spider: This statuette of a spider with stubby legs can be used once per day for one minute. When activated, the figurine sprouts longer, segmented legs, and scampers about the activator, picking lint off robes, chiseling grime from armor, or otherwise grooming its activator.
If commanded to do so as a free action, it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot can be rerolled even if it was a Critical Failure. When animated, a slate spider has one Wound. An animated slate spider will never willingly leave its animator.
Price: 10,000 gp (bronze griffon), 10,000 gp (ebony fly), 16,500 gp (golden lions), 21,000 gp (ivory goats), 17,000 gp (marble elephant), 28,500 gp (obsidian steed), 15,500 gp (onyx dog), 9,100 gp (serpentine owl), 3,800 gp (silver raven), 10,000 gp (slate spider); Weight: 1 lb; Craft: Shape change; 5,000 gp (bronze griffon), 5,000 gp (ebony fly), 8,250 gp (golden lions), 10,500 gp (ivory goats), 8,500 gp (marble elephant), 14,250 gp (obsidian steed), 7,750 gp (onyx dog), 4,550 gp (serpentine owl), 1,900 gp (silver raven), 5,000 gp (slate spider).
This preparation of herbs includes belladonna, mandrake, and foxglove (also known as “witch’s glove”) in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the fly spell) for up to nine hours.
Price: 2,250 gp; Weight: 1 lb; Craft: Fly; 1,125 gp.
A golem manual contains information, incantations, and magical power that can help a character to craft and maintain a golem. The instructions therein grant +2 on Repair rolls involving the construct created with this manual.
Each manual also holds the prerequisite spells needed for a specific golem in minor or major form (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Artificer Edge for the purpose of crafting, modifying, and repairing the golem.
The cost of the book does not include the cost of constructing the golem’s body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book’s ashes are sprinkled upon the golem, it becomes fully animated.
Price: 12,000 gp (clay), 8,000 gp (flesh), 35,000 gp (iron), 22,000 gp (stone); Weight: 5 lbs; Craft: Artificer, elemental manipulation; 6,000 gp (clay), 4,000 gp (flesh), 17,500 gp (iron), 11,000 gp (stone).
A greensurge bomb is a small, magically and alchemically treated plant bulb with a root growth that forms a handle. The bomb can be thrown at Range 3/6/12. When it strikes the ground, it bursts open, scattering weeds in a Medium Blast Template. The weeds rapidly grow into thick undergrowth, creating an area of Difficult Ground. The weeds flourish regardless of the surrounding area for five minutes before turning brown and crumbling to dust.
Price: 750 gp; Weight: 1 lb; Craft: Elemental manipulation; 375 gp.
This backpack is constructed of finely tanned, worn leather with brass hardware and buckles. It has one main compartment and two side pouches. Similar to a bag of holding, all three pouches access an extra-dimensional space.
The main compartment holds up to eight cubic feet in volume or 80 pounds of material. The side pouches hold two cubic feet or 20 pounds of weight. Regardless of how much is carried in the haversack, it always weighs five pounds.
The bearer can reach into the compartments or pouches for a specific item and find it on top and available as a limited free action.
Price: 2,000 gp; Weight: 5 lbs; Craft: Growth/shrink; 1,000 gp.
Every 10 minutes played, the player of this beautiful and ornate harp may make a Performance roll to cast the minor puppet power.
If any Performance roll fails, no one in the audience can be affected by the harp for 24 hours.
Price: 7,500 gp; Weight: 5 lbs; Craft: Puppet; 3,750 gp.
Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. Once per day, a person with the Favored Enemy ability may blow the horn to force one type of his Favored Enemy within 10" (20 yards) to make a Vigor roll or be Stunned. Creatures that cannot hear the horn are immune to its magic.
Price: 20,000 gp; Weight: 4 lbs; Craft: Smite; 10,000 gp.
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 3d6 sonic damage in a Cone Template and inflicts the Hard of Hearing (Minor) Hindrance for 2d6 rounds. Crystalline objects and creatures take 5d6 sonic damage.
If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 8d6 points of sonic damage to the person sounding it.
Price: 20,000 gp; Weight: —; Craft: Sound; 10,000 gp.
