Wondrous Items
This is a catch-all category for anything that isn't a ring, staff, rod, weapon, et cetera. Anyone can use a wondrous item (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually uses activated or command word, but details vary from item to item.
Wondrous items can be configured to do just about anything from create a breeze to improve ability scores. Many standard (and non-standard) wondrous items are described below.
Randomly choose a Wondrous Item
General
Amulet of Fortune Prevailing
Blessed by ancient gods of luck, this amulet allows its wearer to change his fortune. Once per day, after the amulet's wearer attempts a saving throw (but before it's determined whether the save succeeded), he may choose to reroll the saving throw. He must use the second result even if it's lower. The wearer can't use this ability if he has already rerolled the saving throw because of another ability he possesses nor can he use another ability he possesses to reroll the saving throw a second time. The amulet can be used only after it is worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
Moderate divination; CL 9th; Craft Wondrous Item, augury; Price 8,000 gp.
Source:Miniatures Handbook
Amulet of Health
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.
Moderate transmutation, CL 8th; Craft Wondrous Item, bear's endurance; Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); weight:-.
Source:Dungeon Master's Guide v.3.5
Amulet of Light
Long ago, these simple sunburst pendants were given to the order's front-line soldiers to aid in the destruction of their undead foes and to prevent their comrades from rising as undead even as they fell. Each of these pendants radiates a continual consecrate effect, as the spell.
Moderate evocation; CL 5th; Craft Wondrous Item, consecrate; Price 25,000 gp; Weight 1 lb.
Source:Dragon #342
Amulet of Mighty Fists
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Faint evocation; CL 5th; Craft Wondrous Item, magic fang, greater, creator's caster level must be at least three times the amulet's bonus; Price: 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).
Source:Dungeon Master's Guide v.3.5
Amulet of Natural Armor
This amulet, usually crafted from bone or beast scales, roughens the wearer's body and flesh, giving him a natural armor bonus to his AC of from +1 to +5, depending on the type of amulet.
Faint Transmutation; CL 5th; Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight:-.
Source:Dungeon Master's Guide v.3.5
Amulet of Proof against Detection and Location
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination is attempted against the wearer, the caster of the divination must succeed at a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself).
CL 8th; Craft Wondrous Item, nondetection; Market Price: 35,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Amulet of The Silent Word
Spells such as alarm, fire trap, and glyph of warding, respond to verbal passwords. But how can a guard speak the password without revealing it to her prisoners? The amulet of the silent word allows the wearer to affect these wards without speaking. As a free action, the wearer thinks of the password and the amulet causes the thought to have the same effect as if she had spoken it. The wearer must know the location of the ensorcelled object or area. The amulet has a range of 110 feet, provided the wearer has a clear line of sight to the target.
Faint transmutation; CL 1st; Craft Wondrous Item, message; Price 500 gp, Weight -.
Source:Dragon #344
Amulet of Undead Turning
This holy item allows a cleric or paladin to turn undead as if she were four levels higher than her actual class level.
CL 10th; Craft Wondrous Item, 10th-level cleric; Market Price: 11,000 gp; Weight:-.
Source:
Amulet of the Planes, Lesser
A lesser amulet of the planes functions as an amulet of the planes, save that it can be used only once per day.
Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price: 24,000 gp.
Source:Dungeon #107
Amulet of the Planes
This strange device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However this is a difficult item to master. The user must make an Intelligence check (DC 15) in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (a 01-60 result on d%) or to a random plane (61-100).
CL 15th; Craft Wondrous Item, plane shift, Market Price: 80,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Amulet of the Twelve Moons (Eberron)
A complete version of this potent artifact bears twelve precious or semiprecious stones - one corresponding to each of Eberron's moons. The origin of these enigmatic items of power remain steeped in debate. Many claim the first amulet was created during the War of the Mark as a means of uniting the fractured dragonmarked races. Shifter sages insist that Zev Jhaxos or one of his disciples received the first such amulet as a gift from the gods. Regardless of the amulets' true origin, none of the few known examples today bear all twelve stones. Each specific magic stone grants you a different magical power, and all stones act concurrently upon you when you wear the amulet. In addition to its gems' many gifts, the amulet of the twelve moons grants a +2 enhancement bonus on all attack and damage rolls made by unarmed strikes and natural weapons. With all twelve stones attached, this bonus increases to +5. The stones of power and the moons they represent are as follows.
- Zaranthyr: A white opal represents the midwinter moon indicative of powerful storms. This stone grants you immunity to effects of winds and precipitation of all kinds.
- Olarune: A clean white diamond symbolizes the late winter moon of Olarune. It grants a +4 enhancement bonus to your Wisdom score.
- Therendor: A turquoise stone corresponds to the early spring moon. You gain the ability to cast either cure serious wounds three times per day or mass cure light wounds once per day (CL 20th).
- Lyre: The mid-spring moon is represented by a malachite stone. It grants a +4 enhancement bonus on all Craft checks.
- Dravago: An aquamarine symbolizes the late spring moon. You gain a +5 bonus on Search and Survival checks. If you have druid or ranger levels, you gain a +5 bonus on your wild empathy checks as well.
- Nymm: A smoky rose quartz corresponds to the early summer moon. This stone prevents you from needing to eat or drink and you need only sleep 2 hours per day in order to gain the restful benefits of a normal 8 hours of sleep. You must wear the amulet a week before you gain the abilities of this stone.
- Lharvion: A golden yellow topaz represents the midsummer moon. It grants you a +4 insight bonus on Listen and Spot checks. You may cast see invisible three times per day (CL 20th).
- Barrakas: As symbolized by a glistening ruby, this late summer moon grants you the ability to cast discern location once per day (CL 20th).
- Rhaan: An amber stone corresponds to the early autumn moon. It grants you the ability to cast sending three times per day (CL 20th).
- Sypheros: The mid autumn moon is represented by a moon-shaped piece of obsidian. This stone lets you cast displacement on yourself three times per day (CL 20th).
- Aryth: A rosy pearl symbolizes this late autumn moon. It grants you the ability to dimension door once per day (CL 20th).
- Vult: A creamy white piece of jade corresponds to the early winter moon. It grants a +4 natural armor bonus to your AC.
Strong transmutation; CL 20th; Weight 2 lb.
Source:Dragon #355
Apparatus of Kwalish
This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers:
| Lever (1d10) | Lever Function |
| 1 | Extend/retract legs and tail |
| 2 | Uncover/cover forward porthole |
| 3 | Uncover/cover side portholes |
| 4 | Extend/retract pincers and feelers |
| 5 | Snap pincers |
| 6 | Move forward/backward |
| 7 | Turn left/right |
| 8 | Open "eyes" with continual flame inside/close "eyes" |
| 9 | Rise/sink in water |
| 10 | Open/close hatch |
The device has the following characteristics:
| Speed: | Forward 10 ft., backward 20 ft. |
| AC | 20 (-1 size, 11 natural) |
| Hit Points: | 200 |
| Attacks: | 2 pincers, +12 melee |
| Damage: | 2d8 each |
| Special Qualities: | Hardness 15 |
Operating a lever is a full-round action, and no lever maybe operated more than once per round. However, since two Medium-size characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
CL 19th; Craft Wondrous Item, animate objects, 8 ranks of Knowledge (architecture and engineering); Market Price: 130,000 gp; Weight: 500 lb.
Source:Dungeon Master's Guide v.3.5
Ark of Forced Return
This 200-pound gilded box has a fiery glyph suspended a few feet above its surface. An ark of forced return is generally carried by four bearers - one at each comer, with the ark itself taking up a square. The ark is sturdy and can be dropped as a free action, but it only functions when activated by four creatures in contact with it at the same time. Activating the ark is a standard action for these four creatures, who must all be divine spellcasters.
If creatures with the extraplanar subtype are within 30 feet of an ark of forced return when it is activated, they must succeed at a Will save (DC 20) or be sent back to their home plane.
Strong Abjuration; CL 16; Craft Wondrous Item, dismissal; Price 115,000 gp; Weight 200 lb.
Source:Dungeon #119
Armband of Reduction
This metal armband allows its wearer to reduce his height to one-half normal, as if a reduce spell had been cast upon him. This effect functions once per day, lasts for 2 hours, and may be dismissed at will by the wearer.
CL 5th; Craft Wondrous Item, reduce person; Market Price: 2,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Aroma of Curdled Death
This dark, viscous fluid is usually stored in a small stoppered bottle and applied like a perfume. One round after exposure to air, it creates an invisible cloud of poison gas in a 10-foot radius that lasts for 1 minute. The creature wearing the aroma of curdled death is protected from the cloud's effect, but all other exposed creatures with 3 Hit Dice or less die with no save. Creatures with 4 to 6 Hit Dice must succeed on a DC 17 Fortitude save each round they are exposed to the effect or die (taking 1d4 points of Constitution damage on a successful save), and creatures with 6 or more Hit Dice take 1d4 points of Constitution damage (Fortitude DC 17 half). The cloud moves as the creature does.
If the bottle is opened but the liquid within not immediately applied to a creature, the cloud of poison gas that forms spreads to fill only a 5-foot radius, centered on the opened bottle or the place the liquid was poured out. This cloud also lasts for 1 minute.
Moderate conjuration; CL 9th; Craft Wondrous Item, cloudkill, character must have 4 ranks in Craft (alchemy); Price 4,500 gp.
Source:Complete Arcane
Aroma of Dreams
This silvery liquid is usually kept in a small bottle and applied like a perfume. One round after exposure to air, it creates an invisible cloud of magical poison gas in a 10-foot radius that lasts for 1 minute. The creature wearing the aroma is not subject to its effect, but other creatures exposed to the gas must make a DC 14 Fortitude save or fall asleep for 1 minute. One round later, exposed creatures (whether already asleep or nor) must make a second DC 14 Fortitude save or fall asleep for 1 hour. Sleeping creatures are helpless. The cloud moves as the creature does.
If the aroma is opened but not immediately applied to a creature, the cloud of poison gas that forms spreads to fill only a 5-foot radius, centered on the opened bottle or the place the liquid was poured out. This cloud also lasts for 1 minute.
Faint enchantment; CL 5th; Craft Wondrous Item, deep slumber, character must have 4 ranks in Craft (alchemy); Price 1,500 gp.
Source:Complete Arcane
Bag of Endless Caltrops
This nondescript leather pouch creates an endless supply of caltrops. The owner can reach into the pouch and pull out handful after handful. It takes one standard action to fill a 5-foot square by hand. If the pouch is dumped out (as a partial action), it produces the equivalent of a 2-pound unit, but does not produce any more caltrops at all for 2 whole rounds.
The caltrops produced are not magical and follow all the rules for normal caltrops.
CL 9th; Craft Wondrous Item, Leomund's secret chest; Market Price: 2,300 gp; Weight:
Source:Arms and Equipment Guide
Bag of Holding
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below:
| Bag Type | Bag Weight | Contents Weight Limit | Contents Volume Limit | Market Price |
| Bag 1 | 15 lb. | 250 lb. | 30 cu. ft. | 2,500 gp |
| Bag 2 | 25 lb. | 500 lb. | 70 cu. ft. | 5,000 gp |
| Bag 3 | 35 lb. | 1,000 lb. | 150 cu. ft. | 7,400 gp |
| Bag 4 | 60 lb. | 1,500 lb. | 250 cu. ft. | 10,000 gp |
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside our, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move-equivalent action - unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
CL 9th; Craft Wondrous Item, Leomund's secret chest.
Source:Dungeon Master's Guide v.3.5
Bag of Tricks
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. There are three drab colors of bags, each producing a different set of animals. Use the following tables to determine what animals can be drawn out of each.
| - Gray - | - Rust - | - Tan - | |||
| d% | Animal | d% | Animal | d% | Animal |
| 01-30 | Bat | 01-30 | Wolverine | 01-30 | Brown bear |
| 31-60 | Rat | 31-60 | Wolf | 31-60 | Lion |
| 61-75 | Cat | 61-85 | Boar | 61-80 | Warhorse |
| 76-90 | Weasel | 86-100 | Black bear | 81-90 | Tiger |
| 91-100 | Badger | - | - | 91-100 | Rhinoceros |
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
CL 3rd (gray), 5th (rust), or 9th (tan); Craft Wondrous Item; summon nature's ally II(gray), summon nature's ally III (rust), or summon nature's ally V(tan); Market Price: 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan); Weight:-.
Source:Dungeon Master's Guide v.3.5
Banner of Valor
Made from bright silks, gold thread, and other flashy materials, the banner of valor bolsters the spirits of all friendly troops that gaze upon it. The banner holder can remove fear at will on chosen creatures within a 20-foot radius. In addition, the holder can produce a healing circle three times a day. All these effects are as the spells from a 9th-level caster.
CL 8th; Craft Wondrous Item, mass cure light wounds, remove fear; Market Price: 61,000 gp; Weight: 10 lb.
Source:Arms and Equipment Guide
Bead of Force
This small black sphere appears to be a lusterless pearl. Upon sharp impact, however, the bead explodes, sending forth a burst of force that deals 5d6 points of damage to all creatures within a 10-foot radius. Each victim is allowed a Reflex saving throw (DC 16). Those who fail are then encapsulated in a sphere of force with a radius of 10 feet. Those trapped inside cannot escape except by those methods that can bypass or destroy a wall of force. The sphere persists for 3d6 minutes and then disappears. The explosion completely consumes the bead, making this a one-use item.
CL 11th; Craft Wondrous Item, wall of force; Market Price: 2,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Beastfriend Collar
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, the item grants a +4 competence bonus on Handle Animal and wild empathy checks. If you have an animal companion or familiar, the range of your share spells ability extends to 5 feet per two character levels. Also, as an immediate action, you can exchange places with your animal companion or familiar so long as the creature is within range of your share spell ability. You must wait ~ rounds between each use of this ability.
Strong; (DC 22) conjuration and transmutation, CL 14th; Craft Wondrous Item, benign transposition, animal companion or summon familiar ability; 8,750 gp, 700 XP. Weight: 1 lb. Market Price: 17,500 gp.
Source:Dragon #356
Belt, Monk's
This simple rope belt, when wrapped around a character's waist, confers great ability in unarmed combat. Any time the wearer engages in unarmed combat, the belt grants him the ability to use both hands as though he possessed the Ambidexterity and Two-Weapon Fighting fears. He may also make a stunning attack (as a monk) once per day. If donned by a monk, the belt grants one additional stunning attack per day and allows the monk to haste herself once per day for up to 10 consecutive rounds.
CL 12th; Craft Wondrous Item, haste, righteous might or Tenser's transformation; Market Price: 9,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Belt of Dwarvenkind
This belt gives the wearer a +4 competence bonus on all Charisma checks (such as Charisma checks for NPC attitude) and Charisma-keyed skill checks such as Bluff; Diplomacy, Disguise, Gather Information, Intimidate and Perform as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains darkvision (range 60 feet), dwarven stonecunning, a +2 enhancement bonus to Constitution, and +2 resistance bonuses against poison, spells, and spell-like effects.
CL 12th; Craft Wondrous Item, tongues, and either polymorph or the creator must be a dwarf; Market Price: 14,900 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Belt of Endurance
This belt is made of numerous thin but solid chains and a large iron buckle. The belt of endurance grants a +2 enhancement bonus to the wearer's Constitution score, and she gains the Great Fortitude feat while she wears the belt.
CL 9th; Craft Wondrous Item, righteous might; Market Price: 10,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Belt of Giant Strength
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer's Strength score in the form of an enhancement bonus of +4 or +6.
CL 10th; Craft Wondrous Item, bull's strength; Market Price: 16,000 gp (+4) or 36,000 gp (+6); Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Belt of Magnificence
This sparkling metal belt projects power and authority. The belt adds a +2, +4 or +6 enhancement bonus to the wearer's Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores.
Strong transmutation; CL 18th; Craft Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom; Price 25,000 gp (+2), 100,000 gp (+4) or 200,000 gp (+6).
Source:Miniatures Handbook
Belt of Many Pockets
This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, a total of sixty-four extradimensional pouches exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds. In addition, if the wearer has a familiar, any pouch can hold it no matter what its size or weight. The familiar has no need for food, water, or air while inside the pouch, but any other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates.
Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item, familiar pocket, Leomund's secret chest, locate object; Price 11,000 gp; Weight 1 lb.
Source:Complete Arcane
Belt of One Mighty Blow
Once per day, as a swift action, the wearer of this belt can activate the belt to gain extra damage on her next melee attack. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. The belt can be used only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
Faint transmutation; CL 5th; Craft Wondrous Item, bull's strength; Price 1,500 gp.
Source:Miniatures Handbook
Belt of Spell Resistance
When worn around the waist, this intricately embroidered sash grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.
Source:Complete Arcane
Blackstone Rune
This rune is a complex sigil drawn on a small, glossy stone. On command, a blackstone rune allows its bearer to plane shift between the Plane of Shadow and the Material Plane (in either direction), along with up to 50 pounds of objects. A blackstone rune can be used three times before its magic fades.
Moderate conjuration; CL 9th; Craft Wondrous Item, plane shift; Market Price: 3,300 gp; Weight: -.
Source:Dungeon #115
Blindfold of True Darkness
This black, silky blindfold grants the blindsight ability with a range of 60 feet (see Special Qualities in the Monster Manual). Because the wearer's eyes are protected, he is also immune to gaze attacks, spells, or effects that rely on sight. Wearing the blindfold takes up the same space as goggles. The wearer cannot use vision in any way while wearing the blindfold.
CL 3rd; Craft Wondrous Item, see invisibility; Market Price: 9,000 gp; Weight: -.
Source:Arms and Equipment Guide
Blood Rock
Blood rock suffuses an area in which it is placed with the pure essence of war and violence. Sacred to war gods and priests of many evil gods, blood rock causes weapons to strike harder, claws to tear deeper, and blood to flow more freely. Five pounds of blood rock spread over a 1-foot area increases the lethality of any attack made by a creature standing in the area. Larger quantities of blood rock can affect larger areas. Double the threat range of all attacks made within an area affected by blood rock. A creature must be touching the ground in the blood-rock-enhanced area in order to gain this benefit. This increase in threat range does not stack with the increased threat range from the Improved Critical feat, the keen edge spell, or from the keen weapon quality. Simply carrying 5 pounds of blood rock around is not enough to gain the benefits of its presence. Blood rock must be placed in an area for a period of at least 48 hours before its presence is powerful enough to affect the area. Once placed, blood rock can be gathered up and placed in a new area. The new area still requires 48 hours for the effects of the blood rock to take hold.
Source:Dragon #313
Boat, Folding
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second (different) command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest in the bottom of the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold three or four people comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself into a box once again. The words of command may be inscribed visibly or invisibly on the box, or they may be written elsewhere - perhaps on an item within the box.
CL 6th; Craft Wondrous Item, fabricate, 2 ranks of Craft (shipmaking); Market Price: 10,500 gp; Weight: 4 lb.
Source:Dungeon Master's Guide v.3.5
Boccob's Blessed Book
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
The pages of a Boccob's blessed book freely accept spells scribed upon them, and any such book can contain up to forty-five spells of any level. The book is thus highly prized by wizards as a spellbook. This book is never found as randomly generated treasure with spells already inscribed in it.
CL 7th; Craft Wondrous Item, secret page; Market Price: 9,500 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Book of Blood
Bound in blood-red leather and bearing a bronze clasp, this vellum spellbook is waterproof, fireproof, and lockable, and can contain up to forty-five spells of any level. In addition, once per day, its owner can use the book to cast summon monster IV to summon a yeth hound. The book can also be used to cast finger of death once per day, but each such use permanently drains 1 hit point from the wielder. The book must be held to utilize its powers.
Strong conjuration, strong necromancy; CL 13th; Craft Wondrous Item, finger of death, summon monster IV; Price 21,300 gp; Weight 3 lb.
Source:Complete Arcane
Boots, Steadfast
These thick and heavy iron-toed boots help keep the wearer from getting knocked down. Someone wearing steadfast boots cannot be tripped or pushed back by a bull rush. As long as the wearer carries a melee weapon that is Medium-size or larger, she also counts as being set against a charge. The weapon does not have to have reach.
CL 3rd; Craft Wondrous Item, bull's strength; Market Price: 6,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Boots, Winged
These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly for a total of up to 2 hours each day
CL 9th; Craft Wondrous Item, fly; Market Price: 12,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Big Stepping
The spirit of the blink dog has been harnessed within these wolfhide boots. Once per day, as a standard action, the wearer can use dimension door. The boots can be used only after being worn continuously for 24 hours. If they are taken off, they becomes inactive until they are again donned and worn for a full 24 hours.
Moderate conjuration; CL 7th; Craft Wondrous Item, dimension door; Price 11,200 gp.
Source:Miniatures Handbook
Boots of Charging
These boots give the wearer the Powerful Charge feat as long as they are worn.
Faint transmutation; CL 5th; Craft Wondrous Item, longstrider; Price 5,000 gp.
Source:Miniatures Handbook
Boots of Elvenkind
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +10 circumstance bonus to Move Silently checks.
CL 5th; Craft Wondrous Item, creator must he an elf: Market Price: 2.000 gp: Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Fire Walking
While wearing the boots of fire walking, you can climb a conflagration without feeling the heat of the flame. Crafted from the skin of a salamander, these comfortable boots, covered in red scales, adjust to fit the size of your feet. Wearing these boots activates their abilities. When worn, the boots of fire walking grant you the ability to walk on lava as if it were solid ground and to climb flames as though they were solid rock (requiring a DC 15 Climb check). While wearing boots of fire walking, you and your equipment are immune to environmental heat damage, although the boots of fire walking offer no protection from attacks that deal fire damage (magical or otherwise). Thus, you could attempt to climb a slow-moving lava fall or climb to the top of a bonfire, but you are not protected from a scorching ray or a fireball.
Faint abjuration and transmutation; CL 5th. Craft Wondrous Item, protection from energy (fire), spider climb, 18,750 gp, 1,500 XP, 38 days. Weight: 1 lb. Price: 37,500 gp.
Source:Dragon #347
Boots of Levitation
These leather boots allow the wearer to levitate as if she had cast levitate on herself.
CL 3rd; Craft Wondrous Item, levitate; Market Price: 7,500 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Speed
On command, these boots enable the wearer to act as though hasted for up to 10 rounds each day. The duration of the haste need not be consecutive rounds.
CL 10th; Craft Wondrous Item, haste; Market Price: 8,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Striding and Springing
The wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer's jumping distance is not limited by her height.
CL 3rd; Craft Wondrous Item, expeditious retreat, jump; Market Price: 2,500 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Teleportation
Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Boots of Tracklessness
These pale green boots are slim and elegant, with perfectly smooth soles. They grant pass without trace to the wearer and can cast improved invisibility (wearer only) three times per day.
CL 7th; Craft Wondrous Item, improved invisibility, pass without trace; Market Price: 33,500 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Boots of Woodland Striding
These durable boots feel amazingly light when picked up. The boots allow full movement in forest or jungle terrain, including moderate or heavy obstruction. In addition, the wearer can detect snares and pits at will and tree stride once per day, as the spells from a 12th-level caster.
CL 12th; Craft Wondrous Item, detect snares and pits, tree stride; Market Price: 23,600 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Boots of the Mountain King
These rugged and worn iron-shod boots allow full movement in rocky, rugged, or mountain terrain, including bad or very bad surfaces. The wearer can also cast stoneskin on herself twice per day, as the spell from a 12th-level caster.
CL 12th; Craft Wondrous Item, freedom of movement, stoneskin; Market Price: 48,810 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Boots of the Sea
These are knee-high boots made from fine sharkskin. The wearer can water walk and cast water breathing on himself at will. The wearer also gains a +10 competence bonus on Swim checks.
CL: 5th; Craft Wondrous Item, water breathing, water walk; Market Price: 56,500 gp; Weight 1 lb.
Source:Arms and Equipment Guide
Boots of the Winterlands
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at half normal speed across the most slippery ice (horizontal surfaces only not vertical or sharply slanted ones) without falling or slipping. Finally boots of the winterlands warm the wearer, as if he were affected by an endure elements (cold) spell.
CL 5th; Craft Wondrous Item, endure elements, pass without trace, cat's grace; Market Price: 2,500 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Bottle of Air
This item appears to be a normal glass bottle with a cork. When taken to any airless environment (such as underwater or in a vacuum), it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle in order to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle requires a standard action, but a character so doing can then act for as long as she can hold her breath.
CL 7th; Craft Wondrous Item, control wind; Market Price: 14,500 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Bowl of Commanding Water Elementals
This large container is usually fashioned from blue or green semiprecious stone (malachite, lapis lazuli, azurite, turquoise, or peridot, or sometimes jade). It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as if summon monster VII had been cast). See the Monster Manual for details on water elementals.
CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Market Price: 100,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Bracelet of Friends
This silver charm bracelet has seven charms upon it. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (another standard action) along with his or her gear. Unwilling characters are allowed a Will saving throw (DC 19). Once a charm is activated, it disappears, so such bracelets discovered as treasure may have fewer than a full complement of charms when found.
CL 15th; Craft Wondrous Item, refuge; Market Price: 4,550 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Bracers of Archery, Lesser
These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 5,000 gp; Weight 1 lb.
Source:Dungeon Master's Guide v.3.5
Bracers of Archery
These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus to attack rolls and a +1 competence bonus to damage dealt whenever using that type of bow. The bonus to damage only applies if the target is within 30 feet. Both bracers must be worn for the magic to be effective.
CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 5,100 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Bracers of Armor
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
CL 7th; Craft Wondrous Item, mage armor, creator's class level must be twice that of the bonus placed in the bracers; Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 39,000 gp (+7), or 64,000 gp (+8); Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Bracers of Dawn
These bejeweled bracers have a miniscule lens-and-dial contraption mounted on the exterior of one bracer of the pair. When the dial is turned to the left, the bracers appear normal. When the wearer turns the dial to the middle position (a move action), a beam of light emerges from the lens, illuminating the surroundings as a bullseye lantern. Four times per day, the wearer can turn the dial to the right position as a standard action and aim the lens at a target, unleashing a beam of searing light that deals 3d8 points of damage to most creatures, 6d6 points of damage to undead, and 6d8 points of damage to creatures with light sensitivity. The dial returns to the middle position after each searing light. Even though only one of the pair contains the lens-and-dial apparatus, both bracers must be worn for the magic to be effective.
