magic items full

8
Name Aura CL Slot Price Weight Description Requireme Cost Group Source AL Int Wis Cha Ego Communic Senses Powers MagicItem Destruction MinorArtifa MajorArtifa Abjuration Conjuration Divination Enchantme Evocation Necroman Transmuta AuraStreng WeightValu PriceValue CostValue Banded Mail of Luck strong enc 12 armor 18,900 gp 35 lbs. Ten 100-gp Craft Magi 9,650 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 strong 35 18900 9650 Breastplate of Command strong enc 15 armor 25,400 gp 30 lbs. This +2 bre Craft Magi 12,875 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 strong 30 25400 12875 Celestial Armor faint transm 5 armor 22,400 gp 20 lbs. This bright Craft Magi 11,350 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 20 22400 11350 Demon Armor strong nec 13 armor 52,260 gp 50 lbs. This plate Craft Magi 26,955 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 50 52260 26955 Mithral Full Plate of Speed faint transm 5 armor 26,500 gp 25 lbs. As a free a Craft Magi 18,500 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 25 26500 18500 Rhino Hide moderate t 9 armor 5,165 gp 25 lbs. This +2 hid Craft Magi 2,665 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 25 5165 2665 Absorbing Shield strong tran 17 shield 50,170 gp 15 lbs. This +1 he Craft Magi 25,170 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 strong 15 50170 25170 Caster's-Shield moderate a 6 shield 3,153 gp (p 5 lbs. This +1 lig Craft Magi 1,653 gp Armor PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 moderate 5 3153 1653 Lion's Shield moderate c 10 shield 9,170 gp 15 lbs. This +2 he Craft Magi 4,670 gp Armor PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 15 9170 4670 Spined Shield moderate e 6 shield 5,580 gp 15 lbs. This +1 he Craft Magi 2,875 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 15 5580 2875 Winged Shield faint transm 5 shield 17,257 gp 10 lbs. This heavy Craft Magi 8,707 gp Armor PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 10 17257 8707 Assassin's Dagger moderate n 9 none 10,302 gp 1 lb. This wicke Craft Magi 5,302 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 moderate 1 10302 5302 Dagger of Venom faint necro 5 none 8,302 gp 1 lb. This black Craft Magi 4,302 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 faint 1 8302 4302 Dwarven Thrower moderate e 10 none 60,312 gp 5 lbs. This weapo Craft Magi 30,312 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 60312 30312 Flame Tongue strong evo 12 none 20,715 gp 4 lbs. This is a + Craft Magi 10,515 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 20715 10515 Frost Brand strong evo 14 none 54,475 gp 8 lbs. This +3 fro Craft Magi 27,375 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 8 54475 27375 Holy Avenger strong abju 18 none 120,630 gp 4 lbs. This +2 co Craft Magi 60,630 gp Weapon PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 strong 4 120630 60630 Javelin of Lightning faint evoca 5 none 1,500 gp 2 lbs. This javelin Craft Magi 750 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 faint 2 1500 750 Life Drinker strong nec 13 none 40,320 gp 12 lbs. This +1 gre Craft Magi 20,320 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 12 40320 20320 Mace of Smiting moderate t 11 none 75,312 gp 8 lbs. This +3 ad Craft Magi 39,312 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 8 75312 39312 Nine Lives Stealer strong nec 13 none 23,057 gp 4 lbs. This longsw Craft Magi 11,528 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 4 23057 11528 Oathbow strong evo 15 none 25,600 gp 3 lbs. Of elven m Craft Magi 13,100 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 3 25600 13100 Rapier of Puncturing strong nec 13 none 50,320 gp 2 lbs. Three time Craft Magi 25,320 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 2 50320 25320 Screaming Bolt faint encha 5 none 267 gp 1/10 lb. These +2 b Craft Magi 137 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.1 267 137 Shatterspike strong evo 13 none 4,315 gp 4 lbs. This intimid Str 13, Cra 2,315 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 4315 2315 Sleep Arrow faint encha 5 none 132 gp 1/10 lb. This +1 arr Craft Magi 70 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.1 132 70 Shifter's-Sorrow strong tran 15 none 12,780 gp 10 lbs. This +1/+1 Craft Arms 6,780 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 strong 10 12780 6780 Sun Blade moderate e 10 none 50,335 gp 2 lbs. This sword Craft Magi 25,335 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 2 50335 25335 Sword of Life Stealing strong nec 17 none 25,715 gp 4 lbs. This black Craft Magi 13,015 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 4 25715 13015 Sword of the Planes strong evo 15 none 22,315 gp 4 lbs. This longsw Craft Magi 11,315 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 22315 11315 Sword of Subtlety moderate i 7 none 22,310 gp 2 lbs. A +1 short Craft Magi 11,310 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 moderate 2 22310 11310 Sylvan Scimitar moderate e 11 none 47,315 gp 4 lbs. This +3 sc Craft Magi 23,815 gp Weapon PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 4 47315 23815 Trident of Fish Command moderate e 7 none 18,650 gp 4 lbs. The magic Craft Magi 9,482 gp a Weapon PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 moderate 4 18650 9482 Trident of Warning moderate d 7 none 10,115 gp 4 lbs. A weapon Craft Magi 5,215 gp Weapon PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 moderate 4 10115 5215 Ring of Animal Friendship faint encha 3 ring 10,800 gp 0 A ring of an Forge Ring 5,400 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 10800 5400 Ring of Blinking moderate t 7 ring 27,000 gp 0 On comma Forge Ring 13,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 27000 13500 Ring of Climbing faint transm 5 ring 2,500 gp 0 This ring is Forge Ring 1,250 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250 Ring of Climbing; Improved faint transm 5 ring 10,000 gp 0 As a ring o Forge Ring 5,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 10000 5000 Ring of Counterspells moderate e 11 ring 4,000 gp 0 This ring m Forge Ring 2,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 4000 2000 Ring of Djinni Calling strong con 17 ring 125,000 gp 0 One of the Forge Ring 62,500 gp Ring PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 125000 62500 Ring of Evasion moderate t 7 ring 25,000 gp 0 This ring c Forge Ring 12,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 25000 12500 Ring of Feather Falling faint transm 1 ring 2,200 gp 0 This ring is Forge Ring 1,100 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2200 1100 Ring of Force Shield moderate e 9 ring 8,500 gp 0 An iron ban Forge Ring 4,250 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 8500 4250 Ring of Freedom of Movement moderate a 7 ring 40,000 gp 0 This gold r Forge Ring 20,000 gp Ring PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 40000 20000 Ring of Friend Shield moderate a 10 ring 50,000 gp 0 These curi Forge Ring 25,000 gp Ring PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 50000 25000 Ring of Invisibility faint illusio 3 ring 20,000 gp 0 By activatin Forge Ring 10,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 20000 10000 Ring of Jumping faint transm 2 ring 2,500 gp 0 This ring c Forge Ring 1,250 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250 Ring of Jumping; Improved moderate t 7 ring 10,000 gp 0 As a ring o Forge Ring 5,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000 Ring of Mind Shielding faint abjura 3 ring 8,000 gp 0 This ring is Forge Ring 4,000 gp Ring PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 8000 4000 Ring of the Ram moderate t 9 ring 8,600 gp 0 The ring of Forge Ring 4,300 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 8600 4300 Ring of Regeneration strong con 15 ring 90,000 gp 0 This white Forge Ring 45,000 gp Ring PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 90000 45000 Ring of Spell Storing; Minor faint evoca 5 ring 18,000 gp 0 A minor rin Forge Ring 9,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 faint 0 18000 9000 Ring of Spell Storing moderate e 9 ring 50,000 gp 0 As the min Forge Ring 25,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 50000 25000 Ring of Spell Storing; Major strong evo 17 ring 200,000 gp 0 As the min Forge Ring 100,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 0 200000 100000 Ring of Spell Turning strong abju 13 ring 100,000 gp 0 Up to three Forge Ring 50,000 gp Ring PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 strong 0 100000 50000 Ring of Sustenance faint conjur 5 ring 2,500 gp 0 This ring c Forge Ring 1,250 gp Ring PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 2500 1250 Ring of Swimming faint transm 2 ring 2,500 gp 0 This silver Forge Ring 1,250 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250 Ring of Swimming; Improved moderate t 7 ring 10,000 gp 0 As a ring o Forge Ring 5,000 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000 Ring of Telekinesis moderate t 9 ring 75,000 gp 0 This ring a Forge Ring 37,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 75000 37500 Ring of Three Wishes strong univ 20 ring 120,000 gp 0 This ring is Forge Ring 97,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 0 120000 97500 Ring of Water Walking moderate t 9 ring 15,000 gp 0 This ring is Forge Ring 7,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 15000 7500 Ring of X-Ray Vision moderate d 6 ring 25,000 gp 0 On comma Forge Ring 12,500 gp Ring PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 moderate 0 25000 12500 Immovable Rod moderate t 10 none 5,000 gp 5 lbs. This rod lo Craft Rod, 2,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 5000 2500 Rod of Alertness moderate a 11 none 85,000 gp 4 lbs. This rod is Craft Rod, 42,500 gp Rod PFRPG Co NULL NULL 0 0 1 0 1 1 1 0 0 moderate 4 85000 42500 Rod of Cancellation strong abju 17 none 11,000 gp 5 lbs. This dread Craft Rod, 5,500 gp Rod PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 11000 5500 Rod of Enemy Detection moderate d 10 none 23,500 gp 5 lbs. This device Craft Rod, 11,750 gp Rod PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 moderate 5 23500 11750 Rod of Flailing moderate e 9 none 50,000 gp 5 lbs. Upon the c Craft Rod, 25,000 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 50000 25000 Rod of Flame Extinguishing strong tran 12 none 15,000 gp 5 lbs. This rod ca Craft Rod, 7,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 strong 5 15000 7500 Rod of Lordly Might strong enc 19 none 70,000 gp 10 lbs. This rod ha Craft Magi 35,000 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 1 1 1 1 strong 10 70000 35000 Rod of Metal and Mineral Detection moderate d 9 none 10,500 gp 5 lbs. This rod is Craft Rod, 5,250 gp Rod PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 moderate 5 10500 5250 Rod of Negation strong vari 15 none 37,000 gp 5 lbs. This device Craft Rod, 18,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 37000 18500 Rod of the Python moderate t 10 none 13,000 gp 5 lbs. Unlike mos Craft Rod, 6,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 13000 6500 Rod of Rulership strong enc 20 none 60,000 gp 8 lbs. This rod lo Craft Rod, 32,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 strong 8 60000 32500 Rod of Security strong con 20 none 61,000 gp 5 lbs. This item c Craft Rod, 30,500 gp Rod PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 5 61000 30500 Rod of Splendor strong con 12 none 25,000 gp 5 lbs. The posse Craft Rod, 12,500 gp Rod PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 1 strong 5 25000 12500 Rod of Thunder and Lightning moderate e 9 none 33,000 gp 5 lbs. Constructe Craft Magi 16,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 33000 16500 Rod of the Viper moderate n 10 none 19,000 gp 5 lbs. This rod st Craft Rod, 9,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 moderate 5 19000 9500 Rod of Withering strong nec 13 none 25,000 gp 5 lbs. A rod of wi Craft Rod, 12,500 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 5 25000 12500 Rod of Wonder moderate e 10 none 12,000 gp 5 lbs. A rod of wo Craft Rod, 6,000 gp Rod PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 12000 6000 Staff of Abjuration strong abju 13 none 82,000 gp 5 lbs. Usually ca Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 82000 41000 Staff of Charming moderate e 8 none 17,600 gp 5 lbs. Made of tw Craft Staff, 8,800 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 17600 8800 Staff of Conjuration strong con 13 none 82,000 gp 5 lbs. This staff is Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 5 82000 41000 Staff of Defense strong abju 15 none 62,000 gp 5 lbs. The staff o Craft Staff, 31,000 gp Staff PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 62000 31000 Staff of Earth and Stone moderate t 11 none 85,800 gp 5 lbs. This staff is Craft Staff, 42,900 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 85800 42900 Staff of Divination strong divin 13 none 82,000 gp 5 lbs. Made from Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 strong 5 82000 41000 Staff of Evocation strong evo 13 none 82,000 gp 5 lbs. This smoo Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 5 82000 41000 Staff of Fire moderate e 8 none 18,950 gp 5 lbs. Crafted fro Craft Staff, 9,475 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 18950 9475 Staff of Frost moderate e 10 none 41,400 gp 5 lbs. Tipped on Craft Staff, 20,700 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 41400 20700 Staff of Healing moderate c 8 none 29,600 gp 5 lbs. This white Craft Staff, 14,800 gp Staff PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 29600 14800 Staff of Illusion strong illus 13 none 82,000 gp 5 lbs. This staff is Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 82000 41000 Staff of Life moderate c 11 none 109,400 gp 5 lbs. A staff of li Craft Staff, 79,700 gp Staff PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 109400 79700 Staff of Necromancy strong nec 13 none 82,000 gp 5 lbs. This staff is Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 strong 5 82000 41000 Staff of Passage strong vari 17 none 206,900 gp 5 lbs. This poten Craft Staff, 115,950 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 206900 115950 Staf of Power strong vari 15 none 235,000 gp 5 lbs. The staff o Craft Staff, 117,500 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 235000 117500 Staff of Size Alteration moderate t 8 none 26,150 gp 5 lbs. This staff o Craft Staff, 13,075 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 26150 13075 Staff of Swarming Insects moderate c 9 none 22,800 gp 5 lbs. Made of tw Craft Staff, 11,400 gp Staff PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 22800 11400 Staff of Transmutation strong tran 13 none 82,000 gp 5 lbs. This staff is Craft Staff, 41,000 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 strong 5 82000 41000 Staff of the Woodlands strong vari 13 none 100,400 gp 5 lbs. Appearing Craft Magi 50,500 gp Staff PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 100400 50500 Amulet of the Planes strong con 15 neck 120,000 gp 0 This device Craft Wond 60,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 120000 60000 Amulet of Proof against Detection and L moderate a 8 neck 35,000 gp 0 This silver Craft Wond 17,500 gp Wondrous PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 35000 17500 Apparatus of the Crab strong evo 19 0 90,000 gp 500 lbs. At first glan Craft Wond 45,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 1 strong 500 90000 45000 Bead of Force moderate e 10 0 3,000 gp 0 This small Craft Wond 1,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 3000 1500 Belt of Dwarvenkind strong divin 12 belt 14,900 gp 1 lb. This belt g Craft Wond 7,450 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 strong 1 14900 7450 Blessed Book moderate t 7 0 12,500 gp 1 lb. This well-m Craft Wond 6,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 12500 6250 Boat; Folding moderate t 6 0 7,200 gp 4 lbs. A folding b Craft Wond 3,600 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 4 7200 3600 Boots of Elvenkind faint transm 5 feet 2,500 gp 1 lb. These soft Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 2500 1250 Boots of Levitation faint transm 3 feet 7,500 gp 1 lb. These soft Craft Wond 3,750 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 7500 3750 Boots of Speed moderate t 10 feet 12,000 gp 1 lb. As a free a Craft Wond 6,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 12000 6000 Boots of Striding and Springing faint transm 3 feet 5,500 gp 1 lb. These boo Craft Wond 2,750 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5500 2750 Boots of Teleportation moderate c 9 feet 49,000 gp 3 lbs. Any charac Craft Wond 24,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 3 49000 24500 Boots of the Winterlands faint abjura 5 feet 2,500 gp 1 lb. This footge Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 1 faint 1 2500 1250 Boots; Winged moderate t 8 feet 16,000 gp 1 lb. These boo Craft Wond 8,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000 Bottle of Air moderate t 7 0 7,250 gp 2 lbs. This item a Craft Wond 3,625 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 7250 3625 Bracelet of Friends strong con 15 wrists 19,000 gp 0 This silver Craft Wond 9,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 19000 9500 Bracers of Archery; Greater moderate t 8 wrists 25,000 gp 1 lb. These wris Craft Wond 12,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 25000 12500 Bracers of Archery; Lesser faint transm 4 wrists 5,000 gp 1 lb. These wris Craft Wond 2,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5000 2500 Brooch of Shielding faint abjura 1 neck 1,500 gp 0 This appea Craft Wond 750 gp Wondrous PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 1500 750 Broom of Flying moderate t 9 0 17,000 gp 3 lbs. This broom Craft Wond 8,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 3 17000 8500 Candle of Invocation strong con 17 0 8,400 gp 1/2 lb. Each of the Craft Wond 4,200 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 0.5 8400 4200 Candle of Truth faint encha 3 0 2,500 gp 1/2 lb. This white Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.5 2500 1250 Cape of the Mountebank moderate c 9 shoulders 10,080 gp 1 lb. On comma Craft Wond 5,400 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 1 10080 5400 Chime of Interruption moderate e 7 0 16,800 gp 1 lb. This instru Craft Wond 8,400 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 1 16800 8400 Chime of Opening moderate t 11 0 3,000 gp 1 lb. A chime of Craft Wond 1,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 3000 1500 Circlet of Persuasion faint transm 5 head 4,500 gp 0 This silver Craft Wond 2,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 4500 2250 Cloak of Arachnida moderate c 6 shoulders 14,000 gp 1 lb. This black Craft Wond 7,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 1 moderate 1 14000 7000 Cloak of the Bat moderate t 7 shoulders 26,000 gp 1 lb. Fashioned Craft Wond 13,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 26000 13000 Cloak of Displacement; Major moderate i 7 shoulders 50,000 gp 1 lb. This item a Craft Wond 25,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 moderate 1 50000 25000 Cloak of Displacement; Minor faint illusio 3 shoulders 24,000 gp 1 lb. This item a Craft Wond 12,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 1 24000 12000 Cloak of Elvenkind faint illusio 3 shoulders 2,500 gp 1 lb. When this Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 1 2500 1250 Cloak of Etherealness strong tran 15 shoulders 55,000 gp 1 lb. This silvery Craft Wond 27,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 strong 1 55000 27500 Cloak of the Manta Ray moderate t 9 shoulders 7,200 gp 1 lb. This cloak Craft Wond 3,600 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 7200 3600 Crown of Blasting; Minor moderate e 6 head 6,480 gp 1 lb. On comma Craft Wond 3,240 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 1 6480 3240 Crown of Blasting; Major strong evo 17 head 23,760 gp 1 lb. On comma Craft Wond 11,880 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 strong 1 23760 11880 Cube of Force moderate e 10 0 62,000 gp 1/2 lb. This device Craft Wond 31,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0.5 62000 31000 Cubic Gate strong con 13 0 164,000 gp 2 lbs. This poten Craft Wond 82,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 2 164000 82000 Darkskull moderate e 9 0 60,000 gp 5 lbs. This skull, Craft Wond 30,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 60000 30000 Decanter of Endless Water moderate t 9 0 9,000 gp 2 lbs. If the stopp Craft Wond 4,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 9000 4500 Deck of Illusions moderate i 6 0 8,100 gp 1/2 lb. This set of Craft Wond 4,050 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0.5 8100 4050 Dimensional Shackles moderate a 11 wrists 28,000 gp 5 lbs. These sha Craft Wond 14,000 gp Wondrous PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 moderate 5 28000 14000 Dust of Appearance faint conjur 5 0 1,800 gp 0 This powde Craft Wond 900 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 1800 900 Dust of Disappearance moderate i 7 0 3,500 gp 0 This dust lo Craft Wond 1,750 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0 3500 1750 Dust of Dryness moderate t 11 0 850 gp 0 This specia Craft Wond 425 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 850 425 Dust of Illusion moderate i 6 0 1,200 gp 0 This unrem Craft Wond 600 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0 1200 600 Dust of Tracelessness faint transm 3 0 250 gp 0 This norma Craft Wond 125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125 Efficient Quiver moderate c 9 0 1,800 gp 2 lbs. This appea Craft Wond 900 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 2 1800 900 Efreeti Bottle strong con 14 0 145,000 gp 1 lb. This item is Craft Wond 72,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 strong 1 145000 72500 Elemental Gem moderate c 11 0 2,250 gp 0 An elemen Craft Wond 1,125 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 0 2250 1125 Elixir of Hiding faint illusio 5 0 250 gp 0 A characte Craft Wond 125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 250 125 Elixir of Love faint encha 4 0 150 gp 0 This sweet Craft Wond 75 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 150 75 Elixir of Swimming faint transm 2 0 250 gp 0 This elixir b Craft Wond 125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125 Elixir of Truth faint encha 5 0 500 gp 0 This elixir f Craft Wond 250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 500 250 Elixir of Tumbling faint transm 5 0 250 gp 0 This draug Craft Wond 125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125 Elixir of Vision faint divina 2 0 250 gp 0 Drinking th Craft Wond 125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 250 125 Eversmoking Bottle faint transm 3 0 5,400 gp 1 lb. This metal Craft Wond 2,700 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5400 2700 Eyes of Charming moderate e 7 eyes 56,000 gp 0 These two Craft Wond 28,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 moderate 0 56000 28000 Eyes of Doom moderate n 11 eyes 25,000 gp 0 These crys Craft Wond 12,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 1 0 moderate 0 25000 12500 Eyes of the Eagle faint divina 3 eyes 2,500 gp 0 These item Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 2500 1250 Gem of Brightness moderate e 6 0 13,000 gp 0 This crysta Craft Wond 6,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 13000 6500 Gem of Seeing moderate d 10 0 75,000 gp 0 This finely Craft Wond 37,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 moderate 0 75000 37500 Gauntlet of Rust moderate t 7 hands 11,500 gp 2 lbs. This single Craft Wond 5,750 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 11500 5750 Gloves of Arrow Snaring faint abjura 3 hands 4,000 gp 0 Once worn Craft Wond 2,000 gp Wondrous PFRPG Co NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 4000 2000 Glove of Storing moderate t 6 hands 10,000 gp 0 This device Craft Wond 5,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000 Gloves of Swimming and Climbing faint transm 5 hands 6,250 gp 0 These app Craft Wond 3,125 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 6250 3125 Goggles of Minute Seeing faint divina 3 eyes 2,500 gp 0 The lenses Craft Wond 1,250 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 2500 1250 Goggles of Night faint transm 3 eyes 12,000 gp 0 The lenses Craft Wond 6,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 12000 6000 Hand of Glory faint varied 5 neck 8,000 gp 2 lbs. This mumm Craft Wond 4,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 2 8000 4000 Hand of the Mage faint transm 2 neck 900 gp 2 lbs. This mumm Craft Wond 450 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 1 faint 2 900 450 Handy Haversack moderate c 9 0 2,000 gp 5 lbs. A backpac Craft Wond 1,000 gp Wondrous PFRPG Co NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 2000 1000 Harp of Charming faint encha 5 0 7,500 gp 5 lbs. This beaut Craft Wond 3,750 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 1 0 0 0 faint 5 7500 3750 Hat of Disguise faint illusio 1 head 1,800 gp 0 This appar Craft Wond 900 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 1800 900 Helm of Brilliance strong vari 13 head 125,000 gp 3 lbs. This norma Craft Wond 62,500 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 0 0 0 0 0 strong 3 125000 62500 Helm of Comprehend Languages and R faint divina 4 head 5,200 gp 3 lbs. Appearing Craft Wond 2,600 gp Wondrous PFRPG Co NULL NULL 0 0 0 0 1 0 0 0 0 faint 3 5200 2600

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Page 1: Magic Items Full