This elongated horn curves sharply at the end, almost making it seem more like an enormous pipe than a tool for the hunt. Once each day, a person with the Ranger Edge may blow the horn as a limited action; this grants his full Favored Enemy bonus against a single target to all allies within 5" (10 yards) who can see and hear him. The effect lasts for one minute.
Price: 5,000 gp; Weight: 5 lbs; Craft: Warrior's gift; 2,500 gp.
This magic instrument appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians (human Extras with the Barbarian Edge) to fight for the character who summoned them.
Each horn can be blown just once every seven days. Use the Bodyguard profile in summon ally for the stats of the barbarian.
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the appropriate equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until one hour has elapsed, whichever comes first.
Price: 50,000 gp; Weight: —; Craft: Summon ally; 25,000 gp.
These crystalline stones float in the air within three feet of their owner when activated. The powers of each stone vary depending on their color and shape (see the table below).
A stone's effect is permanent while it's active. If grasped or netted to separate it from its owner, its power is negated until restored.
Price: Varies; Weight: —; Craft: Half market price.
COLOR SHAPE EFFECTS MARKET PRICE
Clear Spindle Sustains creature without food or water. 4,000 gp
Deep red Sphere Increase Agility one die type. 20,000 gp
Incandescent blue Sphere Increase Spirit one die type. 20,000 gp
Pale blue Rhomboid Increase Strength one die type. 20,000 gp
Pink Rhomboid Increase Vigor one die type. 20,000 gp
Scarlet and blue Sphere Increase Smarts one die type. 20,000 gp
Dark blue Rhomboid Alertness (per the Edge). 12,000 gp
Iridescent Spindle Sustains creature without air. 18,000 gp
Pale lavender Ellipsoid Absorbs 15 Power Points of spell (as a Rod of Absorption). 30,000 gp
Pearly white Spindle Allows a natural healing roll once per day. 80,000 gp
Pale green Prism +1 to skill rolls. 120,000 gp
Vibrant purple Prism Contains 10 Power Points; recharges 1 per hour. 36,000 gp
Lavender and green Ellipsoid Absorbs 30 Power Points of spells (as a Rod of Absorption). 60,000 gp
This hooded lantern reveals all invisible creatures and objects within 5” (10 yards) when lit.
Price: 30,000 gp; Weight: 2 lbs; Craft: Detect arcana; 15,000 gp.
A lord’s banner is a cloth flag or standard, at least two feet wide and four feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when lying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.
A lord’s banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.
Crusades: This noble-looking lord’s banner emits an aura that prevents undead from being created and grants all allies within 10" (20 yards) +2 Parry vs undead. The banner displays the faith’s holy symbol along with the owner’s crest.
Swiftness: A group or army traveling under a lord’s banner of swiftness may make a forced march to cover great distances and still arrive ready for battle. All allies within one mile of the banner may reroll failed Vigor rolls made to resist Fatigue from travel and other exertions as long as they see the banner at least once each day (regardless of the weather).
Terror: Enemies of the bearer must make a Fear check when they first move within 5" (10 yards) of the banner and are able to see it. A creature only needs to make one Fear check due to this banner per day.
Price: 100,000 gp (crusades), 10,000 gp (swiftness), 56,000 (terror); Weight: 3 lbs; Craft: Warrior's gift; 50,000 gp (crusades), 5,000 gp (swiftness), 28,000 gp (terror).
Reading this arcane treatise permanently increases an attribute (chosen at creation) one die type. It takes a full week of Downtime to read the manual and reap its rewards. Once read, the book’s magical writing fades.
A single character may only ever increase one attribute via a manual of attribute increase.
Price: 82,000 gp; Weight: 5 lbs; Craft: Wish; 41,000 gp.
This crystal device is usually about four feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well-known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror.
A mirror of life trapping has 15 extradimensional compartments within it. Any creature coming within 5" (10 yards) of the device and looking at its own reflection must make a Spirit check at -2 or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection.
The probability of a creature seeing its reflection, and thus needing to make the check, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it.
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but Constructs and Undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind.
If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.
If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (Hardness 4), all victims currently trapped in it are freed.