Moderate evocation, CL 6th; Craft Wondrous Item, searing light; Price 26,000 gp; Weight 1 lb.
Source:Complete Warrior
Bracers of Exit
These bracers each bear a crude design of a square bisected by an arrow. The wearer can negate one dimensional anchor effect per day.
CL 7th; Craft Wondrous Item, dimensional anchor; Market Price: 11,200 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Bracers of Quick Strike
These bracers provide the benefit of incredible speed. Once per day, when taking a full attack action as a swift action the wearer may make one additional attack with any weapon he is holding. The attack is made at the wearer's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon or by the haste spell, nor does it actually grant an extra action.) The bracers can be used only after being worn continuously for 24 hours. If they are taken off, they become inactive until they are again donned and worn for a full 24 hours.
Faint transmutation; CL 5th; Craft Wondrous Item, haste; Price 1,200 gp.
Source:Miniatures Handbook
Bracers of Whirlwind
Bracers of whirlwind transform you into a violent storm in which you may trap your foes. This set of thin electrum bracers is engraved with images of blowing leaves and swirling clouds. The bracers, slim enough to let you easily hide them under loose clothing, adjust to fit when you don them. Once per day as a standard action, you may cross your arms at the wrists and invoke the power of the bracers of whirlwind by exhaling a deep breath. The transformation lasts for 15 minutes, although you may dismiss the power of the bracers early and return to your normal form as a move action. The bracers transform you into a violent whirlwind made of air, granting you DR 10/magic and a flight speed of 100 feet (perfect). The whirlwind form is 40 feet high and behaves in all ways as the whirlwind of a Large air elemental.
Moderate transmutation; CL 7th. Craft Wondrous Item, gaseous form, 4,900 gp, 392 XP, 10 days. Weight: 1 lb. Price: 9,800 gp.
Source:Dragon #347
Brazier of Commanding Fire Elementals
This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain). See the Monster Manual for details on fire elementals.
CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Market Price: 100,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Brilliant Jewel
This diamond changes color before you eyes, drifting from red to green to blue and back to red. A character wielding a brilliant jewel gains a +1 luck bonus on all saving throws. The brilliant jewel can store magical energy to augment spells and spell-like abilities cast within the radius of its light. You may cast any spell or spell-like ability into the jewel, causing it to flare with rainbow colors. It illuminates out to a 30-foot radius with bright light and 30 feet further with shadowy light. The brilliant jewel remains illuminated for a number of rounds equal to the spell or spell-like ability cast within it. Once activated, all spells and spell-like abilities you cast of a school corresponding to the spell cast into the brilliant jewel are cast at +2 caster levels.
strong; (DC 23) universal, CL 16th. Craft Wondrous Item, Heighten Spell, limited wish. 9,750 gp (plus 5,000 gp for diamond), 1,080 XP. Weight: 1 lb., Market Price: 24,500 gp.
Source:Dragon #356
Brooch of Shielding
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of magic missile damage before it melts and becomes useless.
CL 1st; Craft Wondrous Item, shield; Market Price: 1,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Broom of Flying
This broom is able to fly through the air as if affected by a fly spell with unlimited duration. The broom can carry 200 pounds. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word.
CL 5th; Craft Wondrous Item, permanency; Market Price: 15,100 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Cadgraydian's Welcome Embrace
(Cursed Item) This fine cloak is made of a deep-hued fine wool that, on close inspection has the vague figures of snakes woven within. When donned, this cloak changes to become a trio of viper swarms that instantly attack the wearer. The cloak is destroyed when the swarms are summoned.
Moderate conjuration, CL 5th, Create Wondrous Item, summon swarm. 250 gp, 10 XP, 1 day. Weight 3 lb., Price 500 gp.
Source:Dragon #355
Candle of Icy Death
This black candle is 1 foot tall, 12 inches thick, and icy to the touch. When lit, the flame burns a pale blue, gives off no smoke or heat, and doesn't melt down. If examined with detect magic, the candle radiates a necromantic aura. Every minute that the candle burns reduces the temperature by 1° in a 20-foot-diameter area until 0° Fahrenheit is reached.
In addition, the candle prevents any healing, natoral or magical, from occurring in its range. A wounded creature inside the area does not regain any lost hit points, and cure spells targeting a creature inside the area automatically fail (but are considered cast). Once lit, the candle can be snuffed only by a bless spell. The temperature of the area returns to the regular temperature at a normal rate.
CL 9th; Craft Wondrous Item, enervation, fire shield; Market Price: 34,800 gp; weight: 1 lb.
Source:Arms and Equipment Guide
Candle of Invocation
Each of these specially blessed tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus to attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle's operates as if 2 levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), the candle burns for 4 hours.
In addition, burning the candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. It is possible to extinguish the candle simply by blowing it out so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.
CL 17th; Craft Wondrous Item, gate, creator must be same alignment as candle created; Market Price: 7,800 gp; Weight: 1/2 lb.
Source:Dungeon Master's Guide v.3.5
Candle of Sweet Breezes
The candle of sweet breezes fills the area around you with clean, breathable air. White swirls decorate a slim blue candle held within a relatively plain silver candleholder. Lighting the candle of sweet breezes as a standard action activates its abilities. When lit, a candle of sweet breezes creates a faint gust that forms a bubble of pure air in a radius of 60 feet that eliminates scents as well as airborne diseases and poisons. Other air is displaced by the bubble. The air within this bubble is safe to breathe 1 round after lighting the candle, regardless of any vapors or previous lack of air. The breeze created by the candle is very slight and does not disturb anything heavier than dust. Characters gain a +2 bonus on saving throws made to resist breath weapons that enter the area of the candle. The candle bums for 1 hour, after which time its magic fades and any previous environmental effects reestablish themselves normally. Once lit, the candle cannot be reused. Due to the magic of the candle, lighting the wick cannot result in an explosion, even if the candle is ignited within a flammable gas.
Faint evocation; CL 3rd. Craft Wondrous Item, gust of wind, 750 gp, 6c XP, 2 days. Weight: 1/2 lb. Price: 1,500 gp.
Source:Dragon #347
Candle of Truth
This white tallow candle, when burned, calls into place a zone of truth spell in a 30-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that rime, the effect is canceled and the candle ruined.
CL 5th; Craft Wondrous Item, zone of truth; Market Price: 2,500 gp; Weight: 1/2 lb.
Source:Dungeon Master's Guide v.3.5
Cape of the Mountebank
On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
CL 9th; Craft Wondrous Item, dimension door; Market Price: 12,960 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Carpet of Flying
This 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 of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it - if the device is within voice range, the command word activates it, whether the speaker is on the rug or nor. The carpet is then controlled by spoken directions.
| Size | Capacity | Speed | Weight | Market Price |
| 3 ft. by 5 ft. | 300 lb. | 210 ft. | 5 lb. | 18,000 gp |
| 4 ft. by 6 ft. | 600 lb. | 180 ft. | 8 lb. | 29,000 gp |
| 5 ft. by 7 ft. | 900 lb. | 150 ft. | 10 lb. | 41,000 gp |
| 6 ft. by 9 ft. | 1200 lb. | 120 ft. | 15 lb. | 53,000 gp |
CL 7th; Craft Wondrous Item, fly, permanency.
Source:Dungeon Master's Guide v.3.5
Censer of Controlling Air Elementals
This 6-inch-wide, 1-inch-high perforated golden vessel resembles thuribles found in places of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censor functions as the summon monster VII spell. If incense of meditation is burned within the censer, the air elemental is an elder air elemental instead (as if summon monster IX had just been cast). Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain). See the Monster Manual for details on air elementals.
CL 17th; Craft Wondrous Item, summon monster VI, summon monster IX; Market Price: 100,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Chaos Diamond
This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:
- Random action
- Magic circle against law
- Word of chaos
- Cloak of chaos
Each power is usable 1d4 times per day (The DM rolls secretly each day for each power separately). A nonchaotic character who possesses a chaos diamond gains one negative level. Although this level never results in actual level loss, it remains as long as the diamond is in the character's possession and cannot be overcome in any way (including restoration spells).
CL 19th; Craft Wondrous Item, random action, magic circle against law, word of chaos, cloak of chaos, creator must be chaotic; Market Price: 93,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Chasuble of Fell Power
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds 1d6 points of damage (lesser) or 2d6 points of damage (greater) to any eldritch blast the wearer invokes, or to any spell the wearer casts that deals hit point damage and has the chaotic descriptor.
Moderate evocation; CL 6th (lesser) or 9th (greater); Craft Wondrous Item, creator must be able to invoke an eldritch blast or cast chaos hammer; Price 8,000 gp (lesser), 18,000 gp (greater).
Source:Complete Arcane
Chime of Interruption
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC = 15 + the spell's level).
CL 7th; Craft Wondrous Item, shout; Market Price: 15,800 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Chime of Opening
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of less than 15th level.
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of the chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 50 times before it cracks and becomes useless.
CL 11th; Craft Wondrous Item, knock; Market Price: 3,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Choker of Eloquence
Coveted by bards, singers, and public speakers, this beautiful piece of jewelry is carved from ivory and jade. There are two versions of these chokers. The lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform (vocal only) checks. The greater choker of eloquence increases the bonus to +10.
CL 6th; Craft Wondrous Item, creator must be a spellcaster of 6th level; Market Price: 1,500 gp (lesser), 6,000 gp (greater); Weight: -
Source:Arms and Equipment Guide
Choker of the Sirens
This choker grants you several qualities of a siren, including a captivating song and the ability to breathe water. The choker of the sirens is a black leather choker edged in lace with two pearls set at its center. In addition to the two obvious pearls, the choker possesses an empty setting for a third stone. It occupies the same slot as an amulet.
The ability to breathe water functions regardless of the owner's gender, but the captivating song functions only for females. The ability to breathe water functions as long as the choker is worn and does not require any activation. Once per day, you can captivate others by singing. You do not need ranks in Perform (sing) to use the captivation ability. A male character cannot use the captivating song feature of the choker of the sirens.
While worn, the choker of the sirens enables you to breathe water in addition to breathing air, as the spell water breathing. Only a female character can call forth the true power of the choker of the sirens. Once per day, when you sing, all creatures within 90 feet of you must make a Will save (DC 12 + your Charisma modifier) or become captivated. This is a sonic, mind-affecting, charm effect. A captivated victim moves toward you in the most direct way possible. The creature can avoid hazards and moves to avoid attacks of opportunity when able. A creature that takes damage is granted a second saving throw with a +2 bonus. Captivated creatures can take no actions other than to move toward you. A victim within 5 feet of you becomes fascinated and helpless, and it doesn't break free of the fascination effect unless it takes at least 1 point of damage (which grants it a saving throw with a +2 bonus). The effect continues for as long as you sing, to a maximum number of rounds equal to 3 + your Charisma modifier (minimum round). A bard's countersong ability allows the captivated creature to attempt a new Will save. Attaching a pearl of the sirens to the empty setting of the choker of the sirens increases the choker's DC by +2.
Moderate enchantment and transmutation; CL 6th. Craft Wondrous Item, water breathing, enthrall, 21,800 gp, 1744 XP, 22 days. Weight: 1/2 lb. Price: 43,600 gp.
Source:Dragon #347
Cinders of the Inferno
This tiny iron box contains a small bit of ash and cinders. When dumped into a flame at least as big as an average campfire, the cinders cause the fire to flare and sputter dramatically.
In 1d4+i rounds, an equal number of Small fire elementals leap from the fire. The elementals are not under any control, although they can be controlled later through charm monster or other magic. They attack the nearest creature or creatures, continuing their rampage until destroyed or banished.
CL 17th; Craft Wondrous Item, elemental swarm; Market Price: 7,650 gp; Weight: -
Source:Arms and Equipment Guide
Circlet of Blasting, Major
On command, this elaborate golden headband projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.
CL 17th Craft Wondrous Item, Maximize Spell, searing light; Market Price: 23,760 gp; Weight: -
Source:Dungeon Master's Guide v.3.5
Circlet of Blasting, Minor
On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.
CL 6th; Craft Wondrous Item, searing light; Market Price: 6,480 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Circlet of Persuasion
This silver headband grants a 2 competence bonus to the wearer's Charisma checks and Charisma based skill checks.
CL 5th; Prerequisite: Craft Wondrous Item, charm person; Market Price: 4,500 gp; Weight: -.
Source:Dungeon Master's Guide v.3.5
Clasp of the Elder
Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a nondwarf, the clasp only grants a +1 competence bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +2 enhancement bonus to the wearer's Wisdom score, and a +5 competence bonus on Diplomacy and Intimidate checks.
CL 10th; Craft Wondrous Item, creator must be a dwarf, creator must be a spellcaster of 10th level; Market Price: 6,000 gp; Weight: -
Source:Arms and Equipment Guide
Cloak of Arachnida
This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort - she can actually move in webs at half her normal speed.
Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus to all Fortitude saves against poison from spiders.
CL 6th; Craft Wondrous Item, spider climb, web; Market Price: 6,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Charisma
This lightweight and fashionable cloak has a highly decorative silver trim. When in a character's possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
CL 8th; Craft Wondrous Item, charm monster; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Displacement, Major
This item appears to be a normal cloak, but when worn by a character its magic properties distort and warp light waves. This displacement works just like the displacement spell and functions continually.
CL 5th; Craft Wondrous Item, displacement; Market Price: 50,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Displacement, Minor
This item appears to be a normal cloak, but when worn by a character its magic properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a 20% miss chance (the same as one-half concealment). It functions continually.
CL 3rd; Craft Wondrous Item, displacement; Market Price: 25,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Elemental Protection
This cloak, woven with threads of various colors, protects the wearer from energy attacks. Once per day, as a swift action, the wearer can activate the cloak and gain resistance 10 against a type of energy of the wearer's choice (acid, cold, electricity, fire, or sonic). The wearer can activate the cloak when it is not his turn. The wearer therefore can respond to an energy attack by immediately activating the cloak and choosing the attack's energy type.
The cloak can be used only after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
Faint abjuration; CL 3rd; Craft Wondrous Item, resist energy; Price 1,000 gp.
Source:Miniatures Handbook
Cloak of Elvenkind
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +10 circumstance bonus on Hide checks.
CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Market Price: 2,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Etherealness
This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the spell ethereal jaunt). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
CL 15th; Craft Wondrous Item, ethereal jaunt; Market Price: 52,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Resistance
These garments offer magic protection in the form of a +1 to +5 resistance bonus for all saving throws (Fortitude, Reflex, Will).
CL 5th; Craft Wondrous Item, resistance, caster level must be three times that of the cloak's bonus; Market Price: 1, 000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of Shelter
This plain but sturdy-looking cloak provides excellent protection against wind, cold, sun, and rain. On command, the cloak turns itself into a 4-person tent. This tent includes an alarm spell (as if cast by a 7th-level sorcerer) but is otherwise normal. Once per day, the cloak can turn into a small lodge, as Leomund's secure shelter.
CL 7th; Craft Wondrous Item, alarm, Leomund's secure shelter; Market Price: 12,080 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Cloak of The Sorcerer-King
Like the ripples of sunlight off a pool of water, the brilliant colors of this full-length cloak seem to dance and swirl as its wearer moves. Woven from hundreds of tiny scales taken from each of the five chromatic dragons, this cloak has the ability to imbue the wearer with some of their power. The cloak of the sorcerer-king grants its wearer a +6 enhancement bonus to Charisma. In addition, it allows the wearer to take on the aspect of each of the chromatic dragons once per day, gaining some of the abilities of that dragon. Activating an aspect is a standard action for the wearer, and each aspect lasts for 1 minute. No other aspect may be assumed for the duration of the effect. The following describes the aspects and their effects.
- Black: The cloak becomes jet black and drinks in the surrounding light like a bottomless pit. The wearer's features shift subtly, his skin and hair take on a grayish cast and his eyes become an acidic shade of green. The wearer gains acid resistance 30 and may cast darkness once as a spell-like ability while the aspect lasts (CL 18th). In addition, any sorcerer spell he casts with the acid or water descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell's level or casting time.
- Blue: The cloak becomes dark blue and faint sparks of electricity dance over it. The wearer's features shift subtly, his skin and hair take on a bluish cast and his eyes fade to pure white. The wearer gains electricity resistance 30 and may cast ventriloquism once as a spell-like ability while the aspect lasts (CL 18th). In addition, any sorcerer spell he casts with the electricity or earth descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell's level or casting time.
- Green: The cloak becomes deep, forest green, and seems to fade into natural vegetation. The wearer's features shift subtly, his skin and hair take on a greenish cast and his eyes become a sickly shade of yellow. The wearer gains acid resistance 30 and may cast suqqestion once as a spell-like ability while the aspect lasts (CL 18th). In addition, any sorcerer spell he casts with the acid or air descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell's level or casting time.
- Red: The cloak becomes bright red and seems to smoke and smolder. The wearer's features shift subtly, his skin skin, and hair take on a reddish cast, and his eyes glow with a golden light. The wearer gains a fire resistance 30 and may cast locate object once as a spell-like ability with the aspects lasts (CL 18th). In addition, any sorcerer spell he casts with the fire descriptor is automatically extended and empowered as the metamagic feats, with no adjustment to the spell's level or casting time.
- White: The cloak becomes snow white and a chill hangs over it. The wearer's features shift subtly, his skin and hair fade to a bleached white and his eyes darken to pure black. The wearer gains cold resistance 30 and may cast fog cloud once as a spell-like ability while the aspect lasts (CL 18th). In addition, any sorcerer spell he casts with the cold descriptor is automatically extended and empowered, as the metamagic feats, with no adjustment to the spell's level or casting time.
Strong abjuration and transmutation; CL 18th; Craft Wondrous Item, eagle's splendor, resist energy, creator must be a sorcerer; Price 102,000 gp, Weight 2 lb.
Source:Dragon #342
Cloak of Thorns
This brown cloak seems to be composed entirely of long thorns. The cloak grants its wearer a +2 natural armor bonus to AC. Any creature striking the cloak's wearer with a natural attack or a melee weapon deals normal damage but also takes 1d4+3 points of piercing damage.
Moderate transmutation; CL 7th; Craft Wondrous Item; barkskin, command plants; Price 40,000 gp.
Source:Miniatures Handbook
Cloak of the Bat
Fashioned of dark brown or black cloth, this cloak bestows a +10 circumstance bonus to Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bar form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 1 hour at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
Finally the cloak also provides a +2 deflection bonus to Armor Class. This benefit extends to the wearer even when he is in bat form.
CL 9th; Craft Wondrous Item, fly, polymorph; Market Price: 24,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of the Manta Ray
This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (A Spot check against DC 20 is needed to determine otherwise.) He gains a +3 natural armor bonus, the ability to breathe underwater, and a speed of 60 feet, exactly like a real manta ray.
Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind him, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
CL 9th; Craft Wondrous Item, water breathing, freedom of movement; Market Price: 20,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Cloak of the Salamander
This cloak, made of scales from a reptilian creature, wraps its wearer in a deep blue flame. Any creature striking the cloak's wearer with a natural attack or a melee weapon deals normal damage but also takes 1d6+7 points of fire damage.
Moderate evocation; CL 7th; Craft Wondrous Item, fire shield; Price 56,000 gp.
Source:Miniatures Handbook
Cloud Giant Harp
You can play a soothing melody on this harp that puts creatures to sleep. The harp is of particular use against giants. A cloud giant harp is wrought of fine golden wood, inset with brilliant jewels, and etched with intricate designs. The column of the harp is crafted to resemble the face of a regal cloud giantess face. The harp stands about 4 feet tall and makes for a wonderful handheld instrument for giants. Smaller folk are typically surprised that, despite its thick wood construction, the harp is as light as a feather. The harp emits beautiful angelic music when played, and in the case of sentient versions, the giant effigy even sings in glorious harmony along with the plucked strings.
You can play the harp as a standard action, but must succeed at either a DC 15 or a DC 20 Perform (string instruments) check for its magic to function. This check can be made once per day, whether or not it succeeds. When you succeed at a DC 15 Perform (string instruments) check, you play a soothing melody that puts up to 10 HD of humanoids within 30 feet of you to sleep (as per deep slumber) unless they succeed at DC 14 Will saves. You can affect up to 20 HD of giants with this harp, but you must succeed at a DC 20 Perform (string instruments) check to do so. If you fail to make a DC 20 check but succeed at a DC 15 check, you may still affect up to 10 HD of creatures.
Faint enchantment, CL 5th. Craft Wondrous Item, deep slumber, 2,430 gp, 194 XP, 5 days. Weight: - ; Price: 4,860 gp.
Variants: Sentient versions of cloud giant harps exist that are said to be elegant speakers and singers. Extremely fond of their original cloud giant creators, these harps consider giants the greatest of all beings and superior to those of lesser stature. These harps still obey most of their masters' commands but only after voicing their displeasure and embarrassment at being "used by such an inferior creature."
Source:Dragon #345
Coin of Eternal Rest
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Will check (DC 20). The coin does not work in the mouth of a living or undead being.
CL 3rd; Craft Wondrous Item, gentle repose; Market Price: 6,000 gp; Weight: -
Source:Arms and Equipment Guide
Collar of Command
When this collar is put on an animal, the animal is subject to the control of the collar's owner as if it is under a dominate animal effect. The animal obeys the owner's silent mental commands. Usually, the collar is placed on an animal that has been rendered unconscious, staggered by means of nonlethal damage, or grappled and pinned. When using the skirmish or mass battle rules, this collar removes the animal's Difficult special ability.
Faint enchantment; CL 5th; Craft Wondrous Item, dominate animal; Price 30,000 gp.
Source:Miniatures Handbook
Contract of Nepthas
Easily mistaken for a scroll if found as treasure, this item is actually a magical contract, usually contained in an ivory tube and scribed in black ink on golden-brown vellum. The details of the contract are blank, and the user can fill it in with any instructions, agreement, or conditions he cares to create. When the contract is signed, though, the item's true power is revealed to both parties, and any signatory who breaks the contract is subject to a curse that strikes it blinded, deafened, and mute (no saving throw, though spell resistance applies). The curse of a contract of Nepthas can be removed only by means of remove curse cast by an 8th-level spellcaster or a break enchantment spell (DC 25).
Because a contract typically involves two parties agreeing on a set of conditions, nonspecific terms might allow a clever signatory to escape them without suffering the contract's curse. For example, if an adventurer signs a contract with a king stating that she will slay a dragon in the Northern Hills by the eve of the new moon, the contract is effectively open-ended by virtue of its not specifying "the next new moon," even if that was both parties' meaning and intent.
Contracts signed by creatures under the influence of charm or compulsion effects are null and void.
Moderate enchantment; CL 11th; Craft Wondrous Item, lesser geas; Price 1,400 gp.
Source:Complete Arcane
Corporeal Lodestone
This powerful ward resembles nothing more than an unremarkable 1-inch-diameter sphere of polished steel. The lodestone's power, however, is a great blessing to those who battle incorporeal undead and creatures who can travel ethereally. The lodestone strengthens the boundary between the Ethereal Plane and the Material Plane, preventing any incorporeal undead from manifesting within a 20-foot radius. It also prevents any travel to and from the Ethereal Plane within that radius, negating the effects of spells such as blink, ethereal jaunt, and etherealness. Because the lodestone is so tightly bound to the Material Plane, it may not be taken to another plane. Any time its possessor is transported across planes, the lodestone remains behind.
Strong abjuration; CL 15th, Craft Wondrous Item, dimensional lock, Price 39,000 gp; Weight 1 lb.
Source:Dragon #342
Crown of White Ravens
A crown of White Ravens is one of several items that grants its wearer the use of a maneuver. The crown's wearer need not be a martial adept, but knowledge of other maneuvers and ranks in the discipline's key skill give the wearer access to more powerful maneuvers.
Lore: Elf scholars insist that members of their race were the first to create crowns of White Ravens, and all other similar items, such as Desert Wind cloaks and slippers of the Setting Sun, are copies of the concept created by martial adepts of other races. This assessment seems plausible not only because all crowns of White Ravens seem to be fashioned in the elven style, but also because the crowns have the longest recorded history.
Description: Three types of crowns of White Ravens exist: novice, scholar, and master. Each looks like a crown of white alabaster, carved with delicate fluting and spindles that rise from it like castle towers. Novice crowns of White Ravens have the simplest appearance and the fewest spires, while a master crown of White Ravens bears more than a dozen towers and some highly ornate carvings.
Anyone can wear a crown of White Ravens, but to gain any benefit from it, a wearer must meet the prerequisite of the desired maneuver.
Activation: A crown of White Ravens requires a day to attune to its wearer once it is donned. After wearing it continually for 24 hours, the wearer must choose one of the White Raven maneuvers that the item can grant for which he meets the prerequisite. He then gains knowledge of that maneuver and can use it as long as the crown is worn. Should the crown be removed and then replaced, it requires another day to attune itself to the wearer before it can grant knowledge of any maneuvers.
Effect: A person who has worn a crown of White Ravens for 24 hours gains the use of a single White Raven maneuver for which he meets the prerequisite. The maneuver can be of a martial adept level up to the highest level the item grants. A novice crown of White Ravens grants a maneuver of up to 3rd level, a scholar crown of White Ravens grants a maneuver of up to 6th level, and a master crown of White Ravens grants a maneuver of up to 9th level.
Aura/Caster Level: Faint divination (novice), moderate divination (scholar), or strong divination (master). CL 5th (novice), 10th (scholar), or 15th (master).
Construction (Novice): Craft Wondrous Item, knowledge of a maneuver from the White Raven discipline; 1,500 gp, 120 XP, 3 days.