Name Aura CL Slot Price Weight DescriptionRequirementsCost Group Source AL Int Wis Cha Ego CommunicationSenses Powers MagicItemsDestructionMinorArtifactFlagMajorArtifactFlagAbjuration ConjurationDivination EnchantmentEvocation NecromancyTransmutationAuraStrengthWeightValuePriceValueCostValueBanded Mail of Luck strong enchantment12 armor 18,900 gp 35 lbs. Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.Craft Magic Arms and Armor, bless9,650 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 strong 35 18900 9650Breastplate of Command strong enchantment15 armor 25,400 gp 30 lbs. This +2 breastplate bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.Craft Magic Arms and Armor, mass charm monster12,875 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 strong 30 25400 12875Celestial Armor faint transmutation [good]5 armor 22,400 gp 20 lbs. This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.Craft Magic Arms and Armor, fly, creator must be good11,350 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 20 22400 11350Demon Armor strong necromancy [evil]13 armor 52,260 gp 50 lbs. This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets, and cannot be disarmed. A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.Craft Magic Arms and Armor, contagion26,955 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 50 52260 26955Mithral Full Plate of Speed faint transmutation 5 armor 26,500 gp 25 lbs. As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.Craft Magic Arms and Armor, haste18,500 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 25 26500 18500Rhino Hide moderate transmutation9 armor 5,165 gp 25 lbs. This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.Craft Magic Arms and Armor, bull's strength2,665 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 25 5165 2665Absorbing Shield strong transmutation17 shield 50,170 gp 15 lbs. This +1 heavy steel shield is made of metal, but its color is flat black that seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack. This effect only functions as an attack-it can't be activated to target a creature or weapon as it strikes the shield.Craft Magic Arms and Armor, disintegrate25,170 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 15 50170 25170Caster's-Shield moderate abjuration6 shield 3,153 gp (plus the value of the scroll spell if one is currently scribed)5 lbs. This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable. A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100). A caster's shield has a 5% arcane spell failure chance.Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level1,653 gp Armor PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 5 3153 1653Lion's Shield moderate conjuration10 shield 9,170 gp 15 lbs. This +2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a free action, the lion's head can be commanded to attack (independently of the shield wearer), biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.Craft Magic Arms and Armor, summon nature's ally IV4,670 gp Armor PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 15 9170 4670Spined Shield moderate evocation6 shield 5,580 gp 15 lbs. This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield's wearer can fire one of the shield's spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2). Fired spines regenerate each day.Craft Magic Arms and Armor, magic missile2,875 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 15 5580 2875Winged Shield faint transmutation 5 shield 17,257 gp 10 lbs. This heavy wooden shield has a +3 enhancement bonus. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.Craft Magic Arms and Armor, fly8,707 gp Armor PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 10 17257 8707Assassin's Dagger moderate necromancy9 none 10,302 gp 1 lb. This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.Craft Magic Arms and Armor, slay living5,302 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 1 10302 5302Dagger of Venom faint necromancy 5 none 8,302 gp 1 lb. This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.Craft Magic Arms and Armor, poison4,302 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 faint 1 8302 4302Dwarven Thrower moderate evocation10 none 60,312 gp 5 lbs. This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level30,312 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 60312 30312Flame Tongue strong evocation 12 none 20,715 gp 4 lbs. This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strike10,515 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 20715 10515Frost Brand strong evocation 14 none 54,475 gp 8 lbs. This +3 frost greatsword sheds light as a torch when the temperature drops below 0 F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy27,375 gp and 5 spWeapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 8 54475 27375Holy Avenger strong abjuration 18 none 120,630 gp4 lbs. This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. This sacred weapon provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.Craft Magic Arms and Armor, holy aura, creator must be good60,630 gp Weapon PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 4 120630 60630Javelin of Lightning faint evocation 5 none 1,500 gp 2 lbs. This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.Craft Magic Arms and Armor, lightning bolt750 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 faint 2 1500 750Life Drinker strong necromancy13 none 40,320 gp 12 lbs. This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or the negative levels become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour.Craft Magic Arms and Armor, enervation20,320 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 12 40320 20320Mace of Smiting moderate transmutation11 none 75,312 gp 8 lbs. This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and a successful critical hit dealt to a construct completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.Craft Magic Arms and Armor, disintegrate39,312 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 8 75312 39312Nine Lives Stealer strong necromancy [evil]13 none 23,057 gp 4 lbs. This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.Craft Magic Arms and Armor, finger of death11,528 gp 5 sp.Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 4 23057 11528Oathbow strong evocation 15 none 25,600 gp 3 lbs. Of elven make, this white +2 composite longbow (+2 Str bonus) whispers, "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow's whisper becomes the shout "Death to those who have wronged me!" Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.Craft Magic Arms and Armor, creator must be an elf13,100 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 3 25600 13100Rapier of Puncturing strong necromancy13 none 50,320 gp 2 lbs. Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.Craft Magic Arms and Armor, harm25,320 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 2 50320 25320Screaming Bolt faint enchantment 5 none 267 gp 1/10 lb. These +2 bolts scream when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.Craft Magic Arms and Armor, doom137 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.1 267 137Shatterspike strong evocation 13 none 4,315 gp 4 lbs. This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatter2,315 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 4315 2315Sleep Arrow faint enchantment 5 none 132 gp 1/10 lb. This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would lethal damage) and forces the target to make a DC 11 Will save or fall asleep.Craft Magic Arms and Armor, sleep70 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.1 132 70Shifter's-Sorrow strong transmutation15 none 12,780 gp 10 lbs. This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.Craft Arms and Armor, baleful polymorph6,780 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 10 12780 6780Sun Blade moderate evocation10 none 50,335 gp 2 lbs. This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2). The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.Craft Magic Arms and Armor, daylight, creator must be good25,335 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 2 50335 25335Sword of Life Stealing strong necromancy17 none 25,715 gp 4 lbs. This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level gained or they become permanent.Craft Magic Arms and Armor, enervation13,015 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 4 25715 13015Sword of the Planes strong evocation 15 none 22,315 gp 4 lbs. This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the Elemental Plane. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.Craft Magic Arms and Armor, plane shift11,315 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 4 22315 11315Sword of Subtlety moderate illusion 7 none 22,310 gp 2 lbs. A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when he is making a sneak attack with it.Craft Magic Arms and Armor, blur11,310 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 2 22310 11310Sylvan Scimitar moderate evocation11 none 47,315 gp 4 lbs. This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid23,815 gp Weapon PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 4 47315 23815Trident of Fish Command moderate enchantment7 none 18,650 gp 4 lbs. The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throws are free of control, but they will not approach within 10 feet of the trident.Craft Magic Arms and Armor, charm animals, speak with animals9,482 gp and 5 spWeapon PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 4 18650 9482Trident of Warning moderate divination7 none 10,115 gp 4 lbs. A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.Craft Magic Arms and Armor, locate creature5,215 gp Weapon PFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 4 10115 5215Ring of Animal Friendship faint enchantment 3 ring 10,800 gp 0 A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. On command, this ring affects an animal as if the wearer had cast charm animal.Forge Ring, charm animal5,400 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 10800 5400Ring of Blinking moderate transmutation7 ring 27,000 gp 0 On command, this ring makes the wearer blink, as the blink spell.Forge Ring, blink13,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 27000 13500Ring of Climbing faint transmutation 5 ring 2,500 gp 0 This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.Forge Ring, creator must have 5 ranks in the Climb skill1,250 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250Ring of Climbing; Improved faint transmutation 5 ring 10,000 gp 0 As a ring of climbing, except it grants a +10 competence bonus on its wearer's Climb checks.Forge Ring, creator must have 10 ranks in the Climb skill5,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 10000 5000Ring of Counterspells moderate evocation11 ring 4,000 gp 0 This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.Forge Ring, imbue with spell ability2,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 4000 2000Ring of Djinni Calling strong conjuration17 ring 125,000 gp 0 One of the many rings of fable, this "genie" ring is useful indeed. It serves as a special gate by means of which a specific djinni (see the Pathfinder RPG Bestiary) can be called from the Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.Forge Ring, gate62,500 gp Ring PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 125000 62500Ring of Evasion moderate transmutation7 ring 25,000 gp 0 This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.Forge Ring, jump12,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 25000 12500Ring of Feather Falling faint transmutation 1 ring 2,200 gp 0 This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.Forge Ring, feather fall1,100 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2200 1100Ring of Force Shield moderate evocation9 ring 8,500 gp 0 An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.Forge Ring, wall of force4,250 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 8500 4250Ring of Freedom of Movement moderate abjuration7 ring 40,000 gp 0 This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.Forge Ring, freedom of movement20,000 gp Ring PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 40000 20000Ring of Friend Shield moderate abjuration10 ring 50,000 gp (for a pair)0 These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.Forge Ring, shield other25,000 gp Ring PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 50000 25000Ring of Invisibility faint illusion 3 ring 20,000 gp 0 By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.Forge Ring, invisibility10,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 20000 10000Ring of Jumping faint transmutation 2 ring 2,500 gp 0 This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.Forge Ring, creator must have 5 ranks in the Acrobatics skill1,250 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250Ring of Jumping; Improved moderate transmutation7 ring 10,000 gp 0 As a ring of jumping, except it grants a +10 competence bonus on its wearer's Acrobatics checks made to make high or long jumps.Forge Ring, creator must have 10 ranks in the Acrobatics skill5,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000Ring of Mind Shielding faint abjuration 3 ring 8,000 gp 0 This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.Forge Ring, nondetection4,000 gp Ring PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 8000 4000Ring of the Ram moderate transmutation9 ring 8,600 gp 0 The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device. The wearer can command the ring to give forth a ram-like force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. The ram is Large and uses the ring's caster level as its base attack bonus with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. This expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.Forge Ring, bull's strength, telekinesis4,300 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 8600 4300Ring of Regeneration strong conjuration15 ring 90,000 gp 0 This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, he is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.Forge Ring, regenerate45,000 gp Ring PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 90000 45000Ring of Spell Storing; Minor faint evocation 5 ring 18,000 gp 0 A minor ring of spell storing contains up to three levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action. For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it.Forge Ring, imbue with spell ability9,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 faint 0 18000 9000Ring of Spell Storing moderate evocation9 ring 50,000 gp 0 As the minor ring of spell storing, except it holds up to 5 levels of spells.Forge Ring, imbue with spell ability25,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 50000 25000Ring of Spell Storing; Major strong evocation 17 ring 200,000 gp 0 As the minor ring of spell storing, except it holds up to 10 levels of spells.Forge Ring, imbue with spell ability100,000 gpRing PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 0 200000 100000Ring of Spell Turning strong abjuration 13 ring 100,000 gp 0 Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him.Forge Ring, spell turning50,000 gp Ring PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 0 100000 50000Ring of Sustenance faint conjuration 5 ring 2,500 gp 0 This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.Forge Ring, create food and water1,250 gp Ring PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 2500 1250Ring of Swimming faint transmutation 2 ring 2,500 gp 0 This silver ring usually has fish-like designs and motifs etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.Forge Ring, creator must have 5 ranks in the Swim skill1,250 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 2500 1250Ring of Swimming; Improved moderate transmutation7 ring 10,000 gp 0 As a ring of swimming, except it grants a +10 competence bonus on its wearer's Swim checks.Forge Ring, creator must have 10 ranks in the Swim skill5,000 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000Ring of Telekinesis moderate transmutation9 ring 75,000 gp 0 This ring allows the caster to use the spell telekinesis on command.Forge Ring, telekinesis37,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 75000 37500Ring of Three Wishes strong universal or evocation (if miracle is used)20 ring 120,000 gp 0 This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.Forge Ring, wish or miracle97,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 0 120000 97500Ring of Water Walking moderate transmutation9 ring 15,000 gp 0 This ring is often made of coral or bluish metal decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk.Forge Ring, water walk7,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 15000 7500Ring of X-Ray Vision moderate divination6 ring 25,000 gp 0 On command, this ring gives its wearer the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.Forge Ring, true seeing12,500 gp Ring PFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 0 25000 12500Immovable Rod moderate transmutation10 none 5,000 gp 5 lbs. This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.Craft Rod, levitate2,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 5000 2500Rod of Alertness moderate abjuration, divination, enchantment, and evocation11 none 85,000 gp 4 lbs. This rod is indistinguishable from a +1 light mace. It has eight flanges on its mace-like head. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, the rod enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action. If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creatures within 120 feet who intend to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibility42,500 gp Rod PFRPG Core NULL NULL 0 0 1 0 1 1 1 0 0 moderate 4 85000 42500Rod of Cancellation strong abjuration 17 none 11,000 gp 5 lbs. This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.Craft Rod, mage's disjunction5,500 gp Rod PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 11000 5500Rod of Enemy Detection moderate divination10 none 23,500 gp 5 lbs. This device pulses in the wielder's hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.Craft Rod, true seeing11,750 gp Rod PFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 5 23500 11750Rod of Flailing moderate enchantment9 none 50,000 gp 5 lbs. Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon's heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a -2 penalty (as if she had the Two-Weapon Fighting feat). Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move action.Craft Rod, Craft Magic Arms and Armor, bless25,000 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 50000 25000Rod of Flame Extinguishing strong transmutation12 none 15,000 gp 5 lbs. This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges. Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod. If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges. A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.Craft Rod, pyrotechnics7,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 5 15000 7500Rod of Lordly Might strong enchantment, evocation, necromancy, and transmutation19 none 70,000 gp 10 lbs. This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six stud-like buttons along its length. Pushing any of the rod's buttons is an action equivalent to drawing a weapon, and the rod weighs 10 pounds. The following spell-like functions of the rod can each be used once per day. • Hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost. • Fear upon all enemies viewing it, if the wielder so desires (10- foot maximum range, Will DC 16 partial). Invoking this power is a standard action. • Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half ) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person. The following functions of the rod have no limit on the number of times they can be employed. • In its normal form, the rod can be used as a +2 light mace. • When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword's hilt. The weapon stretches to an overall length of 4 feet. • When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet. • When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder's choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance. The following other functions of the rod also have no limit on the number of times they can be employed. • Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5. • The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12. • When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.Craft Magic Arms and Armor, Craft Rod, bull's strength, fear, flame blade, hold person, inflict light wounds35,000 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 1 1 1 1 strong 10 70000 35000Rod of Metal and Mineral Detection moderate divination9 none 10,500 gp 5 lbs. This rod is valued by treasure hunters and miners alike, for it pulses and hums in the wielder's hand in the proximity of metal. As the wearer aims the rod, the pulsations grow more noticeable as it points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.Craft Rod, locate object5,250 gp Rod PFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 5 10500 5250Rod of Negation strong varied 15 none 37,000 gp 5 lbs. This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have a readied action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). The rod can function three times per day.Craft Rod, dispel magic, and limited wish or miracle18,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 37000 18500Rod of the Python moderate transmutation10 none 13,000 gp 5 lbs. Unlike most rods, one end of this rod curls and twists back on itself in a crook-the tip of this crook sometimes looks like the head of a snake. The rod itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attacks and damage possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for three days. A rod of the python only functions if the possessor is good.Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must be good6,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 13000 6500Rod of Rulership strong enchantment20 none 60,000 gp 8 lbs. This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.Craft Rod, mass charm monster32,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 strong 8 60000 32500Rod of Security strong conjuration20 none 61,000 gp 5 lbs. This item creates a nondimensional space, a pocket paradise. There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down. In this pocket paradise, creatures don't age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved. Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod. When the rod's effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod's possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.Craft Rod, gate30,500 gp Rod PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 5 61000 30500Rod of Splendor strong conjuration and transmutation12 none 25,000 gp 5 lbs. The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, plus adornments of furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x 1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each). In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent-a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.Craft Rod, eagle's splendor, fabricate, major creation12,500 gp Rod PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 1 strong 5 25000 12500Rod of Thunder and Lightning moderate evocation9 none 33,000 gp 5 lbs. Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows. • Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod's impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round. • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). • Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a range of 200 feet. • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.Craft Magic Arms and Armor, Craft Rod, lightning bolt, shout16,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 33000 16500Rod of the Viper moderate necromancy10 none 19,000 gp 5 lbs. This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by +2 for each hit. The rod only functions if its possessor is evil.Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil9,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 5 19000 9500Rod of Withering strong necromancy13 none 25,000 gp 5 lbs. A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.Craft Rod, Craft Magic Arms and Armor, contagion12,500 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 5 25000 12500Rod of Wonder moderate enchantment10 none 12,000 gp 5 lbs. A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following. d% Wondrous Effect 01-05 Slow target for 10 rounds (Will DC 15 negates). 06-10 Faerie fire surrounds the target. 11-15 Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). 16-20 Gust of wind, but at windstorm force (Fortitude DC 14 negates). 21-25 Wielder learns target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save). 26-30 Stinking cloud appears at 30-ft. range (Fortitude DC 15 negates). 31-33 Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder. 34-36 Summon an animal-a rhino (01-25 on d%), elephant (26-50), or mouse (51-100). 37-46 Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half ). 47-49 A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 ft. (Reflex DC 14 negates). 50-53 Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates). 54-58 Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod. 59-62 Grass grows in 160-square-ft. area before the rod, or grass existing there grows to 10 times normal size. 63-65 Turn ethereal any nonliving object of up to 1,000 lbs. mass and up to 30 cubic ft. in size. 66-69 Reduce wielder two size categories (no save) for 1 day. 70-79 Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half ). 80-84 Invisibility covers rod wielder. 85-87 Leaves grow from target if within 60 ft. of rod. These last 24 hours. 88-90 10-40 gems, value 1 gp each, shoot forth in a 30-ft.- long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets. 91-95 Shimmering colors dance and play over a 40-ft.- by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). 96-97 Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save). 98-100 Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).Craft Rod, confusion, creator must be chaotic6,000 gp Rod PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 12000 6000Staff of Abjuration strong abjuration 13 none 82,000 gp 5 lbs. Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells: • Dispel magic (1 charge) • Resist energy (1 charge) • Shield (1 charge) • Dismissal (2 charges) • Lesser globe of invulnerability (2 charges) • Repulsion (3 charges)Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, repulsion, resist energy, shield41,000 gp Staff PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 82000 41000Staff of Charming moderate enchantment8 none 17,600 gp 5 lbs. Made of twisting wood ornately shaped and carved, this staff allows use of the following spells: • Charm person (1 charge) • Charm monster (2 charges)Craft Staff, charm person, charm monster8,800 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 5 17600 8800Staff of Conjuration strong conjuration13 none 82,000 gp 5 lbs. This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells: • Stinking cloud (1 charge) • Summon swarm (1 charge) • Unseen servant (1 charge) • Cloudkill (2 charges) • Minor creation (2 charges) • Summon monster VI (3 charges)Craft Staff, cloudkill, minor creation, stinking cloud, summon monster VI, summon swarm, unseen servant41,000 gp Staff PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 5 82000 41000Staff of Defense strong abjuration 15 none 62,000 gp 5 lbs. The staff of defense is a simple-looking polished wooden staff that throbs with power when held defensively. It allows use of the following spells: • Shield (1 charge) • Shield of Faith (1 charge) • Shield other (1 charge) • Shield of law (3 charges)Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful31,000 gp Staff PFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 5 62000 31000Staff of Earth and Stone moderate transmutation11 none 85,800 gp 5 lbs. This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells: • Move earth (1 charge) • Passwall (1 charge)Craft Staff, move earth, passwall42,900 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 85800 42900Staff of Divination strong divination 13 none 82,000 gp 5 lbs. Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells: • Detect secret doors (1 charge) • Locate object (1 charge) • Tongues (1 charge) • Locate creature (2 charges) • Prying eyes (2 charges) • True seeing (3 charges)Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing41,000 gp Staff PFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 strong 5 82000 41000Staff of Evocation strong evocation 13 none 82,000 gp 5 lbs. This smooth hickory or yew staff allows use of the following spells: • Fireball (1 charge) • Magic missile (1 charge) • Shatter (1 charge) • Ice storm (2 charges) • Wall of force (2 charges) • Chain lightning (3 charges)Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force41,000 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 5 82000 41000Staff of Fire moderate evocation8 none 18,950 gp 5 lbs. Crafted from bronzewood with brass bindings, this staff allows use of the following spells: • Burning hands (1 charge) • Fireball (2 charges) • Wall of fire (3 charges)Craft Staff, burning hands, fireball, wall of fire9,475 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 18950 9475Staff of Frost moderate evocation10 none 41,400 gp 5 lbs. Tipped on either end with a glistening diamond, this runecovered staff allows use of the following spells: • Ice storm (1 charge) • Wall of ice (2 charges) • Cone of cold (3 charges)Craft Staff, cone of cold, ice storm, wall of ice20,700 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 41400 20700Staff of Healing moderate conjuration8 none 29,600 gp 5 lbs. This white ash staff is decorated with inlaid silver runes. It allows use of the following spells: • Cure serious wounds (1 charge) • Lesser restoration (1 charge) • Remove blindness/deafness (2 charges) • Remove disease (3 charges)Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease14,800 gp Staff PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 29600 14800Staff of Illusion strong illusion 13 none 82,000 gp 5 lbs. This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells: • Disguise self (1 charge) • Major image (1 charge) • Mirror image (1 charge) • Persistent image (2 charges) • Rainbow pattern (2 charges) • Mislead (3 charges)Craft Staff, disguise self, major image, mirror image, persistent image, mislead, rainbow pattern41,000 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 82000 41000Staff of Life moderate conjuration11 none 109,400 gp5 lbs. A staff of life is made of thick polished oak shod in gold and decorated with sinuous runes. This staff allows use of the following spells: • Heal (1 charge) • Raise dead (5 charges)Craft Staff, heal, raise dead79,700 gp Staff PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 109400 79700Staff of Necromancy strong necromancy13 none 82,000 gp 5 lbs. This staff is made from ebony or other dark wood and carved with images of bones and skulls mingled with strange spidery runes. It allows use of the following spells: • Cause fear (1 charge) • Ghoul touch (1 charge) • Halt undead (1 charge) • Enervation (2 charges) • Waves of fatigue (2 charges) • Circle of death (3 charges)Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue41,000 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 5 82000 41000Staff of Passage strong varied 17 none 206,900 gp5 lbs. This potent item allows use of the following spells: • Dimension door (1 charge) • Passwall (1 charge) • Greater teleport (2 charges) • Phase door (2 charges) • Astral projection (2 charges)Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door115,950 gpStaff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 206900 115950Staf of Power strong varied 15 none 235,000 gp5 lbs. The staff of power is a very potent magic item with offensive and defensive abilities. It is usually topped with a glistening gem that often burns from within with a flickering red light. The staff allows the use of the following spells: • Continual flame (1 charge) • Fireball (heightened to 5th level) (1 charge) • Levitate (1 charge) • Lightning bolt (heightened to 5th level) (1 charge) • Magic missile (1 charge) • Ray of enfeeblement (heightened to 5th level) (1 charge) • Cone of cold (2 charges) • Globe of invulnerability (2 charges) • Hold monster (2 charges) • Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges) The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30- foot spread. All within 2 squares of the broken staff take points of damage equal to 20 x the number of charges in the staff, those 3 or 4 squares away take 15 x the number of charges in damage, and those 5 or 6 squares distant take 10 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half. The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.Craft Staff, Craft Magic Arms and Armor, cone of cold, continual flame, heightened fireball, globe of invulnerability, hold monster, levitate, heightened lightning bolt, magic missile, heightened ray of enfeeblement, wall of force117,500 gpStaff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 235000 117500Staff of Size Alteration moderate transmutation8 none 26,150 gp 5 lbs. This staff of dark wood is relatively more stout and sturdy than most magical staves, with a gnarled and twisted knot of wood at the top end. It allows use of the following spells: • Enlarge person (1 charge) • Reduce person (1 charge) • Shrink item (2 charges) • Mass enlarge person (3 charges) • Mass reduce person (3 charges)Craft Staff, enlarge person, mass enlarge person, mass reduce person, reduce person, shrink item13,075 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 26150 13075Staff of Swarming Insects moderate conjuration9 none 22,800 gp 5 lbs. Made of twisted darkwood covered with knots and nodules resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells: • Summon swarm (1 charge) • Insect plague (3 charges)Craft Staff, insect plague, summon swarm11,400 gp Staff PFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 22800 11400Staff of Transmutation strong transmutation13 none 82,000 gp 5 lbs. This staff is generally carved from or decorated with petrified wood or fossilized bone, each etched with tiny but complex runes. It allows use of the following spells: • Alter self (1 charge) • Blink (1 charge) • Expeditious retreat (1 charge) • Baleful polymorph (2 charges) • Polymorph (2 charges) • Disintegrate (3 charges)Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph41,000 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 5 82000 41000Staff of the Woodlands strong varied 13 none 100,400 gp5 lbs. Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: • Charm animal (1 charge) • Speak with animals (1 charge) • Barkskin (2 charges) • Summon nature's ally VI (3 charges) • Wall of thorns (3 charges) • Animate plants (4 charges) The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to cast pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.Craft Magic Arms and Armor, Craft Staff, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature's ally VI, wall of thorns50,500 gp Staff PFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 5 100400 50500Amulet of the Planes strong conjuration15 neck 120,000 gp 0 This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).Craft Wondrous Item, plane shift60,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 120000 60000Amulet of Proof against Detection and Locationmoderate abjuration8 neck 35,000 gp 0 This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself ).Craft Wondrous Item, nondetection17,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 35000 17500Apparatus of the Crab strong evocation and transmutation19 0 90,000 gp 500 lbs. At first glance, an inactive apparatus of the crab appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions. Lever (1d10) L ever 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/close "eyes" with continual flame inside 9 Rise/sink in water 10 Open/close hatch Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two 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. When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (-1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; CMD 24.Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)45,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 1 strong 500 90000 45000Bead of Force moderate evocation10 0 3,000 gp 0 This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius. Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.Craft Wondrous Item, resilient sphere1,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 3000 1500Belt of Dwarvenkind strong divination 12 belt 14,900 gp 1 lb. This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.Craft Wondrous Item, tongues, creator must be a dwarf7,450 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 strong 1 14900 7450Blessed Book moderate transmutation7 0 12,500 gp 1 lb. This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.Craft Wondrous Item, secret page6,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 12500 6250Boat; Folding moderate transmutation6 0 7,200 gp 4 lbs. A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skill3,600 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 4 7200 3600Boots of Elvenkind faint transmutation 5 feet 2,500 gp 1 lb. These soft boots enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.Craft Wondrous Item, creator must be an elf1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 2500 1250Boots of Levitation faint transmutation 3 feet 7,500 gp 1 lb. These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself.Craft Wondrous Item, levitate3,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 7500 3750Boots of Speed moderate transmutation10 feet 12,000 gp 1 lb. As a free action, the wearer can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.Craft Wondrous Item, haste6,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 12000 6000Boots of Striding and Springing faint transmutation 3 feet 5,500 gp 1 lb. These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill2,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5500 2750Boots of Teleportation moderate conjuration9 feet 49,000 gp 3 lbs. Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.Craft Wondrous Item, teleport24,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 3 49000 24500Boots of the Winterlands faint abjuration and transmutation5 feet 2,500 gp 1 lb. This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. Second, the boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.Craft Wondrous Item, cat's grace, endure elements, pass without trace1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 1 faint 1 2500 1250Boots; Winged moderate transmutation8 feet 16,000 gp 1 lb. These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight.Craft Wondrous Item, fly8,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Bottle of Air moderate transmutation7 0 7,250 gp 2 lbs. This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.Craft Wondrous Item, water breathing3,625 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 7250 3625Bracelet of Friends strong conjuration15 wrists 19,000 gp 0 This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.Craft Wondrous Item, refuge9,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 19000 9500Bracers of Archery; Greater moderate transmutation8 wrists 25,000 gp 1 lb. These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow12,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 25000 12500Bracers of Archery; Lesser faint transmutation 4 wrists 5,000 gp 1 lb. 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.Craft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow2,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5000 2500Brooch of Shielding faint abjuration 1 neck 1,500 gp 0 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 the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.Craft Wondrous Item, shield750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 1500 750Broom of Flying moderate transmutation9 0 17,000 gp 3 lbs. This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.Craft Wondrous Item, overland flight, permanency8,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 3 17000 8500Candle of Invocation strong conjuration17 0 8,400 gp 1/2 lb. Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. 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. In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.Craft Wondrous Item, gate, creator must be same alignment as candle created4,200 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0.5 8400 4200Candle of Truth faint enchantment 3 0 2,500 gp 1/2 lb. This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.Craft Wondrous Item, zone of truth1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0.5 2500 1250Cape of the Mountebank moderate conjuration9 shoulders 10,080 gp 1 lb. 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.Craft Wondrous Item, dimension door5,400 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 1 10080 5400Chime of Interruption moderate evocation7 0 16,800 gp 1 lb. 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).Craft Wondrous Item, shout8,400 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 1 16800 8400Chime of Opening moderate transmutation11 0 3,000 gp 1 lb. A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can make a caster level check against the lock or binding, using the chime's caster level of 11th. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brandnew chime can be used a total of 10 times before it cracks and becomes useless.Craft Wondrous Item, knock1,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 3000 1500Circlet of Persuasion faint transmutation 5 head 4,500 gp 0 This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.Craft Wondrous Item, eagle's splendor2,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 4500 2250Cloak of Arachnida moderate conjuration and transmutation6 shoulders 14,000 gp 1 lb. This black garment, embroidered with a web-like pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.Craft Wondrous Item, spider climb, web7,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 1 moderate 1 14000 7000Cloak of the Bat moderate transmutation7 shoulders 26,000 gp 1 lb. Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth 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 (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.Craft Wondrous Item, beast shape III, fly13,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 26000 13000Cloak of Displacement; Major moderate illusion 7 shoulders 50,000 gp 1 lb. This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.Craft Wondrous Item, Extend Spell, displacement25,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 1 50000 25000Cloak of Displacement; Minor faint illusion 3 shoulders 24,000 gp 1 lb. This item appears to be a normal cloak, but when worn by a character, its magical properties distort and warp light waves. This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually.Craft Wondrous Item, blur12,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 1 24000 12000Cloak of Elvenkind faint illusion 3 shoulders 2,500 gp 1 lb. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.Craft Wondrous Item, invisibility, creator must be an elf1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 1 2500 1250Cloak of Etherealness strong transmutation15 shoulders 55,000 gp 1 lb. This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.Craft Wondrous Item, ethereal jaunt27,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 1 55000 27500Cloak of the Manta Ray moderate transmutation9 shoulders 7,200 gp 1 lb. This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak does allow the wearer to attack with a manta ray's tail spine, 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.Craft Wondrous Item, beast shape II, water breathing3,600 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 7200 3600Crown of Blasting; Minor moderate evocation6 head 6,480 gp 1 lb. On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.Craft Wondrous Item, searing light3,240 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 1 6480 3240Crown of Blasting; Major strong evocation 17 head 23,760 gp 1 lb. On command, this elaborate golden crown projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.Craft Wondrous Item, Maximize Spell, searing light11,880 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 1 23760 11880Cube of Force moderate evocation10 0 62,000 gp 1/2 lb. This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged-charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the table. When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below. Cube Charge Cost Max. Face per Minute Speed E ffect 1 1 30 ft. Keeps out gases, wind, etc. 2 2 20 ft. Keeps out nonliving matter 3 3 15 ft. Keeps out living matter 4 4 10 ft. Keeps out magic 5 6 10 ft. Keeps out all things 6 0 As normal Deactivates Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube. Attack Form E xtra Charges Disintegrate 6 Horn of blasting 6 Passwall 3 Phase door 5 Prismatic spray 7 Wall of fire 2Craft Wondrous Item, wall of force31,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0.5 62000 31000Cubic Gate strong conjuration13 0 164,000 gp2 lbs. This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.Craft Wondrous Item, plane shift82,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 2 164000 82000Darkskull moderate evocation [evil]9 0 60,000 gp 5 lbs. 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. Each darkskull has a single spell effect tied to it. This spell is from the standard list given in the unhallow spell DESCRIPTION, and it cannot be changed.Craft Wondrous Item, unhallow, creator must be evil30,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 5 60000 30000Decanter of Endless Water moderate transmutation9 0 9,000 gp 2 lbs. If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity. • "Stream" pours out 1 gallon per round. • "Fountain" produces a 5-foot-long stream at 5 gallons per round. • "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.Craft Wondrous Item, control water4,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 9000 4500Deck of Illusions moderate illusion 6 0 8,100 gp 1/2 lb. This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.) Playing Card Tarot Card Creature Ace of hearts IV. The Emperor Red dragon King of hearts Knight of swords Male human fighter and four guards Queen of hearts Queen of staves Female human wizard Jack of hearts King of staves Male human druid Ten of hearts VII. The Chariot Cloud giant Nine of hearts Page of staves Ettin Eight of hearts Ace of cups Bugbear Two of hearts Five of staves Goblin Playing Card Tarot Card Creature Ace of diamonds III. The Empress Glabrezu (demon) King of diamonds Two of cups Male elf wizard and female apprentice Queen of diamonds Queen of swords Half-elf ranger Jack of diamonds XIV. Temperance Harpy Ten of diamonds Seven of staves Male half-orc barbarian Nine of diamonds Four of pentacles Ogre mage Eight of diamonds Ace of pentacles Gnoll Two of diamonds Six of pentacles Kobold Playing Card Tarot Card Creature Ace of spades II. The High Priestess Lich King of spades Three of staves Three human clerics Queen of spades Four of cups Medusa Jack of spades Knight of pentacles Male dwarf paladin Ten of spades Seven of swords Frost giant Nine of spades Three of swords Troll Eight of spades Ace of swords Hobgoblin Two of spades Five of cups Goblin Playing Card Tarot Card Creature Ace of clubs VIII. Strength Iron golem King of clubs Page of pentacles Three halfling rogues Queen of clubs Ten of cups Pixies Jack of clubs Nine of pentacles Half-elf bard Ten of clubs Nine of staves Hill giant Nine of clubs King of swords Ogre Eight of clubs Ace of staves Orc Two of clubs Five of cups Kobold Playing Card Tarot Card Creature Joker Two of pentacles Illusion of deck's owner Joker Two of staves Illusion of deck's owner (sex reversed) A randomly generated deck is usually complete (11-100 on d%), but may be discovered (01-10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.Craft Wondrous Item, major image4,050 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0.5 8100 4050Dimensional Shackles moderate abjuration11 wrists 28,000 gp 5 lbs. These shackles have golden runes traced across their cold iron links. Any creature bound within them is affected as if a dimensional anchor spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.Craft Wondrous Item, dimensional anchor14,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 5 28000 14000Dust of Appearance faint conjuration 5 0 1,800 gp 0 This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes. Dust of appearance is typically stored in small silk packets or hollow bone tubes.Craft Wondrous Item, glitterdust900 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 1800 900Dust of Disappearance moderate illusion 7 0 3,500 gp 0 This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.Craft Wondrous Item, greater invisibility1,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0 3500 1750Dust of Dryness moderate transmutation11 0 850 gp 0 This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids. If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.Craft Wondrous Item, control water425 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 850 425Dust of Illusion moderate illusion 6 0 1,200 gp 0 This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.Craft Wondrous Item, disguise self600 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 0 1200 600Dust of Tracelessness faint transmutation 3 0 250 gp 0 This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobwebladen as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.Craft Wondrous Item, pass without trace125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125Efficient Quiver moderate conjuration9 0 1,800 gp 2 lbs. This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 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 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.Craft Wondrous Item, secret chest900 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 2 1800 900Efreeti Bottle strong conjuration14 0 145,000 gp1 lb. This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti (see the Pathf inder RPG Bestiary) imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01-10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91-100) that the efreeti of the bottle grants three wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11-90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.Craft Wondrous Item, planar binding72,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 1 145000 72500Elemental Gem moderate conjuration11 0 2,250 gp 0 An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem. The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.Craft Wondrous Item, summon monster V or summon nature's ally V1,125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 0 2250 1125Elixir of Hiding faint illusion 5 0 250 gp 0 A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).Craft Wondrous Item, invisibility125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 250 125Elixir of Love faint enchantment 4 0 150 gp 0 This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person-the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.Craft Wondrous Item, charm person75 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 150 75Elixir of Swimming faint transmutation 2 0 250 gp 0 This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).Craft Wondrous Item, creator must have 5 ranks in the Swim skill125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125Elixir of Truth faint enchantment 5 0 500 gp 0 This elixir forces the drinker it to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.Craft Wondrous Item, zone of truth250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 0 500 250Elixir of Tumbling faint transmutation 5 0 250 gp 0 This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.Craft Wondrous Item, cat's grace125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125Elixir of Vision faint divination 2 0 250 gp 0 Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).Craft Wondrous Item, true seeing125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 250 125Eversmoking Bottle faint transmutation 3 0 5,400 gp 1 lb. This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.Craft Wondrous Item, pyrotechnics2,700 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 5400 2700Eyes of Charming moderate enchantment7 eyes 56,000 gp (for a pair)0 These two crystal lenses fit over the user's eyes. The wearer is able to use charm person (one target per round) merely by meeting a target's gaze. Those failing a DC 16 Will save are charmed as per the spell. Both lenses must be worn for the magic item to take effect.Craft Wondrous Item, Heighten Spell, charm person28,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 0 56000 28000Eyes of Doom moderate necromancy11 eyes 25,000 gp 0 These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. The wearer also gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week. Both lenses must be worn for the magic item to take effect.Craft Wondrous Item, doom, deathwatch, fear12,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 0 25000 12500Eyes of the Eagle faint divination 3 eyes 2,500 gp 0 These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.Craft Wondrous Item, clairaudience/clairvoyance1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 2500 1250Gem of Brightness moderate evocation6 0 13,000 gp 0 This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts. • One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. • Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge. • The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges. A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.Craft Wondrous Item, daylight6,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 0 13000 6500Gem of Seeing moderate divination10 0 75,000 gp 0 This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.Craft Wondrous Item, true seeing37,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 0 75000 37500Gauntlet of Rust moderate transmutation7 hands 11,500 gp 2 lbs. 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.Craft Wondrous Item, rusting grasp5,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 11500 5750Gloves of Arrow Snaring faint abjuration 3 hands 4,000 gp 0 Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.Craft Wondrous Item, shield2,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 faint 0 4000 2000Glove of Storing moderate transmutation6 hands 10,000 gp (one glove)0 This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove's effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up your entire hands slot. You may not use another item (even another glove of storing) that also uses the hands slot.Craft Wondrous Item, shrink item5,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000Gloves of Swimming and Climbing faint transmutation 5 hands 6,250 gp 0 These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.Craft Wondrous Item, bull's strength, cat's grace3,125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 6250 3125Goggles of Minute Seeing faint divination 3 eyes 2,500 gp 0 The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective.Craft Wondrous Item, true seeing1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 2500 1250Goggles of Night faint transmutation 3 eyes 12,000 gp 0 The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.Craft Wondrous Item, darkvision6,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 12000 6000Hand of Glory faint varied 5 neck 8,000 gp 2 lbs. This mummified human hand hangs by a leather cord around a character's neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.Craft Wondrous Item, animate dead, daylight, see invisibility4,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 2 8000 4000Hand of the Mage faint transmutation 2 neck 900 gp 2 lbs. This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.Craft Wondrous Item, mage hand450 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 2 900 450Handy Haversack moderate conjuration9 0 2,000 gp 5 lbs. A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.Craft Wondrous Item, secret chest1,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 5 2000 1000Harp of Charming faint enchantment 5 0 7,500 gp 5 lbs. This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a harp of charming enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.Craft Wondrous Item, suggestion3,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 faint 5 7500 3750Hat of Disguise faint illusion 1 head 1,800 gp 0 This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.Craft Wondrous Item, disguise self900 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 0 1800 900Helm of Brilliance strong varied 13 head 125,000 gp3 lbs. This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows: • Diamond: Prismatic spray (save DC 20) • Ruby: Wall of fire • Fire opal: Fireball (10d6, Reflex DC 20 half ) • Opal: Daylight The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated. • It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. • The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. • The helm provides fire resistance 30. This protection does not stack with similar protection from other sources. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it. If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fire62,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 3 125000 62500Helm of Comprehend Languages and Read Magicfaint divination 4 head 5,200 gp 3 lbs. Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.Craft Wondrous Item, comprehend languages, read magic2,600 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 3 5200 2600

Page 2: Magic Items Full