Price: 200,000 gp; Weight: 50 lbs; Craft: Magic jar; 100,000 gp.
When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for one hour. Five vials of oil of silence can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.
Price: 250 gp; Weight: —; Craft: Silence; 125 gp.
Average in size and luster, this pearl allows the bearer to recast any one power they’ve already cast that day (including any Power Modifiers). The user must still make a skill roll to cast the power, but pays no Power Points.
The pearl only allows powers of the determined Rank or lower to be recast.
Price: 16,000 gp (Novice), 36,000 gp (Seasoned), or 64,000 gp (Veteran); Weight: –; Craft: Creator must be able to cast a spell of that Rank; 8,000 gp (Novice), 18,000 gp (Seasoned) or 32,000 gp (Veteran).
The beautiful pearl (value of at least 1,000 gp) enables its possessor to breathe in water as if she were in clean, fresh air. Her swim Pace is 9 and she can cast spells and act underwater without hindrance.
Price: 15,300 gp; Weight: —; Craft: Environmental protection; 8,150 gp.
This potent preparation causes a creature who drinks it to fall madly in love with the first being he or she perceives after consuming it.
If a romantic attraction is possible, the drinker falls in love with that person. Otherwise, the drinker’s love is a platonic adoration. The effects of the philter are permanent unless removed by a wish or power that can remove a curse.
Price: 13,000 gp; Weight: —; Craft: Empathy; 1,500 gp.
If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if rats are within 60" (120 yards). For each 10" (20 yard) distance the rats have to travel, there is a one-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a Performance check.
With success they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Performance check suffers a -1 penalty for each time the rats have been successfully called in a 24-hour period.
Price: 1,150 gp; Weight: 3 lbs; Craft: Empathy, summon monster; 575 gp.
When played by a character using Performance (the arcane skill roll), these shiny metallic pan pipes create a variety of sounds. The figment sounds are the equivalent of sound.
Price: 1,800 gp; Weight: 3 lbs; Craft: Sound; 900 gp.
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable, extra-dimensional space.
The portable hole is two yards in diameter when unfolded, but the user can fold it to become as small as a pocket handkerchief. When fully opened, it accesses an extra-dimensional hole four yards deep. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.
It contains enough air for one Size 0 creature for 10 minutes.
Price: 20,000 gp; Weight: –; Craft: Plane shift; 10,000 gp.
A jar of this unguent is three inches in diameter and one inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison. Applied to a diseased area, it removes disease. Rubbed on a wound, the ointment cures one Wound ignoring the Golden Hour.
Price: 4,000 gp; Weight: 1 lb; Craft: Healing; 2,000 gp.
These always come in pairs—two iron rings, each 18 inches in diameter. The rings must be on the same plane and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This device allows for instantaneous transport of items or messages, and even attacks.
A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate.
A Size -1 character can make an Athletics check to slip through. Smaller creatures can pass through easily. Each ring has an “entry side” and an “exit side,” both marked with appropriate symbols.
Price: 40,000 gp; Weight: 1 lb each; Craft: Teleport; 20,000 gp.
This strange, magical 20-yard rope is no thicker than a wand but strong enough to support 3,000 lbs. When held and commanded, it snakes its way forward, fastening itself securely wherever the user wants at Pace 3. It can unfasten and return upon command as well.
The rope may also negate situational penalties to Athletics (climbing) rolls where its magical properties can benefit the user (GM’s call).
Price: 3,000 gp; Weight: 3 lbs; Craft: 1,500 gp.
This 10-yard long coil of rope looks completely ordinary. On command, however, it lashes out to half its length to entangle a victim.
The rope grants its user the entangle power, and is cast with Athletics (throwing).
The rope is destroyed if severed.
Price: 21,000 gp; Weight: 5 lbs; Craft: Entangle; 10,500 gp.
This substance provides a +4 bonus on attempts to escape grappling or bindings. Anyone attempting to grapple this character suffers -2 to their rolls. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, characters in the area must make an Athletics check at -2 to move more than half their Pace. The salve requires eight hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).
Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.
Price: 1,000 gp; Weight: —; Craft: Speed; 500 gp.