Construction (Scholar): Craft Wondrous Item, knowledge of a maneuver from the White Raven discipline; 7,500 gp, 600 XP, 15 days.
Construction (Master): Craft Wondrous Item, knowledge of a maneuver of the White Raven discipline; 22,500 gp, 1,800 XP, 45 days.
Variants: Eight variants of the crown of White Ravens exists, one for each of the other martial dsciplines. Like the crown of White Ravens, each has a novice, scholar, and master version. In all respects, they function in the same manner as the crown of White Ravens does, except that each grants access to a maneuver from a different discipline and occupies a different place on the wearer's body.
Desert Wind Cloak: Desert Wind cloaks are the color of wind-blown sand, and they always shift and flutter as if disturbed by a breeze, even indoors and on calm days. Most bear decorative stitching around the edges in gold and red thread depicting flaming scimitars, picks that trail smoke, and maces that shine like the sun.
Devoted Spirit Amulet: The appearance of these amulets varies considerably, since each is constructed to serve a particular axis of alignment: chaos, evil, good, or law. Some even double as holy symbols. A Devoted Spirit amulet does not function for someone who doesn't share its alignment.
Iron Heart Vest: These heavy, leather vests are run through with tiny slivers of iron, which give them a dull sparkle. The iron resists rust, but Iron Heart vests can eventually take on an orange hue because the iron slivers degrade and stain the vest's material.
Ring of the Diamond Mind: Unlike similar items devoted to different disciplines, a ring of the Diamond Mind requires its creator to have the Forge Ring feat instead of Craft Wondrous Item. A ring of the Diamond Mind looks like a simple gold band set with a diamond, but anyone peering closely into the stone can see the visage of the wearer, or of the last person to wear the ring if no one currently wears it.
Shadow Hands: Shadow Hands look like hands carved of jet. The carvings are incredibly detailed, depicting every mark of a a humanoid hand, down to fingerprints and every crack in the palm and knuckle. When someone places both hands over the Shadow Hands so that his shadow falls over them, the carved hands vanish, and a pair of black silk gloves appears on the person's hands. The gloves can be removed normally, whereupon they become hands carved of jet that look exactly like the wearer's hands.
Slippers of the Setting Sun: Each of these beautifully crafted red silk slippers bears an emblem of the setting sun upon the toe. The sun is stitched gold thread, and its rays are bronze and copper.
Stone Dragon Belt: A Stone Dragon belt looks like a wide belt made from expertly broken slabs of slate. Surprisingly, it weighs almost nothing and doesn't inhibit movement at all.
Tiger Claw Bracers: These bracers bear a tiger's stripes, but all in metal, with copper for orange, iron for black, and silver for white. Upon donning the bracers, the wearer hears a tiger's roar and feels the pain of sharp claws in his back for fleeting moment.
Weight:
Source:Tome of Battle - The Book of Nine Swords
Crystal Ball
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying.
Certain crystal balls have additional powers that can be used through the crystal ball at targets viewed.
| Crystal Ball Type | Market Price |
| Crystal ball | 42,000 gp |
| Crystal ball with see invisibility | 50,000 gp |
| Crystal ball with detect thoughts | 51,000 gp |
| Crystal ball with telepathy* | 70,000 gp |
| Crystal ball with true seeing | 80,000 gp |
| *The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day the character may attempt to implant a suggestion (as the spell, DC 14) as well. | |
CL 10th; Craft Wondrous Item, scrying (plus any additional spells put into item); weight: 7 lb.
Source:Dungeon Master's Guide v.3.5
Cube of Force
This device can be made of ivory, bone, or any hard mineral. About the size of a large die (perhaps 3/4 inch across), it enables its possessor to put up a special wall of force 10 feet per side around her person. This cubic screen moves with the character and is impervious to the attack forms shown on the table below. The cube has 36 charges, which are renewed each day. The character presses one face of the cube to activate or deactivate the field:
| Cube Face | Charge Cost per Minute | Maximum Speed | Effect |
| 1 | 1 | 30 ft. | Keeps out gases, wind, etc. |
| 2 | 2 | 20 ft. | Keeps out nonliving matter |
| 3 | 3 | 15 ft. | Keeps out living matter |
| 4 | 4 | 10ft. | Keeps out magic |
| 5 | 6 | 10ft. | Keeps out all things |
| 6 | 0 | As normal | Deactivates |
When the force screen is up, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal (40 points of damage drains 1 charge, 50 points drains 2 charges, and so forth). Spells that affect the integrity of the screen, such as disintegrate or passwall, also drain extra charges. These spells (in the following list) cannot be cast into or out of the cube:
| Attack Form | Extra Charges |
| Horn of blasting | 6 |
| Wall of fire | 2 |
| Passwall | 3 |
| Disintegrate | 6 |
| Phase door | 5 |
| Prismatic spray | 7 |
CL 10th; Craft Wondrous Item, wall of force; Market Price: 62,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Cube of Frost Resistance
When this cube is activated, it encloses a cube-shaped area 10 feet per side. The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks (such as ice storm, cone of cold, and white dragon breath). However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be renewed for 1 hour. If the field receives over 100 points of damage in a 10-round period, the cube is destroyed.
Cold below 0°F deals the field 2 points of cold damage per round, +2 points per each 10° below 0 (2 points at -1° to -9°, 4 points at -10° to -19°, and so on).
CL 7th; Craft Wondrous Item, protection from elements; Market Price: 22,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Cubic Gate
This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed. If such a cube is found as treasure, the DM can determine the planes accessed by the device in any manner he or she chooses.
If a side of the cubic gate is pressed once, it opens a gate to the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.
If a side is pressed twice in quick succession, the character so doing is transported to the other plane, along with all creatures in a 5-foot radius. (Those others may avoid this fate by succeeding at Will against DC 23).
CL 18th; Prerequisite: Craft Wondrous Item, gate; Market Price: 156,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Daern's Instant Fortress
This metal cube is small, but when activated it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a 4 crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress - even knock spells can't open the door. The adamantine walls of Daern's instant fortress have 100 hit points and a hardness of 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage sustained.
The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful nor to be caught by the fortress's sudden growth. Anyone so caught sustains 10db points of damage (Reflex half DC 19).
CL 12th; Craft Wondrous Item, Mordenkainen's magnificent mansion; Market Price: 55,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Darkskull
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that there is no additional spell effect tied or fixed to the darkskull).
CL 9th; Craft Wondrous Item, unhallow, creator must be evil; Market Price: 60,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Decanter of Endless Water
If the stopper is removed from this ordinary-looking flask and a command word spoken, a stream of fresh or salt water pours our. Separate command words determine the type as well as the volume and velocity:
- Stream: pours out 1 gallon per round
- Fountain: 5-foot-long stream at 5 gallons per round
- Geyser: 20-foot-long, 1-foot-wide stream at 30 gallons per round
The geyser causes considerable back pressure, requiring the holder to make a Strength check (DC 12) to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
CL 9th; Craft Wondrous Item, control water; Market Price: 9,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Deck of Illusions
This set of parchment cards is usually found in an ivory leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized here. A randomly generated deck may be discovered (a 01-10 result on d%) with 1d20 of its cards missing. (On a result of 11-100, it is complete.)
CL 6th; Craft Wondrous Item, major image; Market Price: 9,200 gp; Weight: 1/2 lb.
Source:Dungeon Master's Guide v.3.5
Demonhair Shirt
This filthy black garment is woven from hoarse black hair. The knots and flecks of unspeakable grime make wearing, let alone, handling the shirt unpleasant. When wearing a demonhair shirt you gain immunity to fear. If you have the rage class feature (or a similar ability), you may spend two of your daily uses of rage at once to become overcome with demonic fury, gaining a +6 profane bonus to Strength, +2 profane bonus to Armor Class, and a +10 profane bonus to speed. While under the effects of demonic fury, your natural weapons and weapons you wield count as chaotic for the purposes of overcoming damage reduction. In exchange for these benefits, you take 2 points of nonlethal damage each round. Once activated, the demonic fury lasts for a number of rounds equal to your improved Constitution bonus (minimum 1 round). This benefit stacks with rage (and frenzy). At the end of this time, you become fatigued for 1 hour.
Good characters take no penalty for wearing this shirt unless they abide by a code of conduct. Wearing this item violates codes of conduct for both good and lawful characters.
strong; (DC 21) conjuration and enchantment, CL 13th; Craft Wondrous Item, rage, summon monster IV, caster must have 16 ranks in Craft (weaving), caster must not be good. 13,000 gp, 1,040 XP. Weight: 3 lb. Market Price: 26,000 gp.
Source:Dragon #356
Dimensional Chalk Holder
This small, elaborately carved silver tube is designed to hold a single piece of normal chalk. On mental command, the user can "draw" in the air, which leaves behind a vibrant blue line of crackling energy. Once a complete circle has been formed, the enclosed space suddenly disappears, creating a gate to wherever the user wishes. It only allows the planar travel aspect of the gate spell, not the ability to call forth creatures.
The item allows its user to draw only a circle. The user can feel it resisting anything but a curved line. There is no size limit to the circle, but it must be completely drawn in 1 full round to create the gate.
The dimensional chalk holder can draw 1d4+1 gates before crumbling into dust. Drawing a line counts as one use, regardless of whether a complete circle was made or not.
CL 17th; Craft Wondrous Item, gate; Market Price: 22,950 gp; Weight: -.
Source:Arms and Equipment Guide
Dimensional Prism
This translucent and oddly shaped prism seems to fade in and out of existence when seen in daylight. The prism grants see invisibility when looked through. When shattered (requiring a DC 15 Strength check), the crystal releases a greenish burst of energy. Any creatures within 30 feet that are on nearby transitive planes such as the Astral Plane, Ethereal Plane, or Plane of Shadow (including those using spells such as blink, maze, or shadow walk), must succeed on a Will save (DC 30) or be forced onto the Material Plane. Creatures that are made tangible in this way cannot leave the Material Plane for 1d6 rounds.
CL 7th; Craft Wondrous Item, dimensional anchor, see invisibility; Market Price: 17,600 gp; Weight: -.
Source:Arms and Equipment Guide
Dimensional Shackles
These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip our of the shackles is 30.
CL 11th; Craft Wondrous Item, dimensional anchor; Market Price: 26,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Dragonfly Medallion
This silver dragonfly-shaped medallion is covered with precious gems. It grants the Improved Initiative feat while worn. If the wearer already has this feat, it grants an additional +1 competence bonus on Initiative rolls.
Once per day, the medallion can transform into a Large dragonfly to attack at the command of its owner. The owner can give mental commands to the dragonfly from up to 200 feet away. If the dragonfly is slain in its vermin form, then the medallion is destroyed as well. If the owner is killed, knocked unconscious, or taken out of range while the medallion is in dragonfly form, it converts back into a medallion immediately.Giant Dragonfly.
CL 11th; Craft Wondrous Item, animate objects, cat's grace; Market Price: 29,760 gp; Weight: -.
Source:Arms and Equipment Guide
Droplets of the Storm
This tiny blue vial contains a small amount of constantly moving water. When poured into a pool of water at least a foot deep, the droplets cause the pool to bubble and froth furiously. In 1d4+1 rounds, an equal number of Small water elementals emerge from the pool. The elementals are not under any control, although they can be controlled later through charm monster or other magic. They attack the nearest creature or creatures, continuing their rampage until destroyed or banished.
CL 17th; Craft Wondrous Item, elemental swarm; Market Price: 7,650 gp; Weight:
Source:Arms and Equipment Guide
Drums of Panic
These drums are kettle drums (hemispheres about 1 1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will negates DC 16).
CL 7th; Craft Wondrous Item, fear; Market Price: 30,000 gp; Weight: 10 lb.
Source:Dungeon Master's Guide v.3.5
Dust of Appearance
This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats surrounding objects, making them visible even if they are invisible - just like the glitterdust spell. (The dust of appearance, however, doesn't blind creatures.) The dust also reveals figments, mirror images, and projected images for what they are. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). A creature coated with the dust cannot hide. The dust's effect lasts for 2d% minutes.
Dust of appearance is typically stored in small silk packets or hollow bone blow-tubes.
CL 5th; Craft Wondrous Item, glitterdust; Market Price: 2,100 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Dust of Disappearance
This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as improved invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.
The greater invisibility bestowed by the dust lasts for 2d% minutes (1d10+10 if sprinkled carefully upon an object).
CL 7th; Craft Wondrous Item, greater invisibility; Market Price: 3,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Dust of Dispersion
This fine powder resembles other types of magic dust, and a single handful flung into the air creates a translucent cloud 10 feet high, 10 feet long, and 10 feet wide. Creatures outside the cloud can see into it and through it (though their sight is slightly blurred), but any ranged attacks entering or passing through the cloud have a 50% miss chance. Creatures within the cloud make ranged attack rolls normally.
The cloud persists for 3 minutes, but a moderate wind (11+ mph) disperses it in 4 rounds. A strong wind (21+ mph) disperses the cloud in 1 round, and any spell that deals fire damage burns away any part of the cloud in its area. The dust cannot be used underwater.
Faint illusion; CL 3rd; Craft Wondrous Item, blur, glitterdust; Price 2,100 gp.
Source:Complete Arcane
Dust of Dryness
This special dust has many uses. If it is thrown into water, up to a cubic yard of the water is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
If the dust is employed against a water creature, the creature must make a Fortitude save (DC 18) or be destroyed. The dust deals 5d6 points of damage to the water creature even if its saving throw succeeds.
CL 11th; Craft Wondrous Item, control water; Market Price: 850 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Dust of Dullness
A single dose of this dust can either be poured on a single target or hurled to cascade into a 10-foot-long cone. If used against a single target, the saving throw to resist the dust's effects is made at a -4 penalty. Any living creature touched by the dust must make a successful Fortitude save (DC 13). Those who fail to save roll 1d6 and consult the table below to determine which of their senses are dulled. The effects of this roll are cumulative; someone who rolls a 6 has all six senses dulled. The effects of dust of dullness last for 1d6 hours.
| Roll | Result |
| 1 | Taste: Victim suffers a -4 penalty on saving throws made to resist ingested toxins. |
| 2 | Smell: Victim loses the scent ability, if possessed. |
| 3 | Hearing: Victim is deafened. |
| 4 | Touch: Victim suffers -2 penalty on attack rolls and Dexterity-based skill checks. |
| 5 | Sight: Victim is blinded. |
| 6 | Sixth Sense: Victim cannot cast divination spells, and suffers a -4 penalty to Will saves. |
Moderate necromancy; CL 7th; Craft Wondrous Item, contagion; Price 1,500 gp.
Source:Dungeon #112
Dust of Illusion
This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put the dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling recipient is allowed a Reflex saving throw (DC 11) to escape the effect. The glamer lasts for 1d6+6 hours.
CL 2nd; Craft Wondrous Item, disguise self; Market Price: 500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Dust of Tracelessness
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a pinch of this dust into the air causes a chamber of up to 1,000 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A pinch of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for a mile back into the distance. The results of the dust are instantaneous, so no magical aura lingers afterward from this use of the dust. Tracking checks across an area affected by this dust are made against a DC 20 higher than normal.
CL 3rd; Craft Wondrous Item, pass without trace; Market Price: 250 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Dust of the Zephyr
This clear vial and stopper contains a small amount of dust. When released intoa breeze, the dust creates sudden bursts of wind.
In 1d4+1 rounds, an equal number of Small air elementals are created from the wind. The elementals are not under any control, although they can be controlled later through charm monster or other magic. They attack the nearest creature or creatures, continuing their rampage until destroyed or banished.
CL 17th; Craft Wondrous Item, elemental swarm; Market Price: 7,650 gp; Weight: -.
Source:Arms and Equipment Guide
Dyrr's Impervious Vestment
This black silk robe is embroidered with adamantine thread in an elegant waterfall pattern. It confers a +9 armor bonus to its wearer, and once per day can be commanded to create a blade barrier as a full-round action. The spell produces a ringed wall of whirling blades only (20 feet high, up to 90 feet in diameter, centered on the wearer's current location), which lasts for 18 minutes or until dismissed as a standard action. As long as Dyrr's impervious vestment is worn, the wearer is able to pass through the barrier without harm, though he receives no such protection against any other blade barrier.
Strong abjuration; CL 18th; Craft Wondrous Item, blade barrier, mage armor; Price 123,000 gp; Weight 3 lb.
Source:Complete Arcane
Efreeti Bottle
This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance that the efreeti of the bottle grants three wishes. In either case, the efreeti afterward disappears forever. The other 80% of the time, the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. (See the Monster Manual for efreeti statistics.) Roll each day the bottle is opened for that day's effect.
CL 14th; Craft Wondrous Item, summon monster VII; Market Price: 150,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Elemental Elixir
This elixir infuses you with the raw power of the Elemental Planes, changing your body. Found in a metal flask, this elixir comes in four varieties - one for each element: air, earth, fire, and water. Each flask contains only one dose. Drinking the elixir grants you its power. A dose of elemental elixir transforms you into an elemental of your size and of the kind the elixir is keyed to. The transformation lasts for 30 minutes, although you can dismiss the transformation as a standard action before the duration expires. For example, a halfling drinking an air elemental elixir transforms into a Small air elemental, while an ogre drinking a fire elemental elixir becomes a Large fire elemental. For the duration of the transformation, your type becomes elemental and your subtype changes to match your new form. You gain the Strength, Dexterity, and Constitution scores of the new elemental form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all extraordinary and supernatural special attacks and qualities possessed by the new elemental form. Neither changing into the new elemental form nor returning to your natural form results in the healing of any hit point damage. If slain, you revert to your original form, although you remain dead.
Moderate transmutation; CL 7th. Craft Wondrous Item, polymorph, 700 gp, 56 XP, 2 days. Weight: 1/2 lb. Price: 1,400 gp.
Source:Dragon #347
Elemental Gem, Fire
Each of these red or orange gems contains a conjuration spell attuned to the Elemental Plane of Fire. When the gem is crushed, smashed, or broken, a fire elemental appears as if summoned by a summon monster spell. The elemental is under the control of the creature that broke the gem. Breaking the gem is a standard action.
CL 5th; Craft Wondrous Item, summon monster III (Small elemental), summon monster V (Medium-size), summon monster VI (Large), summon monster VII (Huge), summon monster VIII (greater), or summon monster IX (elder); Market Price: 750 gp (Small), 2.250 gp (Medium-size), 3,300 gp (Large), 4,550 gp (Huge), 6,000 gp (greater), or 7,650 gp (elder); Weight: -.
Source:Dungeon Master's Guide v.3.5
Elixir of Draconic Essence
This elixir comes in five varieties, one for each of the five chromatic dragons. Made from the blood of true dragons and enhanced by magic, the elixir grants powers of its associated creature to whomever drinks it. Thick scales of the appropriate color cover the drinker's skin, granting him a +4 enhancement bonus to his existing natural armor bonus. Meanwhile, his physique grows in power to match his draconic form. He gains a +8 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, a +2 enhancement bonus to Intelligence, and a +2 enhancement bonus to Charisma. His face extends into a fierce snout, while his fingers twist into sharp claws, giving him 2 claws and a bite he can use natural attacks (damage is based on size, see the Dragon Essence table). Powerful wings burst from his shoulders, giving him a fly speed of 60-feet (average). He gains a breath weapon of the appropriate type (see the Dragon Esssence Table) usable once every 1d4 rounds, dealing 6d6 points of damage. A DC 14, Reflex save halves this damage. The drinker also gains complete immunity to the energy type associated with his breath weapon. These effects remain for 10 minutes.
Moderate transmutation; CL 11th; Craft Wondrous Item, polymorph; Price 6,550 gp; Weight 1 lb.
| Dragon Essence | ||
| Fine | 1 | - |
| Diminutive | 1d2 | 1 |
| Tiny | 1d3 | 1d2 |
| Medium | 1d6 | 1d4 |
| Large | 1d8 | 1d6 |
| Huge | 2d6 | 1d8 |
| Gargantuan | 3d6 | 2d6 |
| Colossal | 4d6 | 3d6 |
| Dragon Variety | Breath Weapon | |
| Black | 60-foot line of acid | |
| Blue | 60-foot line of lightning | |
| Green | 30-foot cone of corrosive (acid) gas | |
| Red | 30-foot cone of fire | |
| White | 30-foot cone of cold | |
Source:Dragon #342
Everburning Torch
This torch has a continual flame cast upon it.
CL 3rd; Prerequisite: Continual flame (no feat needed); Market Price: 90 gp; Weight 1 lb.
Source:Player's Handbook v.3.5
Everfull Mug
With a command word, this common-looking mug fills with 12 ounces of water, cheap ale, or watery wine (user's choice). It functions three times per day.
CL 1st; Craft Wondrous Item, create water; Market Price: 800 gp; Weight: -
Source:Arms and Equipment Guide
Everlasting Feedbag
This feedbag has a small medallion on it with an embossed cornucopia symbol. When placed around the muzzle of a horse, donkey, or other equine animal, it produces an unlimited amount of suitable feed. Care must be taken that the animal does not overeat, and most creatures must still eat other plants for proper nutrition. The feedbag produces nothing when it is not placed around an animal's muzzle.
CL 5th; Craft Wondrous Item, create food and water; Market Price: 15,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Eversmoking Bottle
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled our, pouring from the bottle and totally obscuring vision across a spread of 50 feet in 1 round. If the bottle is left unstoppered, the smoke spreads another 10 feet per round until it has spread 100 feet. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally.
CL 3rd; Craft Wondrous Item, pyrotechnics; Market Price: 5,200 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Eversoaking Sponge
This large, normal-looking sponge is capable of absorbing an enormous quantity of water. If placed in a body of water, it floats and begins soaking it up at the rate of 1,000 gallons per round. The sponge stops once it has absorbed 225,000 gallons of water - the size of a pool 100 feet long, 50 wide, and 6 feet deep. This water disappears completely, and if the sponge is squeezed afterward, it releases only as much water as a normal wet sponge. The eversoaking sponge absorbs only water, not mud or muck. Acid, oil, and other liquids affect it as they would a normal sponge.
CL 11th; Craft Wondrous Item, disintegrate; Market Price: 26,400 gp; Weight: -.
Source:Arms and Equipment Guide
Exploding Spike
Warm to the touch, this red spike pulses with stored energy. The spike does nothing until it is planted firmly in the ground (a standard action). One round later, the spike becomes invisible. Any creature that thereafter comes within 10 feet of the spike causes it to explode in a fireball that deals 10d6 points of fire damage (Reflex DC 14 half) to every creature within 20 feet of the spike. This blast destroys the spike.
Moderate evocation; CL 11th; Craft Wondrous Item, fireball; Price 1,500 gp.
Source:Miniatures Handbook
Eyes of Charming
These two crystal lenses fit over the user's eyes. The wearer is able to charm person (one target per round) merely by meeting a target's gaze. Those failing a Will saving throw (DC 16) are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10.
CL 7th; Craft Wondrous Item, Heighten Spell, charm person; Market Price: 56,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Eyes of Doom
These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him (one target per round) merely by meeting their gaze. Those failing a Will saving throw (DC 11) are doomed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of continual deathwatch vision and can enact an eye bite (DC 19) once per week.
CL 11th; Craft Wondrous Item, doom, deathwatch, eyebite; Market Price: 24,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Eyes of Petrification
These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (DC 19), such as that of a basilisk, for 10 rounds per day (see the Monster Manual for details on the basilisk's gaze attack). Both lenses must be worn for the magic to be effective.
CL 11th; Craft Wondrous Item, flesh to stone; Market Price: 98,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Eyes of the Eagle
These items are made of special crystal and fit over the eyes of the wearer, These lenses grant a +5 circumstance bonus to Spot checks. Wearing only one of the pair causes a character to become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer can use the single lens without being stunned so long as she covers her other eye. Of course, she can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness.
CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance; Market Price: 1,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Fan of Furious Flame
This collapsible fan is made of thin red iron and resembles licking flames when opened. Three times per day, the fan can create a cone 30 feet long that causes any open flames, including candles, torches, or lanterns, to explode in a burst of fire and deal the indicated damage (Reflex half DC 15).
| Flame Size | Damage | Area |
| Candles (1-5) | 1d4 | 5-ft. diameter |
| Candelabra (6+) | 1d6 | 5-ft. diameter |
| Lantern | 1d8 | 5-ft. square |
| Torch | 1d10 | 10-ft. square |
| Campfire | 1d12 | 10-ft. square |
All fire that explodes in this way is permanently extinguished. The explosion occurs too quickly for nearby combustibles to catch on fire. The fan of furious flame has no effect on magical fires such as those created by continual flame.
CL 5th; Craft Wondrous Item, fireball; Market Price: 18,750 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Field Provisions Box
When opened, this well-crafted wooden box produces enough basic food and water to feed up to fifteen humans or five horses, providing a full day's sustenance. It can be used once per day.
Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 2,000 gp.
Source:Miniatures Handbook
Figurine of the Ivory Champion
The figurine is a miniature statuette of an armored knight adorned with symbols of good deities. It stands two inches tall. When the figurine is tossed to the ground and the command word spoken, it expands in size, taking the form of a Large knight carved from ivory. The construct obeys and serves you. If the figurine is broken or destroyed in statuette form, it is forever ruined. If slain in construct form, it instantly reverts to a statuette and cannot be used again for 1 week. The figurine may be used once per day for up to 1 hour at a time. Ivory Champion
strong; (DC 21) transmutation, CL 13th; Craft Construct, Craft Wondrous Item, animate objects; 10,000 gp, 800 XP. Weight: -; Market Price: 20,000 gp.