Helm of Telepathy faint divination and enchantment5 head 27,000 gp 3 lbs. This pale metal or ivory helm covers much of the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.Craft Wondrous Item, detect thoughts, suggestion13,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 1 0 0 0 faint 3 27000 13500Helm of Teleportation moderate conjuration9 head 73,500 gp 3 lbs. A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.Craft Wondrous Item, teleport36,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 3 73500 36750Helm of Underwater Action faint transmutation 5 head 24,000 gp 3 lbs. 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 gives the wearer a 30-foot swim speed and 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.Craft Wondrous Item, water breathing12,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 3 24000 12000Horn of Blasting moderate evocation7 0 20,000 gp 1 lb. This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.Craft Wondrous Item, shout10,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 moderate 1 20000 10000Horn of Blasting; Greater strong evocation 16 0 70,000 gp 1 lb. 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 for each usage beyond the first each day.Craft Wondrous Item, greater shout35,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 1 70000 35000Horn of Fog faint conjuration 3 0 2,000 gp 1 lb. This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.Craft Wondrous Item, obscuring mist1,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 1 2000 1000Horn of Goodness/Evil moderate abjuration6 0 6,500 gp 1 lb. This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.Craft Wondrous Item, magic circle against good, magic circle against evil3,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 1 6500 3250Horn of Valhalla strong conjuration13 0 50,000 gp 2 lbs. This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above 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. Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first. Barbarians d% Type of Horn Summoned Prerequisite 01-40 Silver 2d4+2, 2nd-level None 41-75 Brass 2d4+1, 3rd-level Spellcaster level 1st 76-90 Bronze 2d4, 4th-level Proficiency with all martial weapons or bardic performance ability 91-100 Iron 1d4+1, 5th-level Proficiency with all martial weapons or bardic performance abilityCraft Wondrous Item, summon monster VI25,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 2 50000 25000Horseshoes of Speed faint transmutation 3 feet 3,000 gp 12 lbs. (for four)These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal's hooves, they increase the animal's base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally (see Chapter 4). All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, haste1,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 4 3000 1500Horseshoes of a Zephyr faint transmutation 3 feet 6,000 gp 4 lbs. (for four).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 non-solid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, levitate3,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 6000 3000Incense of Meditation moderate enchantment7 0 4,900 gp 1 lb. This small rectangular block of sweet-smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check. When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat). Each block of incense burns for 8 hours, and the effects persist for 24 hours.Craft Wondrous Item, Maximize Spell, bless2,450 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 1 0 0 0 moderate 1 4900 2450Instant Fortress strong conjuration13 0 55,000 gp 1 lb. This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress-even knock spells can't open the door. The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken. The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half ). The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.Craft Wondrous Item, mage's magnificent mansion27,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 1 55000 27500Iron Bands of Binding strong evocation 13 0 26,000 gp 1 lb. This potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. Iron bands of binding are usable once per day.Craft Wondrous Item, grasping hand13,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 1 26000 13000Iron Flask strong conjuration20 0 170,000 gp (empty)1 lb. These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. The command word can be used only once per day. If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following: d% Contents d% Contents 01-50 Empty 89 Demon (glabrezu) 51-54 Large air elemental 90 Demon (succubus) 55-58 Invisible stalker 91 Devil (osyluth) 59-62 Large earth elemental 92 Devil (barbazu) 63-66 Xorn 93 Devil (erinyes) 67-70 Large fire elemental 94 Devil (cornugon) 71-74 Salamander 95 Agathion (avoral) 75-78 Large water elemental 96 Azata (ghaele) 79-82 Xill 97 Archon (trumpet) 83-85 Yeth hound 98 Rakshasa 86 Demon (shadow) 99 Demon (balor) 87 Demon (vrock) 100 Devil (pit fiend) 88 Demon (hezrou)Craft Wondrous Item, trap the soul85,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 1 170000 85000Lantern of Revealing faint evocation 5 0 30,000 gp 2 lbs. 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.Craft Wondrous Item, invisibility purge15,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 faint 2 30000 15000Lens of Detection moderate divination9 0 3,500 gp 1 lb. This circular prism lets its user detect minute details, granting a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.Craft Wondrous Item, true seeing1,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 1 3500 1750Lyre of Building moderate transmutation6 0 13,000 gp 5 lbs. This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against 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, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.Craft Wondrous Item, fabricate6,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 5 13000 6500Mantle of Faith strong abjuration [good]20 chest 76,000 gp 0 This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.Craft Wondrous Item, stoneskin38,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 0 76000 38000Mantle of Spell Resistance moderate abjuration9 chest 90,000 gp 0 This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.Craft Wondrous Item, spell resistance45,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 moderate 0 90000 45000Marvelous Pigments strong conjuration15 0 4,000 gp 0 These pigments 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 image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it twodimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments-precious metals, gems, jewelry, ivory, and so on-appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.Craft Wondrous Item, major creation2,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 4000 2000Mask of the Skull strong necromancy and transmutation13 head 22,000 gp 3 lbs. This fearsome-looking mask of ivory, beaten copper, or pale wood is typically fashioned into the likeness of a human skull with a missing lower jaw, allowing the bottom half of the wearer's face to remain visible when the mask is worn. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.Craft Wondrous Item, animate objects, finger of death, fly11,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 1 strong 3 22000 11000Mattock of the Titans strong transmutation16 0 23,348 gp 120 lbs. This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10- foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.Craft Wondrous Item, Craft Magic Arms and Armor, move earth13,348 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 120 23348 13348Maul of the Titans strong evocation 15 0 25,305 gp 160 lbs. 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. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a -4 penalty on attack rolls.Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist12,305 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 strong 160 25305 12305Medallion of Thoughts faint divination 5 neck 12,000 gp 0 This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.Craft Wondrous Item, detect thoughts6,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 12000 6000Mirror of Life Trapping strong abjuration 17 0 200,000 gp50 lbs. This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack-see the Pathfinder RPG Bestiary for rules on gaze attacks). When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (Hardness 1, 5 hit points), all victims currently trapped in it are freed.Craft Wondrous Item, imprisonment100,000 gpWondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 strong 50 200000 100000Mirror of Opposition strong necromancy15 0 92,000 gp 45 lbs. This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely. The mirror functions up to four times per day. Destroying the mirror (Hardness 1, 5 hit points) causes all of the duplicates to immediately vanish.Craft Wondrous Item, clone46,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 strong 45 92000 46000Necklace of Adaptation moderate transmutation7 neck 9,000 gp 1 lb. This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.Craft Wondrous Item, alter self4,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 9000 4500Orb of Storms strong varied 18 0 48,000 gp 6 lbs. This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.Craft Wondrous Item, control weather, endure elements, storm of vengeance24,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 6 48000 24000Pearl of the Sirines moderate abjuration and transmutation8 0 15,300 gp 0 This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.Craft Wondrous Item, freedom of movement, water breathing8,150 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 1 moderate 0 15300 8150Periapt of Health faint conjuration 5 neck 7,500 gp 0 The wearer of this blue gem on a silver chain (worn on the neck) is immune to disease, including supernatural diseases.Craft Wondrous Item, remove disease3,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 7500 3750Periapt of Proof against Poison faint conjuration 5 neck 27,000 gp 0 This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.Craft Wondrous Item, neutralize poison13,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 27000 13500Periapt of Wound Closure moderate conjuration10 neck 15,000 gp 0 This stone is bright red and dangles on a gold chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.Craft Wondrous Item, heal7,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 0 15000 7500Phylactery of Faithfulness faint divination 1 headband 1,000 gp 0 This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.Craft Wondrous Item, detect chaos, detect evil, detect good, detect law500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 faint 0 1000 500Phylactery of Negative Channeling moderate necromancy [evil]10 headband 11,000 gp 0 This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.Craft Wondrous Item, creator must be a 10th-level cleric5,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 0 11000 5500Phylactery of Positive Channeling moderate necromancy [good]10 headband 11,000 gp 0 This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.Craft Wondrous Item, creator must be a 10th-level cleric5,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 0 11000 5500Pipes of Haunting faint necromancy 4 0 6,000 gp 3 lbs. This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.Craft Wondrous Item, scare3,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 faint 3 6000 3000Pipes of the Sewers faint conjuration 2 0 1,150 gp 3 lbs. If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. 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.Craft Wondrous Item, charm animal, summon nature's ally I, wild empathy ability575 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 3 1150 575Pipes of Sounding faint illusion 2 0 1,800 gp 3 lbs. When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound.Craft Wondrous Item, ghost sound900 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 faint 3 1800 900Portable Hole strong conjuration12 0 20,000 gp 0 A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item. The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.Craft Wondrous Item, plane shift10,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 20000 10000Restorative Ointment faint conjuration 5 0 4,000 gp 1/2 lb. A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).Craft Wondrous Item, cure light wounds, neutralize poison, remove disease2,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0.5 4000 2000Ring Gates strong conjuration17 0 40,000 gp 1 lb. each. These always come in pairs-two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an "entry side" and an "exit side," both marked with appropriate symbols.Craft Wondrous Item, gate20,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 1 40000 20000Robe of the Archmagi strong varied 14 body 75,000 gp 1 lb. This normal-appearing garment can be white (01-45 on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned. These powers are as follows. • +5 armor bonus to AC. • Spell resistance 18. • +4 resistance bonus on all saving throws. • +2 enhancement bonus on caster level checks made to overcome spell resistance. As mentioned above, all robes of the archmagi are attuned to a specific alignment. If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same 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 permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way (including restoration spells), they are immediately removed if the robe is removed.Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe37,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 1 75000 37500Robe of Blending moderate transmutation10 body 8,400 gp 1 lb. Once per day this simple wool robe allows you to assume the form of another humanoid creature, as if using alter self. This change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and understand Orc.Craft Wondrous Item, alter self, tongues4,200 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 8400 4200Robe of Bones moderate necromancy [evil]6 body 2,400 gp 1 lb. This sinister 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, 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 (see the Pathfinder RPG Bestiary): • Human skeleton • Wolf skeleton • Heavy horse skeleton • Fast goblin zombie • Tough human zombie • Plague ogre zombieCraft Wondrous Item, animate dead1,200 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 1 0 moderate 1 2400 1200Robe of Eyes moderate divination11 body 120,000 gp1 lb. 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 eye-like patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can't be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.Craft Wondrous Item, true seeing60,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 1 120000 60000Robe; Monk's moderate transmutation10 body 13,000 gp 1 lb. This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.Craft Wondrous Item, righteous might or transformation6,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 13000 6500Robe of Scintillating Colors moderate illusion 11 body 27,000 gp 1 lb. The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mindaffecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). The robe illuminates a 30-foot radius continuously. The effect can be used no more than a total of 10 rounds per day.Craft Wondrous Item, blur, rainbow pattern13,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 moderate 1 27000 13500Robe of Stars strong varied 15 body 58,000 gp 1 lb. This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. • It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying. • It gives its wearer a +1 luck bonus on all saving throws. • Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.Craft Wondrous Item, magic missile, astral projection or plane shift29,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 0 strong 1 58000 29000Robe of Useful Items moderate transmutation9 body 7,000 gp 1 lb. 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 (full and lit) • Mirror (a highly polished 2-foot-by-4-foot steel mirror) • Pole (10-foot length) • Hempen rope (50-foot coil) • Sack In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature. d% R esult 01-08 Bag of 100 gold pieces 09-15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value 16-22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side-must be placed upright, attaches and hinges itself ) 23-30 Gems, 10 (100 gp value each) 31-44 Ladder, wooden (24 ft. long) 45-51 Mule (with saddle bags) 52-59 Pit, open (10 ft. by 10 ft. by 10 ft.) 60-68 Potion of cure serious wounds 69-75 Rowboat (12 ft. long) 76-83 Minor scroll of one randomly determined spell 84-90 War dogs, pair (treat as riding dogs) 91-96 Window (2 ft. by 4 ft., up to 2 ft. deep) 97-100 Portable ram Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.Craft Wondrous Item, fabricate3,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 1 7000 3500Rope of Climbing faint transmutation 3 0 3,000 gp 3 lbs. A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.Craft Wondrous Item, animate rope1,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 3 3000 1500Rope of Entanglement strong transmutation12 0 21,000 gp 5 lbs. A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.Craft Wondrous Item, animate objects, animate rope or entangle10,500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 5 21000 10500Salve of Slipperiness moderate conjuration6 0 1,000 gp 0 This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's Combat Maneuver Defense for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.Craft Wondrous Item, grease500 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 moderate 0 1000 500Scabbard of Keen Edges faint transmutation 5 0 16,000 gp 1 lb. This scabbard can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.Craft Wondrous Item, keen edge8,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 1 16000 8000Scarab of Protection strong abjuration and necromancy18 neck 38,000 gp 0 This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.Craft Wondrous Item, death ward, spell resistance19,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 1 0 strong 0 38000 19000Scarab; Golembane moderate divination8 neck 2,500 gp 0 This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.Craft Wondrous Item, detect magic, creator must be at least 10th level1,250 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 1 0 0 0 0 moderate 0 2500 1250Silversheen faint transmutation 5 0 250 gp 0 This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.Craft Wondrous Item125 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 250 125Slippers of Spider Climbing faint transmutation 4 feet 4,800 gp 1/2 lb. When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces-icy, oiled, or greased surfaces-make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).Craft Wondrous Item, spider climb2,400 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0.5 4800 2400Sovereign Glue strong transmutation20 0 2,400 gp (per ounce)0 This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask's capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent.Craft Wondrous Item, make whole1,200 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 strong 0 2400 1200Stone of Alarm faint abjuration 3 0 2,700 gp 2 lbs. 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).Craft Wondrous Item, alarm1,350 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 0 faint 2 2700 1350Stone of Good Luck (Luckstone) faint evocation 5 0 20,000 gp 0 This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.Craft Wondrous Item, divine favor10,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 faint 0 20000 10000Stone Salve strong abjuration and transmutation13 0 4,000 gp (per ounce)0 This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.Craft Wondrous Item, stone to flesh, stoneskin2,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 1 0 0 0 0 0 1 strong 0 4000 2000Sustaining Spoon faint conjuration 5 0 5,400 gp 0 If this unremarkable appearing utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.Craft Wondrous Item, create food and water2,700 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 faint 0 5400 2700Unguent of Timelessness faint transmutation 3 0 150 gp 0 When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The 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 four Medium objects.Craft Wondrous Item, gentle repose75 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 150 75Universal Solvent faint transmutation 3 0 50 gp 0 This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.Craft Wondrous Item, acid arrow25 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 faint 0 50 25Vest of Escape faint conjuration and transmutation4 chest 5,200 gp 0 Hidden within secret pockets of this simple silk vest are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.Craft Wondrous Item, knock, grease2,600 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 1 faint 0 5200 2600Vestment; Druid's moderate transmutation10 body 3,750 gp 0 This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.Craft Wondrous Item, polymorph or wild shape ability1,375 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 0 3750 1375Well of Many Worlds strong conjuration17 0 82,000 gp 0 This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world-a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily-it is a twoway portal.Craft Wondrous Item, gate41,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 1 0 0 0 0 0 strong 0 82000 41000Wind Fan faint evocation 5 0 5,500 gp 0 A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.Craft Wondrous Item, gust of wind2,750 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 1 0 0 faint 0 5500 2750Wings of Flying moderate transmutation10 shoulders 54,000 gp 2 lbs. A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.Craft Wondrous Item, fly27,000 gp Wondrous ItemPFRPG Core NULL NULL 0 0 0 0 0 0 0 0 1 moderate 2 54000 27000Amulet of Inescapable Location moderate abjuration10 neck 1/2 lb. This device appears to prevent location, scrying and detection, or influence by detect thoughts or telepathy, as per an amulet of proof against detection and location. Actually, the amulet gives the wearer a -10 penalty on all saves against divination spells.Cursed PFRPG Core amulet of proof against detection and locationNULL 0 0 1 0 0 0 0 0 0 moderate 0.5 0 0Armor of Arrow Attraction strong abjuration 16 body 50 lbs. Magical analysis indicates that this armor is a normal suit of +3 full plate. The armor works normally with regard to melee attacks but actually attracts ranged weapons. The wearer takes a -15 penalty to AC against ranged weapons. The true nature of the armor does not reveal itself until the character is fired upon in earnest.Cursed PFRPG Core +3 full plateNULL 0 0 1 0 0 0 0 0 0 strong 50 0 0Armor of Rage strong necromancy16 body 50 lbs. This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the character to take a -4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.Cursed PFRPG Core armor of command, +1 full plateNULL 0 0 0 0 0 0 0 1 0 strong 50 0 0Bag of Devouring strong conjuration17 none 15 lbs. This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, something entirely different and more insidious. It is-in fact, one of the feeding orifices of an extradimensional creature. Any substance of animal or vegetable nature is subject to "swallowing'' if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but anytime thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on combat maneuver checks made to grapple. If it pins a creature, it pulls them inside as a free action. The bag has CMD of 18 for those attempting to break free. The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.Cursed PFRPG Core bag of holding (any type)NULL 0 0 0 1 0 0 0 0 0 strong 15 0 0Boots of Dancing strong enchantment16 feet 1 lb. These boots appear and function as one of the other kinds of magic boots. When the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.Cursed PFRPG Core boots of elvenkind, boots of levitation, boots of speed, boots of striding and springing, boots of teleportation, boots of the winterlands, winged bootsNULL 0 0 0 0 0 1 0 0 0 strong 1 0 0Bracers of Defenselessness strong conjuration16 arms 1 lb. These bejeweled and shining bracers initially appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a -5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.Cursed PFRPG Core bracers of armor +5NULL 0 0 0 1 0 0 0 0 0 strong 1 0 0Broom of Animated Attack moderate transmutation10 none 3 lbs. This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use. If a creature attempts to fly using the broom, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the victim's face with the straw or twig end and beating him with the handle end. The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, CMD 17, 18 hit points, and hardness 4.Cursed PFRPG Core broom of flyingNULL 0 0 0 0 0 0 0 0 1 moderate 3 0 0Crystal Hypnosis Ball strong divination 17 none 7 lbs. This cursed scrying device is indistinguishable, at first glance, from a normal crystal ball. However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in his mind (Will DC 19 negates). The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation.Cursed PFRPG Core crystal ballNULL 0 0 0 0 1 0 0 0 0 strong 7 0 0Dust of Sneezing and Choking moderate conjuration7 none 0 This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 3d6 points of Constitution damage immediately. Those who succeed on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.Cursed PFRPG Core dust of appearance, dust of tracelessnessNULL 0 0 0 1 0 0 0 0 0 moderate 0 0 0Flask of Curses moderate conjuration7 none 2 lbs. This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a -2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.Cursed PFRPG Core decanter of endless water, efreeti bottle, eversmoking bottle, iron flaskNULL 0 0 0 1 0 0 0 0 0 moderate 2 0 0Gauntlets of Fumbling moderate transmutation7 hands 2 lbs. These gauntlets perform according to their appearance until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.Cursed PFRPG Core gauntlet of rust, gloves of arrow snatching, glove of storing, gloves of swimming and climbingNULL 0 0 0 0 0 0 0 0 1 moderate 2 0 0Helm of Opposite Alignment strong transmutation12 head 3 lbs. When placed upon the head, this item's curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment-good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. Only a wish or a miracle can restore a character's former alignment, and the affected individual does not make any attempt to return to the former alignment. In fact, he views the prospect with horror and avoids it in any way possible. If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.Cursed PFRPG Core hat of disguise, helm of comprehend languages and read magic, helm of telepathyNULL 0 0 0 0 0 0 0 0 1 strong 3 0 0Incense of Obsession moderate enchantment6 none 0 These blocks of incense appear to be incense of meditation. If meditation is conducted while incense of obsession is burning, the user becomes totally confident that her spell ability is superior due to the magic incense. She uses her spells at every opportunity, even when not needed or useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.Cursed PFRPG Core incense of meditationNULL 0 0 0 0 0 1 0 0 0 moderate 0 0 0Mace of Blood moderate abjuration8 none 8 lbs. This +3 heavy mace must be coated in blood every day, or else its bonus fades away until the mace is coated again. The character using this mace must make a DC 13 Will save every day it is within his possession or become chaotic evil.Cursed PFRPG Core +3 heavy maceNULL 0 0 1 0 0 0 0 0 0 moderate 8 0 0Medallion of Thought Projection moderate divination7 neck 0 This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a DC 15 Will save to sort them out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What's worse, unknown to her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.Cursed PFRPG Core medallion of thoughtsNULL 0 0 0 0 1 0 0 0 0 moderate 0 0 0Necklace of Strangulation strong conjuration18 neck 0 A necklace of strangulation appears to be a wondrous piece of magical jewelry. When placed on the neck, the necklace immediately tightens, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim's throat even after his death. Only when he has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.Cursed PFRPG Core necklace of adaptation, necklace of fireballs, periapt of health, periapt of proof against poison, periapt of wound closureNULL 0 0 0 1 0 0 0 0 0 strong 0 0 0Net of Snaring moderate evocation8 none 6 lbs. This net provides a +3 bonus on attack rolls but can only be used underwater. Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature. If thrown on land, it changes course to target the creature that threw it.Cursed PFRPG Core +3 net NULL 0 0 0 0 0 0 1 0 0 moderate 6 0 0Periapt of Foul Rotting moderate abjuration10 neck 0 This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a cure disease and then a heal, miracle, limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.Cursed PFRPG Core periapt of health, periapt of proof against poison, periapt of wound closureNULL 0 0 1 0 0 0 0 0 0 moderate 0 0 0Poisonous Cloak strong abjuration 15 shoulders 1 lb. This cloak is usually made of a wool, although it can be made of leather. A detect poison spell can reveal the presence of poison in the cloak's fabric. The garment can be handled without harm, but as soon as it is actually donned, the wearer takes 4d6 points of Constitution damage unless she succeeds on a DC 28 Fortitude save. Once donned, a poisonous cloak can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive a dead victim with a raise dead or resurrection spell.Cursed PFRPG Core cloak of arachnida, cloak of the bat, cloak of etherealness, cloak of resistance +5, major cloak of displacementNULL 0 0 1 0 0 0 0 0 0 strong 1 0 0Potion of Poison strong conjuration12 none 0 This potion has lost its beneficial abilities and become a potent poison. This poison deals 1d3 Constitution damage per round for 6 rounds. A poisoned creature can make a DC 14 Fortitude save each round to negate the damage and end the affliction.Cursed PFRPG Core any potion NULL 0 0 0 1 0 0 0 0 0 strong 0 0 0Robe of Powerlessness strong transmutation13 body 1 lb. A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a -10 penalty to Strength, as well as to Intelligence, Wisdom, or Charisma, forgetting spells and magic knowledge accordingly. If the character is a spellcaster, the robe targets the character's primary spellcasting score, otherwise it targets Intelligence. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.Cursed PFRPG Core robe of the archmagi, robe of blending, robe of bones, robe of eyes, robe of scintillating colors, robe of stars, robe of useful itemsNULL 0 0 0 0 0 0 0 0 1 strong 1 0 0Robe of Vermin strong abjuration 13 body 1 lb. The wearer notices nothing unusual when the robe is donned, and it functions normally. However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: the wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests. The wearer takes a -5 penalty on initiative checks and a -2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a concentration check (DC 20 + spell level) or lose the spell.Cursed PFRPG Core robe of the archmagi, robe of blending, robe of bones, robe of eyes, robe of scintillating colors, robe of stars, robe of useful itemsNULL 0 0 1 0 0 0 0 0 0 strong 1 0 0Ring of Clumsiness strong transmutation15 ring 0 This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a -4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)Cursed PFRPG Core ring of feather fallingNULL 0 0 0 0 0 0 0 0 1 strong 0 0 0Scarab of Death strong abjuration 19 neck 0 If this small scarab brooch is held for more than 1 round or carried in a living creature's possessions for 1 minute, it changes into a horrible burrowing beetle-like creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim's heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents it from coming to life and allows for long-term storage of the item.Cursed PFRPG Core amulet of mighty fists, amulet of natural armor, amulet of the planes, amulet of proof against detection and location, brooch of shielding, golembane scarab, scarab of protectionNULL 0 0 1 0 0 0 0 0 0 strong 0 0 0Spear; Cursed Backbiter moderate evocation10 none 3 lbs. This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.Cursed PFRPG Core +2 shortspear, any magic weaponNULL 0 0 0 0 0 0 1 0 0 moderate 3 0 0Stone of Weight (Loadstone) faint transmutation 5 none 1 lb. This dark, polished stone reduces the possessor's base land speed to half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means-if it is thrown away or smashed, it reappears somewhere upon the possessor's person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.Cursed PFRPG Core ioun stone, stone of alarm, stone of controlling earth elementals, stone of good luckNULL 0 0 0 0 0 0 0 0 1 faint 1 0 0Sword; Berserking moderate evocation8 none 12 lbs. This sword appears to be a +2 greatsword. However, whenever it is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian's rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.Cursed PFRPG Core +2 greatsword, any magic weaponNULL 0 0 0 0 0 0 1 0 0 moderate 12 0 0Vacuous Grimoire strong enchantment20 none 2 lbs. A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence and Charisma drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. To destroy the book, it must be burned while remove curse is being cast. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.Cursed PFRPG Core blessed book, manual of bodily health, manual of gainful exercise, manual of quickness of action, tome of clear thoughts, tome of leadership and influence, tome of understandingNULL 0 0 0 0 0 1 0 0 0 strong 2 0 0Adamantine Breastplate no aura (nonmagical)0 armor 10,200 gp 30 lbs. This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/-.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 30 10200 0Dwarven Plate no aura (nonmagical)0 armor 16,500 gp 50 lbs. This full plate is made of adamantine, giving its wearer damage reduction of 3/-.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 50 16500 0Dragonhide Plate no aura (nonmagical)0 armor 3,300 gp 50 lbs. This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 50 3300 0Elven Chain no aura (nonmagical)0 armor 5,150 gp 20 lbs. This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 20 5150 0Mithral Shirt no aura (nonmagical)0 armor 1,100 gp 10 lbs. This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 10 1100 0Darkwood Buckler no aura (nonmagical)0 shield 205 gp 2.5 lbs. This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 2.5 205 0Darkwood Shield no aura (nonmagical)0 shield 257 gp 5 lbs. This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 5 257 0Mithral Heavy Shield no aura (nonmagical)0 shield 1,020 gp 5 lbs. This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.Armor PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 5 1020 0Silver Dagger; Masterwork no aura (nonmagical)0 none 322 gp 1 lb. As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not to damage rolls).Weapon PFRPG Core NULL 0 0 0 0 0 0 0 0 0 none 1 322 0Ring of Elemental Command strong conjuration15 ring 200,000 gp 0 All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties. Elementals of the plane to which the ring is attuned can't attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. Creatures from the plane to which the ring is attuned who attack the wearer take a -1 penalty on their attack rolls. The ring wearer makes applicable saving throws against the extraplanar creature's attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring, and show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. The possessor of a ring of elemental command takes a saving throw penalty as follows: Element Saving Throw Penalty Air -2 against earth-based effects Earth -2 against air- or electricity-based effects Fire -2 against water- or cold-based effects Water -2 against fire-based effects In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind. Ring of Elemental Command (Air) • Feather fall (unlimited use, wearer only) • Resist energy (electricity) (unlimited use, wearer only) • Gust of wind (twice per day) • Wind wall (unlimited use) • Air walk (once per day, wearer only) • Chain lightning (once per week) The ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it. Ring of Elemental Command (Earth) • Meld into stone (unlimited use, wearer only) • Soften earth and stone (unlimited use) • Stone shape (twice per day) • Stoneskin (once per week, wearer only) • Passwall (twice per week) • Wall of stone (once per day) The ring appears to be a ring of meld into stone (allowing the wearer to cast meld into stone at will) until the established condition is met. Ring of Elemental Command (Fire) • Resist energy (fire) (as a major ring of energy resistance [fire]) • Burning hands (unlimited use) • Flaming sphere (twice per day) • Pyrotechnics (twice per day) • Wall of fire (once per day) • Flame strike (twice per week) The ring appears to be a major ring of energy resistance (fire) until the established condition is met. Ring of Elemental Command (Water) • Water walk (unlimited use) • Create water (unlimited use) • Water breathing (unlimited use) • Wall of ice (once per day) • Ice storm (twice per week) • Control water (twice per week) The ring appears to be a ring of water walking until the established condition is met.Forge Ring, summon monster VI, all appropriate spells100,000 gpRing PFRPG Core NULL 0 0 0 1 0 0 0 0 0 strong 0 200000 100000Ring of Shooting Stars strong evocation 12 ring 50,000 gp 0 This ring has two modes of operation: one for being in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night. During the night, under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command. • Dancing lights (once per hour) • Light (twice per night) • Ball lightning (special, once per night) • Shooting stars (special, three per week) The first special function, ball lightning, releases one to four balls of lightning (ring wearer's choice). These glowing globes resemble dancing lights, and the ring wearer controls them similarly (see the dancing lights spell DESCRIPTION). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created. Number of Balls Damage per Ball 1 lightning ball 4d6 points of electricity damage 2 lightning balls 3d6 points of electricity damage each 3 lightning balls 2d6 points of electricity damage each 4 lightning balls 1d6 points of electricity damage each Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round. The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage. Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile. Indoors at night, or underground, the ring of shooting stars has the following properties. • Faerie fire (twice per day) • Spark shower (special, once per day) The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.Forge Ring, faerie fire, fireball, light, lightning bolt25,000 gp Ring PFRPG Core NULL 0 0 0 0 0 0 1 0 0 strong 0 50000 25000Chelish Crux moderate conjuration (masked by magic aura)9 none 2,000 gp 5 lbs. A Chelish crux is similar to a bag of holding in that its interior space is larger than its exterior would suggest. When closed, a Chelish crux is a wooden and metal dodecahedron (similar in shape to a d12) that measures about 6 inches in diameter. Each face of the crux is carved with a different rune or image-in order to open the puzzle box, a person must trace the outlines of these runes and images with the tip of a finger in the proper order. Each time a rune is triggered in the correct order in this manner, it glows with a soft red light, but whenever a rune is triggered out of order, the light flashes into fire and inflicts 2 points of fire damage per currently lit rune on the person attempting to open the crux (Reflex DC 15 halves) and causes all lit faces to deactivate (forcing the process of opening it to start anew). Failure to open a crux eight times in a row causes the combination of runes to randomize to a new combination. You can simulate this puzzle for the PCs by determining the order in which the runes must be activated and then having the players stumble through the combinations, or you can allow a character a DC 35 Disable Device check or a DC 25 Intelligence check to try to open the puzzle box-each attempt takes 1 minute, and the check can be retried with a cumulative +1 bonus on the roll, to a maximum bonus of +7, after which the crux resets its order (at which point the bonus reverts to +0 and the character must start anew). Failure on either of these checks causes the crux to flash with fire and causes 2 points of fire damage (Reflex DC 15 halves), plus 2 points for each failure. A Chelish crux can be forced open with damage or a DC 28 Strength check. The crux has hardness 10 and 30 hit points. If a crux is forced open in either of these two ways, it explodes into a 10-foot-radius burst of fire, inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15 halves). The fire damage affects any objects held within the crux as well. If forced open, the crux crumbles to ashes and any objects it contains appear on the ground at the site of the fiery burst. Once a particular crux's combination is known, a character can open it automatically (this takes 3 consecutive full-round actions). Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal and wood. Any objects the crux contains sit upon the center of the sheet. An unfolded crux automatically folds as soon as a character attempts to bend any of the sheet's four corners as a move-equivalent action. The crux automatically folds up around any objects that sit upon its face at this time-objects that would exceed the crux's capacity are pushed gently aside by the refolding action. A Chelish crux can hold up to 200 pounds of objects, but the physical size of each object is irrelevant-the sight of a crux folding up around a long polearm, for example, might make one assume the weapon was crushed and destroyed, but when the crux is next opened, the pole arm is unharmed. As an object that creates an extradimensional space, a Chelish crux functions as a bag of holding for determining how long a living creature within can survive, or for what happens when the crux is placed in another extradimensional object like a portable hole (see Pathfinder RPG Core Rulebook, page 500)Craft Wondrous Item, secret chest1,000 gp. Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Grave Candle moderate necromancy10 none 5,500 gp 1 lb. Grave candles are magical candles that draw forth spirits from the mortal remains of long-dead creatures, allowing the living to speak to them for a short period of time while the candle's wick burns. In order to function, a grave candle must be placed amid the physical remains of the body to be spoken to. These remains can be partial, or even just a handful of ash or grave dust, but a totally destroyed body (as results from destruction or disintegrate) doesn't leave enough material for a grave candle to function. When it's lit, the smoke rising from the candle grows thick, and a ghostly shape similar to the creature's appearance in life manifests in the smoke. At this point, the manifested spirit (which is as much an echo of the creature as it is the actual departed soul) can speak-a grave candle does not impart any additional understanding of languages. In other respects, the conversation with the dead spirit adheres to the rules for speak with dead (Pathfinder RPG Core Rulebook 346), save that the dead spirit receives a -4 penalty on its saving throw to resist the spell. Furthermore, a dead body can only be successfully subjected to a grave candle once-the burning of the candle "burns out" the latent necromantic and spiritual energy left behind by the soul's parting from the world (this does not harm the actual soul of the dead spirit).Craft Wondrous Item, speak with dead2,750 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Truecolor Dye faint divination 1 none 50 gp 0 Horticulturists harvest this magical dye from the pulp of rare plants found only in the lushest regions of Tian Xia. Bisby first encountered this dye while visiting the royal courts of the Miracle Samurai during his early adventures as a Pathfinder. He made a point of returning with several bottles, and the decision served him well over the next several decades. Truecolor dye produces vibrant colors, yet the actual color that registers varies according to the personality and temperment of the viewer-the viewer's good, neutral, or evil alignment component determines the color he sees. Good viewers see a pleasing gold, while evil viewers see a rich blood red. A neutral viewer sees the dye as its actual color, a dull orange. Centuries ago, truecolor dye was used in the miracle courts of Tian Xia as a way to trick emissaries into revealing their alignments, but its secret has long since been disseminated on the eastern continent and lost its hidden value. A DC 25 Knowledge (geography or nature) check reveals the dye's nature. A single vial of truecolor dye is enough to coat a square foot of material, or to ink 5 pages of text. Once applied, truecolor dye is permanent, although it can be washed off with universal solvent.Craft Wondrous Item, detect good or detect evil25 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Bones of Founder Raccona faint enchantment 4 none 2,250 gp 0 to 1 lb. each (entire set weighs 8 lbs.)The bones of Founder Raccona are small, blackened bone fragments, most no more than an inch long, and that radiate a faint, soothing warmth. Each bone grants the bearer 1 temporary hit point. These temporary hit points stack with other temporary hit points gained from possessing multiple bones of Founder Raccona, but not with those from other sources. These temporary hit points return daily at dawn. There are a total of 32 bones that bear the power of the Founder Raccona. In addition to granting temporary hit points, the bearer of one or more of these bones is always aware of the presence of other bones of Founder Raccona within 50 feet. The bones also possess a mild drive to seek out their remaining pieces. Every time a character acquires a bone of Founder Raccona, she must make a Will save (DC 10 + the number of bones of Founder Raccona in her possession). Failure causes the character to have a dream of Founder Raccona that encourages her to seek out the other bones. This dream does not force the character to act, but suggests that seeking the remaining bones would be a benevolent act. Should all 32 bones of Founder Raccona ever be gathered together, they immediately crumble to dust and release Raccona's soul to the afterlife, losing all power.Craft Wondrous Item, aid1,125 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Clasp of the Mind Scream moderate evocation8 head 12,800 gp 1 lb. This strange device grants the ability to mentally communicate with others, yet proves difficult to control. It generates a constant field of mental static that grants the wearer a +1 bonus on Will saves against mind-affecting effects. The wearer may generate an attack similar to the spell shout, though the sound is mental, and thus does not affect items or creatures immune to mind-affecting effects, and its damage is not affected by sonic vulnerability, resistance, or immunity. In addition, as part of the attack, the wearer may make a DC 20 Charisma check to shape a specific noise or message of five words or fewer. These sounds are purely mental and not heard by any creature outside the area of effect. The wearer may use this effect 1d3 times per day. The GM determines how many times per day the clasp of the mind scream can be used. If the wearer attempts to use the clasp beyond this number of times, he is affected by its effects and the clasp is inert for the next 24 hours.Craft Wondrous Item, detect thoughts, shout6,400 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Entwined Syrinx moderate illusion 7 none 15,300 gp 2 lbs. This complex wind instrument is made of interwoven, gilded pipes. It is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances made using the entwined syrinx. Anytime anyone attempts to play the entwined syrinx, however, he must make a DC 15 Will save or be compelled to play a dirge of somber beauty. The dirge acts like the fascinate bardic performance- even if the character is not a bard or cannot use Perform (wind instrument)-affecting every creature within 90 feet able to see and hear the character, including the musician playing the entwined syrinx. The DC to resist this effect is 12 + the character's Charisma modifier (though if it is being played by a bard, the DC increases to include 1/2 the bard's level; the +2 Perform bonus is included). This effect persists and the musician continues to play for 1 hour, or until the performance is interrupted.Craft Wondrous Item, hypnotic pattern7,150 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Felhart moderate divination6 none 22,375 gp 4 lbs. Felhart is a +2 bane longbow crafted from the fiercely carved horns of at least two venerable stags and strung with a cord laced with silver. The designated foe that its bane effect functions against varies, being determined by the creature a wielder hates the most when the bow is first picked up (as decided upon by the GM). This bane effect remains the same for a wielder, regardless of how many times he's used the bow. Thus, for one user it might be a +2 bane vs. humanoids (humans) longbow, while for another it might be a +2 bane vs. dragons longbow. A wielder can do nothing to change the bow's bane effect. In addition, once per week, felhart's wielder can summon a reliable steed as per the spell mount. This creature takes the form of a lean, swift white elk that, despite its almost ghostly appearance, possesses the same statistics as a horse. This creature allows felhart's wielder to ride it, and serves loyally for up to 5 hours, vanishing at the end of this time. The mount will not allow any creature beside felhart's wielder to ride it unless the weapon's bearer succeeds at a DC 16 Handle Animal check. Even if this check succeeds, the mount only allows another rider to ride along with the weapon bearer. The elk never allows a strange rider to ride it alone.Craft Magic Arms and Armor, true strike11,187 gp Weapon AP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Golden Dragon Kite faint evocation 3 none 3,600 gp 2 lbs. This painted silk kite depicts a shining golden dragon. In an area with 40 feet or more of vertical space and in conditions of light to moderate wind, a golden dragon kite can be unfolded and raised into the air as a full-round action. The user can direct the kite to move up to 100 feet from him in a single turn (but no farther). Three times per day, the kite can cast burning hands. The spell originates from the kite but acts as normal in all other ways. This spell can only be reproduced while the kite is flying, a process that takes 1 minute to achieve. Rumors say that in Minkai, versions of these kites exist that deliver other spells at great range.Craft Wondrous Item, burning hands1,800 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Hand of Abendego moderate evocation9 neck 20,258 gp 2 lbs. This nearly perfect pearl replica of a hand is attached to a gold chain and can be worn as an amulet. Once per day, the wearer can animate the hand as an immediate action. The hand attempts to grapple an adjacent foe of Medium size or smaller, using the wearer's CMB. If it succeeds, the hand deals 1d4 non-lethal damage every round it maintains a grapple. If the grapple attempt fails or the victim escapes the grapple, the hand ceases its activity. If any creature within reach of the amulet (including the wearer) attempts to steal anything, the hand activates and attempts to choke the creature. If the amulet is not currently worn, it uses the victim's own CMB and Strength to determine the attack bonus and damage.Craft Wondrous Item, interposing hand10,129 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Dream Journal of the Pallid Seer no aura (or faint divination)3 none 600 gp 2 lbs. This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death-though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome. Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again. The Dream Journal of the Pallid Seer is affected by a permanent magic aura that makes it appear to be nonmagical.Craft Wondrous Item, guidance, magic aura300 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Kybwa'ka War Mask faint necromancy 4 head 3,700 gp 5 lbs. This oversized wooden mask covers the face and extends down to a point at the wearer's waist, covering most of his chest and abdomen. It is simplistically carved as a stylized, bestial face distorted with rage or nightmarish styles. The light wood provides little protection, yet is magically reinforced to grant a +1 armor bonus. In addition, once per day as a free action, the wearer can cause the mask to warp and contort ferociously, causing a single creature within 15 feet to make a DC 14 Will save or become frightened. This is a mindaffecting fear effect.Craft Wondrous Item, scare, shield1,850 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Osirian Spirit Jars moderate necromancy7 none 26,250 gp 2 lbs. a pieceTypically found in sets of three, these clay jars are decorated with the heads of animals and monsters. Though they once likely contained the preserved viscera of ancient Osirian scholars, nobles, and priests, the jars now hold little more than dust. Their true value lies in the benefits they provide spellcasters seeking to transpose their souls via the spell magic jar. Osirian spirit jars serve as focus items for the spell magic jar, forgoing the spell's need for another focus. All three jars function in this way, allowing a caster to move his soul or that of a nearby target into any one of the three jars, or his own soul between jars and bodies as he pleases. The jars do not allow him to shuffle souls other than his own into different bodies, though he can shift souls between jars. Souls within Osirian spirit jars are permanently affected by magic jar, and can potentially be kept trapped within forever. A caster can only move his soul between bodies while his casting of magic jar is in effect. If his spell expires while he is within an Osirian spirit jar, his soul and those in the other jars are trapped. A soul within an Osirian spirit jar can be freed by opening the jar, allowing the spirit within to try to swap souls with that of the jar's holder as per the spell magic jar (a DC 17 Will save to resist), or return to its body if it is within range. Alternatively, casting magic jar on an Osirian spirit jar containing a spirit, rather than an individual creature, allows that spirit to swap bodies as if it were the target of the spell. Should a spirit within an Osirian spirit jar no longer have a body or be outside its jar when its magic jar spell ends, it returns to one of the empty Osirian spirit jars if one is in range, or dies if one is not.Craft Wondrous Item, gentle repose, magic jar13,125 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Skin of Klendar the Troll King moderate conjuration8 armor 16,315 gp 25 lbs. This suit of mottled, greenish hide armor has no seams, as if it were made from a single large, disgusting skin. When worn, it tightens to fit snugly against the body. The skin acts as a suit of +2 hide armor and grants the wearer 5 temporary hit points. These hit points regenerate at a rate of 1 hp per round. If the wearer is damaged by fire or acid, the temporary hit points do not regenerate, but may be restored by magical healing. In addition, while wearing the armor, the bearer finds that he can speak Giant with a commanding voice. The wearer gains a +2 bonus on all Diplomacy or Intimidate skill checks made to influence any creature with the giant subtype. This bonus extends to all giants except trolls, which prove utterly offended by the armor, which all too readily resembles the flayed flesh of one of their kind. Any troll treats the wearer of the armor one step less favorably than it otherwise would. In addition, even the most charismatic can never improve a troll's attitude any higher than indifferent while wearing the armor.Craft Magic Arms and Armor, aid, regenerate8,157 gp Armor AP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Talisman of the Orc Mother's Fury faint conjuration 4 neck 12,000 gp 2 lbs. This small statuette-carved from the tusk of a dire boar, chunks of twisted metal, or some manner of dark stone-is a simplistic depiction of a pregnant deity, fiend, or orc. Dark stains mark the face of the crude icon, typically smears of a fallen orc's blood. A simple strand of leather affixes the amulet around the neck. The figurine allows the wearer to act normally for a single round after being reduced to less than 0 hit points, as though he had the orc ferocity half-orc racial ability. A wearer with orc blood is instead treated as though he had the Diehard feat. If the wearer is of orc blood and already has the Diehard feat, he may act normally for an additional round after being reduced to below 0 hit points. Whenever the wearer of the talisman is reduced to less than 0 hit points, the amulet weeps tears of blood. Should the wearer be slain, the talisman screams and shatters.creator must be female and possess orc blood, Craft Wondrous Item, cure moderate wounds6,000 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Vudran Ashak Helmet faint divination 5 head 22,000 gp 3 lbs. Crafted of overlaid bronze, steel, and chain, each Vudran Ashak helmet is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer's face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to being flanked, as well as granting a +4 enhancement bonus on all vision-based Perception checks. One in every 10 Vudran Ashak helmets is an intelligent magical item, having spontaneously manifested such