This scabbard can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts minor smite on any blade placed within it.
Price: 16,000 gp; Weight: 1 lb; Craft: Smite; 8,000 gp.
This sight can be attached to a two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon. A firearm wielder using a firearm that has this sight can take a limited action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.
Price: 12,000 gp; Weight: 1 lb; Craft: Detect arcana; 6,000 gp.
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again.
The invisible sheathed weapon can still be detected by touch. Effects that detect or reveal invisible things work normally on the sheathed weapon.
Price: 5,000 gp; Weight: 2 lbs; Craft: Invisibility; 2,500 gp.
The Shoanti have developed numerous types of magical war paint, each providing a specific benefit to aid their hunters, warriors, and heroes in a variety of tasks. Shoanti war paint can be applied to any visible part of the body—typically the face, shoulders, legs, or arms.
Applying a dose of war paint is an action and anyone taking this action can't perform Multi-Actions the same round. A character can benefit from only one color of Shoanti war paint at a time and applying a dose of a different color replaces the effects of the previous application. Once Shoanti war paint is applied, its effects last for 24 hours.
Below are the eight most common colors and their effects.
Black: The wearer becomes cloaked in shadows and smoke, gaining Light Cover.
Blue: The wearer doubles her Pace.
Green: When the wearer uses the Inspire Heroics edge, he gains 1 additional Inspiration token.
Orange: The wearer gains +1 Toughness.
Red: The wearer gains Environmental Resistance: fire.
Silver: The wearer gains a +1 bonus to her Parry.
White: The wearer negates the first Energy Drain effect they suffer, the white war paint absorbs the effect and then fades away, ending the ongoing duration of the paint’s effect immediately.
Yellow: The wearer gains a +1 bonus on Notice checks.
Price: 1,800 gp (black/white), 900 gp (blue/green/orange/red/silver/yellow); Weight: —; Craft: Shoanti; 900 gp (black/white), 450 gp (blue/green/orange/red/silver/yellow).
These berries cause animals that eat them to transform into smaller and far less dangerous versions of themselves, unless they succeed at a Vigor check. The effect lasts for 24 hours. These berries can be concealed in meat or other typical foods of an animal’s diet.
Price: 300 gp; Weight: —; Craft: Shape change; 150 gp.
This shimmering paste-like substance can be applied to a weapon as an action. It gives the weapon the properties of alchemical silver for one hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
Price: 250 gp; Weight: —; Craft: Smite; 125 gp.
An empty soul jar can be used to contain a soul that has been successfully trapped in a black sapphire via soul bind. Holding the gemstone against the soul jar’s lid for 1 full round transfers the soul in the gem to the soul jar (which can hold the soul of a creature), leaving the black sapphire unharmed 50% of the time. The rest of the time, transferring the soul from gem to jar shatters the black sapphire.
A creature that can use soul bind can automatically place a captured soul in a held soul jar as the ability is used. A soul in a soul jar cannot travel to the Boneyard to be judged, but can be restored to life via resurrection or more powerful magic. A soul jar can contain only one soul at a time. Soul jars are fragile (Hardness 2); if a soul jar is broken, the soul held within immediately escapes to the Boneyard.
Price: 5,000 gp; Weight: —; Craft: Magic jar or zombie; 2,500 gp.
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with a special salve.
When found, a flask holds anywhere from one to seven ounces of the stuff (1d8-1, minimum 1).
One ounce covers one square foot of surface, bonding virtually any two substances together in a permanent union. It takes one round to set. If the objects are pulled apart (as a free action) before that time has elapsed, that application of the glue loses its stickiness and is worthless.
If the glue is allowed to set, attempting to separate the two bonded objects has no effect, except when Universal Solvent (see below) is applied to the bond. Sovereign glue is dissolved by universal solvent.
Price: 2,400 gp; Weight: —; Craft: 1,200 gp.
This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for one hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
Price: 2,700 gp; Weight: 2 lbs; Craft: Sound; 1,350 gp.
The owner of a luckstone gains the Luck Edge while it’s in their possession.
Price: 20,000 gp; Weight: —; Craft: 10,000 gp.