Source:Dragon #356
Figurines of Wondrous Power
Each of the several kinds of figurines of wondrous power appears to be a tiny statuette of an creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
- Bronze Griffon: When animated, the bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 10,000 gp; Weight:-. - Blue Quartz Eagle: A blue quartz eagle becomes an eagle on command, but with vision akin to that granted by eyes of the eagle (+5 circumstance bonus on Spot checks). Another command sends it aloft. It will not attack, even to defend itself, but it will obey the telepathic commands of its owner as long as it remains within one mile of her. If forced to move beyond that distance, a blue quartz eagle will immediately revert to statuette form (usually shattering if it falls a great distance to the ground). While the figurine is transformed, its owner can mentally view everything the eagle can see, although the owner must use a standard action to observe what the eagle sees in that round. It can maintain its nonfigurine status for only 24 hours per tenday, but the duration need not be continuous.
CL 11th; Craft Wondrous Item, animate objects, clairaudience/clairvoyance; Market Price: 5,400 gp; Weight: - - Coral Dolphin: Made by a water genasi mage, this finely carved dolphin of white coral can transform into a living dolphin, except that it possesses an Intelligence of 5 and the ability to speak and understand Common and Aquan. The dolphin is treated as a magical beast when in its living form. It may be used twice per tenday for up to 4 hours each use.
CL 11th; Craft Wondrous Item, animate objects, water breathing; Market Price: 10,000 gp; Weight: -. - Ebony Fly: When animated, the ebony fly is the size of a pony and has all the statistics of a hippogriff (Hit Dice, AC, carrying capacity, speed, and so on) but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 10,000 gp; Weight:- - Golden Lions: These come in pairs. They become normal adult male lions (see the Monster Manual). If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 16,500 gp; Weight:-. - Ivory Goats: These come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:
- The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a draft horse in every way except appearance. The goat can travel for a maximum of one day each week - continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for not less than one day before it can again be used.
- The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4/1d8+4). If it is charging to attack, it may only use its horns (but add +6 points of damage to each successful attack on that round). It can be called to life just once per month for up to 12 hours at a time.
- The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrierlike mount, with the statistics of a light warhorse (but hairier). However, its rider can employ the goat's horns as weapons (one horn as a +3 lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (DC 16). It can be used once every two weeks for up to 3 hours per use.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 21,000 gp; Weight:-. - Marble Elephant:This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant.
Details of the elephant are found in the Monster Manual. The statuette can be used four times per month for up to 24 hours at a time.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 17,000 gp; Weight:-. - Obsidian Steed: An obsidian steed appears to be a small, nearly shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: fly, plane shift, and etherealness. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the Lower Planes and then return to its staruette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when the obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means.
CL 15th; Craft Wondrous Item, animate objects, fly, plane shift, etherealness; Market Price: 28,500 gp; Weight:-. - Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a war dog, except that it is endowed with an Intelligence score of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks.) It has darkvision (range 60 feet) and it can see invisible. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.
CL 11th; Craft Wondrous Item, animate objects; Market Price: 15,500 gp; Weight:-. - Serpentine Owl: A serpentine owl becomes either a normal-sized horned owl or a giant owl, according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all of its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)
CL 11th; Craft Wondrous Item, animate objects; Market Price: 9,100 gp; Weight:-. - Silver Raven:This figurine turns into a raven on command (but it retains its silver consistency, which gives it a hardness of 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
CL 6th; Craft Wondrous Item, animal messenger; Market Price: 3,800 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Fruit Blossom Spike
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process.
A single tree produces enough fresh fruit to feed eight creatures for two days, acting like a maximized good berry spell. After three days, the fruit turns into worthless mush. Fruit blossom spikes do not work on plant creatures such as treants or tendriculos.
CL 7th; Craft Wondrous Item, goodberry, plant growth; Market Price: 5,800 gp; Weight: -.
Source:Arms and Equipment Guide
Gauntlet of Lassitude
This leather glove bound in brass magically transforms to match the hand shape of its owner, and thus it can be worn on either hand. With a successful melee touch attack, the gauntlet of lassitude slows the target for 5 rounds (Will DC 14 negates).
Faint transmutation; CL 5th; Craft Wondrous Item, slow; Price 27,000 gp; Weight 2 lb.
Source:Complete Warrior
Gauntlet of Rust
This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.
CL 7th; Craft Wondrous Item, rusting grasp; Market Price: 11,500 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Gauntlet of Utterdeath
This spiked gauntlet of jet-black steel smells faintly of brimstone. If the wearer succeeds on a melee touch attack, the target must make a DC 20 Fortitude save or be reduced to a pile of smoldering cinders. If the Fortitude save succeeds, the target instead takes 10d6 points of damage. A gauntlet of utterdeath is usable three times per day.
Strong necromancy; CL 13th; Craft Wondrous Item, destruction; Price 96,000 gp; Weight 2 lb.
Source:Complete Warrior
Gauntlet of the Dwarven Forge
This iron gauntlet extends to the elbow and is always cool to its wearer's touch. When its command word is spoken, a gauntlet of the dwarven forge glows red-hot for 10 rounds, illuminating everything within 10 feet as if by torchlight. Anyone else touched by the gauntlet during this time takes 1d6+10 points of fire damage. The wearer of a gauntlet of the dwarven forge takes half damage from fire-based attacks while the gauntlet is glowing. Fire attacks that allow Reflex saves for half damage deal the wearer no damage if he makes his save.
Moderate evocation; CL 10th; Craft Wondrous Item, fire shield; Price 24,000 gp; Weight 3 lb.
Source:Complete Warrior
Gauntlets of Ogre Power
These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.
CL 6th; Craft Wondrous Item, bull's strength; Market Price: 4,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Gem of Brightness
This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.
- One command word causes the gem to shed a pale light in a cone 10 feet long. This use of the gem does not expend any charges.
- Another command word causes the gem of brightness to send out a very bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it succeeds at a Reflex save (DC 14). This use of the gem expends 1 charge.
- The third command word causes the gem to flare in a blinding flash of light in a cone 30 feet long. Although this glare lasts but a moment, all creatures within its area must make a Reflex save (DC 14) or be blinded for 1d4 rounds and thereafter suffer a penalty of -1 to attack rolls, Spot checks, and Search checks due to permanent eye damage. This use expends 5 charges.
Eye damage can be cured by a remove blindness or a heal spell. A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.
CL 6th; Craft Wondrous Item, daylight, blindness/deafness; Market Price: 15,200 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Gem of Seeing
This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When gazed through, the gem of seeing enables the user to see as though she were affected by a true seeing spell.
CL 10th; Craft Wondrous Item, true seeing; Market Price: 75,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Ghoul-Light Lantern
These eldritch lanterns are used by true ghouls to light their cities and to augment their undead minds. Although they can see in the dark, they find the necromantic green glow of the ghoul-light comforting. A ghoul-light lantern can be command to shed its sickly green glow as a move action. Once activated, the glow illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. Living flesh illuminated by ghoul-light feels strangely cold and clammy, while undead within the light feel more energetic. Any living creature within 20 feet of a source of ghoul-light takes a -1 penalty on Will saves and all Charisma checks (including turn undead checks and all Charisma-based skills). Undead within 20 feet of a source of ghoul-light gain a +1 profane bonus on Will saves and Charisma checks.
Ghoul-light is treated as bright illumination against creatures with light sensitivity (such as drow).
All creatures exposed to ghoul-light begin to glow softly themselves with the nasty green light. This glow does not provide additional illumination, but it does affect all creatures within 20 feet of the source as if by faerie fire, thus reducing the effectiveness of invisibility, displacement, and similar effects.
Faint evocation; CL 3rd; Craft Wondrous Item, creator must be a true ghoul; Price 5,000 gp; Weight 2 lb.
Source:Dungeon #129
Glove of Burrowing
Gloves of burrowing allow you to tunnel through the ground. Appearing as flexible cracked rock, a pair of gloves of burrowing are made from the stony hide of a xorn or similar elemental creature with the ability to burrow through earth. Simply putting on the gloves grants you the ability to move through earth and stone. In addition, once per day, you can make a sudden chopping motion to grant you the ability to mold stone as clay, but doing so causes the gloves of burrowing to lose all power for 1 hour afterward. While worn, the gloves of burrowing grant you the ability to push through earth or stone with a burrow speed equal to one half your base land speed. Your passage is like that of an earth elemental, leaving no tunnel behind for others to follow and indeed no signs of your passage at all. In addition to the ability to move through the ground, gloves of burrowing grant you the ability to use stone shape once per day as a 9th-level sorcerer.
Moderate transmutation; CL 9th. Craft Wondrous Item, passwall, 40,500 gp, 3,240 XP, 81 days. Weight: 1/2 lb. Price: 81,000 gp.
Source:Dragon #347
Glove of Storing
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly. Although it is handy to have two of these gloves, the creation process yields only one.
CL 6th; Craft Wondrous Item, shrink item; Market Price: 2,200 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Gloves of Arrow Snaring
Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. (They are undetectable unless the viewer is within 5 feet of the wearer.) The wearer can act as if he had the Deflect Arrows feat, except that he catches the thrown weapons and projectiles instead of deflecting them. Both gloves must be worn for the magic to be effective. At least one hand must be free to take advantage of the magic.
CL 3rd; Craft Wondrous Item, shield; Market Price: 4,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Gloves of Brachiation
These tight leather gloves allow the wearer to travel from branch to branch using only her arms, as a monkey or gibbon would. As long as she is at medium encumbrance or less, the wearer can move at her full speed through the tree canopy. The wearer also gains a +10 circumstance bonus on Jump checks as long as she is aboveground (leaping from tree branch to tree branch, for example).
CL 3rd; Craft Wondrous Item, cat's grace; Market Price: 4,000 gp; Weight:-
Source:Arms and Equipment Guide
Gloves of Dexterity
These right-fitting, thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer's Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
CL 8th; Craft Wondrous Item, cat's grace; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight:-.
Source:Dungeon Master's Guide v.3.5
Gloves of Fortunate Striking
Best worn by the cleverest of warmakers, these gloves allow their wearer to attempt to change an unfortunate strike at the enemy to a more accurate one. Once per day, after the wearer of the gloves has made an attack roll (but before it's determined whether the roll succeeded), he may choose to make the attack roll again. He must use the second result even if it's lower. The wearer can't use this ability if he has already made the attack roll again because of another ability he possesses, nor can he use another ability he possesses to make the attack roll again as he uses the gloves. The gloves can be used only after they are worn continuously for 24 hours. If they are taken off, they become inactive until they are again donned and worn for a full 24 hours.
Faint divination; CL 3rd; Craft Wondrous Item, true strike; Price 2,000 gp.
Source:Miniatures Handbook
Gloves of Swimming and Climbing
These apparently normal lightweight gloves grant a +10 competence bonus to Swim and Climb checks. Both gloves must be worn for the magic to be effective.
CL 5th; Craft Wondrous Item, cat's grace; Market Price: 6,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Goggles of Day
The lenses of this item are made of silvered crystal. When they are placed over the eyes, the wearer can operate without penalty in preternaturally bright light, such as might result from a flare, sunbeam, or sunburst spell. Vampires wearing goggles of day have a full-round action before dissolution when confronted with sunlight, as opposed to just a partial action.
CL 3rd; Craft Wondrous Item, darkvision; Market Price: 4,000 gp; Weight:
Source:Arms and Equipment Guide
Goggles of Minute Seeing
The lenses of this item are made of special crystal. When placed over the eyes of the wearer, they enable her to see much better than normal at distances of 1 foot or less, granting her a +5 bonus to Search checks to locate or identify features such as tiny seams, marks, cracks, or imperfections. Both lenses must be worn for the magic to be effective.
CL 3rd; Craft Wondrous Item, true seeing; Market Price: 1,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Goggles of Night
The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him darkvision (range 60 feet). Both lenses must be worn for the magic to be effective.
CL 3rd; Craft Wondrous Item, darkvision; Market Price: 8,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Hammersphere
This magic sphere is 4 inches in diameter, made of silver, and covered in small rubies. Etched into it in four places is the hammer-and-anvil symbol of the deity Moradin. When held aloft and activated with a command word, the sphere conjures forth a giant hammer. This hammer functions as a spiritual weapon except that it deals 3d6 points of damage per hit. The user of the hammersphere does not have to concentrate on the hammer or keep the sphere aloft while the hammer attacks. The hammersphere is usable once per day
CL 7th; Craft Wondrous Item, spiritual weapon, greater magic weapon; Market Price: 2,500 gp; Weight:
Source:Arms and Equipment Guide
Hand of Glory
This mummified human hand hangs by a leather cord around a character's neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does nor count against her two-ring limit. The hand can wear only one ring at a time.
Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
CL 9th; Craft Wondrous Item, daylight, see invisibility, animate dead; Market Price: 7,200 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Hand of the Mage
This mummified elven hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
CL 3rd; Craft Wondrous Item, mage hand; Market Price: 1,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Harp of Charming
This instrument is a golden, intricately carved harp. When played, it enables the performer to cast one suggestion (Will negates DC 14) for each 10 minutes of playing if he can succeed at a Perform check (DC 15). On a die roll of a natural 1, the harpist has played so poorly that he enrages all those within earshot.
CL 5th; Craft Wondrous Item, suggestion; Market Price: 7,500 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Hat of Anonymity
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +10 bonus on Hide checks while the hat is worn.
CL 11th; Craft Wondrous Item, nondetection; Market Price: 34,050 gp; Weight: -.
Source:Arms and Equipment Guide
Hat of Disguise
This apparently normal hat allows its wearer to alter her appearance as with a alter self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
CL 2nd; Craft Wondrous Item, alter self; Market Price: 2,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Headband of Intellect
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer's Intelligence score in the form of an enhancement bonus of +2, +4, or +6.
CL 8th; Craft Wondrous Item; commune or legend lore; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight:-.
Source:Dungeon Master's Guide v.3.5
Helm of Brilliance
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with ten diamonds, twenty rubies, thirty fire opals, and forty opals, each of large size and enchanted. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels' functions are as follows:
| Jewel | Effect |
| Diamond | Prismatic spray (DC 17) |
| Ruby | Wall of fire |
| Fire opal | Fireball (10d6) |
| Opal | Light |
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all of its jewels are depleted, a helm of brilliance also has the following magical properties when activated:
- It emanates a bluish light when undead are within 30 feet. This light causes pain and 1d6 points of damage per round to all such creatures within that range.
- The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
- Each round, the helm absorbs the first 30 points of fire damage the wearer would otherwise take. This protection does not stack with similar protection from other sources, such as endure elements.
Once all of its jewels have lost their magic, the helm loses all its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magic fire (after the fire protection is taken into account) and fails an additional Will saving throw (DC 15), the remaining gems on the helm overload and detonate.
CL 13th; Craft Wondrous Item, light, fireball, prismatic spray, wall of fire, flame blade, detect undead, protection from elements; Market Price: 157,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Helm of Comprehending Languages and Reading Magic
Appearing as a normal helmet, a helmet of comprehending languages and reading magic grants its wearer a 90% chance to understand any strange tongue or writing she encounters and an 80% chance to understand any magic writings. Note that understanding does not necessarily imply spell use.
CL 4th; Craft Wondrous Item, comprehend languages, read magic; Market Price: 2,600 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Helm of Glorious Recovery
Once per day, the wearer of this helm can activate it by uttering the command word. The helm instantaneously cures the wearer of 4d8+7 points of damage. The helm can only be activated after being worn continuously for 24 hours. If it is taken off, it becomes inactive until it is again donned and worn for a full 24 hours.
Moderate conjuration; CL 7th; Craft Wondrous Item, cure critical wounds; Price 5,600 gp.
Source:Miniatures Handbook
Helm of Telepathy
The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day the wearer of the helm can implant a suggestion (as the spell, Will negates, DC 14) along with his telepathic message.
CL 8th; Craft Wondrous Item, detect thoughts, suggestion; Market Price: 31,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Helm of Teleportation
Any character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
CL 9th; Craft Wondrous Item, teleport; Market Price: 48,600 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Helm of Underwater Action
The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.
CL 7th; Craft Wondrous Item, freedom of movement, water breathing; Market Price: 24,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Heward's Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material equal to as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move-equivalent action. Heward's handy haversack and whatever it contains gain a +2 resistance bonus to all saving throws.
CL 5th; Craft Wondrous Item, Leomund's secret chest; Market Price: 2,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Blasting, Greater
This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.
Strong evocation; CL 16th; Craft Wondrous Item, greater shout; Price 70,000 gp; Weight 1 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Blasting
This horn appears robe 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 has the following effects, both of which happen at once:
- A 100-foot cone of sound issues forth from the horn. All within this area must make a Fortitude saving throw (DC 16). Those who succeed are stunned for 1 round and deafened for 2 rounds. Those failing the saving throw take 1d10 points of damage, are stunned for 2 rounds, and are deafened for 4 rounds.
- An ultrasonic wave 1 foot wide and 100 feet long issues from the horn. The wave weakens such materials as metal, stone, and wood. This effect deals 1d10 points of damage to objects within the area, ignoring their hardness.
If a horn of blasting is used magically more than once in a given day there is a 10% cumulative chance with each extra use that it explodes and deals 5d10 points of damage to the person sounding it.
CL 7th; Craft Wondrous Item, shout; Market Price: 12,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Fog
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog spreads 10 feet each round that the user continues to blow the horn. The device makes a deep, foghornlike noise, with the note dropping abruptly to a lower register at the end of each blast.
CL 3rd; Craft Wondrous Item, obscuring mist; Market Price: 2,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Goodness/Evil
This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 10 rounds. The horn can be blown once per day.
CL 7th; Craft Wondrous Item, magic circle against good or magic circle against evil; Market Price: 6,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Valhalla
This magic instrument come in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned.
| d% | Type of Horn | Barbarians Summoned | Prerequisites |
| 01-40 | Silver | 2d4+2, 2nd level | None |
| 41-75 | Brass | 2d4+1, 3rd level | Spellcaster level 1st+ |
| 76-90 | Bronze | 2d4, 4th level | Proficiency with all martial weapons or bardic music ability |
| 91-100 | Iron | 1d4+1, 5th level | Proficiency with all martial weapons or bardic music ability |
Summoned barbarians are magic constructs, not actual people (though they seem to be), and they arrive with the starting equipment for barbarians. They gladly attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
CL 13th; Craft Wondrous Item, summon monster VI; Market Price: 50,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Horn of Volume
This horn lets the user be heard up to twice as far as she normally would be when speaking, singing, or using an ability that affects creatures that can hear the user.
When using the skirmish or mass battle rules, the bearer can command creatures not in line of sight up to 12 squares away, instead of the normal 6. This benefit does not increase the range of Commander Effects.
Faint illusion; CL 3rd; Craft Wondrous Item, ghost sound; Price 1,000 gp.
Source:Miniatures Handbook
Horn of the Tritons
This device is a conch shell that can be blown once per day (except by a triton, who can sound it three times per day). A horn of the tritons can do any one of the following functions when blown:
- Calm rough waters in a one-mile radius. This dispels a summoned water elemental if it fails its Will saving throw (DC 16).
- Attract 5d4 Large sharks (a 0l-30 result on d%), 5d6 Medium-size sharks (31-80), or 1d10 sea lions (81-100) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, the one who sounded the horn.
- Panic and demoralize aquatic creatures with Intelligence scores of 1 or 2 within 500 feet as if they had been targeted by a fear spell (DC 16). Those who do save are shaken for 3d6 rounds.
Any sounding of a horn of the tritons can be heard by all tritons within a three-mile radius.
CL 8th; Craft Wondrous Item, fear, summon monster V, control water, creator must be a triton or get construction aid from a triton; Market Price: 15,100 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Horned Helm
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the horned helm grants a +2 enhancement bonus on melee attacks with the horns, which deal 1d8 points of damage.
CL 5th; Craft Wondrous Item, haste, magic fang; Market Price: 38,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Horseshoes of Speed
These iron shoes come in sets of four, like ordinary horseshoes. When affixed to a horse's hooves, they double the animal's speed. All four shoes must be worn by the same animal for the magic to be effective.
CL 3rd; Craft Wondrous Item, haste; Market Price: 1,900 gp; Weight: 3 lb. each.
Source:Dungeon Master's Guide v.3.5
Horseshoes of a Zephyr
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces, such as water or lava, can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at normal speed. All four shoes must be worn by the same animal for the magic to be effective.
CL 3rd; Craft Wondrous Item, levitate; Market Price: 3,000 gp; Weight: 1 lb. each.
Source:Dungeon Master's Guide v.3.5
Idol of False Vision
This large statue automatically detects any attempt to scry (including scrying and similar spells such as arcane eye and clairaudience/clairvoyance) any individuals or locations within 50 feet of it. Any such effect triggers a false vision spell that masks any creature attuned to the idol from being scried. Attunement may be performed during the idol's creation or at any later time by touchingthe idol and speaking a command word chosen during creation. The idol can cast false vision three times per day.
CL 10th; Craft Wondrous Item, detect scrying, false vision; Market Price: 54,500 gp; Cost to Create: 33,500 gp + 1,680 XP; Weight: 400 lb.
Source:Arms and Equipment Guide
Idol of False Vision
This large statue automatically detects any attempts to scry (including scrying and similar spells, such as arcane eye and clairaudience/clairvoyance) any individuals or locations within 50 feet of it. Any such effect triggers a false vision spell that masks any creature attuned to the idol from being scried (such attempts automatically fail). Attunement may be performed during the idol's creation or at any time later by touching the idol and speaking a command word chosen during creation. The idol can cast false vision three times per day.
CL: 10th; Craft Wondrous Item, detect scrying, false vision; Market Price: 54,500 gp; Cost to Create: 33,500 gp and 1,680 XP; Weight: 400 lb.
Source:Lord of the Iron Fortress
Incense of Meditation
This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical Incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a Spellcraft check (DC 15).
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all of his spells as though affected by the Maximize Spell metamagic feat. However, all the spells prepared in this way are at their normal level, nor at three levels higher (as with the regular metamagic feat). Each block of incense burns for 8 hours, and the effects remain for 24 hours.
CL 7th; Craft Wondrous Item, Maximize Spell, bless; Market Price: 4,900 gp; weight: 1 lb. each.
Source:Dungeon Master's Guide v.3.5
Incense of the Gorgon
This foul-smelling incense is typically found in a dark green vial with the embossed image of a gorgon. When burned, however, it creates a truly overwhelming smoke that fills a 10-foot cube. The incense is consumed after 1 round and the smoke dissipates naturally. Those in the area and not holding their breath must succeed on a Fortitude save (DC 19) or be turned to stone as if affected by the flesh to stone spell.
CL 11th; Craft Wondrous Item, flesh to stone; Market Price: 6,600 gp; Weight: -.
Source:Arms and Equipment Guide
Insatiable Locust
Banned in almost every civilized society, this 1-foot-long statue of a locust is capable of incredible destruction to crops and agricultural areas. It is carved from a single piece of brilliant jade and has two large rubies for eyes.
On command, the insatiable locust can animate. It then goes on an eating rampage, devouring up to ten tons of grain, crops, and fruits per day for up to seven days, over a diameter of fifty miles. It never attacks people or livestock and attempts to fly away when confronted with violence. The locust first eats planted crops, such as corn, wheat, and rye, followed by fruit and finally wild vegetation. The locust attacks and consumes plant creatures, but only after all other vegetation has been destroyed first.
Once the locust has eaten for seven days (or there is no more food), it unerringly returns to its owner and reverts to its statue form. It cannot be reactivated again for another full seven days. The eaten crops are utterly destroyed. Jade Locust
CL 11th; Craft Wondrous Item, animate objects, disintegrate; Market Price: 29,975 gp; Weight: 10 lb.
Source:Arms and Equipment Guide
Insidious Seaweed
This brittle strand of dried seaweed bears a rough texture and a slight briny smell. Once per day, when you activate the insidious seaweed, it quickly grows to many times its size, duplicating the effects of an entangle spell for 3 minutes, centered on you (DC 11). You are not affected by the entangling plants created by your own insidious seaweed as long as you hold it. If you let go of the insidious seaweed you are affected by its entangling plants as normal. Insidious seaweed does not need nearby plants to work, as it creates its own. You can end the effect prematurely by uttering the command word a second time.
Faint transmutation, CL 3rd, Craft Wondrous Item, entangle, 1,600 gp, 128 XP, 3 days. Weight: -, Price: 32,00 gp.
Source:Dragon #355
Instruments of the Bards
A wise and powerful bard named Falataer reportedly created the first of these instruments, using them to test and reward the students of the seven levels of his bardic college. Others have since copied the designs, honoring Falaraer by keeping the names he gave them. Each instrument has its own set of unique powers that can be activated automatically by anyone with sufficient ranks in the appropriate Perform skill, but for a character without the requisite skill, some instruments bestow one negative level as long as the instrument is carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the instrument is held.
- Fochluchan Bandore: This three-stringed masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +1 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The instrument can be played by anyone to produce light once per day. Any character with 2 ranks in Perform (string instruments) can also use the bandore to cast flare, mending, and message each once per day.
Faint transmutation, faint evocation; CL 3rd; Craft Wondrous Item, flare, light, mending, message, creator must be a bard; Price 1,900 gp; Weight 3 lb. - Mac-Fuirmidh Cithern: This pear-shaped masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +2 competence bonus on bardic music checks for countersong, fascinate, and suggestion. The cithern can be played by anyone with 4 ranks in Perform (string instruments) to cast cure light wounds, mage armor, and sleep each once per day.
Faint various; CL 3rd; Craft Wondrous Item; cure light wounds, mage armor, sleep, creator must be a bard; Price 2,900 gp; Weight 3 lb. - Doss Lute: This masterwork lute grants a +2 circumstance bonus on Perform (string instruments) checks and a +3 competence bonus on bardic music checks for countersong, fascinate, and suggestion. A character with 6 ranks in Perform (string instruments) can use the instrument to cast delay poison, hold person, and mirror image each once per day. When held, a doss lute bestows one negative level on any creature that doesn't have at least 6 ranks in Perform (string instruments).