properties after the deaths of heroically devoted former wearers. Such helms are lawful good, speak Vudran, and have an ego score of 10. These lingering personalities prove noble, knowledgable of Vudra's diverse deities, and actively encourage wearers to defend the holy places of such gods and their devout worshipers. Some might even possess goals from their lives that they wish their new wearer to fulfill. Despite any of the helmet's desires, though, it possesses no way to compel a wearer other than deactivating or reactivating its magical properties at will.Craft Wondrous Item, clairvoyance11,000 gp Wondrous ItemAP 27 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Anvengen's Edge moderate transmutation13 none 11,508 gp 10 lbs. This +1 keen glaive bears a fragment of the soul and mind of Westcrown's first mayor after the fall of Aroden and the rise of the House of Thrune. The glaive itself has taken Anvengen's name for its own, but can only communicate with its wielder via empathic urges. If its wielder worships Asmodeus, the glaive uses bleed on any of its wielder's foes it notices is dying, and grants divine favor on a wielder who commands it to do so. If the wielder doesn't worship Asmodeus, the glaive uses bleed on any dying creature it notices and only grants divine favor against chaotic or good foes-if a wielder commands it to not use bleed in a battle or commands it to grant divine favor against a nongood or nonchaotic foe, a personality conflict occurs and the glaive attempts to gain control of the wielder.Craft Magic Arms and Armor5,908 gp Weapon AP 26 LE 10 12 10 5 empathy 30 ft. bleed at will; divine favor 3/dayNULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Melancholic Talisman strong conjuration18 neck 50,000 gp 0 This sickly yellow devil talisman summons a hellmouth that connects to the Hellish layers of Dis and Malebolge. Once per day you can open a 10-foot portal to either of these layers. This portal remains open for 10 minutes (or until you dismiss it) and functions as the spell gate. The hellmouth summoned by this talisman is an amphisbaenic being known as Alksomasic, each of its two portal-heads appearing as a massive snake with three gigantic fly-like eyes. His maws connect to a shadowy alley in the city of Dis known as the Walk of Wayward Skins and to an outlying bolgia of Malebolge where monstrous worms slither through a waist-deep sea of ash.Craft Wondrous Item, gate, greater planar binding, ability to conjure and bind a greater devil25,000 gp Wondrous ItemBook of the Dammed V1 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Sanguine Talisman strong conjuration 8 neck 67,500 gp 0 This blood-red devil talisman binds a barbazu. Wearing the talisman grants you a +3 profane bonus to your Armor Class and grants you a telepathic bond with the devil bound within. Once per day, you can make an opposed Charisma check against the barbazu's +0 modifier to summon him forth for 8 rounds, as per the spell summon monster. The barbazu bound within this sanguine talisman is known as Kalvaddas the Strangler. He is a blunt sadist with a love of handto- hand brawls and strangling elves. He knows much of liars and might use his Sense Motive skill to aid a master he favors.Craft Wondrous Item, planar binding, ability to conjure and bind a barbazu33,750 gp Wondrous ItemBook of the Dammed V1 NULL 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Bilious Talisman overwhelming conjuration21 neck artifact 0 This putrid green devil talisman grants you a telepathic link with an insidious lawful evil intelligence bound within. While wearing this talisman you gain a +4 Charisma bonus and are constantly under the effects of the spell foresight. Once per day as a free action, you may use commune, find the path, legend lore, and true strike. The devil bound within this talisman is a 45 HD pit fiend known as Aasdravox, a fiend both cunning and mighty. He speaks with a voice like grinding stones and tells the wearers of his talisman that they are destined to become great heroes and champions beloved by whole nations. Optimally, he seeks to release his power at the culmination of some festive triumph or ceremony held in his talisman wearer's honor.Artifact Book of the Dammed V1 This bilious tailisman can be destroyed by being immersed in holy water for a week in an area under the effects of the spell hallow and then smashed with a +3 holy warhammer (or a bludgeoning weapon of similar or greater power). While this destroys the talisman, it also frees the potent infernal noble bound within.1 0 0 0 0 0 0 0 0 NULL NULL 0 0The Morrowfall strong evocation 15 none 5 lbs. The Morrowfall is one-half of the Aohl, an artifact gifted to the ancient Jaytirian Society following a sacred truce between their two feuding gods of millennia past. is the remaining manifestation of the power of Easivra, a potent sun god now all but forgotten (it's a DC 30 Knowledge [religion] check to learn Easivra's name, but any good-aligned creature that touches the Morrowfall immediately knows the name and how to use the artifact's powers). constantly emits daylight, as per the spell. In addition, by presenting it strongly and uttering Easivra's name (a standard action), the Morrowfall can be used to cast the following spells. At Will-detect undead, disrupt undead, daze monster (DC 13) 3/day-blindness (DC 13), daylight, searing light 1/day-sunbeam (DC 20), sunburst (DC 22)Artifact AP 27 When the Morrowfall is joined with its counterpart, the Totemrix, its powers (as well as those of the Totemrix) are suppressed. In this state, both it and the Totemrix can be destroyed by anything capable of destroying a magic metal object of its size.1 0 0 0 0 0 0 0 0 NULL NULL 0 0Sword; -2 Cursed strong evocation 15 none 4 lbs. This longsword performs well against targets in practice, but when used in combat its wielder takes a -2 penalty on attack rolls. All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. The sword always forces that character to employ it rather than another weapon. The sword's owner automatically draws it and fights with it even when she meant to draw or ready some other weapon.Cursed PFRPG Core +2 longsword, any magic weapon0 0 0 0 0 0 1 0 0 strong 4 0 0Feather Token; Anchor strong conjuration12 0 50 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Anchor: A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.Craft Wondrous Item, major creation25 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 50 25Feather Token; Bird strong conjuration12 0 300 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Bird: A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.Craft Wondrous Item, major creation150 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 300 150Feather Token; Fan strong conjuration12 0 200 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.Craft Wondrous Item, major creation100 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 200 100Feather Token; Swan Boat strong conjuration12 0 450 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Swan Boat: A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.Craft Wondrous Item, major creation225 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 450 225Feather Token; Tree strong conjuration12 0 400 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Tree: A token that causes a great oak to spring into being (5-footdiameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.Craft Wondrous Item, major creation200 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 400 200Feather Token; Whip strong conjuration12 0 500 gp 0 Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.Craft Wondrous Item, major creation250 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 strong 0 500 250Bracers of Armor +1 moderate conjuration7 wrists 1,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 1000 500Bracers of Armor +2 moderate conjuration7 wrists 4,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities2,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 4000 2000Bracers of Armor +3 moderate conjuration7 wrists 9,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities4,500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 9000 4500Bracers of Armor +4 moderate conjuration7 wrists 16,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities8,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 16000 8000Bracers of Armor +5 moderate conjuration7 wrists 25,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities12,500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 25000 12500Bracers of Armor +6 moderate conjuration7 wrists 36,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities18,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 36000 18000Bracers of Armor +7 moderate conjuration7 wrists 49,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities24,500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 49000 24500Bracers of Armor +8 moderate conjuration7 wrists 64,000 gp 1 lb. 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. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 15-4 for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities32,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 1 64000 32000Cloak of Resistance +1 faint abjuration 5 shoulders 1,000 gp 1 lb. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus500 gp Wondrous ItemPFRPG Core 0 0 1 0 0 0 0 0 0 faint 1 1000 500Cloak of Resistance +2 faint abjuration 5 shoulders 4,000 gp 1 lb. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus2,000 gp Wondrous ItemPFRPG Core 0 0 1 0 0 0 0 0 0 faint 1 4000 2000Cloak of Resistance +4 faint abjuration 5 shoulders 16,000 gp 1 lb. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus8,000 gp Wondrous ItemPFRPG Core 0 0 1 0 0 0 0 0 0 faint 1 16000 8000Cloak of Resistance +5 faint abjuration 5 shoulders 25,000 gp 1 lb. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus12,500 gp Wondrous ItemPFRPG Core 0 0 1 0 0 0 0 0 0 faint 1 25000 12500Cloak of Resistance +3 faint abjuration 5 shoulders 9,000 gp 1 lb. These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus4,500 gp Wondrous ItemPFRPG Core 0 0 1 0 0 0 0 0 0 faint 1 9000 4500Pearl of Power; 1st Level Spell strong transmutation17 0 1,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 1000 500Pearl of Power; 2nd Level Spell strong transmutation17 0 4,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 4000 2000Pearl of Power; 3rd Level Spell strong transmutation17 0 9,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled4,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 9000 4500Pearl of Power; 4th Level Spell strong transmutation17 0 16,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 16000 8000Pearl of Power; 5th Level Spell strong transmutation17 0 25,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled12,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 25000 12500Pearl of Power; 6th Level Spell strong transmutation17 0 36,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 36000 18000Pearl of Power; 7th Level Spell strong transmutation17 0 49,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled24,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 49000 24500Pearl of Power; 8th Level Spell strong transmutation17 0 64,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled32,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 64000 32000Pearl of Power; 9th Level Spell strong transmutation17 0 81,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled40,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 81000 40500Pearl of Power; Two Spells strong transmutation17 0 70,000 gp 0 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 that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled35,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 0 70000 35000Necklace of Fireballs type I moderate evocation10 neck (does not take up slot)1,650 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball825 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 1650 825Necklace of Fireballs type II moderate evocation10 neck (does not take up slot)2,700 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball1,350 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 2700 1350Necklace of Fireballs type III moderate evocation10 neck (does not take up slot)4,350 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball2,1750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 4350 21750Necklace of Fireballs type IV moderate evocation10 neck (does not take up slot)5,400 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball2,700 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 5400 2700Necklace of Fireballs type V moderate evocation10 neck (does not take up slot)5,850 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball2,925 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 5850 2925Necklace of Fireballs type VI moderate evocation10 neck (does not take up slot)8,100 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball4,050 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 8100 4050Necklace of Fireballs type VII moderate evocation10 neck (does not take up slot)8,700 gp 1 lb. This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.Necklace 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Market Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireball4,350 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 moderate 1 8700 4350Amulet of Natural Armor +1 faint transmutation 5 neck 2,000 gp 0 This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus1,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 faint 0 2000 1000Amulet of Natural Armor +2 faint transmutation 5 neck 8,000 gp 0 This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 faint 0 8000 4000Amulet of Natural Armor +3 faint transmutation 5 neck 18,000 gp 0 This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus9,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 faint 0 18000 9000Amulet of Natural Armor +4 faint transmutation 5 neck 32,000 gp 0 This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus16,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 faint 0 32000 16000Amulet of Natural Armor +5 faint transmutation 5 neck 50,000 gp 0 This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus25,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 faint 0 50000 25000Belt of Mighty Constitution +2 moderate transmutation8 belt 4,000 gp 1 lb. This belt's golden buckle depicts a bear. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Belt of Mighty Constitution +4 moderate transmutation8 belt 16,000 gp 1 lb. This belt's golden buckle depicts a bear. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Belt of Mighty Constitution +6 moderate transmutation8 belt 36,000 gp 1 lb. This belt's golden buckle depicts a bear. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000

Page 3: Magic Items Full

Belt of Giant Strength +2 moderate transmutation8 belt 4,000 gp 1 lb. This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strength2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Belt of Giant Strength +4 moderate transmutation8 belt 16,000 gp 1 lb. This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strength8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Belt of Giant Strength +6 moderate transmutation8 belt 36,000 gp 1 lb. This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strength18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000Belt of Incredible Dexterity +2 moderate transmutation8 belt 4,000 gp 1 lb. This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's grace2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Belt of Incredible Dexterity +4 moderate transmutation8 belt 16,000 gp 1 lb. This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's grace8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Belt of Incredible Dexterity +6 moderate transmutation8 belt 36,000 gp 1 lb. This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's grace18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000Belt of Physical Might +2 strong transmutation12 belt 10,000 gp 1 lb. This belt has a large steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/or cat's grace5,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 10000 5000Belt of Physical Might +4 strong transmutation12 belt 40,000 gp 1 lb. This belt has a large steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/or cat's grace20,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 40000 20000Belt of Physical Might +6 strong transmutation12 belt 90,000 gp 1 lb. This belt has a large steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/or cat's grace45,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 90000 45000Belt of Physical Perfection +2 strong transmutation16 belt 16,000 gp 1 lb. This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's grace8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 16000 8000Belt of Physical Perfection +4 strong transmutation16 belt 64,000 gp 1 lb. This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's grace32,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 64000 32000Belt of Physical Perfection +6 strong transmutation16 belt 144,000 gp1 lb. This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's grace77,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 144000 77000Headband of Alluring Charisma +2 moderate transmutation8 headband 4,000 gp 1 lb. This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendor2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Headband of Alluring Charisma +4 moderate transmutation8 headband 16,000 gp 1 lb. This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendor8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Headband of Alluring Charisma +6 moderate transmutation8 headband 36,000 gp 1 lb. This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendor18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000Headband of Inspired Wisdom +2 moderate transmutation8 headband 4,000 gp 1 lb. This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdom2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Headband of Inspired Wisdom +4 moderate transmutation8 headband 16,000 gp 1 lb. This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdom8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Headband of Inspired Wisdom +6 moderate transmutation8 headband 36,000 gp 1 lb. This simple bronze headband is decorated with an intricate pattern of small green gemstones. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdom18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000Headband of Mental Prowess +2 strong transmutation12 headband 10,000 gp 1 lb. This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, and/or owl's wisdom5,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 10000 5000Headband of Mental Prowess +4 strong transmutation12 headband 40,000 gp 1 lb. This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, and/or owl's wisdom20,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 40000 20000Headband of Mental Prowess +6 strong transmutation12 headband 90,000 gp 1 lb. This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of his forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, and/or owl's wisdom45,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 90000 45000Headband of Mental Superiority +2 strong transmutation16 headband 16,000 gp 1 lb. This ornate headband is decorated with numerous small white gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 16000 8000Headband of Mental Superiority +4 strong transmutation16 headband 64,000 gp 1 lb. This ornate headband is decorated with numerous small white gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom32,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 64000 32000Headband of Mental Superiority +6 strong transmutation16 headband 144,000 gp1 lb. This ornate headband is decorated with numerous small white gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a Headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom77,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 strong 1 144000 77000Headband of Vast Intelligence +2 moderate transmutation8 headband 4,000 gp 1 lb. This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunning2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 4000 2000Headband of Vast Intelligence +4 moderate transmutation8 headband 16,000 gp 1 lb. This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunning8,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Headband of Vast Intelligence +6 moderate transmutation8 headband 36,000 gp 1 lb. This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunning18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 1 36000 18000Ioun Stone; clear spindle strong varied 12 0 4,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Sustains creature without food or water.Craft Wondrous Item, creator must be 12th level2,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 4000 2000Ioun Stone; dusty rose prism strong varied 12 0 5,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 insight bonus to AC.Craft Wondrous Item, creator must be 12th level2,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 5000 2500Ioun Stone; deep red sphere strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Dexterity.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; incandescent blue sphere strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Wisdom.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; pale blue rhomboid strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Strength.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; pink rhomboid strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Constitution.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; pink and green sphere strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Charisma.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; scarlet and blue sphere strong varied 12 0 8,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Intelligence.Craft Wondrous Item, creator must be 12th level4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Ioun Stone; dark blue rhomboid strong varied 12 0 10,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Alertness (as the feat).Craft Wondrous Item, creator must be 12th level5,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 10000 5000Ioun Stone; iridescent spindle strong varied 12 0 18,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Sustains creature without air.Craft Wondrous Item, creator must be 12th level9,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 18000 9000Ioun Stone; pale lavender ellipsoid strong varied 12 0 20,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Absorbs spells of 4th level or lower. After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless. The pale lavender stone works like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells.Craft Wondrous Item, creator must be 12th level10,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 20000 10000Ioun Stone; pearly white spindle strong varied 12 0 20,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Regenerate 1 point of damage per 10 minutes. 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.Craft Wondrous Item, creator must be 12th level10,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 20000 10000Ioun Stone; pale green prism strong varied 12 0 30,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 competence bonus on attacks, saves, skill checks, and ability checks.Craft Wondrous Item, creator must be 12th level15,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 30000 15000Ioun Stone; orange prism strong varied 12 0 30,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 caster level.Craft Wondrous Item, creator must be 12th level15,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 30000 15000Ioun Stone; vibrant purple prism strong varied 12 0 36,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Stores three levels of spells, as a ring of spell storing. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).Craft Wondrous Item, creator must be 12th level18,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 36000 18000Ioun Stone; lavender and green ellipsoidstrong varied 12 0 40,000 gp 0 These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Absorbs spells of 8th level or lower. After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless. Lavender-and-green stone works like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells.Craft Wondrous Item, creator must be 12th level20,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 40000 20000Amulet of Mighty Fists +1 faint evocation 5 neck 5,000 gp 0 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15-9 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities2,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 faint 0 5000 2500Amulet of Mighty Fists +2 faint evocation 5 neck 20,000 gp 0 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15-9 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities10,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 faint 0 20000 10000Amulet of Mighty Fists +3 faint evocation 5 neck 45,000 gp 0 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15-9 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities22,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 faint 0 45000 22500Amulet of Mighty Fists +4 faint evocation 5 neck 80,000 gp 0 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15-9 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities40,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 faint 0 80000 40000Amulet of Mighty Fists +5 faint evocation 5 neck 125,000 gp 0 This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons. Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 15-9 for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities62,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 faint 0 125000 62500Bag of Tricks gray faint conjuration 3 0 3,400 gp 0 This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day. Statistics for these animals can be found in the Pathfinder RPG Bestiary. ray Bag R ust Bag Tan Bag d% Animal d% Animal d% Animal 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 RhinocerosCraft Wondrous Item, summon nature's ally II1,700 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 faint 0 3400 1700Bag of Tricks rust faint conjuration 5 0 8,500 gp 0 This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day. Statistics for these animals can be found in the Pathfinder RPG Bestiary. ray Bag R ust Bag Tan Bag d% Animal d% Animal d% Animal 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 RhinocerosCraft Wondrous Item, summon nature's ally III4,250 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 faint 0 8500 4250Bag of Tricks tan moderate conjuration9 0 16,000 gp 0 This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day. Statistics for these animals can be found in the Pathfinder RPG Bestiary. ray Bag R ust Bag Tan Bag d% Animal d% Animal d% Animal 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 RhinocerosCraft Wondrous Item, summon nature's ally V8,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 0 16000 8000Bag of Holding type I moderate conjuration9 0 2,500 gp 15 lbs. 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. Content Limit 250 lbs. Contents Volume Limit 30 cubic ft. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. 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.Craft Wondrous Item, secret chest1,250 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 15 2500 1250Bag of Holding type II moderate conjuration9 0 5,000 gp 25 lbs. 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. Content Limit 500 lbs. Contents Volume Limit 70 cubic ft. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. 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.Craft Wondrous Item, secret chest2,500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 25 5000 2500Bag of Holding type III moderate conjuration9 0 7,400 gp 35 lbs. 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. Content Limit 1,000 lbs. Contents Volume Limit 150 cubic ft. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. 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.Craft Wondrous Item, secret chest3,700 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 35 7400 3700Bag of Holding type IV moderate conjuration9 0 10,000 gp 60 lbs. 