This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh. If an ounce of it is applied to the flesh of a non-petrified creature, it grants minor protection (stoneskin) for 10 minutes.
Price: 4,000 gp; Weight: 2 lbs; Craft: Protection, relief; 2,000 gp.
If this unremarkable utensil is placed in an empty container, the vessel fills with thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
Price: 5,400 gp; Weight: —; Craft: Conjure item; 2,700 gp.
As part of the crafting process, the creator grafts an actual eye into the palm of the recipient’s hand. The grafted eye is undetectable while closed and doesn’t hinder the user’s manual dexterity. When in use, the eye opens.
The owner of a third eye can use it to see through the donor creature’s remaining eye. The third eye can also be attuned to specially prepared bloodstones, allowing the user to observe things in each bloodstone’s vicinity as if the bloodstone were an eye as well. Preparing a bloodstone in this manner requires soaking it in a potion of major divination for a week, at the end of which the owner drinks the potion and spits the bloodstone into the hand bearing the third eye.
These bloodstones are often incorporated into magic items, allowing the user to gift such items to other creatures and thus gain a new viewpoint. This remote viewing ability functions at any range as long as the owner is on the same plane at the bloodstone. It also allows the owner to cast minor divination up to three times per day.
As long as the third eye is open in a hand that isn’t holding an object, the owner has All-Round Vision, gaining a +1 bonus on Notice checks. Rakshasas, whose fingers bend backwards, can use the powers of their third eyes while holding objects since their third eyes effectively look out of the “backs” of their hands.
If a third eye is removed from the owner’s body, it is destroyed. A third eye that remains in the owner’s palm but is damaged or otherwise blinded becomes useless until its sight is restored.
Price: 20,000 gp; Weight: —; Craft: Divination; 10,000 gp.
This foul-smelling gray paste is typically stored in a bone container. When smeared on a corpse, it preserves its state of decay for five days.
If smeared on a corporeal undead creature, it restores that creature’s living appearance for five days. This has no effect on the creature’s abilities, but does allow it to appear as a living creature and imparts a -2 penalty on Occult rolls to identify what type of undead creature it is.
Unguent of revivification is particularly popular in Geb, where many of that nation’s movers and shakers view it as a vanity item to mask the hideous truths of their undead flesh.
Price: 300 gp; Weight: 1 lb; Craft: 150 gp.
When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The unguent never wears off, although it can be magically removed (by dispel, for instance).
One flask contains enough material to coat eight Size 0 or smaller objects. Double the number of doses required for each increase in item Scale (Large, Huge, etc.).
Price: 150 gp; Weight: —; Craft: Relief; 75 gp.
This substance dissolves sovereign glue, tanglefoot bags, and any other adhesive. Applying the solvent is an action.
Price: 50 gp; Weight: —; Craft: 25 gp.
A small magical device patterned off ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. A badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol.
With a command word, the wayfinder shines as the light power. It can also act as a nonmagical (magnetic) compass, granting the user a free reroll on Survival (navigation) rolls.
All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder. The following list shows the common effects for some slotted ioun stones, though there may be others at the GM’s discretion.
Clear Spindle: Once per day as a limited action, the wearer can cast minor deflection on himself.
Deep Red Sphere: The wearer has the Brawler Edge as long as he have this ioun stone slotted.
Incandescent Blue Sphere: Once per day as a limited action, the wearer can cast minor darksight on himself.
Dark Blue Rhomboid: The wearer suffers no penalties to Notice rolls while asleep.
Iridescent Spindle: The wearer benefits from environmental protection as long as this ioun stone is slotted.
Pale Green Prism: Once per day as a limited action the wearer removes 1 Fatigue.
Vibrant Purple Prism: Once per day, the wearer can gain 2 Power Points as a limited action.
Price: 500 gp; Weight: 1 lb; Craft: 250 gp.
This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly).
If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily—it is a two-way portal.
Price: 82,000 gp; Weight: —; Craft: Plane shift; 41,000 gp.
A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. As an action, its possessor causes the fan to cast minor havoc (Cone Template). The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.
Price: 5,500 gp; Weight: —; Craft: Havoc; 2,750 gp.