Faint various; CL 5th; Craft Wondrous Item, delay poison, hold person, mirror image, creator must be a bard; Price 9,800 gp; Weight 3 lb. - Canaith Mandolin: This eight-stringed masterwork mandolin grants a +2 circumstance bonus on Perform (string instruments) checks and a +4 competence bonus on a bard's bardic music checks for countersong, fascinate, and suggestion. A character with 8 ranks in Perform (string instruments) can use the instrument to cast cure serious wounds, dispel magic, or summon monster III each once per day. When held, the instrument bestows one negative level on any creature that doesn't have at least 8 ranks in Perform (string instruments).
Moderate various; CL 8th; Craft Wondrous Item, cure serious wounds, dispel magic, summon monster III, creator must be a bard; Price 23,400 gp; Weight 3 lb. - Cli Lyre: This masterwork lyre grants a +2 circumstance bonus on Perform (string instruments) checks and a +5 competence bonus on a bard's bardic music checks for countersong, fascinate, and suggestion. A character with 10 ranks in Perform (string instruments) can use the instrument to cast break enchantment, dimension door, and shout each once per day. When held, a cli lyre bestows one negative level on any creature that doesn't have at least 10 ranks in Perform (string instruments).
Moderate various; CL 11th; Craft Wondrous Item, break enchantment, dimension door, shout, creator must be a bard; Price 37,600 gp; Weight 3 lb. - Anstruth Harp: This masterwork harp grants a +2 circumstance bonus on Perform (string instruments) checks and a +6 competence bonus on a bard's bardic music checks for countersong, fascinate, and suggestion. A character with 12 ranks in Perform (string instruments) can use the instrument to cast control water, mass cure light wounds, and mind fog each once per day. An anstruth harp bestows one negative level on any creature that doesn't have at least 12 ranks in Perform (string instruments).
Strong various; CL 14th; Craft Wondrous Item, control water, mass cure light wounds, mind fog, creator must be a bard; Price 60,000 gp; Weight 3 lb. - Ollamh Harp: This masterwork harp grants a +2 circumstance bonus on Perform (string instruments) checks and a +7 competence bonus on a bard's bardic music checks for countersong, fascinate, and suggestion. A character with 14 ranks in Perform (string instruments) can use the instrument to cast control weather, eyebite, and repulsion each once per day. The instrument bestows one negative level on any creature that doesn't have at least 14 ranks in Perform (string instruments).
Strong various; CL 17th; Craft Wondrous Item, control weather, eyebite, repulsion, creator must be a bard; Price 83,600 gp; Weight 3 lb.
Source:Complete Arcane
Ioun Stone of Resistance
These ioun stones (usually burnt orange in color) possess all the features of a standard ioun stone. Ioun stones of resistance offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws.
CL 5th; Craft Wondrous Item, resistance, caster level must be three times that of the ioun stone's bonus; Market Price: 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5); Weight: -.
Source:Arms and Equipment Guide
Ioun Stones
These stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (while sleeping, for example) to keep it safe, but she loses the benefits of the stone during that time. Ioun stones have an AC of 24, 10 hit points, and a hardness of 5.
Regeneration from the pearly white Ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of spell storing).
CL 12th; Craft Wondrous Item, creator must be 12th level; Weight:-.
Source:Dungeon Master's Guide v.3.5
Iron Bands of Bilarro
When initially discovered, this very potent item appears to be a rusty iron sphere. Close examination reveals that there are bandings on the 3-inch-diameter globe.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, rho bands expand and tightly constrict the target creature on a successful ranged touch attack. A single creature of large size or smaller can be captured thus and held immobile until the command word is spoken to bring the bands into globular form again. The creature can break (and ruin) the bands with a successful Strength check (DC 30) or escape them with a successful Escape Artist check (also DC 30).
CL 10th; Craft Wondrous Item, Bigby's grasping hand; Market Price: 26,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Iron Flask
These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a Will saving throw (DC 19). The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time allows it a +2 bonus on its saving throw and makes it very angry and totally hostile. A newly discovered bottle might contain any of the following:
| d% | Contents | d% | Contents |
| 01-50 | Empty | 89 | Demon (glabrezu) |
| 51-54 | Large air elemental | 90 | Demon (succubus) |
| 55-58 | Arrowhawk | 91 | Devil (osyluth) |
| 59-62 | Large earth elemental | 92 | Devil (barbazul |
| 63-66 | Xorn | 93 | Devil (erinyes) |
| 67-70 | Large fire elemental | 94 | Devil (cornugon) |
| 71-74 | Salamander | 95 | Celestial (avoral) |
| 75-78 | Large water elemental | 96 | Celestial (ghaele) |
| 79-82 | Adult tojanida | 97 | Formian myrmarch |
| 83-84 | Red slaad | 98 | Blue slaad |
| 85-86 | Formian taskmaster (alone) | 99 | Rakshasa |
| 87 | Demon (vrock) | 100 | Demon (balor) or devil (pit fiend) - equal chance for either |
| 88 | Demon (hezrou) |
CL 20th; Craft Wondrous Item, trap the soul; Market Price: 170,000 gp (empty); weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Keoghtom's Ointment
A jar of this unguent is small - 3 inches in diameter and 1 inch deep - but contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure light wounds, neutralize poison, remove disease; Market Price: 4,000 gp; Weight: 1/2 lb.
Source:Dungeon Master's Guide v.3.5
Keoghtom's Spidery Map
This large, weathered bit of cloth appears covered in intermeshing spider's silk. It has been folded many times over and bears an ever-changing nonsensical mass of blurred lines, shapes, and symbols. Those who study the exploits of the Company of Seven often describe Keoghtom as the most inventive and assiduous of the group. The demigod Zagyg only confides in Keoghtom and respects his judgment greatly. In addition, save only Nolzur, Keoghtom enjoys good terms with the rest of the company and is even accorded a friend of the mage Mordenkainen. Keoghtom's many discoveries have benefited the cultures of the Flanaess significantly - especially his balms and curatives. The map that bears his name is no exception. Fharlanghn, whose friendship with the bard Reward is long and deep, facilitated its creation by allowing Keoghtom a perusal of the famed Oerthdisc. The resulting map proved so useful that cartographers and sages suggest dozens of copies exist across the Flanaess.
In order to use it, you need only concentrate upon the map, searching your mind for a location, creature, or object. The map then acts as a find the path spell, showing in great detail the shortest, most direct physical route to the specified destination. You can only use the map once per day, and all other paths or locations on the map appear as an ever-changing blurred mass of webs.
The map refuses to locate Keoghtom, the path to his extradimensional home, nor indeed the location of any being who carries the rank of deity. It cannot see beyond the bounds of the current plane of existence.
strong; (DC 20) divination, CL 11th; Craft Wondrous Item, find the path. Cost to Create: 13,200 gp, 1,056 XP. Weight: -; Market Price: 26,400 gp.
Source:Dragon #359
Lantern of Brightness
This ornate bullseye lantern is adorned with gold filigree and sun patterns. It is illuminated with a permanent light spell. Twice per day, the lantern can emit a sunbeam (as the spell from a 13th-level caster).
CL 13th; Craft Wondrous Item, light, sunbeam; Market Price: 66,520 gp; Weight: 3 lb.
Source:Arms and Equipment Guide
Lantern of Revealing
This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
CL 5th; Craft Wondrous Item, invisibility purge; Market Price: 30,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Lascit's Aquatic Earring
This piece of fine jewelry allows you to understand the creatures of the sea. This earring bears a small sapphire carved in the shape of a leaping fish hanging inside a golden hoop. Almost imperceptible, the words "Ear of the Sea" are engraved upon the hoop in Aquan. Wearing the earring allows you to understand and speak Aquan. In addition, once per day you may purposefully rub the sapphire with a drop of seawater, as a standard action, in order to activate the speak with animals power of the earring. Lascit's aquatic earring doesn't take up any magic item slot. Lascit's aquatic earring grants you the ability to understand and speak Aquan as a constant effect. In addition, once per day, the wearer can speak with animals as a 5th-level druid, but with aquatic animals only.
Faint divination; CL 5th. Craft Wondrous Item, speak with animals, comprehend languages, 9,750 gp, 780 XP, 10 days. Weight: - Price: 19,500 gp.
Source:Dragon #346
Lens of Detection
This circular prism enables its user to detect minute details, granting a +10 bonus to Search checks. It also aids in following tracks, adding a +10 bonus to Wilderness Lore checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.
CL 5th; Craft Wondrous Item, true seeing; Market Price: 3,500 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Lenses of Darkness
These two dark glass lenses fit over the user's eyes, granting a +4 bonus on saving throws against illusion (pattern) spells, spells with the light descriptor, and any light effects that cause blindness (such as a prismatic wall).
Faint abjuration, faint evocation; CL 3rd; Craft Wondrous Item, darkness, resistance; Price 7,700 gp.
Source:Complete Arcane
Libram of Flesh
This weighty tome details the creation of flesh golems. Additionally, the magical inscriptions of the libram allow the reader to create a flesh golem even if not a 14th-level arcane spellcaster. The reader gains a +2 bonus to effective caster level for the purpose of making golems and can emulate knowledge of the requisite spells necessary to create a flesh golem. Thus, an 11th-level arcane spellcaster still couldn't create a golem using the libram, though a 12th-level spellcaster could, because 14th level is the minimum to create a flesh golem.
Flesh golems created using the libram of flesh retain up to five abilities from one of the donor bodies used in the golem's creation, which are layered on the flesh golem as if using a template. The DM determines which abilities of a donor body are appropriate, and which are inappropriate, which abilities stack, and which do not.
Each time a flesh golem is created using the libram, enchantment visibly drains from the book as inscriptions fade. When first created, a libram of flesh has enough magical power to create seven golems. After this time, the book falls into ruin.
CL 17th; Craft Wondrous Item, wish; Market Price: 178,500 gp; Weight: 5 lb.
Source:Arms and Equipment Guide
Lyre of Building
If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a Perform check (DC 18). If it fails, she must stop and cannot play it again for this purpose until a week has passed.
CL 6th; Craft Wondrous Item, fabricate; Market Price: 13,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Magebane Manacles
These sturdy masterwork manacles have an antimagic field that extends around anyone locked in them, including any magic items the captive might be carrying. Although expensive, they are commonly found in the prisons of metropolitan cities that are used to dealing with high-level troublemakers.
CL 11th; Craft Wondrous Item, antimagic field; Market Price: 132,000 gp; Weight: 2 lb.
Source:Arms and Equipment Guide
Magic Sleeping Bag
This woolen sleeping bag grants the user a comfortable and peaceful night's sleep. While the user lies within, it provides the benefit of endure elements. With a night's rest, the user also recovers 1 hit point per character level (in addition to hit points recovered normally). Getting into or out of a magic sleeping bag is a full-round action.
Faint conjuration and enchantment; CL 3rd; Craft Wondrous Item, endure elements, cure light wounds; Price 1,000 gp.
Source:Miniatures Handbook
Mantle of Faith
This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.
Strong abjuration (good); CL 20th; Craft Wondrous Item, stoneskin; Price 76,000 gp.
Source:Dungeon Master's Guide v.3.5
Mantle of Spell Resistance
This embroidered garment is worn over normal clothing or armor. It grants the wearer spell resistance of 21.
CL 9th; Craft Wondrous Item, spell resistance; Market Price: 90,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Manual of Bodily Health
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item, wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 1,250 gp 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Manual of Gainful Exercise
This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item, wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 1,250 gp + 5,100XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Manual of Quickness of Action
This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item, wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp - 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Mask of Lies
This black, featureless mask only has slits for the eyes and mouth. The wearer can cast disguise self on himself at will and is continually under the effect of undetectable alignment. In addition, he or she gains a +5 bonus on Bluff checks.
CL 5th; Craft Wondrous Item, disguise self, undetectable alignment; Market Price: 17,000 gp; Weight: -.
Source:Arms and Equipment Guide
Mask of the Feather Queen
This vibrantly colored mask is made from the feathers of a variety of rare and beautiful songbirds. The wearer can levitate and charm birds by uttering a command word. Once per day, the wearer can cast fly (on herself or another person), as the spell from a 12th-level caster.
CL 12th; Craft Wondrous Item, charm person, charm animal, fly, levitate; Market Price: 27,120 gp; Weight: -.
Source:Arms and Equipment Guide
Mask of the Skull
This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target. If it succeeds, the target must make a Fortitude saving throw (DC 20) or be struck dead, as if affected by a finger of death spell. If the target succeeds at his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user.
CL 13th; Craft Wondrous Item, finger of death, animate objects, fly; Market Price: 25,000 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Master of the East Wind Carpet
Carpet of flying (5 ft. x 5 ft.; AL LN; Int 10, Wis 13, Cha 13; empathy; 60 ft. vision and hearing; Ego score 3.)
Lesser Power: Item has 10 ranks in Spot (total modifier *11).Personality: The carpet is content to soar high above the earth with its master atop it. It asks nothing more than the chance to cavort among the clouds every few days. When it bears its master into combat, the carpet generally makes two move actions, leaving the master of the east wind free to cast full-round spells, retrieve various wands and potions, and do other things he couldn't do if he had to direct the carpet as a move action.
Moderate transmutation: CL 10th; Craft Wondrous Item, overland flight, permanency: Price 27,000 gp; Weight 8 lb.
Source:Dragon #314
Mattock of the Titans
This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a +3 Gargantuan morningstar, dealing 4d6 points of base damage.
CL 16th; Craft Wondrous Item, Craft Magic Arms and Armor, move earth; Market Price: 23,000 gp; weight: 120 lb.
Source:Dungeon Master's Guide v.3.5
Maul of the Titans
This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. However, the wielder must have a Strength score of at least 18 to wield it properly. Otherwise, she suffers a -4 attack penalty.
CL 15th; Craft Wondrous Item, Craft Magic Arms and Armor, Bigby's clenched fist; Market Price: 25,000 gp, Weight: 160 lb.
Source:Dungeon Master's Guide v.3.5
Medallion of Contact
Once per day, the wearer of this silver disk can speak a command word and forge a telepathic bond (as Rary's telepathic bond) with one person lasting for 1 minute. Range is one mile.
CL 9th; Craft Wondrous Item, Rary's telepathic bond; Market Price: 5,000 gp; Weight: -.
Source:Arms and Equipment Guide
Medallion of Thoughts
This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
CL 5th; Craft Wondrous Item, detect thoughts; Market Price: 12,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Medallion of the Lycanthrope
Found in lands where lycanthropy is an epidemic, these medallions grant powerful protection. Once per day, the medallion can cast antipathy against lycanthropes as the spell from a 15th-level caster. In addition, any melee weapons carried by the wearer damage lycanthropes as though they were made of silver. Ranged weapons are not affected.
CL 15th; Craft Wondrous Item, antipathy, magic weapon; Market Price: 44,200 gp; Weight:
Source:Arms and Equipment Guide
Might Stone
This smooth gray stone features a round black depression on its surface. You gain a +2 luck bonus on saving throws against spells and spell-like effects. A spontaneous caster (bard, sorcerer, favored soul, and so on), a character who uses invocation (dragonfire adept or warlock), or a psionic character can invest a known spell, invocation, or power into the might stone, temporarily removing it from his knowledge for 1 day. For a number of times per day equal to the spell level invested, you may, as a swift action, activate the might stone, gaining any one of the following features.
- Increase the save DC of a spell or power of the same school or discipline by +2.
- Add an extra 1d6 points of damage (of the same type) to an eldritch blast or breath weapon.
- Gain a +2 bonus on checks made to overcome the spell or power resistance of a target creature.
Imbuing the spell takes a minute of concentration You may imbue just one spell into the might stone per day.
strong; (DC 22) transmutation, CL 15th; Craft Universal Item, Craft Wondrous Item, bestow power, spell matrix; 14,400 gp, 1,152 XP. Weight: 1 lb., 28,800 gp.
Source:Dragon #356
Mirror of Life Trapping
This crystal device is usually about 4 feet square and framed in metal or wood. It can be affixed to a surface and activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has from thirteen to eighteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its reflection must make a Will save (DC 19) or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.
If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed and usually promptly attack the possessor of the device in revenge for their imprisonment.
CL 15th; Craft Wondrous Item, imprisonment; Market Price: 152,000 gp; Weight: 50 lb.
Source:Dungeon Master's Guide v.3.5
Mirror of Mental Prowess
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows:
- Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
- Scry with it as if it were a crystal ball, able to view even into other planes if the viewer is sufficiently familiar with them.
- Use it as a portal to visit other places. The user first scries the place normally and then steps through the mirror to the place pictured. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if he is still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or greater might notice the portal just as they might notice a magical sensor or a scrying spell. Any creature who steps through the portal appears in front of the mirror.
- Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface.
CL 18th; Craft Wondrous Item, detect thoughts, scrying, clairaudience/clairvoyance, gate, commune; Market Price: 175,000 gp; Weight: 40 lb.
Source:Dungeon Master's Guide v.3.5
Mirror of Opposition
This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be affixed to a surface and activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely The mirror functions up to four times per day.
CL 15th; Craft Wondrous Item, clone; Market Price: 92,000 gp; weight: 45 lb.
Source:Dungeon Master's Guide v.3.5
Mirror of Secrets Revealed
This ornate silver mirror reveals hidden objects and auras when viewed in the reflection. The wielder can cast analyze dweorner once per day and true seeing twice per day. Each of these abilities functions like the spells from an 11th-level caster.
CL 11th; Craft Wondrous Item, analyze dweomer, detect magic, true seeing; Market Price: 95,000 gp; Weight: 1/2 lb.
Source:Arms and Equipment Guide
Murlynd's Hat
This wide-brimmed leather hat has a tall crown with a crease down the middle. A trio of small, gold rings pierces the hat's brim along one side. Murlynd is perhaps the Company of Seven's most unusual personality, which in a group that includes Zagig Yragerne is quite a boast! Once a mortal paladin of Heironeous, Murlynd has grown into a celebrated personage with a following of paladins of his own. Few scholars of the company know Murlynd is a formidable mage and inventor in his own right. His travels to other worlds have won him knowledge of unique magic items unseen on Oerth, including the leather chapeaux he made famous. Rarely seen without one, on occasion he loses one of his hats to expedience and must craft another. His enemies span many worlds and he always keeps them guessing as to what astonishment might come out of one of his many hats. The following example details only one of the hats he wears. The abilities of the others are not widely known.
This hat affords you a +2 insight bonus to Armor Class and on all Will saves made against charms or mind-affecting enchantments. It also allows you to cast fabricate three times per day.
moderate; (DC 19) transmutation, CL 9th; Craft Wondrous Item, fabricate, foresight, creator must have 10 ranks in Craft (alchemy). 36,000 gp, 2,880 XP. Weight: 1 lb. Price: 72,000 gp.
Source:Dragon #359
Murlynd's Rattlesnake Whip
This rattlesnake-skin whip is tipped with the filed-down fangs of several snakes. Murlynd did not fashion this weapon, but rather he discovered it on a distant world desperately in need of heroes that he frequents. The whip is a marvel, but because of the six-shooters and fabulous dancing sword he carries it often goes unnoticed. It has, however, saved Murlynd's life on more than one occasion.
The prehensile whip extends at your command to grasp items, operate levers, or pull door handles. It can even lower you as a rope and pulley, but it also has use as an offensive weapon. This +3 disarming sweeping whip grants you a +2 competence bonus on disarm attempts and a +2 competence bonus on Strength checks made to trip an opponent with it. Opponents cannot disarm you of this weapon. In addition, the whip grants you the ability to grapple any target at a range of 10 feet with a successful grapple check.
moderate; (DC 19) conjuration and transmutation; CL 9th, Craft Magic Arms and Armor, bull's strength, web. 36,301 gp, 2,880 XP. Weight 1 lb. Price 72,301 gp.
Source:Dragon #359
Murlynd's Spoon
This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container - a bowl, a cup, or a dish, for example - the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
CL 5th; Craft Wondrous Item, create food and water; Market Price: 5,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Necklace of Adaptation
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all gases and allowing him to breathe, even underwater or in a vacuum.
CL 7th; Craft Wondrous Item, water breathing; Market Price: 19,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Necklace of Fireballs
This device appears to be nothing but a cheap medallion or piece of valueless jewelry. If a character places it about her neck, however, all can see the necklace as it really is - a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl them up to a 70-foot distance. When a sphere arrives at the end of its trajectory, it bursts as a magic fireball (DC 14). The number of spheres on each type of necklace, and their respective Hit Dice of fireball damage, are as follows:
| Necklace | 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | Market Price |
| Type I | - | - | - | - | - | 1 | - | 2 | - | 1,650gp |
| Type II | - | - | - | - | 1 | - | 2 | - | 2 | 2,700gp |
| Type III | - | - | - | 1 | - | 2 | - | 4 | - | 4,350gp |
| Type IV | - | - | 1 | - | 2 | - | 2 | - | 4 | 5,400 gp |
| Type V | - | 1 | - | 2 | - | 2 | - | 2 | - | 6,150gp |
| Type VI | 1 | - | 2 | - | 2 | - | 4 | - | - | 8,100gp |
| Type VII | 1 | 2 | - | 2 | - | 2 | - | 2 | - | 9,150gp |
For example, a Type III necklace has seven spheres - one 7-dice, two 5-dice, and four 3-dice fireballs.
The more dice of damage a sphere deals, the bigger it is. If the necklace is being worn or carried by a character who fails her saving throw against a magic fire attack, the item must make a saving throw as well (with a bonus of +7). If the necklace fails to save, all of its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
CL 11th; Craft Wondrous Item, fireball; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Necklace of Prayer Beads
See strand of Prayer Beads
Source:
Necklace of the Marauding Beast
There are three different versions of these necklaces, commonly found among primitive tribesfolk. Each necklace incorporates parts from a different, dangerous predator.
Raging Bear Necklace: This crudely made leather necklace is adorned with uncut precious stones and claws from an enormous bear. The wearer gains a +2 enhancement bonus to Strength. In addition, if the wearer has the ability to rage, each rage lasts 1 round longer than normal.
Frenzied Shark Necklace: Crafted from tough seaweed and sharks' teeth, this necklace grants the wearer a +2 enhancement bonus to Strength and a +4 circumstance bonus on Swim checks. In addition, if the character has the ability to rage, each rage lasts 1 round longer than normal.
Rampaging Boar Necklace: This necklace is crafted from the two tusks of a boar, clasping together in the middle. The wearer gains the Sunder feat (Great Sunder if she already possesses this feat) and a +1 enhancement bonus to Constitution. In addition, if the character has the ability to rage, each rage lasts 1 round longer than normal.
CL 7th; Craft Wondrous Item, bull's strength, rage; Market Price: 11,840 gp (raging bear), 12,160 gp (frenzied shark), 12,440 gp (rampaging boar); Weight: -
Source:Arms and Equipment Guide
Necklace of the Wild Beast
A necklace of this sort appears to be a normal piece of nonvaluable jewelry until it is placed about the neck of a character capable of casting charm animal. The necklace of the wild beast has one or more special beads.
| Special Bead Type | Special Bead Ability |
| Bead of calming | Wearer can cast calm animals. |
| Bead of servitude | Wearer can cast dominate animal. |
| Bead of the fang | Wearer can cast greater magic fang. |
| Bead of beckoning | Wearer can cast summon nature's ally IV. |
| Bead of the great beast | Wearer can cast animal growth. |
| Bead of awakening | Wearer can cast awaken. |
Each special bead can be used only once, and then becomes forever inert. The power of a special bead is lost if removed from the necklace.
CL 10th; Craft Wondrous Item, charm animal, and one or more of the following spells: animal growth, awaken, calm animals, dominate animal, greater magic fang, summon nature's ally IV (as appropriate); Market Price: 500 gp (bead of calming), 1,500 gp (bead of servitude), 1,500 gp (bead of the fang), 2,000 gp (bead of beckoning), 2,500 gp (bead of the great beast), 3,750 gp (bead of awakening); Cost to Create: As normal except 1,250 gp plus 250 XP (bead of awakening); Weight: -.
Source:Arms and Equipment Guide
Nolzur's Marvelous Pigments
These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of Nolzur's marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Thus, a 10-foot-by-10-foot rendition of a pit would result in an actual 10-foot-by-10-foot-by-10-foot pit; a 10-foot-by-10-foot depiction of a room would result in a 10-foot-by-10-foot-by-10-foot room; and so on.
Only normal, inanimate objects can be created - doors, pits, flowers, trees, cells, and so on. Creatures can't be created. The pigments must be applied to a surface (a floor, wall, ceiling, door, etc.). It takes 10 minutes to depict an object with the pigments. Nolzur's marvelous pigments cannot create magic items. Objects of value depicted by the pigments-precious metals, gems, jewelry, ivory, and so on - appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and other mundane items whose value does not exceed 2,000 gp.
Items created are not magical; the effect is instantaneous.
CL 15th; Craft Wondrous Item, major creation; Market Price: 5,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Nolzur's Orb
This crystal orb, awash with a swirl of colors at its center, bears a crack along one side. The colors within seem to leak out, like paint. Nolzur of Radigast City became a famed illusionist and alchemist as a member of the Company of Seven, but his legacy is often overshadowed by those of his compatriots. Nolzur and Keoghtom fell out more than a century ago, as the latter reputedly borrowed one of Nolzur's formulas to aid in his creation of the celebrated ointment that bears his name. Nolzur has yet to forgive him and his reclusion has caused his fame to fade over time. Few know that he began life as a thief or that his early travels took him far and wide, including to Blackmoor and the Pirate Isles of the Densac Gulf. He is most famous for the magical pigments that he developed, but he has numerous creations to his name, including this silvery sphere.
Nolzur's orb continually seeps oily paints that act as Nolzur's marvelous pigments 1/day. The paints issuing from the orb may also be used in creating elaborate guises, granting you a +10 competence bonus on all Disguise checks for up to 30 minutes, so long as the paints remain dry. Finally, you can fling the paints 1/day to create a prismatic spray with a range of 60 feet. If the paints are stored in any other device or container they lose all properties except those normally bestowed by Nolzur's marvelous pigments.
strong; (DC 22) conjuration and illusion CL 15th; Craft Wondrous Item, disguise self, major creation, prismatic spray. 30,200 gp, 2,416 XP. Weight: 1 lb. Price: 60,400 gp.
Source:Dragon #359
Oracle Beads
Made from perfectly clear crystal beads, this necklace assists in receiving visions and oracles. The wearer gains a +5 bonus against Will saves against scrying. In addition, the wearer can cast divination once per day. If the wearer is able to cast divine spells, then divination can be cast twice per day
CL 7th; Craft Wondrous Item, divination; Market Price: 19,192 gp; Weight: -.
Source:Arms and Equipment Guide
Orb of Storms
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to access a control weather spell, Once per month, she can bring upon a storm of vengeance. The owner of the orb gains a +2 luck bonus to all saves and checks concerning the weather (including surviving in great heat or cold, but not including walking through fire, cones of cold, and other such conditions).
CL 18th; Craft Wondrous Item, control weather, storm of vengeance; Market Price: 38,000 gp; weight: 6 lb.
Source:Dungeon Master's Guide v.3.5
Pearl of Power
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it hadn't been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, up to 6th).
CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Market Price: 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells); Weight:-.
Source:Dungeon Master's Guide v.3.5
Pearl of the Sirines
This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her underwater swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
CL 8th; Craft Wondrous Item, water breathing, freedom of movement; Market Price: 15,300 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Pelt of Animal Senses
This pelt, worn like a cloak, is made from large predator: a wolf, bear, or great cat. When worn, it grants low-light vision, scent, and a +2 circumstance bonus on Listen checks. Animals react poorly to the wearer while it is worn; herbivores in general become nervous and try to flee, while carnivores generally become aggressive.
CL 5th; Craft Wondrous Item, see invisibility; Market Price: 30,080 gp; 1 lb.
Source:Arms and Equipment Guide
Pendant of Invisibility
A pendant of invisibility consists of a diamond set on a silver chain and is meant to be worn around the neck. Up to three times a day, a creature can activate this item to benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 7,200 gp.
Source:Dungeon #112
Periapt of Health
The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases (see Diseases).
CL 5th; Craft Wondrous Item, remove disease; Market Price: 7,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Periapt of Proof against Poison
This item is a brilliant-cut black gem on a delicate silver chain. The wearer gains a +4 luck saving throw bonus against any type of poison.
CL 5th; Craft Wondrous Item, neutralize poison; Market Price: 4,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Periapt of Wisdom
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor's Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
CL 8th; Craft Wondrous Item, commune or legend lore; Market Price: 4,000 gp (+2), 16,000 gp (+4), or 36,000 gp (+6); Weight:-.
Source:Dungeon Master's Guide v.3.5
Periapt of Wound Closure
This stone is bright red and dangles on a gold chain. The wearer does not lose hit points when brought to negative hit points. The periapt doubles the normal rate of healing or allows normal healing of wounds that would not do so normally. Bleeding damage, such as that from a weapon of wounding, is negated, but the periapt doesn't prevent active blood drain (such as that caused by a stirge).
CL 10th; Craft Wondrous Item, heal; Market Price: 15,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Phoenix Helm
This helm is forged of copper and inlaid with silver and gold, stylized in the shape of a phoenix with wings unfurled, legs guarding the temples, and its head adorning the brow. When worn, the helmet grants its wearer low-light vision and the ability to use feather fall, flame arrow, fly, resist energy, and speak with animals (birds only) each once per day.
Moderate various; CL 9th; Craft Wondrous Item, feather fall, flame arrow, fly, low-light vision, resist energy, speak with animals; Price 53,000 gp; Weight 3 lb.
Source:Complete Arcane
Phylactery of Undead Turning
This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.
Moderate necromancy (good); CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.
Source:Dungeon Master's Guide v.3.5
Phylactery of Change
The wearer of this item can invoke a polymorph ability with an indefinite duration (or until the phylactery is removed, destroyed, or dispelled). A new form can be adopted once per day. The wearer can assume his natural form without limitation, however.
CL 7th; Craft Wondrous Item, polymorph; Market Price: 11,200 gp; Weight:-.
Source:Arms and Equipment Guide
Phylactery of Faithfulness
This item is a small box containing holy scripture affixed to a leather cord. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and standing with his deity, including magical effects. He acquires this information prior to performing the action or becoming associated with such an item if he takes a moment to contemplate the action.
CL 1st; Craft Wondrous Item plus either detect evil, detect good, detect chaos, or detect law; Market Price: 1,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Phylactery of Protection From Evil
This phylactery continuously grants the wearer the effects of the protection from evil spell. While this type of protection is the most common version of this item, phylacteries for the other protection from alignment spells also exist.
Moderate abjuration; CL 7th; Craft Wondrous Item, magic circle against evil; Price 30,000 gp; Weight 1/2 lb.
Source:Dragon #342
Pipes of Haunting
This magic item appears to be a small set of pan pipes. When played by a person who has the Perform (pan pipes) skill, the pipes create an eerie, spellbinding tune. A listener thinks the source of the music is somewhere within 30 feet of the musician. Those hearing the tune but not aware of the piper must make a Will saving throw (DC 13). Those who fail become shaken for 10 minutes.
CL 4th; Craft Wondrous Item, scare; Market Price: 6,500 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Pipes of Pain
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by a person who has the Perform (pan pipes) skill, the pipes create a wondrous melody. All within 30 feet, including the piper, must make a Will save (DC 14) or be enchanted by the sound. (This is a mind-affecting sonic enchantment.) So long as the pipes are played, none of the creatures so enchanted attack or attempt any action (as if they are dazed). If the piper is enchanted, however, he plays on for 1d10 rounds.
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks, such as sound burst, is doubled. Thereafter, the least noise causes an affected character to wince, giving her a -2 penalty to attack rolls, skill checks, and saving throws (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).
CL 6th; Craft Wondrous Item, charm person, sound burst; Market Price: 12,000 gp; weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Pipes of Sounding
When played by a character who has the Perform (pan pipes) skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound (caster level 2).
CL 2nd; Craft Wondrous Item, ghost sound; Market Price: 1,800 gp; weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Pipes of the Sewers
These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d6x10 dire rats (01-80 result on d%) or 3d6x10 normal rats (81-100) if either or both are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay The piper must continue playing until the rats appear, and when they do so, the piper must make a Perform (pan pipes) check (DC 10). Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check is against DC 15. If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
CL 2nd; Craft Wondrous Item, summon nature's ally I; Market Price: 1,150 gp; Weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Pitons, Burrowing
Covered with various runes and sigils meaning "earth," these pitons burrow into earth, rock, and stone, providing a secure support for ropes and other climbing gear. It requires a partial action to burrow into solid, cut stone and other masonry. The pitons grant a +2 circumstance bonus on Climb checks while using climbing equipment. They are single-use items.
A burrowing piton used in melee deals 1d8 points of damage (x3 critical) against stone golems, clay golems, earth elementals, and any other creature composed of earth or stone. It has no special effect against other types of creatures.
CL 3rd; Craft Wondrous Item, soften earth and stone; Market Price: 380 gp; Weight: 1/2 lb.
Source:Arms and Equipment Guide
Pixie Dust
This sparkling, silvery dust is created by several different fey but primarily used by pixies. It comes in long, thin, silvery tubes. A single tube's contents finely coat a 5-foot square, and any passage through the area stirs up the dust for 1d6 rounds. Alternatively, the contents of a tube can be blown at a target creature as a ranged touch attack (maximum range 5 feet). A creature that stirs up the dust or is targeted by someone wielding a tube of the dust must make a successful Fortitude save (DC is) or begin shrinking to the size of a grig (Tiny). In addition, the creature acts as though under the effect of a charm person spell from a 9th-level caster, obeying the person who spread the dust. Both effects last for 9 hours before restoring the person to normal.
CL 9th; Craft Wondrous Item, reduce person, charm person or creator must be a fey; Market Price: 2,700 gp; Weight: -.
Source:Arms and Equipment Guide
Portable Bridge
Once per day on command, this tiny statue of a bridge can turn into a fully functioning bridge. The bridge is always 5 feet wide and can extend in length from 5 feet to 50 feet. It takes a full round for the bridge to extend, regardless of the length of the bridge. The owner can choose which side the bridge retracts to, making it ideal for crossing chasms and leaving pursuers behind.
The statue must be placed on solid rock or earth to work. Ideally, there should be equally solid rock or earth on the other side. If there is not stable ground on the other side (it reaches maximum range and doesn't touch anything, there is loose sand, and so on), the bridge spends another round retracting to its statue form.
The bridge can be destroyed through disintegrate or by normal means such as breaking and chipping. Each 5-foot square has 75 hit points and a hardness of 8.
CL 20th; Craft Wondrous Item, wall of stone; Market Price: 36,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Portable Hole
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or our by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium-size creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled (with gold, for example). Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
CL 12th; Craft Wondrous Item, plane shift; Market Price: 14,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Powder of the Black Veil
A pinch of this sooty, black powder cast into an area creates a 10-foot-high cloud in a 10-foot spread centered on the user. The cloud remains in place for 2d4 rounds, and any creature caught in the area (or one that enters it) is blinded for as long as it stays in the cloud and for 1d4 rounds after it leaves unless it succeeds on a DC 13 Will save.
Faint necromancy; CL 3rd; Craft Wondrous Item, blindness/deafness; Price 750 gp.
Source:Complete Arcane
Preserving Jar
This large glass jar has been magically treated to preserve any organic material placed in it. The jar can hold the equivalent of 2 gallons of liquid. Anything small enough to fit in the jar does not rot, age, or wilt. The lid must be placed securely on the top for the effect to work.
A Tiny or smaller creature can be placed in the jar, but without a supply of air and food it eventually dies, although the corpse never rots.
CL 3rd; Craft Wondrous Item, gentle repose; Market Price: 3,000 gp; Weight: 2 lb.
Source:Arms and Equipment Guide
Quaal's Cloak
This snow-white feathered half-cloak appears to be losing the feathers that cover its leathery underlayer. Quaal is a ranger of Flan descent who originated in the north with the woodsmen of the Vesve Forest. He fought alongside the paladin Murlynd as an early member of the Company of Seven, but he soon tired of the company's travels and esoteric self-indulgences and returned to Oerth to defend the Wolf Nomads and Rovers from the depredations of Blackmoor. Re eventually returned to his homeland, where he organized a society of rangers and constructed the town of Quaalsten.
Quaal devised this cloak for himself. As he withdrew from active life, he granted copies of it to rangers and swanmays who earned his favor through their efforts against the tide of darkness that has swept over the north in the last two centuries. This cloak continually protects its wearer with a feather fall spell. In addition, any feather removed from the cloak acts as a Quaal's feather token. Each feather removed in this fashion drains one charge from the cloak. The cloak begins with 50 charges.
strong; (DC 21) conjuration, CL 12th; Craft Wondrous Item, feather fall, major creation. 14,600 gp, 1,168 XP. Weight: 1 lb. Price: 29,200 gp.
Source:Dragon #359
Quaal's Feather Token
Each of these items is a small feather that has a power to suit a special need. The types of tokens are described below. Each token is usable but once.
Anchor: A token useful to moor a craft in water so as to tender it immobile for up to one day.
Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed - if a severe wind is already blowing, this wind cannot be added to it to create a windstorm. 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 up to 8 hours. It does not function on land.
Swan Boat: A token that forms a huge swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium-size characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (6-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon (see Dancing weapon). The weapon has a +10 base attack bonus, does 1d6+1 points of base damage, has a +1 enhancement bonus to attacks and damage, and a makes a free grapple attack (at a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
CL 12th; Craft Wondrous Item, major creation; Market Price: 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 100 gp (tree), or 500 gp (whip); Weight:-.
Source:Dungeon Master's Guide v.3.5
Quicksilver Cloak
This shimmering silver cloak seems to be spun from quicksilver. Its form constantly ripples and flows around the wearer and light dances across its surface. It grants the wearer complete immunity to paralysis and a +10 competence bonus on Escape Artist checks.
Moderate abjuration; CL 7th; Craft Wondrous Item, freedom of movement; Price 25,000 gp; Weight a lb.
Source:Dragon #342
Quiver of Ehlonna
This appears robe a typical arrow container capable of holding about 20 arrows. Examination shows that it has three distinct portions, each with an extradimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, etc.). Once the owner has filled it, she can command the quiver each round to produce any stored items she wishes.
CL 9th; Craft Wondrous Item, Leomund's secret chest; Market Price: 1,800 gp; Weight: -.
Source:Dungeon Master's Guide v.3.5
Restricting Band
This plain, 1-foot diameter, 1-inch-thick steel band grows and shrinks on verbal command. Its maximum size is 5 feet in diameter but retains the same thickness. It can shrink to the size of a ring, reducing in thickness accordingly. If placed around a person, say to bind their arms to their sides, it can be sized to fit snugly around them. The band never shrinks to the point where it deals damage; it's simply uncomfortably tight. It requires an Escape Artist check (DC 30) to wiggle out of a restricting band placed around the body and arms (DC 25 when the band is placed around arms or legs only).
CL 3rd; Craft Wondrous Item, shrink item; Market Price: 5,400 gp; Weight: 2 lb.
Source:Arms and Equipment Guide
Ring Gates
These always come in pairs - two iron rings, each about 14 inches in diameter. The rings must be 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 do not count.) This useful device allows for instantaneous transport of items, messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make an Escape Artist check (DC 13) to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.
CL 17th; Craft Wondrous Item, gate; Market Price: 40,000 gp; Weight: 1 lb. each.
Source:Dungeon Master's Guide v.3.5
Robe of Bones
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature(see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned,or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
- Small goblin skeleton
- Medium human commoner skeleton
- Medium wolf skeleton
- Small goblin zombie
- Medium human commoner zombie
- Medium wolf zombie
Moderate necromancy (evil); CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of Blending
When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows her to add a +15 circumstance bonus to her Hide check.
Further, the wearer can adopt the appearance of another creature as in the spell change self at will. All creatures acquainted with and friendly to the wearer see him normally.
CL 10th; Craft Wondrous Item, disguise self; Market Price: 10,000 gp; Weight: 1 lb.
Source:
Robe of Eyes
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains darkvision (range 120 feet). The robe of eyes sees all forms of invisible or ethereal things within 120 feet. The robe of eyes grants its wearer a +15 circumstance bonus to Search and Spot checks. She retains her Dexterity bonus to AC even when flat-footed and can't be flanked. The wearer can't avert her eyes from or close her eyes to a creature with a gaze attack.
A light or continual flame spell thrown directly on a robe of eyes blinds it for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
CL 11th; Craft Wondrous Item, true seeing; Market Price: 90,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of Scintillating Colors
The wearer can cause the garment to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe.
The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will negates DC 14). This is a mind-affecting pattern.
Every round of continuous scintillation of the robe gives the wearer better concealment. Miss chances start at 10% (one-quarter concealment) and increase another 10% each round until they reach 50% (full concealment).
The robe illuminates a 30-foot radius. The effect can last no longer than a total of 10 rounds per day.
CL 15th; Craft Wondrous Item, hypnotism, color spray; Market Price: 27,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of Stars
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.
- The robe enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.
- The robe gives its wearer a +1 luck bonus to all saving throws.
- The robe's wearer can use up to six of the embroidered stars of the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used.
CL 17th; Craft Wondrous Item, astral projection or plane shift, magic missile; Market Price: 58,000 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of Transmutation
This finely made green silk robe has a pattern of purple star bursts upon it. When worn the robe confers the following powers:
- The robe increases the Difficulty Class for all saving throws against spells that change a target's shape (such as baleful polymorph, flesh to stone, or polymorph any object) cast by the wearer by +1.
- Immunity to baleful polymorph, polymorph any object, and any other spell or supernatural effect that changes the wearer's form against her will.
- Polymorph 1/day.
- Baleful polymorph 1/day.
- Prime Transformation: Once per day, this supernatural power allows the wearer to transform herself into any creature that she consumes a tiny piece of. This transformation is treated like shapechange, save that only one form can be assumed.
The powers granted by a robe of transmutation remain available to the wearer even when she assumes a new form and the robe is absorbed into the wearer's new form.
Strong transmutation; CL 17th; Craft Wondrous Item, baleful polymorph, polymorph, shapechange. Price 140,000 gp; Weight 1 lb.
Source:Dungeon #124
Robe of Useful Items
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below A newly created robe of useful items always has two each of the following patches:
- dagger
- bullseye lantern (filled and lit)
- mirror (a highly polished 2-foot-by-4-foot steel mirror)
- pole (10-foot length)
- hemp rope (50-foot coil)
- sack
In addition, the robe has 4d4 other items:
| d% | Result |
| 01-08 | Bag of 100 gold pieces |
| 09-15 | Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value |
| 16-22 | Door, iron (up to 10 ft, wide and 10 ft, high and barred on one side must be placed upright, attaches and hinges itself) |
| 23-30 | Gems, 10 (100 gp value each) |
| 31-44 | Ladder, wooden (24 ft. long) |
| 45-51 | Mule (with saddle bags) |
| 52-59 | Pit, open (10 cubic ft.) |
| 60-68 | Potion of cure serious wounds |
| 69-75 | Rowboat (12 ft. long) |
| 76-83 | Minor scroll of one randomly determined spell |
| 84-90 | War dogs, pair (treat as riding dogs) |
| 91-96 | Window (2 ft. by 4 ft., up to 2 ft. deep) |
| 97-100 | Roll twice more |
Multiple items of the same kind are permissible. Once removed, items cannot be replaced.
CL 9th; Craft Wondrous Item, fabricate; Market Price: 7,000 gp; Weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of the Archmagi
This normal-appearing garment can be white (a 01-45 result on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers:
- +5 armor bonus to AC.
- Spell resistance 17.
- +1 resistance bonus to all saving throws.
- Ability to overcome the spell resistance of others as if she had the feat Spell Penetration.
If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).
CL 14th; Craft Wondrous Item, mage armor, bless, spell resistance, creator must be same alignment as robe; Market Price: 75,000 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Robe of the Mad Archmage
This plain dark gray robe, trimmed in silver embroidered sigils, bears no other decoration or imagery. This robe was once the possession of the Grey Savant, reputedly a mystic theurge of Boccob who supervised the Academy of Art and Science of Greyhawk. Upon his death, the school was renamed the Grey College in his honor and his magical robe passed to his star pupil, Zagig Yragerne. The robe of the mad archmage is an intelligent robe of blending that also grants a +2 bonus on rolls to defeat a creature's spell resistance and a insight bonus to your Armor Class and on all saving throws. Three times per day, you may cast a quickened spell of up to 9th level without increasing the spell level or your casting time. Spells already prepared or affected by a metamagic feat may not be quickened in this fashion. Finally, you may store up to 10 spell levels of spells in the robe, as a ring of spell storing.
The robe of the mad archmage's ability scores are Intelligence 18, Wisdom 10, and Charisma 18. It can speak Abyssal, Ancient Suloise, Celestial, Common, Draconic, and Flan, and it can also communicate telepathically. It can see (with darkvision) and hear up to 120 feet; it also has blindsense with a range of 120 feet. A personality conflict occurs any time you attempt to remove the robe to don another magical garment. The robe of the mad archmage's alignment is chaotic neutral, and its primary emotion is a curious longing, typically directed at magical treasure or arcane lore.
Strong; (DC 25) divination, transmutation; CL 20th (Minor artifact) Weight: 1 lb.
Source:Dragon #359
Rope of Climbing
A 60-foot-long rope of climbing is no thicker than a slender wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
CL 3rd; Craft Wondrous Item, animate rope; Market Price: 3,000 gp; weight: 3 lb.
Source:Dungeon Master's Guide v.3.5
Rope of Entanglement
A rope of entanglement looks just like any other hemp rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim, using a grapple attack with a +15 attack bonus (including +4 for being large and +6 for its Strength score of 22).
The rope cannot be broken by sheer strength. It must be severed by an edged weapon. The rope has an AC of 22, 12 hit points, and a hardness of 10. Damage repairs itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
CL 12th; Craft Wondrous Item, entangle, animate rope, animate objects; Market Price: 21,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Rope of Stone
This normal-looking silk rope can be become as hard as stone (8 hardness, 15 hp) when a command word is spoken. The rope retains its exact shape when hardened. If it is ever broken in either form, it becomes normal rope.
CL 11th; Craft Wondrous Item, flesh to stone; Market Price: 11,800 gp; Weight: 5 lb.
Source:Arms and Equipment Guide
Ruby Robe of Spellwarding
Sacred to the faith of Wee Jas, this robe of sparkling red looks even more impressive under close examination, when it becomes apparent that the "fabric" it's made of is in fact powdered rubies that cling to each other in soft, smooth sheets. When donned, a ruby robe of spellwarding grants a +4 resistance bonus on all saving throws. In addition, it functions as a ring of counterspells, save that it can hold (and thus counter) a single spell of 1t through 9th level.
Strong abjuration; CL 17th; Craft Wondrous Item, imbue with spell ability, resistance; Price 40,000 gp; Weight 1 lb.
Source:Dungeon #124
Rug of Welcome
This finely crafted rug looks like a normal floor covering, 5 feet wide and 10 feet long. When commanded to guard an area, it animates and attempts to grab, then grapple any large or smaller creature that steps on it. The owner can set a password to allow creatures to pass without causing the rug to attack, and can command the rug from up to 30 feet away (though the owner need not be present for the rug to attack). The rug can attack one creature at a time; unless it is destroyed, it continues to attempt to grapple or hold its target until commanded to release.
Moderate transmutation, moderate evocation; CL 11th; Craft Wondrous Item, animate objects, Bigby's grasping hand; Price 30,000 gp; Weight 15 lb.
Animated Rug of Welcome CR 5; large construct; HD 13db; hp 71; Init +0; Spd 0 ft.; AC 20, touch 9, flat-footed 20; Base Atk +9; Grp +23; Atk +22 melee touch (no damage, grab); Full Atk +22 melee touch (no damage, grab); Space/Reach 10 ft./5 ft.; SA improved grab; SQ construct traits; Al N; SV Fort +4, Ref +4, Will +4; Str 31, Dex 10, Con-, Int-, Wis 11, Cha 1
Improved Grab (Ex): To use this ability, a rug of welcome must hit a creature of its size category or smaller with its grab attack. (The rug has a +4 racial bonus on its grab attacks, already figured into the statistics above.) It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold.
Source:Complete Arcane
Sacred Scabbard
This item has a variable appearance. When first found, there is a 25% chance it looks like a dagger sheath, a 25% chance it looks like an axe case, and a 50% chance it looks like some sort of sword sheath. A user quickly discovers, however, that a sacred scabbard can change shape to fit whatever dagger, sword, or axe is touched to it, even making allowances for double weapons. This scabbard keeps any weapon carried in it clean and sharp. In addition, up to three times per day, the user may place a weapon in the scabbard, utter a command word, and invoke bless weapon on the weapon inside.
Faint transmutation; CL 4th; Craft Wondrous Item, bless weapon; Price 4,400 gp; Weight 1 lb.
Source:Complete Warrior
Saddle of Growth
When a command word is uttered, this saddle causes a horse, mule, or donkey to increase by one size category For example, a horse, which is normally Large (long), would increase to Huge (long) while wearing the saddle. Another command word causes the steed to shrink back to its normal size. This effect can be done three times a day
CL 9th; Craft Wondrous Item, animal growth; Market Price: 48,600 gp; Weight: 25 lb.
Source:Arms and Equipment Guide
Saddle of Weather Protection
A boon to travelers, this highly polished saddle protects the steed and rider from the elements. The steed and rider are completely immune to "normal" temperature from 0° to 110° Fahrenheit and remain perfectly dry unless completely immersed in a body of water. In addition, the rider can cast protection from elements on himself and his mount once per day
CL 5th; Craft Wondrous Item, protection From elements; Market Price: 5,400 gp; Weight 25 lb.
Source:Arms and Equipment Guide
Saddle of the Pegasus
This exquisitely crafted saddle is heavily adorned with the feathers from pegasi wings. The saddle adjusts to fit any normal-sized horse, donkey, or mule. When securely placed, it allows the steed and rider to fly (as the fly spell from a 5th-level caster, except maneuverability is clumsy) three times per day upon command. The saddle acts as an exotic military saddle for the rider.
The first time someone uses this saddle on a steed untrained in flying, the rider must make a DC 15 Ride check to keep the steed from panicking.
CL 5th; Craft Wondrous Item, fly; Market Price: 16,875 gp; Weight: 25 lb.
Source:Arms and Equipment Guide
Salve of Slipperiness
This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him. 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, it should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).
Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).
Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price: 1,000 gp.
Source:Dungeon Master's Guide v.3.5
Sandals of Sprinting
The fleeting speed of the cheetah has been imbued in these light sandals. Once per day, as a swift action, the sandals' wearer can activate them to increase her land movement by 30 feet, to a maximum of twice her normal speed, until the start of her next turn. This increase counts as an enhancement bonus, and it affects the wearer's jumping distance as normal for increased speed. The sandals can be used only after being worn continuously for 24 hours. If they are taken off, they become inactive until they are again donned and worn for a full 24 hours.
Faint transmutation; CL 5th, Craft Wondrous Item, longstrider; Price 8,000 gp.
Source:Miniatures Handbook
Saw of Prodigious Cutting
This one-person, steel-and-brass band saw is etched with leaf patterns. Its razor-sharp blade easily cuts through most normal wood and trees. The saw ignores the hardness of any wooden object that it cuts into and deals 4d6 damage to it. The saw can be used in melee against plant creatures with a similar effect, although the wielder takes a -4 penalty on attacks for using such an unwieldy weapon. The saw automatically avoids other living creatures and twists out of a person's hand if used as a weapon against them.
CL 3rd; Craft Wondrous Item, magic weapon; Market Price: 2,000 gp; weight: 3 lb.
Source:Arms and Equipment Guide
Scabbard of Keen Edges
This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
CL 7th; Craft Wondrous Item, keen edge; Market Price: 15,000 gp; weight: 1 lb.
Source:Dungeon Master's Guide v.3.5
Scarab, Golembane
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate in order for the detection to take place. Furthermore, the scarab enables its possessor to combat a golem with weapons or unarmed attacks as if the golem had no damage reduction. Each scarab has this effect with regard to a different sort of golem.
CL 8th; Craft Wondrous Item, detect magic, and keen edge or holy smite; Market Price: 800 gp (flesh), 1,000 gp (clay), 1,200 gp (stone), 1,600 gp (iron), 1,800 gp (flesh and clay), or 2,500 gp (any golem); Weight:-.
Source:Dungeon Master's Guide v.3.5
Scarab of Protection
This device appears to be a silver medallion in the shape of a beetle. It gives off a faint magical aura. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 15. The scarab can also absorb up to twelve energy-draining attacks or death effects (such as finger of death). (An attack that would bestow two negative levels counts as two attacks.) However, upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
CL 18th; Craft Wondrous Item, bless, death ward, negative energy protection, and wish or miracle; Market Price: 28,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Seeds of the Treant
This pouch made from tightly interwoven leaves contains 1d4 large acorns. When one or more of these are planted in soil, a treant begins to grow from that spot. It takes two full rounds for the treant to be completely summoned. If two seeds are planted next to each other, then the summoned treant is increased by one size (8 HD, Huge). If three seeds are planted next to each other, then the summoned treant is two sizes bigger (17 HD, Gargantuan).
The treant is not controlled at the time of summoning, although it can be charmed, dominated, or made friendly through Diplomacy. The treant's initial attitude is indifferent. The treant remains indefinitely, although it could perish if summoned in terrain that is not suitable for its survival (desert, for example). The treant takes a dim view of being summoned in this manner and more than likely will attack the summoner.
CL 17th; Craft Wondrous Item, summon nature's ally IX; Market Price: 15,300 gp per acorn; Weight: -
Source:Arms and Equipment Guide
Sending Stones
These items usually resemble two lumps of unworked stone. Once per day, each stone in a pair can send a message (as the sending spell) to the bearer of the other stone. If the stone's mate is not in a creature's possession, no message is sent and the user knows the message did not go through. If either stone in a pair is destroyed, its mate becomes useless.
Moderate evocation; CL 7th; Craft Wondrous Item, sending; Price 15,000 gp (pair); Weight 1 lb.
Source:Complete Arcane
Serpent's Eye
This 2-inch-diameter spherical black orb has a golden slitlike band, giving it the appearance of a reptilian eye. When grasped, the serpent's eye allows the owner to use foresight (as the spell) once per day. The serpent's eye has 50 charges when created.
Strong divination; CL 17th; Craft Wondrous Item, foresight; Price 30,000 gp.
Source:Dungeon #115
Shadowstealer's Cloak
This long black cloak absorbs any light that falls upon it. A shadowstealer's cloak grants a +10 competence bonus on your Hide checks. Creatures with the see in darkness ability gain no special benefit to perceive you, allowing you to make Hide checks normally. If you are using a magic item that increases your Dexterity score (such as gloves of dexterity), you may spend an immediate action to gain concealment (20% miss chance) for 1 round. You must wait 5 rounds between each use of this ability.
moderate; (DC 20) illusion, CL 11th, Craft Wondrous Item, blur; 9,000 gp, 720 XP. Weight: 2 lb., Market Price: 18,000 gp.
Source:Dragon #356
Shards of the Fissure
This handful of sharp gray flint chips is usually found inside a tattered brown pouch. When emptied onto solid earth or stone, the shards burrow into the earth, causing a slight tremor.
In 1d4+1 rounds, an equal number of Small earth elementals claw to the surface. The elementals are not under any control, although they can be controlled later through charm monster, dominate monster, and so on. They attack the nearest creature or creatures, then continue their rampage until destroyed or banished.
CL 17th; Craft Wondrous Item, elemental swarm; Market Price: 7,650 gp; Weight: -
Source:Arms and Equipment Guide
Shirt of Bone
This shirt grants the wearer damage reduction 5/bludgeoning.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item; stoneskin, miracle or wish; Price 58,000 gp.
Source:Miniatures Handbook
Shirt of Chains
This shirt grants the wearer damage reduction 5/piercing.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 58,000 gp.
Source:Miniatures Handbook
Shirt of Demonskin
This shirt, composed of bits of demon skin sewed together, grants the wearer damage reduction 5/good.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 76,000 gp.
Source:Miniatures Handbook
Shirt of Ironskin
This shirt is made of plates of iron grants the wearer damage reduction 5/adamantine.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 90,000 gp.
Source:Miniatures Handbook
Shirt of Resilience
This sturdy leather shirt grants wearer damage reduction 5/magic.
Strong abjuration and perhaps evocation (if miracle is used); 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price: 58,000 gp.
Source:Miniatures Handbook
Shirt of Slaadskin
This shirt of scaly slaad skin grants the wearer damage reduction 5/lawful.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 76,000 gp.
Source:Miniatures Handbook
Shirt of the Angels
This shirt seems durable despite being composed entirely of feathers (said to be taken from a living angel). The shirt grants the wearer damage reduction 5/evil.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 76,000 gp.
Source:Miniatures Handbook
Shirt of the Fey
This light blue shirt fades, becoming almost impossible to see once worn, leaving only the faint scent of grass behind. The item grants the wearer damage reduction 5/cold iron.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 76,000 gp.
Source:Miniatures Handbook
Shirt of the Inevitable
This item is actually the metallic chestplate from a noble of the inevitable constructs of Mechanus, which grants the wearer damage reduction 5/chaos.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price 76,000 gp.
Source:Miniatures Handbook
Shirt of the Moon
This gleaming silvery shirt grants the wearer damage reduction 5/silver.
Strong abjuration and perhaps evocation (if miracle is used CL 18th; Craft Wondrous Item, stoneskin, miracle or wish; Price: 76,000 gp.
Source:Miniatures Handbook
Shirt of the Treant
This leafy vest grants the wearer damage reduction 5/slashing.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Wondrous Item, stoneskin,miracle or wish; Price 58,000 gp.
Source:Miniatures Handbook
Shoes of Farstriding
The church of Fharlanghn holds these shoes in particularly high regard, although they are also popular among many adventuring circles. They increase the wearer's base land speed by 10 feet. In addition to this ability (considered an enhancement bonus), these boots grant the wearer a +4 bonus on checks made to resist being bull-rushed, tripped, or otherwise moved against his will. Finally, they grant a +2 enhancement bonus to Constitution.
Moderate transmutation; CL 10th; Craft Wondrous Item, bear's endurance, longstrider, Price 10,000 gp; Weight 1 lb.
Source:Dungeon !24
Shroud of Undeath
This mantle is made from plain gray silk, embroidered with delicate white tracings of powerful runes of death and warding. Worn over normal clothing or armor, it continuously give the wearer the benefits of the hide from undead spell (Will save DC 15).
Faint abjuration; CL 3rd; Craft Wondrous Item, hide from undead; Price 7,500 gp; Weight 1 lb.
Source:Dragon #342
Shrouds of Disintegration
These burial wrappings look to be made of fine, embroidered materials, When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
Strong transmutation; CL 15th; Craft Wondrous Item, disintegrate; Price 6,600 gp; Weight 10 lb.
Source:Dungeon Master's Guide v.3.5
Silversheen
This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. For example, a +1 holy adamantine longsword becomes a +1 holy silver longsword for the duration of the effect. One vial will coat a single melee weapon or 20 units of ammunition.
Faint transmutation; CL 5th; Craft Wondrous Item; Price: 250 gp.
Source:Dungeon Master's Guide v.3.5
Singing Bowl
Carved from a single piece of flawless crystal (10 hardness, 10 hp), this bowl comes with a smooth, thick wooden stick. Running the stick slowly along the edge of the bowl produces a clear, vibrating hum. The volume can range from barely audible to intensely loud. While the bowl is being played, spells in a 30-foot radius with a verbal component are prevented as though under the effect of a silence spell. Spells cast with the Silent Spell feat still work, however. The bowl's effect can be activated with any stick - the one provided has no special abilities. It requires at least 1 rank of Performance (any percussion instrument).
In addition, the bowl can cast shatter and blindness/deafness (deafness only) once per day as a 12th-level bard.
CL 3rd; Craft Wondrous Item, blindness/deafness, shatter, silence; Market Price: 19,440 gp; Weight: 4 lb.
Source:Arms and Equipment Guide
Skeleton Key
This unusual object has two distinct parts: a small metal handle and a thin blade about 4 inches long. The blade is made of a shiny blue material whose surface ripples and shifts like the surface of water. The skeleton key is an unusual item commonly found in the possession of doppelgangers and their ilk, who have an affinity with its shapeshifting properties. When inserted into a common door lock, the blade ripples and writhes into the precise shape of the key needed to open the lock, even if the lock is much bigger or much smaller than the blade. Any lock that can be unlocked with a physical key can also be unlocked with a skeleton key.
faint; (DC 17) transmutation, DC 3rd; Craft Wondrous Item, knock, creator must have the shapechanger subtype. Cost to create: 2,250 gp, 180 XP. Weight: 1 lb. Market Price: 4,500 gp.
Source:Dragon #359
Skull of Dragonform
Crafted from the skulls of the mightiest dragons, magically resized to fit over a humanoid-sized head, these items are among the most sought-after of the order's creations - for who has not wished to be a dragon? This item comes in five varieties, each crafted from the skull of a different-colored chromatic dragon. Once per day, the wearer may transform into a juvenile dragon of the appropriate kind. This effect lasts for 1 hour, although it may be dismissed at any time as a standard action. The effect functions as the polymorph spell (caster level 17th, without the HD restriction), except that the wearer gains the breath weapon of the dragon he becomes, as well as its sensory abilities (darkvision, keen senses, blindsense, and so on).
Strong transmutation; CL 17th; Craft Wondrous Item, shapechange; Price 86,000 gp; Weight 4 lb.
Source:Dragon #342
Sleeping Spike
This twisted ashen spike displays no magical properties until activated. The spike does nothing until it is planted firmly in the ground (a standard action). One round later, the spike becomes invisible. Any creature that thereafter comes within 10 feet of the spike causes it to emit a sleep effect (Will DC 17 negates) in a 20-foot-radius burst, affecting all creatures with 10 Hit Dice or fewer. This effect destroys the spike.
Moderate enchantment; CL 9th; Craft Wondrous Item, symbol of sleep; Price 3,250 gp.
Source:Miniatures Handbook
Slippers of Spider Climbing
When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her speed is 15 feet. Extremely slippery surfaces - icy, oiled, or greased surfaces - make these slippers useless.
CL 4th; Craft Wondrous Item, spider climb; Market Price: 2,000 gp; Weight: 1/2 lb.
Source:Dungeon Master's Guide v.3.5
Sovereign Glue
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of oil of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the oil of slipperiness must be put in the flask within 1 round so prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff(1d8-1, minimum 1), with the other ounce of the flask's capacity taken up by the oil of slipperiness.
One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects only results in the rending of one or the other, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.)
CL 20th; Craft Wondrous Item, make whole; Market Price: 2,400 gp (per ounce); Weight:-.
Source:Dungeon Master's Guide v.3.5
Sparring Dummy of the Master
This battered wooden dummy is designed for monks to practice their striking and blocking techniques. It consists of a plain round wooden post that stands 6 feet high and 1 foot thick. Six smaller posts stick out horizontally from the post, roughly representing a defending enemy's limbs.
To gain the benefit of its magic, a person with at least one level in monk must train with the dummy 8 hours a day for four weeks. If the training is ever interrupted for more than a 24 hours, she must begin again. If this training is interrupted twice, the monk can never gain the benefit of the sparring dummy.
Once she has completed the required training, the monk is allowed to make a 10-foot adjustment whenever she can normally make a 5 foot adjustment.
CL 5th; Craft Wondrous Item, haste; Market Price: 30,000 gp; Weight: 40 lb.
Source:Arms and Equipment Guide
Stalwart Eye
This Tiny birdlike item allows its owner to speak a command word and see through its eyes. The stalwart eye has AC 18, hardness 8, 5 hp, and cannot move on its own except to turn its head as the owner desires. No range limitation exists on the power except that the owner must be on the same plane as the stalwart eye.
CL 5th; Craft Wondrous Item, alarm, animal messenger; Market Price: 10,000 gp; Weight: 2 lb.
Source:Arms and Equipment Guide
Starry Score
This scroll is made from soft white vellum. When unrolled, it reveals dense silver writing in an unknown language. The starry score is a portion of a great opera performed by the eladrin to please their mistress, the Queen of Stars. A good-aligned bard who spends a use of bardic music can discern the words and notes recorded and perform them as a full-round action by making a Perform check. All evil outsiders who can clearly hear the bard perform and are within 30 feet must succeed on Will saves (DC equals the bard's perform check result) or be physically pained, taking a -5 penalty on attack rolls, damage rolls, saving throws, and checks. Conversely, all good outsiders gain a +5 sacred bonus on attack rolls, damage rolls, saving throws, and checks. Both effects last for as long as you continue to perform and for 3 rounds thereafter.
Strong; (DC 23) enchantment, CL 17th; Craft Wondrous Item, crushing despair, good hope, caster must have 16 ranks of Perform (sing), caster must be good.; 8,000 gp, 680 XP. Weight: -; Market Price: 17,000 gp.
Source:Dragon #356
Steadfast Stone
This dwarven item is commonly given out to dwarven defenders and other tunnel guards who require instant fortifications. The steadfast stone is a granite cube, 1 inch on each side, with runes indicating "growth" written on all sides. When thrown upon the ground and the command word uttered, the cube grows as a wall of stone cast by a 9th-level cleric. The stone can grow up to two times per day. The wall lasts for up to 24 hours or until the command word is uttered, causing it to shrink back into cube form.
CL 9th; Craft Wondrous Item, wall of stone; Market Price: 32,400 gp; Weight 1 lb.
Source:Arms and Equipment Guide
Stone Horse
Each item of this nature appears to be a full-sized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate type.
A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gemstones, healing 1 point of damage for each 50 gp worth of mineral it is given.
There are two sorts of stone horses:
- Courser: This stone horse has all the same statistics as a heavy horse, as well as having a hardness of 10.
- Destrier: This stone horse has all the same statistics as a heavy warhorse, as well as having a hardness of 10.
CL 14th; Craft Wondrous Item, flesh to stone, animate objects; Market Price: 10,000 gp (courser) or 14,800 gp (destrier); Weight: 6,000 lb.
Source:Dungeon Master's Guide v.3.5
Stone Salve
This strange ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh (as the spell stone to flesh). If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.
CL 13th; Craft Wondrous Item, flesh to stone, stoneskin; Market Price: 4,000 gp per ounce; Weight:-.
Source:Dungeon Master's Guide v.3.5
Stone of Alarm
This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
CL 3rd; Craft Wondrous Item, alarm; Market Price: 1,000 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Stone of Controlling Earth Elementals
A stone of this nature is typically an oddly shaped bit of roughly polished rock. The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner if earth, mud, or clay is available. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. (If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell.) The area of summoning for an earth elemental must be at least 4 feet square and have a volume of 4 cubic yards. The elemental appears in 1d4 rounds. For detailed information about elementals, see the Monster Manual. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).
CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Market Price: 100,000 gp; Weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Stone of Good Luck (Luckstone)
This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.
CL 5th; Craft Wondrous Item, divine favor; Market Price: 10,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Stove of Everlasting Flame
Tired of hearing adventurers complain about not being able to start a fire in the middle of rainstorms or underground, an enterprising mage created the first of these handy devices for cooking food.
This enclosed metal box easily fits in the palm of someone's hand. It has two metal flaps on one end that pop open to reveal a continuously burning flame. The heat of the flame is equivalent to a torch, although the flame's size (and the light it produces) is the same as a candle. The metal of the box remains slightly warm to the touch, whether the flaps are open or not.
CL 3rd; Craft Wondrous Item, produce flame; Market Price: 2,400 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Strand of Prayer Beads
This item appears to be a normal string of prayer beads until, the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them.
Each strand includes two on more special beads, each with a different magic power.
| Special Bead Type | Special Bead Ability |
| Bead of blessing | Wearer can cast bless. |
| Bead of healing | Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease. |
| Bead of karma | Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. |
| Bead of smiting | Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial). |
| Bead of summons | Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment in the very least.) |
| Bead of wind walking | Wearer can cast wind walk. |
A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amount: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp. Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order's wrath, or unholy blight (smiting); wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater).
Source:Dungeon Master's Guide v.3.5
Stunning Spike
This bronze spike tingles the fingers with static electricity but demonstrates no magical properties until activated. The spike does nothing until it is planted firmly in the ground (a standard action). One round later, the spike becomes invisible. Any creature that thereafter comes within 10 feet of the spike causes it to burst, stunning all creatures in a 20-foot radius for 1 round (Will DC 20 negates). This effect destroys the spike.
Strong enchantment; CL 13th; Craft Wondrous Item, symbol of stunning, guards and wards; Price 9,550 gp.
Source:Miniatures Handbook
Stylus of the Masterful Hand
This elegant but sturdy metal stylus grants +5 competence bonus on Forgery checks. On command, the stylus can also "remember" up to three different types of handwriting, which allows another Forgery attempt without having to make a roll - the DC of that handwriting is "fixed" at whatever was rolled during the attempt.
CL 3rd; Craft Wondrous Item, Scribe Scroll, read magic; Market Price: 3,000 gp; Weight: -.
Source:Arms and Equipment Guide
Suspension Sphere
Each of these 6-inch-diameter glass globes holds a shimmering bundle of acid, cold, fire, or electricity within it. A suspension sphere bursts on impact, allowing the energy it contains to blast out. Any creature can use one of these items, but beholders use their telekinesis rays to fling these items at their enemies. A suspension sphere deals 10d6 points of damage of the appropriate energy type in a 30-foot-radius spread. A successful DC 15 Reflex save halves the damage.
Moderate evocation; CL 10th; Craft Wondrous Item, acid fog, cone of cold, fireball, or lightning bolt; Price 1,500 gp.
Source:Dragon #313
Talisman of the Sphere
This small adamantine loop and handle are useless to those unable to cast arcane spells. Characters who cannot cast arcane spells take 5d6 points of damage merely from picking up and holding a talisman of this sort. However, when held by an arcane spellcaster who is concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the bonus for Intelligence and level for determining control.
If the wielder of a talisman establishes control, he need check for continual control only every other round thereafter. If control is not established, the sphere moves toward him. Note that while many spells and effects of cancellation have no effect upon a sphere of annihilation, the talisman's power of control can be suppressed or canceled.
CL 16th; Craft Wondrous Item, telekinesis; Market Price: 9,000 gp; Weight: 1 lb.
Source:
Tasha's Grinning Idol
This plain gray idol attached to a platinum chain bears the likeness of a human woman with a disarming smirk painted red. Little is known about the most mysterious member of the Company of Seven. Also the only female member, Tasha was rumored to be a beautiful but somewhat capricious woman who, for a brief time, might have even been the Mad Archmage's protege. This was certainly her gateway into the Company of Seven, and while only Heward and Zagig appreciated her morbid sense of humor, she was nonetheless a skilled mage who created numerous spells and items, such as the idol that bears her name. The idol grants you a +10 competence bonus on all Bluff and Diplomacy checks. In addition, you gain a +2 bonus to the DC of all enchantment spells you cast.
moderate; (DC 19) enchantment, CL 9th; Craft Wondrous Item, Greater Spell Focus (enchantment), charm person, creator must have 10 ranks in Diplomacy. 14,000 gp, 1,120 XP. Weight: - Market Price: 28,000 gp.
Source:Dragon #359
Testing Chalice
Made from tough clear glass, this chalice immediately discerns the properties of any liquid poured into it. The color of the chalice varies depending on the liquid poured into it. The opacity of the chalice also varies, depending on the strength of the liquid.
| Chalice Color | Liquid (example) |
| Clear | Water |
| Black | Poison |
| Red | Potion (magical, not alchemical) |
| Blue | Alchemical liquid (antitoxin, alchemist's fire) |
| Green | Acid |
| Silver, shiny* | Holy water |
| Silver, tarnished* | Unholy water |
| Purple | Any other liquid (oil, blood) |
| Chalice Opacity | Strength/purity (example) |
| Clear | Very weak/very impure (filthy water) |
| Translucent | Average/slightly impure (pond water) |
| Smoky | Strong/very pure (well water) |
| Solid | Extremely strong/completely pure (distilled water) |
| *The stronger the holy water, the more reflective the glass. The stronger the unholy water, the more tarnished it becomes. | |
CL 3rd; Craft Wondrous Item, detect magic, Detect poison; Market Price: 4,000 gp; Weight: 1/2 lb.
Source:Arms and Equipment Guide
Thought Bottle
A flask of thick green glass, a thought bottle can be used to store thoughts, memories, experience, or spells. A single bottle can hold five thoughts or memories at a time, or a single creature's current experience, or a single spellcaster's collection of prepared spells. Any individual that touches the bottle and speaks the command word instantly gains a general knowledge of the bottle's contents, but doesn't actually access the thoughts, memories, or spells within until she consciously decides to do so. Storing or retrieving anything from a thought bottle requires a full-round action that provokes attacks of opportunity.
Thoughts: The bottle can store specific ideas, communications, or conclusions. Once a memory is stored, it disappears from the user's mind, but she remembers the general nature of the stored thought. For example, if the user stored the name of a murderer, that name would disappear from her memory and be unrecoverable from her own mind by any means, though she would know that the thought bottle now contains the murderer's name. Similarly, secret messages and intelligence can be hidden in a thought bottle to pass them to someone else.
Memories: The user's recollection of a single day's events can be stored in the bottle. Once stored, the user remembers the general nature of the memory ("the day we performed the Ritual of Binding") but loses all details of the event itself.
Experience: A thought bottle can be used to offset level loss as a restoration spell can, but is effective against level loss that even restoration can't undo (including levels lost due to death, but not the negative levels bestowed by magic items such as a holy weapon). When a user's experience has been stored within the bottle, he can subsequently access the bottle to restore his XP total to exactly what it was when it was last stored, negating any levels lost in the interim. Storing experience in the bottle is difficult, and the user must pay 500 XP (deducted before storing) to do so. Only the creature that stored experience can retrieve it, but if the bottle is destroyed or lost, the user suffers no ill effects.
Spells: An owner who prepares spells can store some or all of her memorized spells in a thought bottle. Any spell she puts into the thought bottle is expended as if she had cast it, but the spells in the bottle can then be retrieved at any later date to be prepared as normal. Wizards often use this function of the bottle to create a kind of backup spellbook, concealing thought bottles in well hidden boltholes against the eventuality of their grimoires being stolen or destroyed. Only the character who stored the spells can retrieve them, and if the bottle is destroyed, the stored spells are lost with no effect.
Strong enchantment; CL 13th; Craft Wondrous Item, demand, modify memory; Price 20,000 gp; Weight 1 lb.
Source:Complete Arcane
Thurible of Divining
This perforated metal vessel usually comes in the shape of a deity's holy symbol or some totem creature associated with a deity or cult. If it is filled with incense and lighted, the thurible produces the effect of a prayer spell for as long as the incense burns. A character wielding the lighted thurible can also trigger the following spells:
- Three times per day: detect magic, detect good, or detect law. The user can use one effect three times, each effect once, or any other combination of effects totaling three uses per day. Some thuribles may detect other alignments.
- Once per day: augury or locate object.
- Once per week: divination or true seeing.
- Once per month: commune.
CL 11th; Craft Wondrous Item, commune, detect good, detect law, detect magic, divination, prayer, true seeing; Market Price: 77,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Thurible of Retribution
This item is similar to a thurible of divining. It produces a prayer effect when lighted and allows the following spell effects:
- Three times per day: command, doom, or inflict light wounds.
- Once per day: spiritual weapon or searing light.
- Once per week: inflict critical wounds or mass inflict light wounds.
- Once per month: geas/quest.
CL 11th; Craft Wondrous Item, mass inflict light wounds, command, doom, geas/quest, inflict critical wounds, inflict light wounds, prayer; Market Price: 77,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Thurible of Warding
This item is similar to a thurible of divining. It produces a prayer effect when lighted and allows the wielder to use the following spell effects:
- Three times per day: entropic shield, endure elements,or sanctuary.
- Once per day: silence or dispel magic.
- Once per week: spell immunity or spell resistance.
- Once per month: blade barrier.
CL 11th; Craft Wondrous Item, blade barrier, dispel magic, endure elements, entropic shield, sanctuary, silence, spell immunity, spell resistance, prayer; Market Price: 77,000 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Tome of Clear Thought
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item, wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Tome of Leadership and Influence
This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item, wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+5); Cost to Create: 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Tome of Understanding
This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CL 17th; Craft Wondrous Item,wish or miracle; Market Price: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), or 137,500 gp (+S); Cost to Create: 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + IS,300 XP (+3), 5,000 gp + 20,400 XP (+4), or 6,250 gp + 25,500 XP (+5); weight: 5 lb.
Source:Dungeon Master's Guide v.3.5
Triton Shell
Created by tritons, these backpacks are made from single giant shells. They have been magically treated to keep anything placed inside perfectly dry and protected from pressures of the ocean. Due to the shape and composition of the shell, it does not hinder the wearer's ability to swim underwater.
Some versions of this magical device are enchanted with gust of wind, allowing Tiny or smaller air-breathing creatures to survive inside the shell.
CL 5th; Craft Wondrous Item, resist energy, gust of wind; Market Price: 3,000 gp (without air), 18,000 gp (with air); Weight: 3 lb.
Source:Arms and Equipment Guide
Trumpeter's Gift
This shiny mouthpiece fits any brass instrument such as trumpets and horns. It grants a +5 competence bonus on Performance checks using the instrument. Once per day, the trumpeter can use the horn to cast a shout spell. Unless the horn is at least masterwork quality, however, it is destroyed once the spell is complete.
CL 7th; Craft Wondrous Item, shout; Market Price: 12,200 gp; Weight: -
Source:Arms and Equipment Guide
Unguent of Timelessness
When applied to any matter that was once alive (leather, leaves, paper, wood, dead flesh, and so on), this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Price 150 gp.
Source:Dungeon Master's Guide v.3.5
Universal Solvent
This strange liquid appears to be some sort of minor oil or potion and always comes in containers of 1 ounce. Upon first examination, it seems to have the properties of oil of slipperiness. However, if it is applied to any form of adhesive or sticky material, the solution immediately dissolves the other material. It immediately negates the effect of sovereign glue, as well as any other form of cement, glue, or adhesive. An ounce affects 1 cubic foot.
If the liquid is carefully distilled to bring it down to one-third of its original volume, each dose (1/3 ounce, having been a full ounce before distillation) dissolves 1 cubic foot of organic or inorganic material, just as if a disintegrate spell had been employed. To find out if a resisting target is affected by this concentrated solution, a touch attack roll is required, and the subject is entitled to a Fortitude saving throw (DC 19).
CL 20th; Craft Wondrous Item, disintegrate; Market Price: 2,000 gp (per ounce); Weight:-.
Source:Dungeon Master's Guide v.3.5
Vest of Escape
Hidden within secret pockets of this simple silk vest are lockpicks that add a +4 competence bonus to Open Lock checks. If the lockpicks are separated by more than 15 feet from the vest, they lose their competence bonus, but the bonus returns when they are returned to the pockets of the vest. Further, the vest grants the wearer a +6 competence bonus to Escape Artist checks.
CL 4th; Craft Wondrous Item, knock, grease; Market Price: 2,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Vest of Resistance
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws.
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator's caster level must be at least three times the vest's bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb.
Source:Complete Arcane
Vestment, Druid's
This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When worn by a druid with the wild shape ability, the character can use that ability one additional time each day
CL 10th; Craft Wondrous Item, polymorph or creator must be at least a 10th-level druid; Market Price: 5,800 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Vestments of Faith
This holy garment, worn over normal clothing, grants a special protection (damage reduction 5/+5) to the character wearing it.
CL 20th; Craft Wondrous Item, stoneskin; Market Price: 76,000 gp; Weight:-.
Source:
Weightless Scabbard
This magical scabbard grows and shrinks in size to accommodate any Large to Tiny bladed weapon. This includes greatsword, falchion, scimitar, rapier, longsword, short sword, and dagger. While the weapon is in the scabbard, its weight is reduced to zero, although the scabbard retains its own weight.
CL 3rd; Craft Wondrous Item, shrink item; Market Price: 1,600 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Well of Many Worlds
This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world-a parallel world, another planet, or a different plane, at the DM's option or by random determination. If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just like a portable hole. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)
CL 17th; Craft Wondrous Item, gate; Market Price: 82,000 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Wind Fan
A wind fan appears robe nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to generate air movement duplicating a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently there is a 20% cumulative chance per usage that the device tears into useless, nonmagical tatters.
CL 5th; Craft Wondrous Item, gust of wind; Market Price: 5,500 gp; Weight:-.
Source:Dungeon Master's Guide v.3.5
Wings of Flying
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of gigantic wings (bat or bird, 20-foot span) and empower her to fly as with a fly spell.
CL 5th; Craft Wondrous Item, fly; Market Price: 5,500 gp; Weight: 2 lb.
Source:Dungeon Master's Guide v.3.5
Yondalla's Wagon Wheel
Created by adepts of Yondalla, one of these small amulets is in the shape of a wagon wheel. Throwing it upon the ground and uttering a command word causes the wheel to grow into a normal-sized covered wagon. It can remain in that form indefinitely, until the command word is uttered again. Once per day, the amulet (in wagon form only) can create Leomund's secure shelter as the spell from a 9th-level caster. The shelter's outside appearance blends in perfectly with the exterior of the wagon, so it is not possible to tell that the spell is in effect until someone steps inside. When the spell effect ends, the wagon remains.
CL 9th; Craft Wondrous Item, Leomund's secure shelter, major creation, shrink item; Market Price: 92,880 gp; Weight: 1 lb.
Source:Arms and Equipment Guide
Yragerne Signet
This oversized ancient golden ring bears the silver hawk crest of the Yragerne family line on its large flat top. Following the death of his father, Ganz, this ring supposedly passed on to Zagig when he became Landgraf of the Selintan. At the time, though, he had such an unheralded reputation that only his subsequent fame and fortune won him mayoralty of the city. Zagig wore the signet for a considerable time, but legends record that it was buried with his father after Zagig achieved godhood. When Castle Greyhawk unexpectedly became open to adventurers in the mid 550s CY, the ring was shortly thereafter lost or stolen. Local legends hold that it remains lost in the Mistmarsh to this day. Lord Robilar placed a bounty of 50,000 gold orbs on the retrieval of this ring.
By rights, the wearer of this ring could be recognized as the highest-ranking noble in the Free City, perhaps answering only to the Directing Oligarchy itself. Certain ancient stone portals sprinkled around various old building in the Free City appear to have locks shaped exactly like the carving on this signet and have proved otherwise impossible to open.
The Yragerne signet provides continuous protection from evil and protection from good effects. Further, once per day you can spin the ring facedown to activate a death ward effect.
strong; (DC 21) abjuration and necromancy, CL 7th; Forge Ring, death ward, protection from evil, protection from good. 7,600 gp, 608 XP. Weight:-; Price: 15,200 gp.
Source:Dragon #359
Wondrous Items of Faerûn
Amber Acorns of the Moonwood Circle
The amber acorns of the Moonwood Circle are the legacy of a now-vanished circle of druids once active in the woodlands west of Silverymoon.
The amber acorns look like a necklace of four acorns strung on a cord of woven roots. As with a necklace of prayer beads, once the wearer casts a divine spell, this item's true nature becomes apparent. Each acprn is actually made of amber and contains a small piece of elemental matter (air, earth, fire, or water) encased within. Each day, the wearer of a necklace can use summon nature's ally VI once for each kind of elemental, summoning a creature appropriate to that element. (Each acorn essentially has 1 charge per day.) This item takes up space on the body as a necklace or amulet.
Moderate conjuration; CL 11th, Craft Wondrous Item, summon nature's ally VI; Price 95,040 gp; Cost 47,520 gp + 3,802 XP.
Source:Dragons of Faerûn
Amber Amulet of Vermin
This amber nugget on a gold chain holds a normal-size vermin within its yellow depths. When broken, it releases the vermin, which instantly grows to enormous size (as noted below) as if you had cast giant vermin upon it. Each amulet works only once.
Roll 1d8 to determine which type of amulet is found:
| Roll | Vermin | Caster Level | Market Price |
| 1 | Giant bee | 7th | 500 gp |
| 2 | Giant ant, queen | 10th | 700 gp |
| 3 | Giant praying mantis | 10th | 700 gp |
| 4 | Huge monstrous centipede | 10th | 700 gp |
| 5 | Large monstrous scorpion | 10th | 700 gp |
| 6 | Large mohstrous spider | 10th | 700 gp |
| 7 | Giant wasp | 13th | 800 gp |
| 8 | Giant stag beetle | 19th | 1,200 gp |
Craft Wondrous Item, giant vermin; Weight: -
Source:Magic of Faerûn
Amulet of Laeral's Tears
Named for the famous sorcerer Laeral, these soft, brittle, colorless fancy stone crystals tend to be large and to keep a glossy, magnificent finish. The witches of Rashemen use these stones to create amulets that bestow 24 temporary hit points on the wearer. The amulet must be worn next to the skin.
When the 24 temporary hit points are expended, the amulet crumbles into worthless dust.
CL 12th; Craft Wondrous Item, aid, shield other, spellcaster 12th level; Market Price: 1,200 gp; Weight: -
Source:Magic of Faerûn
Ankh of Ascension
The bearer of this magic item can cast her divine spells at +4 caster level (with respect to range, duration, and other numeric effects). The ankh does not grant a +4 bonus on checks to overcome spell resistance, however, nor otherwise increase the caster's effective level.
CL 17th; Prerequisites. Craft Wondrous Item, gate; Market Price: 60,000 gp; Weight: 3 lb.
Source:Races of Faerûn
Aoxar's Helm
Aoxar, the great dwarf hero of Ammarindar, crafted this open-faced, metal helmet to identify compatriots in dire need on the battlefield so that he could come to their aid. It also enabled him to pass along the dying wishes of the fallen to their families.
The wearer of Aoxar's helm can use deathwatch at will and speak with dead once per day.
Faint necromancy; CL 5th; Craft Wondrous Item; deathwatch, speak with dead; Price 15,400 gp; Weight 3 lb.
Source:Lost Empires of Faerûn
Aquamarine of Spell Extending
This blue stone is mounted in the center of a gold and silver hourglass. Once per day the owner can use the Extend Spell feat on any spell of 6th level or lower he casts. The spell being extended uses its normal spell slot (not a slot one level higher as using the feat normally would require). A bard or sorcerer still must pay the penalty of an extended casting time when using this item. The item must be held in hand while the spell is cast to get this effect.
CL 17th; Craft Wondrous Item, Extend Spell; Market Price: 7,200 gp; Weight: 1 lb.
Source:Player's Guide to Faerûn
Armband of Maximized Healing
This silver armband is set with many small diamonds. It counts as a bracer for the purpose of wearing magic items. Once per day the wearer of this item can use the Maximize Spell feat on any conjuration (healing) spell of 6th level or lower he casts. The spell being maximized uses its normal spell slot (not a slot three levels higher as using the feat normally would require). A bard or sorcerer still must pay the penalty of an extended casting time when using this item.
CL 17th; Craft Wondrous Item, Maximize Spell feat; Market Price: 7,200 gp; Weight: 1 lb.
Source:Magic of Faerûn
Arvoreen's Amulet of Aid
This item is a three-inch-diameter gold disk with the holy symbol of Arvoreen inlaid in platinum. It is a use-activated item, has six charges, and by command the wearer can use the following spells:
- Aid (1 charge)
- Dimension door (3 charges)
Any evil creature wearing the amulet receives a negative level. The negative level remains as long as the amulet is worn and disappears when it is no longer worn. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the amulet is worn. If the wearer ever attacks a nonevil halfling, the amulet crumbles into dust.
CL 7th; Craft Wondrous Item, aid, dimension door, creator must be a good halfling; Market Price: 4,320 gp; Weight: -
Source:Magic of Faerûn
Azlaer's Harp
When played, the harp acts as a calm emotions spell on all creatures within 100 feet. Any charm effects upon creatures within this area are suppressed while the harp is played, and no new charm effects can be used on creatures in the area during the playing. The strings of the harp glow with light equal to a light spell when played. Use of this item requires at least 1 rank in Perform (harp).
CL 3rd; Craft Wondrous Item, calm emotions, light, protection from evil; Market Price: 16,000 gp; Weight: 3 lb.
Source:Magic of Faerûn
Badge of the Svirfneblin
This brooch is made of gray stone and studded with uncut dull gems and wrapped in tarnished metal wire. The wearer is granted 60-foot darkvision and can use blur and change self (both self only) by command once per day. The wearer gets a +10 circumstance bonus on all Hide checks in areas of stone.
CL 3rd; Craft Wondrous Item, blur, disguise self, darkvision, invisibility, creator must be a svirfneblin; Market Price: 17,480 gp; Weight: -
Source:Magic of Faerûn
Bag of Boulders
When found, this pouch holds 1d4 stones the size of sling bullets. (A newly created bag has four stones.) When thrown (range increment 10 feet), a stone from the bag of boulders instantly grows to the size of a light catapult stone and inflicts 3d6 points of damage. If the attack misses, treat it as a grenadelike weapon attack. Once all four stones are thrown, the magic of the bag is gone.
CL 5th; Craft Wondrous Item, shrink item; Market Price: 1,200 gp (new) or 300 gp per stone (partial bag); Weight: -
Source:Magic of Faerûn
Battle Bridle
This fine leather bridle aids a rider and mount, giving the rider using the bridle a +10 competence bonus on all Ride checks and allowing him to fight as if he bad the Mounted Combat feat. If the rider already has the mounted Combat, he can act as if he had the Ride-By-Attack.
CL 7th; Craft Wondrous Item, Mounted Combat feat, Ride-By Attack feat, calm animals; Market Price: 9,000 gp; Weight: 1 lb.
Source:Magic of Faerûn
Battlecloak of Vycaena
This voluminous, emerald-green cloak is trimmed with an intricate design done in gold thread. Each of its two clasps is a golden disk engraved with the crest of a long-extinct Calishite noble family and set with a small emerald.
A battlecloak of Vycaena grants its wearer a +4 armor bonus to Armor Class and a +1 resistance bonus on all saving throws, but its most spectacular power comes from its clasps. On command, each clasp can store one item in the same manner as a glove of storing. By touching the clasps (a free action), the wearer can call the items to her hands instantly.
Faint transmutation; CL 8th; Craft Wondrous Item, mage armor, resistance, shrink item; Price 38,000 gp.
Source:Lost Empires of Faerûn
Beholder Crown
This bizarre item is a crown of tarnished bronze with ten metal eyestalks sprouting upward, each eyestalk bearing a gem. It counts as a headband for the purpose of determining what items can be worn together. The crown has ten different powers that each function only once, each use burning out one of the gems. The powers are charm person, charm monster, disintegrate, eyebite(sleep), fear (one creature only), finger of death, flesh to stone, inflict moderate wounds (20-foot range), slow, and telekinesis (violent thrust). Effects that require a touch attack always use a ranged touch attack. The crown's powers are not limited to a certain arc as a beholder's are. When the last power is used, the crown crumbles to dust.
These items are greatly valued by members of beholder cults, and some sages believe that powerful beholders have their servants construct such items to reward valuable servants and slaves.
CL 13th; - Craft Wondrous Item, charm person, charm monster, disintegrate, eyebite, fear, finger of death, flesh to stone, inflict moderate wounds, slow, telekinesis; Market Price: 22,000 gp; Weight: 1 lb.
Source:Magic of Faerûn
Belt of Lions
This leather belt allows its wearer to communicate with feline animals as the speak with animals spell. The wearer gets low-light vision, a +4 competence bonus on all Charisma checks and Charisma-based skill checks related to dealing with felines, and a +10 competence bonus on Move Silently and Tumble checks.
CL 3rd; Craft Wondrous Item, low-light vision, speak with animals; Market Price: 20,000 gp; Weight: 1 lb.
Source:Magic of Faerûn
Belt of Priestly Might
These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. Each broad leather belt has a stamp of the holy symbol of a deity in the front, and followers of that deity or any of that deity's alignment can wear the belt safely. (If this item is generated as part of a random treasure, select or randomly determine the deity to whom it is dedicated.) Any other creature receives one negative level for wearing the belt. The negative level remains as long as the belt is worn and disappears when it is no longer carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the belt is worn.
Three varieties of this sort of belt exist. The belt of priestly might grants its wearer a +2 natural armor bonus to Armor Class and a +4 enhancement bonus to Strength. The belt of priestly might and warding grants all the powers of a belt of priestly might, and once per day with a command the wearer can create a magic circle against evil (or good, if the belt is devoted to an evil deity). The belt of holy might has all the powers of the belt of priestly might and warding, and its wearer may use a word of recall once per day (affecting only the wearer and his equipment) that transports him to the nearest temple devoted to the belt's deity.
CL 6th (belt of priestly might), 6th (belt of priestly might and warding), 11th (belt of holy might); Craft Wondrous Item, barkskin, bull's strength, creator must be at least 6th level (belt of priestly might), as belt of priestly might plus magic circle against evil or good (belt of priestly might and warding), as belt of priestly might and warding plus word of recall (belt of holy might); Market Price: 40,000 gp (belt of priestly might), 52,800 gp; (belt of priestly might and warding), or 104,000 gp (belt of holy might). Weight: 1 lb.
Source:Magic of Faerûn
Bird Feather Headdress
This gaudy headdress has six large plumes and many smaller ones. The large plumes have magical powers if plucked from the headdress and thrown into the air. The two green plumes each summon 1d3 hawks, the two blue ones each summon 1d3 eagles, and the two gold ones each summon a giant eagle or a giant owl (wearer's choice). The summoned creatures serve you as if you had summoned them with a summon nature's ally spell. Once used, a feather's power is expended. The headdress uses the headband, hat, or helmet location on a character.
CL 7th; Prerequisite: Craft Wondrous Item, summon nature's ally II, summon nature's ally III, summon nature's ally IV; Market Price: 2,900 gp; Weight: -
Source:Magic of Faerûn
Blast Globes
Although the secret to making these globes was known only to powerful members of the Zhentarim, the recent turmoil in that organization has allowed the process to become known to those outside the Black Network. Rumors abound that Sememmon sold the secret to get sanctuary from his enemies, which is not unlikely given that he rose quickly through the ranks of the Zhentarim by trading information on the process.
A blast globe looks like a dozen transparent glass spheres clustered into an irregular mass. Speaking the command word makes them glow, then separate and orbit each other One full round after they are activated, they can be directed by the person who spoke the command word as a free action to strike (as a group) any target or location within 400 feet. Any target struck by the blast globe must make a Fortitude save (DC 19) or be disintegrated. The globes then explode in a blast of sound and fire in a 20-foot-radius spread. Any creature in the area takes 10d6 points of fire damage and 2d6 points of sonic damage, is deafened for 2d6 rounds, and is knocked ld6x5- feet directly away from the center of the blast. A successful Reflex save (DC 15) halves the fire damage (but not the sonic damage) and negates the knockback, while a successful Fortitude save (DC 15) negates the deafening.
CL 11th; Craft Wondrous Item, battering ram, disintegrate, fireball, shout; Market Price: 8,000 gp; Weight: 1 lb.
Source:Magic of Faerûn
Bone Bracers of the Death Deity
These bracers of armor +3 are carved from the bones of good dragons, each inlaid with flat onyx tiles forming a mosaic in the shape of a skull. They allow the wearer to use death ward, desecrate, and unholy blight each once per day. They bestow one negative level on any good creature that wears them. The negative level remains as long as the bracers are worn and disappears when they are no longer carried. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the bracers are worn.
CL 7th; Craft Wondrous Item, death ward, desecrate, unholy blight, mage armor, creator must be at least 6th level; Market Price: 58,300 gp; Weight: 1 lb.
Source:Magic of Faerûn
Book of Blood
This vellum spellbook is bound in blood-red leather and bears a bronze clasp. Once per day its wielder can use it to summon a yeth hound. The wielder can also cast finger of death once per day, but each use in this manner permanently drains one hit point from the wielder. The book must be held to utilize its powers. The book is otherwise waterproof, fireproof, locked, and can contain up to forty-five spells of any level.
CL 13th; Craft Wondrous Item, finger of death, summon monster V; Market Price: 21,300 gp; Weight: 3 lb.
Source:Magic of Faerûn
Camellia of the Black Lady
A beautiful flower that beguiles - then punishes. A character who makes a DC 20 Knowledge (religion) check knows that the Black Lady was a notorious assassin and servant of Shar. She used subversion with beauty and poise, and the scent of sweet flowers. A camellia of the Black Lady is a creamy-white blossom worn in the hair, taking up space on the body as a headband or helmet. On close inspection, the inner whorls of the flower suggest unsettling, depraved forms. The item has a sweet, overpowering odor that carries a considerable distance. The flower remains perpetually fragrant and perfectly preserved. The wearer activates the blossom's dominate person power by choosing a humanoid target and pressing the stem (a standard action). The poison effect activates automatically once the dominate person effect ends.
When the designated target comes within 20 feet of the wearer, he must make a DC 19 Will save (DC 21 if Selûne is his patron deity) or be captivated by a dominate person effect. In addition, he is subjected to a remorseless charm effect (no save) that stills his moral conscience. The victim must follow the instructions of the wearer, no matter how dreadful those orders might be. The subject remains in the thrall of the wearer for nine days, until the dominate person effect is dispelled, or until the camellia of the Black Lady is destroyed. When the dominate person effect ends (either through the duration elapsing, a dispel magic effect freeing the victim, or the destruction of the flower), Shar's vengeance manifests finally as a poison spell, dealing 1d10 points of Constitution damage immediately and another 1d10 points of Constitution damage 1 minute later. Each instance of damage can be negated with a DC 19 Fortitude save (DC 21 if Selûne is the victim's patron deity). A camellia can be used only once.
Strong enchantment and necromancy; CL 13th; Craft Wondrous Item, dominate person, poison, remorseless charm, 3,500 gp, 280 XP, 7 days.
Variants: A used camellia of the Black Lady still retains its freshness, fragrance, and interesting appearance; it has a price of 200 gp; Weight: - ; Price: 7,000 gp.
Source:Champions of Ruin
Cape of Winter
This cloak of resistance +2 is white and trimmed with white fur. The wearer withstands cold weather and cold damage as if she had endure elements (cold) cast upon her.
CL 5th; Prerequisite: Craft Wondrous Item, endure elements, resistance, creator must be at least 6th level; Market Price: 6,200 gp; Weight: 1 lb.
Source:Magic of Faerûn
Cape of the Fire Bath
This cloak of resistance +2 is brilliant red and embroidered with images of flames. The wearer withstands warm weather and fire damage as if he had endure elements (fire) cast upon him.
CL 5th; Craft Wondrous Item, endure elements, resistance, creator must be at least 6th level; Market Price: 6,200 gp; Weight: 1 lb.
Source:Magic of Faerûn
Catseye Brooch
Fashioned from silver set with a green chrysoberyl, a catseye brooch is a good luck charm that provides a +1 luck bonus on all saving throws and a +4 resistance bonus on saving throws versus disease.
Caster Level: 5th; Craft Wondrous Item, resistance, remove disease; Market Price: 9,000 gp; Weight: -.
Source:Races of Faerûn
Chylnoth's Coronet
Created in the early days of Cormanthyr by an aquatic elf wizard as a gift for his moon elf lover, this narrow circlet of silver is studded with small aquamarines. Mounted at the center is a tiny platinum sea cat with a mane of pure gold.
Chylnoth's coronet functions as a helm of underwater action and allows the wearer to use freedom of movement for up to 1 hour per day, though this time need not be used consecutively. In addition, the sea cat figurine animates on command as though it were a figurine of wondrous power. The sea cat can be summoned twice a week and remains for up to 6 hours per use.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects, freedom of movement, water breathing; Price 100,000 gp; Weight 1 lb.
Source:Lost Empires of Faerûn
Cloak of Battle
This sturdy cloak is woven through with steel fibers that give it a subtle sheen. The cloak of battle has three powers. First, it provides a +4 armor bonus when worn. Second, on command it can be transformed into an iron staff that functions as a +1 quarterstaff or back into cloak form. Third, the wielder can command the cloak to make a disarm attempt against an adjacent opponent as a standard action, using the wielder's base attack bonus and as if it had the Improved Disarm feat (the cloak is considered to be the same size category as the wearer). If the cloak succeeds at the disarm, it can fling the weapon up to 10 feet in any direction as a free action that does not provoke an attack of opportunity (the weapon cannot be thrown at a creature as an attack).
CL 3rd; Craft Magic Arms and Armor, Craft Wondrous Item, cat's grace, mage armor, magic weapon, creator must be at least 8th level; Market Price: 22,600 gp; Weight: 1 lb.
Source:Magic of Faerûn
Cloak of Blackflame
This cloak resembles a tangle of thick, black cobwebs when not worn, but smooths into woven black cloak of coarse threads when donned. It absorbs up to fourteen energy drain attacks (an attack that would bestow two negative levels counts as two attacks) before losing its magical properties.
CL 14th; Prerequisite: Craft Wondrous Item, negative energy protection; Market Price: 11,800 gp; Weight: 1 lb.
Source:Magic of Faerûn
Cowl of Warding
This headpiece of fine black cloth covers the wearer's upper face with a half-mask and hangs to the shoulders in the back. It counts as a hat for the purpose of determining what items can be worn together. The wearer of the cowl is protected by a mind blank spell. and acts as if wearing a ring of freedom of movement. It also turns six levels of spells per day as the spell turning spell.
CL 15th; Craft Wondrous Item, freedom of movement, mind blank, spell turning, Market Price: 200,800 gp; Weight: -
Source:Magic of Faerûn
Crown of the Death Dragon
Priests of Tiamat that were also members of the Cult of the Dragon created these crowns. They grant the wearer a semblance of the power of a dracolich, at the expense of spellcasting ability.
When inactive, one of these crowns looks like the skull of a Large metallic dragon. When it is donned, the wearer appears to have the head of a skeletal dragon. The wearer of a crown of the death dragon must spend 1 round exulting in the power and negative energy of the death dragon (an imagined paragon of dracoliches). At the end of this round, the wearer must proclaim, "By the prophecy of Maglas and the might of Sammaster, I command the power of the dragon of death."
Once per 4ay, after embracing the power of the dragon of death, tha wearer of a crown summons the might of the dracolich. For the following 13 rounds, he receives a +4 enhancement bonus to natural armor, a +4 deflection bonus to Armor Class, and 13 temporary hit points. He is treated as armed when making unarmed attacks, and his limbs deal damage as if they were short swords of an appropriate size. The wearer of a crown can use his off hand to attack this way, but still incurs the two-weapon fighting penalties.
The power of the death dragon prevents the wearer from casting spells with somatic, material, or focus (but not divine focus) components, but does not otherwise hinder actions or movement.
While under the, effect of the crown, the wearer can, as a standard action, project a cone of fear (Will DC 20 partial) or make a melee touch attack to use inflict critical wounds (Will DC 20 half).
Strong necromancy; CL 13th; Craft Wondrous Item, death dragon; Price 32,760 gp; Cost 16,380 gp + 1,310 XP; Weight 2 lb.
Source:Dragons of Faerûn
Crown of the North Wind
A crown of the north wind is the traditional headgear of a humanoid servitor of Bahamut. In the past year (1373 DR), individual dragonborn have begun to receive visions leading them to the la