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. Content Limit 1,500 lbs. Contents Volume Limit 250 cubic ft. If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. 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.Craft Wondrous Item, secret chest5,000 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 0 moderate 60 10000 5000Golem Manual clay Moderate conjuration, divination, enchantment, and transmutation11 0 12,000 gp 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Clay Golem Manual: The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem.Craft Construct, creator must be caster level 11th, animate objects, commune, prayer, resurrection6,000 gp Wondrous ItemPFRPG Core 0 0 0 1 1 1 0 0 1 moderate 5 12000 6000Golem Manual flesh Moderate enchantment, necromancy [evil], and transmutation8 0 8,000 gp 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Flesh Golem Manual: The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem.Craft Construct, creator must be caster level 8th, animate dead, bull's strength, geas/quest, limited wish4,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 1 0 1 1 moderate 5 8000 4000Golem Manual iron Strong conjuration, enchantment, and transmutation16 0 35,000 gp 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Iron Golem Manual: The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem.Craft Construct, creator must be caster level 16th, cloudkill, geas/quest, limited wish, polymorph any object17,500 gp Wondrous ItemPFRPG Core 0 0 0 1 0 1 0 0 1 strong 5 35000 17500Golem Manual stone Strong abjuration and enchantment14 0 22,000 gp 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Stone Golem Manual: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem.Craft Construct, creator must be caster level 14th, antimagic field, geas/ quest, limited wish, symbol of stunning11,000 gp Wondrous ItemPFRPG Core 0 0 1 0 0 1 0 0 0 strong 5 22000 11000Golem Manual stone guardian Strong abjuration and enchantment14 0 44,000 gp 5 lbs. A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Stone Golem Guardian Manual: The book contains geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian.Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, slow22,000 gp Wondrous ItemPFRPG Core 0 0 1 0 0 1 0 0 0 strong 5 44000 22000Manual of Bodily Health +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Manual of Bodily Health +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Manual of Bodily Health +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Manual of Bodily Health +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle105,500 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105500Manual of Bodily Health +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle131,250 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131250Manual of Gainful Exercise +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, wish or miracle26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Manual of Gainful Exercise +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, wish or miracle52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Manual of Gainful Exercise +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, wish or miracle78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Manual of Gainful Exercise +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, wish or miracle105,000 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105000Manual of Gainful Exercise +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, wish or miracle131,250 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131250Manual of Quickness of Action +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Manual of Quickness of Action +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Manual of Quickness of Action +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Manual of Quickness of Action +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle105,000 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105000Manual of Quickness of Action +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, wish or miracle131,250 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131250Tome of Clear Thought +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Tome of Clear Thought +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Tome of Clear Thought +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Tome of Clear Thought +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish105,000 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105000Tome of Clear Thought +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish131,250 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131250Tome of Leadership and Influence +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, miracle or wish26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Tome of Leadership and Influence +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, miracle or wish78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Tome of Leadership and Influence +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, miracle or wish105,000 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105000Tome of Leadership and Influence +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, miracle or wish131,500 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131500Tome of Understanding +1 strong evocation (if miracle is used)17 0 27,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish26,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 27500 26250Tome of Understanding +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Tome of Understanding +3 strong evocation (if miracle is used)17 0 82,500 gp 5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish78,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 82500 78750Tome of Understanding +4 strong evocation (if miracle is used)17 0 110,000 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish105,000 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 110000 105000Tome of Understanding +5 strong evocation (if miracle is used)17 0 137,500 gp5 lbs. 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 6 days, she gains an inherent bonus 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.Craft Wondrous Item, miracle or wish131,250 gpWondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 137500 131250Ring of Protection +1 faint abjuration 5 ring 2,000 gp 0 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring1,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 faint 0 2000 1000Ring of Protection +2 faint abjuration 5 ring 8,000 gp 0 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring4,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 faint 0 8000 4000Ring of Protection +3 faint abjuration 5 ring 18,000 gp 0 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring9,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 faint 0 18000 9000Ring of Protection +4 faint abjuration 5 ring 32,000 gp 0 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring16,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 faint 0 32000 16000Ring of Protection +5 faint abjuration 5 ring 50,000 gp 0 This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times the bonus of the ring25,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 faint 0 50000 25000Ring of Energy Resistance major moderate abjuration7 ring 28,000 gp 0 This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.Forge Ring, resist energy14,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 moderate 0 28000 14000Ring of Energy Resistance minor moderate abjuration3 ring 12,000 gp 0 This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.Forge Ring, resist energy6,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 moderate 0 12000 6000Ring of Energy Resistance greater moderate abjuration11 ring 44,000 gp 0 This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.Forge Ring, resist energy22,000 gp Ring PFRPG Core 0 0 1 0 0 0 0 0 0 moderate 0 44000 22000Ring of Wizardry I moderate (no school)11 ring 20,000 gp 0 This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wish10,000 gp Ring PFRPG Core 0 0 0 0 0 0 0 0 0 moderate 0 20000 10000Ring of Wizardry II strong (no school)14 ring 40,000 gp 0 This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wish20,000 gp Ring PFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 40000 20000Ring of Wizardry III strong (no school)17 ring 70,000 gp 0 This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wish35,000 gp Ring PFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 70000 35000Ring of Wizardry IV strong (no school)20 ring 100,000 gp 0 This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wish50,000 gp Ring PFRPG Core 0 0 0 0 0 0 0 0 0 strong 0 100000 50000Spartoi Seeds strong conjurationvaries none 3,300 gp 0 Spartoi seeds appear as teeth stained by ash. The teeth themselves typically take the form of tiny dragon teeth, though some appear to come from a serpent, wolf, or human. When a tooth is cast upon the earth as a standard action, a spartolos under the user's command erupts on the following round. The spartolos lasts for 1 hour or until destroyed. A spartolos's equipment vanishes if its owner is destroyed or after an hour. These seeds are typically found in simple pouches of leather or velvet containing 2d4 teeth. Up to six seeds can be sown by a single standard action.Craft Wondrous Item, create undead1,650 gp Wondrous ItemAP 28 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone amber spindle moderate abjuration12 none 10,000 gp 0 This stone grants you a +1 resistance bonus on saving throws. The bonuses from multiple amber spindles stack (up to a maximum of a +5 resistance bonus to saving throws).Craft Wondrous Item, resistance, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone crimson sphere moderate transmutation12 none 24,000 gp 0 This stone grants you a +2 enhancement bonus to Intelligence. The bonuses from multiple crimson spheres stack (up to a maximum of a +6 enhancement bonus to Intelligence).Craft Wondrous Item, fox's cunning, creator must be 12th level12,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone dull gray stone faint universal 12 none 25 gp 0 These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on).Craft Wondrous Item, creator must be 12th level12 gp, 5 spWondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone emerald ellipsoid moderate necromancy12 none 20,000 gp 0 This stone grants you 5 temporary hit points, which are restored automatically at a specific time of day unique to each stone (typically sunrise or sunset). The bonuses from multiple emerald ellipsoids stack, with no known limit.Craft Wondrous Item, false life, creator must be 12th level10,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone gamboge nodule moderate transmutation12 none 54,000 gp 0 This stone grants you immunity to poison, as if wearing a periapt of proof against poison.Craft Wondrous Item, neutralize poison, creator must be 12th level27,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone mossy disk moderate transmutation12 none 5,000 gp 0 This stone grants you a +5 competence bonus on one Knowledge skill (chosen by the stone's creator).Craft Wondrous Item, fox's cunning, creator must be 12th level2,500 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone mulberry pentacle moderate transmutation12 none 10,000 gp 0 This stone grants you a +5 competence bonus on Bluff and Diplomacy checks.Craft Wondrous Item, eagle's splendor, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone nacreous gray sphere moderate abjuration12 none 10,000 gp 0 This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately.Craft Wondrous Item, bear's endurance, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone onyx rhomboid moderate transmutation12 none 24,000 gp 0 This stone grants you a +2 enhancement bonus to Constitution. The enhancement bonuses from multiple onyx rhomboids stack (up to a maximum of a +6 enhancement bonus to Constitution).Craft Wondrous Item, bear's endurance, creator must be 12th level12,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone opalescent white pyramid moderate transmutation12 none 10,000 gp 0 Each stone of this type is keyed to a particular kind of weapon (heavy flail, light crossbow, short sword, and so on) and grants you proficiency with that weapon.Craft Wondrous Item, transformation or proficiency in the appropriate weapon, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone pale ruby trillian moderate transmutation12 none 5,000 gp 0 This stone grants you a +5 competence bonus on Stealth checks.Craft Wondrous Item, cat's grace, creator must be 12th level2,500 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone scarlet and green cabochonmoderate transmutation12 none 10,000 gp 0 This stone grants you the Endurance feat.Craft Wondrous Item, bull's strength, cat's grace, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone turquoise sphere moderate transmutation12 none 6,000 gp 0 This stone grants you a +5 competence bonus on Ride checks. Any horse or pony you ride gains the benefits of the Fleet feat.Craft Wondrous Item, charm animal, longstrider, creator must be 12th level3,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone vermilion rhomboid moderate transmutation12 none 10,000 gp 0 This stone grants you a +5 competence bonus on Acrobatics and Swim checks.Craft Wondrous Item, bull's strength, cat's grace, creator must be 12th level5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Wayfinder (Standard) faint evocation 5 none 500 gp 1 lb. A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see page 51).Craft Wondrous Item, light250 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Wayfinder, Ebon faint evocation and transmutation5 none 18,000 gp 1 lb. Favored by Pathfinders exploring dark and dangerous locales, the exterior of this wayfinder is constructed of panels of darkwood with ebony inlays. The panels slide apart to reveal platinum meshwork capable of holding one or two ioun stones. The ebon wayfinder grants you darkvision with a range of 60 feet, and with a command word it can create darkness (as the spell) once per day, centered on itself. When one ioun stone is slotted into the device, its darkness ability no longer functions. When a second stone is placed in it, the darkvision ability no longer functions.Craft Wondrous Item, darkvision, darkness9,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Wayfinder of Passage moderate varied 10 none 136,000 gp1 lb. This wayfinder is an artistic treasure, crafted in gold and set with tiny opals, rubies, diamonds, and sapphires. Three slots on the inner side of the lid can each hold one ioun stone. It sheds light equivalent to the daylight spell on your command. It has the following abilities, each activated by a different command word: • dimension door (once per day) • feather fall (at will) • knock (at will) • resist energy (once per day, energy resistance 20, lasts 24 hours) When the first ioun stone slot is used, the dimension door ability no longer functions. When the second slot is used, feather fall and resist energy are unavailable. When the third slot is used, daylight and knock no longer function.Craft Wondrous Item, daylight, dimension door, feather fall, knock, resist energy68,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Wayfinder of the Sleeping Eye strong illusion 13 none 70,000 gp 1 lb. This exquisitely crafted wayfinder bears the design of a halfclosed eye in platinum and mithral. The eye is a socket for an ioun stone; when filled, you may activate the wayfinder when you sleep or meditate to create a mobile illusory image of yourself that is partly real. You control the image as if it were your own body and perceive things through it as if it had all of your normal senses plus darkvision with a range of 60 feet. You do not need to maintain line of sight to the image. The image is visible but transparent, and it cannot perform any action that an unseen servant is unable to perform. The image has 40% of your hit points at the time it was created. Its AC is 10 + your size modifier + your Dexterity modifier. It uses your current Will saving throw bonus but automatically fails Fortitude and Reflex saves. It is destroyed if brought to 0 hit points, which deals you 2d4 points of Charisma damage. It can be dispelled, and cannot enter areas warded against summoned creatures, your alignment, illusions, or incorporeal creatures. You may end this ability as a free action, and it ends automatically if you are awakened, your body is attacked, or 8 hours pass; ending the image in this manner does not deal you Charisma damage. Using this ability drains energy from the slotted ioun stone, rendering it dull gray and powerless for 24 hours. A dull gray ioun stone cannot power the projection ability of this wayfinder. The wayfinder can still have synergistic powers granted by an ioun stone, though they do not function while the slotted stone is powerless.Craft Wondrous Item, arcane eye, shadow conjuration35,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Autonomous Cartographer faint divination 5 none 2,000 gp 1/2 lb. Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action.Craft Wondrous Item, erase, prestidigitation1,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Dead Man's Shroud faint necromancy 5 shoulders 6,000 gp 1 lb. This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.Craft Wondrous Item, hide from undead, invisibility3,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Eldritch Egress moderate transmutation9 none 10,000 gp 4 lbs. This cunningly designed bundle of wooden slats unfolds and interlocks to form a 3-foot-by-3-foot frame. Once per day you may place the unfolded frame upon a solid surface to form a passage up to 10 feet deep, as if using a passwall spell. The passageway lasts for 1 hour unless the frame is removed earlier. Folding or unfolding the frame is a full-round action that provokes attacks of opportunity. Using the unfolded frame to create a passage is a standard action. Medium or smaller creatures can easily pass through the tunnel, while Large creatures require an Escape Artist check. The eldritch egress can only be removed from outside the surface it was placed on, so careful planning is required when using it.Craft Wondrous Item, passwall5,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Horseshoes of Great Burden faint transmutation 3 feet 2,500 gp 24 lbs. (for four)These sturdy iron horseshoes come in sets of four like ordinary horseshoes, but are much heavier. When affixed to an animal's hooves, they double the animal's carrying capacity. All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, bear's endurance, bull's strength1,250 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Pathfinder Pouch none 9 none 1,000 gp 1 lb. This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.Craft Wondrous Item, magic aura, secret chest1,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Versatile Vest moderate conjuration and transmutation9 chest 2,000 gp 1 lb. This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action. In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day's worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.Craft Wondrous Item, create food and water, prestidigitation, secret chest1,000 gp Wondrous ItemSeekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Blade of the Willing Martyr strong necromancy18 chest 150,000 gp1 lb. Even the Pathfinders cannot say which tale of this item's origins is true; it may have been made from a piece of the Pact Stone, carried by Norgorber as he achieved apotheosis, or forged in the depths of Orv and quenched in its maker's heartblood. This silver slender athame is deceptively plain, but has a treacherous past. It has been credited with deeds as noble as ending the life of the annis witch Traxyla of the Eye of Law (slain even as the blade's owner Ioella was beheaded by Madame Margaery) and as petty as the murder of Karian (loving mother and priestess of Sarenrae) by her estranged and vengeful husband. The blade of the willing martyr is a +3 keen vicious dagger, but its greatest power can only be invoked outside of battle. To activate this power you must spill your blood on your target, an object belonging to the target, or a physical token of the target's body (such as a few strands of hair). Your target gets a DC 23 Will save (using the same saving throw modifiers as the scrying spell for the owner's knowledge and connection to the victim) to avoid the effect, which forges a link between you and the target. Once you forge a link, your soul and the target's soul are intertwined. Should you die, your target dies, suffering the same apparent injuries and symptoms; likewise, you die if your target dies. The link may only be severed by break enchantment or remove curse.Craft Magic Arms and Armor, enervation, keen edge, symbol of death75,000 gp.Weapon Seekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Mindborer Ioun Stone strong transmutation12 none varies 0 This cursed item looks like any normal ioun stone, and has powers according to its color and shape. However, whenever you are in combat, the orbiting stone batters at your face and head, dealing 1 hit point of damage each round. If you sleep or fall unconscious while the stone is in orbit, it drills into your head, dealing 1 point of Intelligence, Wisdom, and Charisma damage each round until the penalty to one of these ability scores exceeds your actual score, at which point it removes itself from your head and hides itself on your person, near other gems. The stone can remove itself from a wayfinder to attack you in this fashion. The attack automatically wakes a sleeping character. The only way to end the attack is to interfere with the magic of the stone (by using dispel magic, entering an antimagic field, and so on) or grab it and place it in a container.Craft Magic Arms and Armor, creator must be 12th levelvaries. Weapon Seekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Ioun Stone sepia ellipsoid strong abjuration 18 none 68,000 gp 0 This dark stone sometimes appears to be made of transparent crystal filled nearly to the brim with dark ink. It provides the benefits of an iridescent spindle (sustains you without air), pearly white spindle (regenerate 1 hit point per 10 minutes), and an orange prism (+1 caster level). However, it has two drawbacks. First, once set loose to orbit your head, it dislikes being contained (including being placed in a wayfinder) and frees itself to orbit again 1d4+1 hours after being removed from its spinning path. Second, it drains the power out of other ioun stones, rendering them dull gray and powerless at a rate of one every 24 hours. Thus, it is an excellent and valuable item if you only have one ioun stone, but hard to conceal and dangerous to your other treasures. A remove curse or similar spell can put the stone at rest and prevent it from returning to its orbit. The Society has at least three specimens of this type locked in the Vaults to prevent ignorant Pathfinders from ruining perfectly good ioun stones. In theory you could place one directly into a wayfinder rather than ever letting it orbit, though conflicting reports suggest the sepia ellipsoid may be able to drain power out of orbiting stones even when contained in this way. The specimens in the Vaults are carefully locked in lead boxes to prevent them from draining the powers of other stored ioun stones.Craft Magic Arms and Armor, mage's disjunction, regenerate, water breathing, creator must be 12th level34,000 gp.Weapon Seekers 0 0 0 0 0 0 0 0 0 NULL NULL 0 0Luck Blade 0 wishes strong evocation 17 none 22,060 gp 2 lbs. This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, wish or miracle11,185 gp Weapon PFRPG Core 0 0 0 0 0 0 1 0 0 strong 2 22060 11185Luck Blade 1 wish strong evocation 17 none 62,360 gp 2 lbs. This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, wish or miracle43,835 gp Weapon PFRPG Core 0 0 0 0 0 0 1 0 0 strong 2 62360 43835Luck Blade 2 wishes strong evocation 17 none 102,660 gp2 lbs. This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, wish or miracle76,485 gp Weapon PFRPG Core 0 0 0 0 0 0 1 0 0 strong 2 102660 76485Luck Blade 3 wishes strong evocation 17 none 142,960 gp2 lbs. This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, wish or miracle109,135 gpWeapon PFRPG Core 0 0 0 0 0 0 1 0 0 strong 2 142960 109135Carpet of Flying 5x5 moderate transmutation10 0 20,000 gp 8 lbs. This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. Capacity 200 lbs. Speed 40 ft. A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flight10,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 8 20000 10000Carpet of Flying 5x10 moderate transmutation10 0 35,000 gp 10 lbs. This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. Capacity 400 lbs. Speed 40 ft. A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flight17,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 10 35000 17500Carpet of Flying 10x10 moderate transmutation10 0 60,000 gp 15 lbs. This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. Capacity 800 lbs. Speed 40 ft. A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flight30,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 moderate 15 60000 30000Crystal Ball standard moderate divination10 0 42,000 gp 7 lbs. This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.Craft Wondrous Item, scrying (plus any additional spells put into item)21,000 gp Wondrous ItemPFRPG Core 0 0 0 0 1 0 0 0 0 moderate 7 42000 21000Crystal Ball (see invisibility) moderate divination10 0 50,000 gp 7 lbs. This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.Craft Wondrous Item, scrying (plus any additional spells put into item)25,000 gp Wondrous ItemPFRPG Core 0 0 0 0 1 0 0 0 0 moderate 7 50000 25000Crystal Ball (detect thoughts) moderate divination10 0 51,000 gp 7 lbs. This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed. detect thoughts (Will DC 13 negates)Craft Wondrous Item, scrying (plus any additional spells put into item)25,500 gp Wondrous ItemPFRPG Core 0 0 0 0 1 0 0 0 0 moderate 7 51000 25500Crystal Ball (telepathy) moderate divination10 0 70,000 gp 7 lbs. This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed. The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scrying (plus any additional spells put into item)35,000 gp Wondrous ItemPFRPG Core 0 0 0 0 1 0 0 0 0 moderate 7 70000 35000Crystal Ball (true seeing) moderate divination10 0 80,000 gp 7 lbs. This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.Craft Wondrous Item, scrying (plus any additional spells put into item)40,000 gp Wondrous ItemPFRPG Core 0 0 0 0 1 0 0 0 0 moderate 7 80000 40000Figurine of Wondrous Power (bronze griffon)Moderate transmutation11 0 10,000 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor (see the Pathfinder RPG Bestiary). 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.Craft Wondrous Item, animate objects5,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 10000 5000Figurine of Wondrous Power (ebony fly)Moderate transmutation11 0 10,000 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus 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.Craft Wondrous Item, animate objects5,000 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 10000 5000Figurine of Wondrous Power (golden lions)Moderate transmutation11 0 16,500 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.Craft Wondrous Item, animate objects8,250 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 16500 8250Figurine of Wondrous Power (ivory goats)Moderate transmutation11 0 21,000 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function: • The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week-continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 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 (see the Pathfinder RPG Bestiary) except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time. • The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use.Craft Wondrous Item, animate objects10,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 21000 10500Figurine of Wondrous Power (marble elephant)Moderate transmutation11 0 17,000 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time.Craft Wondrous Item, animate objects8,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 17000 8500Figurine of Wondrous Power (obsidian steed)Strong conjuration and transmutation15 0 28,500 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the nearformless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means.Craft Wondrous Item, animate objects, etherealness, fly, plane shift14,250 gp Wondrous ItemPFRPG Core 0 0 0 1 0 0 0 0 1 none 1 28500 14250Figurine of Wondrous Power (onyx dog)Moderate transmutation11 0 15,500 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60- foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.Craft Wondrous Item, animate objects7,750 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 15500 7750Figurine of Wondrous Power (serpentine owl)Moderate transmutation11 0 9,100 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears.Craft Wondrous Item, animate objects4,450 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 1 none 1 9100 4450Figurine of Wondrous Power (silver raven)Moderate enchantment and transmutation6 0 3,800 gp 1 lb. Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.Craft Wondrous Item, animal messenger, animate objects1,900 gp Wondrous ItemPFRPG Core 0 0 0 0 0 1 0 0 1 none 1 3800 1900Metamagic, Empower lesser strong (no school)17 none 9,000 gp 5 lbs. The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower Spell4,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 9000 4500Metamagic, Empower normal strong (no school)17 none 32,500 gp 5 lbs. The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower Spell16,250 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 32500 16250Metamagic, Empower greater strong (no school)17 none 73,000 gp 5 lbs. The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower Spell36,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 73000 36500Metamagic, Enlarge lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge Spell1,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Metamagic, Enlarge normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge Spell5,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Metamagic, Enlarge greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge Spell12,250 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Metamagic, Extend normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend Spell5,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Metamagic, Extend lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend Spell1,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Metamagic, Extend greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend Spell12,250 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Metamagic, Maximize lesser strong (no school)17 none 14,000 gp 5 lbs. The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize Spell feat7,000 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 14000 7000Metamagic, Maximize normal strong (no school)17 none 54,000 gp 5 lbs. The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize Spell feat27,000 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 54000 27000Metamagic, Maximize greater strong (no school)17 none 121,500 gp5 lbs. The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize Spell feat60,750 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 121500 60750Metamagic, Quicken lesser strong (no school)17 none 35,000 gp 5 lbs. The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken Spell17,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 35000 17500Metamagic, Quicken normal strong (no school)17 none 75,500 gp 5 lbs. The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken Spell37,750 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 75500 37750Metamagic, Quicken greater strong (no school)17 none 170,000 gp5 lbs. The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken Spell85,000 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 170000 85000Metamagic, Silent lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent Spell1,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Metamagic, Silent normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent Spell5,500 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Metamagic, Silent greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent Spell12,250 gp Rod PFRPG Core 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Strand of Prayer Beads; lesser faint (many schools)5 0 9,600 gp 1/2 lb. This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. 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 1 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 at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.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)4,800 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 faint 0.5 9600 4800Strand of Prayer Beads; standard moderate (many schools)9 0 45,800 gp 1/2 lb. This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. 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 1 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 at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.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), chaos hammer, holy smite, order's wrath, or unholy blight (smiting)22,900 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 moderate 0.5 45800 22900Strand of Prayer Beads; greater strong (many schools)17 0 95,800 gp 1/2 lb. This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. 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 1 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 at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.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)47,900 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 0 0 0 strong 0.5 95800 47900Slaying Arrow greater strong necromancy13 none 4,057 gp 1/10 lb. This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. d% Designated Type or Subtype 01-05 Aberrations 06-09 Animals 10-16 Constructs 17-27 Dragons 28-32 Fey 33 Humanoids, aquatic 34-35 Humanoids, dwarf 36-37 Humanoids, elf 38-44 Humanoids, giant 45 Humanoids, gnoll 46 Humanoids, gnome 47-49 Humanoids, goblinoid 50 Humanoids, halfling 51-54 Humanoids, human 55-57 Humanoids, reptilian 58-60 Humanoids, orc 61-65 Magical beasts 66-70 Monstrous humanoids 71-72 Oozes 73 Outsiders, air 74-76 Outsiders, chaotic 77 Outsiders, earth 78-80 Outsiders, evil 81 Outsiders, fire 82-84 Outsiders, good 85-87 Outsiders, lawful 88 Outsiders, water 89-90 Plants 91-98 Undead 99-100 VerminCraft Magic Arms and Armor, heightened finger of death2,032 gp Weapon PFRPG Core 0 0 0 0 0 0 0 1 0 strong 0.1 4057 2032Slaying Arrow strong necromancy13 none 2,282 gp 1/10 lb. This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. d% Designated Type or Subtype 01-05 Aberrations 06-09 Animals 10-16 Constructs 17-27 Dragons 28-32 Fey 33 Humanoids, aquatic 34-35 Humanoids, dwarf 36-37 Humanoids, elf 38-44 Humanoids, giant 45 Humanoids, gnoll 46 Humanoids, gnome 47-49 Humanoids, goblinoid 50 Humanoids, halfling 51-54 Humanoids, human 55-57 Humanoids, reptilian 58-60 Humanoids, orc 61-65 Magical beasts 66-70 Monstrous humanoids 71-72 Oozes 73 Outsiders, air 74-76 Outsiders, chaotic 77 Outsiders, earth 78-80 Outsiders, evil 81 Outsiders, fire 82-84 Outsiders, good 85-87 Outsiders, lawful 88 Outsiders, water 89-90 Plants 91-98 Undead 99-100 VerminCraft Magic Arms and Armor, finger of death1,144 gp 5 spWeapon PFRPG Core 0 0 0 0 0 0 0 1 0 strong 0.1 2282 1144

Page 4: Magic Items Full

Talon Sword moderate abjuration8 none 19,515 gp 6 lbs. Weapons like this alchemical silver +2 defending bastard sword are favored blades of the Eagle Knights. Easily recognized by its notched blades and golden quillons crafted like upswept eagle wings, its defending ability also protects the wielder's mount. Wealthier Eagle Knights who frequently skirmish on the western border against Chelish fiends sometimes have their swords crafted with the ability to cast dimensional anchor on the target as a free action upon a successful hit; these modified blades are called talonstrike swords.Craft Magic Arms and Armor,shield or shield of faith, shield other10,015 gp Weapon Andoran 0 0 1 0 0 0 0 0 0 moderate 6 19515 10015Talonstrike Sword moderate abjuration8 none 38,715 gp 6 lbs. Weapons like this alchemical silver +2 defending bastard sword are favored blades of the Eagle Knights. Easily recognized by its notched blades and golden quillons crafted like upswept eagle wings, its defending ability also protects the wielder's mount. Wealthier Eagle Knights who frequently skirmish on the western border against Chelish fiends sometimes have their swords crafted with the ability to cast dimensional anchor on the target as a free action upon a successful hit; these modified blades are called talonstrike swords.Craft Magic Arms and Armor, dimensional anchor, shield or shield of faith, shield other19,615 gp Weapon Andoran 0 0 1 0 0 0 0 0 0 moderate 6 38715 19615Golden Eagle Epaulets minor abjuration, enchantment, evocation1 shoulder 3,000 gp 0 These decorative golden braids allow the wearer to cast bless once per day. They also grant a +2 competence bonus to Diplomacy and one other skill (chosen at the time of crafting), typically Handle Animal or Ride for members of the Golden Legion and Perception or Stealth for the Steel Falcons. If the wearer is reduced to 0 or fewer hit points, once per day the epaulets automatically activate a sanctuary spell (Will DC 11) on her.Craft Wondrous Item, bless, guidance, sanctuary1,500 gp Wondrous ItemAndoran 0 0 1 0 0 1 1 0 0 none 0 3000 1500Figurine of Wondrous Power (serpentine eagle)moderate transmutation11 none 9,100 gp 0 This Andoren variant of the serpentine owl can be transformed into an eagle or giant eagle but is otherwise identical to the owl figurine. Serpentine eagles are popular among Eagle Knights for scouting and emergency transportation.Craft Wondrous Item, animate objects4,550 gp Wondrous ItemAndoran 0 0 0 0 0 0 0 0 1 moderate 0 9100 4550Feather Token, floating feather strong conjuration12 none 450 gp 0 Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Floating Feather: This token can be attached to any creature up to 200 pounds, causing a pair of large wings to grow from the target and allowing her to fly (speed 30, average maneuverability) for 1 minute. The token can be attached to an object of up to 200 pounds, which flies straight in a direction indicated by the creature who activates the feather unless the activator uses a move action to redirect its movement. The wings persist for 1 minute.Craft Wondrous Item, major creation225 gp Wondrous ItemAndoran 0 0 0 1 0 0 0 0 0 strong 0 450 225Feather Token, lance strong conjuration12 none 150 gp 0 Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Lance: This token turns into a white-plumed +1 lance for 1 minute. This token is often used when carrying a large weapon is illegal or impractical.Craft Wondrous Item, major creation75 gp Wondrous ItemAndoran 0 0 0 1 0 0 0 0 0 strong 0 150 75Feather Token, sky hook strong conjuration12 none 200 gp 0 Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Sky Hook: This token transforms into a huge disembodied eagle's talon (hardness 5, hp 25) anchored wherever you activate it. The talon can support up to 1,000 pounds and persists for 1 day. The talon can be moved up to 10 feet with a DC 20 Strength check.Craft Wondrous Item, major creation100 gp Wondrous ItemAndoran 0 0 0 1 0 0 0 0 0 strong 0 200 100Feather Token, tar and feathers strong conjuration12 none 600 gp 0 Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Tar and Feathers: This token can be directed to float to any point within 60 feet and then burst into a mass of sticky white feathers that adheres to all creatures in a 10-foot radius. The clinging feathers affect creatures in the area as a glitterdust spell.Craft Wondrous Item, major creation300 gp Wondrous ItemAndoran 0 0 0 1 0 0 0 0 0 strong 0 600 300Feather Token, returning raven strong conjuration12 none 800 gp 0 Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Returning Raven: A token that transforms into a spectral bird and flies to a designated location within 10 miles and speaks a message in the user's voice of up to 25 words. The returning raven will hover in midair for 1 minute, and if touched during this time it will accept a single new message of up to 25 words and then return to its point of origin and deliver it in the voice of the creature that touched it. The returning raven vanishes after delivering the second message or if no new message is imparted within 1 minute.Craft Wondrous Item, major creation400 gp Wondrous ItemAndoran 0 0 0 1 0 0 0 0 0 strong 0 800 400Tome of Leadership and Influence +2 strong evocation (if miracle is used)17 0 55,000 gp 5 lbs. 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 6 days, he gains an inherent bonus 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.Craft Wondrous Item, miracle or wish52,500 gp Wondrous ItemPFRPG Core 0 0 0 0 0 0 1 0 0 strong 5 55000 52500Fang of Erebus faint evocation 5 none 9,501 gp 2 lbs. This +1 shortspear gleams as if newly polished and shimmers with threads of inlaid gold dust. Strangely light for its size, the shortspear has a range increment of 30 feet. Once per day, the wielder may entreat Mammon as the shortspear deals damage as part of a ranged attack. Doing so causes the area within 30 feet of the creature struck to be a!ected as per the spell deeper darkness. This darkness lingers at the point where the target was damaged, not moving with the target. In addition, the gold dust embedded in the shortspear sparkles if the spearhead is touched to an object or treasure valued at 1,000 gp or more. The wielder can determine if an object is worth 1,000 gp or more, 10,000 gp or more, or 100,000 gp or more just by observing the level of this scintillation. Once per day, the spear can also be laid on the ground and commanded to point to the most valuable object within 30 feet.Craft Magic Arms and Armor, deeper darkness, identify4,750 gp Weapon AP 30 0 0 0 0 0 0 1 0 0 faint 2 9501 4750Nightskin moderate illusion (evil)10 armor 53,100 gp 25 lbs. Each of these +2 glamered chain shirts bears a permanent illusion of being a fantastic ebon gown of peerless design or a royal suit of nighted hues. Yet those who see past the illusion find a strange padding within the armor, stitched skins of macabre origins filled with locks of delicate hair, dyed in devil's blood. Those who wear the armor find that they can see in even the most abysmal darkness as per a devil's ability to see in darkness (seeing through even magical darkness as if it were full light). In addition, the wearer finds that he can understand Infernal perfectly, though the armor does not grant the ability to speak it. Nightskin is a fundamentally evil armor and any wearer of good alignment is treated as being sickened for as long as the armor is worn.Craft Magic Arms and Armor, major image, true seeing26,550 gp Armor AP 30 0 0 0 0 0 0 0 0 0 moderate 25 53100 26550Stag's Helm faint divination 5 head 3,500 gp 3 lbs. This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you-this allows a rogue to gain the benefit of sneak attack with this shot. If you don't make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.Craft Wondrous Item, creator must have at least 5 ranks in Perception, true strike1,750 gp Wondrous ItemAP 31 0 0 0 0 1 0 0 0 0 faint 3 3500 1750Crook of Cildhureen moderate illusion 9 none 16,800 gp 4 lbs. This twisted and gnarled black oak staff draws upon the formless magic of the Shadow Plane to allow use of the following spells: • major image (1 charge) • shadow conjuration (2 charges) • shadow evocation (3 charges) In addition, the staff can further influence shadow conjuration and shadow evocation spells, whether cast from the staff or the wielder's daily allotment of spells, without increasing the spell's level. By expending extra charges, the wielder can increase the shadowy substance used to form such spells by +10% per charge, up to a maximum of +50%. Using the staff for this purpose does not increase the casting time of these spells.Craft Staff, major image, shadow conjuration, shadow evocation8,400 gp Staff Fellnight Queen 0 0 0 0 0 0 0 0 0 moderate 4 16800 8400Bag of Concealment type I moderate conjuration9 none 5,000 gp 15 lbs. A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chest2,500 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 moderate 15 5000 2500Bag of Concealment type II moderate conjuration9 none 10,000 gp 25 lbs. A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chest5,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 moderate 25 10000 5000Bag of Concealment type III moderate conjuration9 none 14,800 gp 35 lbs. A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chest7,400 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 moderate 35 14800 7400Bag of Concealment type IV moderate conjuration9 none 20,000 gp 60 lbs. A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chest10,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 moderate 60 20000 10000Bag of Holding, Minor moderate conjuration9 none 1,000 gp 3 lbs. This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.Craft Wondrous Item, secret chest500 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 moderate 3 1000 500Corpse-Ferrying Bag moderate conjuration and necromancy9 none 4,000 gp 3 lbs. This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material (easily able to hold a single Medium corpse or two Small corpses, including their gear). Anything within the bag is protected by a gentle repose spell.Craft Wondrous Item, gentle repose, secret chest2,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 1 0 moderate 3 4000 2000Cube of Varied Force Walls moderate evocation10 none 56,000 gp 1/2 lb. This cube functions exactly like a cube of force except that each wall of the cube can be activated independently and can even have different effects. For example, one wall can block living matter, another wall can block magic, and a third can keep out gases, while the other sides are open without any protection. Activating each wall costs the price of activating that effect for an entire standard cube of force-for instance, one wall against magic and one wall against living matter cost a total of 7 charges per minute.Craft Wondrous Item, wall of force28,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 56000 28000Discriminationg Cube moderate evocation10 none 40,000 gp 1/2 lb. This cube of force only creates one type of screen, which excludes living matter. Each of the five active faces sets the screen to exclude a different type of living matter (using the same categories as the bane weapon special ability).Craft Wondrous Item, summon monster I, wall of force20,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 40000 20000Independent Cube of Force moderate evocation10 none 70,000 gp 1/2 lb. The independent cube of force functions exactly like a cube of force except that it remains activated when dropped or set down. Anyone can pick up and deactivate the item or change the active type of wall; otherwise it shuts off when it runs out of charges.Craft Wondrous Item, wall of force35,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 70000 35000Rechargeable Cube of Force moderate evocation10 none 70,000 gp 1/2 lb. This cube functions like a cube of force except that it can be recharged by casting a wall of force spell into it. Each spell cast in this manner adds 2 charges to the cube. The cube cannot hold more than 36 charges.Craft Wondrous Item, wall of force35,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 70000 35000Remote Activation Cube moderate evocation10 none 70,000 gp 1/2 lb. This cube can be activated or deactivated from a distance via use of the spell mage hand or the hand of the apprentice ability. The antimagic wall and the wall that keeps out all things prevent remote deactivation in this manner.Craft Wondrous Item, mage hand, wall of force35,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 70000 35000Twinned Cubes of Force moderate evocation10 none 66,000 gp 1/2 lb. These cubes function as two cubes of force, except that when a face on one cube is pressed, its counterpart creates the appropriate wall instead as long as the distance between the cubes does not exceed 100 feet. Both cubes can remain active even after being set down on the ground and abandoned.Craft Wondrous Item, wall of force33,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 1 0 0 moderate 0.5 66000 33000The Elder Decks strong (all schools)20 none 0 These ancient artifacts function as decks of many things, save that they have only 13 cards: Euryale, Flames, Jester, Key, Knight, Moon, Rogue, Ruin, Skull, Star, Sun, Throne, and The Void.Artifact Classic Treasures An elder deck can be destroyed by losing it in a wager with a deity of law. The deity must be unaware of the nature of the deck.1 0 0 0 0 0 0 0 0 strong 0 0 0Haykali's House of Cards strong (all schools)20 none 0 This item operates as a standard 22-card deck of many things, save that if its wielder takes 5 minutes to build a card house out of its deck (a DC 20 Sleight of Hand check), he and any creatures touching him are instantly transported to a pocket dimension constructed to resemble a massive, fully furnished mansion made out of cards. Within its ever-shifting corridors, the PCs must defeat personifications of the negative cards or be immediately shunted back to the Material Plane and suffer the effects of the card that conquered them. If the PCs successfully reach the heart of the mansion, they find the positive result cards floating there. Each PC may choose one, whereupon he returns to the Material Plane and receives its effects. A creature may enter the House of Cards only once. Designing and mapping the adventure that results from characters entering the House of Cards is left up to the GM; such preparations should take place before introducing this artifact.Artifact Classic Treasures Haykali's House of Cards can be destroyed only by surmounting its challenges and then using the Moon card to wish for the deck's destruction.1 0 0 0 0 0 0 0 0 strong 0 0 0Helm of Electric Radiance strong varied 13 head 125,000 gp3 lbs. The helm of electric radiance uses electricity as its basic damage type, rather than fire. Other aspects of the helm, such as undead detection and damage, remain unchanged. The helm has 10 sapphires that allow chain lightning, 20 pieces of amber that allow lightning bolt, 30 pieces of petrified wood that allow shocking sphere (as flaming sphere but does electricity damage) and 40 opals that allow daylight. In addition, the wearer gains resistance to electricity and his weapons become shocking weapons instead of flaming weapons.Craft Wondrous Item, chain lightning, daylight, detect undead, flaming sphere, lightning bolt, protection from energy, shocking grasp62,500 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 0 0 0 strong 3 125000 62500Helm of Brilliance, Lesser moderate varied 5 head 36,000 gp 3 lbs. This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds ( fireball, 10d6 damage, DC 20 Reflex half), 20 corals (flaming sphere), 30 garnets (scorching ray), and 40 agates (light). It still glows near and harms undead, has the flaming weapon ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation; diamonds become fireballs centered on the wearer, corals become flaming spheres in and adjacent to the wearer's space, garnets become scorching rays that fire randomly at creatures in range, and the agates and helm are destroyed.Craft Wondrous Item, detect undead, fireball, flame blade, flaming sphere, light, protection from energy, scorching ray18,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 0 0 0 moderate 3 36000 18000Helm of Reclamation strong varied 15 head 80,000 gp 3 lbs. The helm of reclamation is designed to destroy large groups of undead or powerful individual undead creatures, and is often used by undead-hating clerics with a flair for the dramatic. The gems of this helm produce sunburst (10 yellow diamonds), searing light (30 bloodstones), and daylight (40 opals). Like a standard helm of brilliance, it glows near and harms undead, and has the flaming weapon ability, but does not protect against fire or risk detonation.Craft Wondrous Item, daylight, detect undead, flame blade, searing light, sunburst40,000 gp Wondrous ItemClassic Treasures 0 0 0 0 0 0 0 0 0 strong 3 80000 40000Aligned Horn of Valhalla strong conjuration13 none 45,000 gp 2 lbs. This horn of Valhalla is crafted for service to a cause, whether lofty or profane. Though not intelligent, it has an alignment as determined by the Intelligent Item Alignment table on page 533 of the Pathfinder RPG Core Rulebook, and summons barbarians of that alignment. A character who sounds the horn but is more than one step away from the horn's alignment is attacked by the summoned barbarians. The horn's minions also turn against an owner who gives them an order in strong opposition to their ethos, such as ordering lawful good barbarians to attack helpless villagers.Craft Wondrous Item, summon monster VI25,000 gp (alignment restriction affects the item's market price, but not the cost to create the item)Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 strong 2 45000 25000Linnorm's Lament strong conjuration20 none 2 lbs. This horn operates as a normal horn of Valhalla, save that it can be blown more than once per day, with the warriors from previous soundings remaining until their 1 hour has passed. When the wielder blows the horn for the third time, he becomes destined to die before the next dawn, with chance-based events turning against him in more and more improbable ways until he's slain. The manner of this curse and any potential methods of defeating it are left to the GM.Artifact Classic Treasures Linnorm's Lament shatters if someone blows it a third time and survives for 1 year afterward.1 0 0 1 0 0 0 0 0 strong 2 0 0Sphere of Bleeding Snowflakes strong transmutation20 none 0 This sphere originates within the Negative Energy Plane as either a naturally occurring phenomenon or a normal sphere of annihilation empowered or even damaged by beings there. The sphere of bleeding snowflakes radiates a cold, dense fog of black energy extending 60 feet into its surrounding area, infusing the region with negative energy, and dealing 4d6 negative energy damage (as a cleric's channeled energy) and 1 permanent negative level per round to everything within 60 feet. While spells such as death ward may negate the energy's ill effects, any who die as a result of these effects, or who die by other means within the sphere's affected radius, cannot be returned to life by anything short of true resurrection, wish, or miracle.Artifact Classic Treasures The sphere of bleeding snowflakes can be destroyed by sending it through one of the portals on the Positive Energy Plane leading into the heart of a star.1 0 0 0 0 0 0 0 1 strong 0 0 0Twin Spheres strong transmutation20 none 0 Rumored to have once been a single, normal sphere split in two through a failed attempt to destroy it, these dual spheres of annihilation are linked, such that objects devoured by one may be disgorged from the other. Anything devoured by one of the twin spheres must make a Fortitude save (DC 25) or be utterly consumed as by a normal sphere; anything that makes the save take 10d6 points of damage in transit and is hurled, smoking and partially disintegrated, from the maw of the other sphere. Anyone currently in mental control of one sphere may freely pass through it to the location of its twin.Artifact Classic Treasures The twin spheres can be destroyed by directing one sphere through the other, causing an explosion that deals 20d6 damage to everything within 100 feet.1 0 0 0 0 0 0 0 1 strong 0 0 0Rift-Born Sphere strong transmutation20 none 0 This sphere acts as a normal sphere of annihilation in all respects, save that any use of a gate spell to destroy it results in an automatic planar rift to a plane of the GM's choosing. The sphere remains behind at its original location, intact and unaffected.Artifact Classic Treasures A rift-born sphere can only be destroyed by using a rod of cancellation or fusion with another, normal sphere (which destroys both spheres in a 180-foot blast dealing 5d6 x 10 points of damage).1 0 0 0 0 0 0 0 1 strong 0 0 0Magi Staff of the Mammoth strong (all schools)20 none 5 lbs. Seven feet of twisted, gnarled spruce carved with primitive runes and icons depicting mammoths, tigers, and hunters form this regal staff. The staff has all the powers of a staff of the magi with the following changes: • sleet storm (instead of fireball) • fog cloud (instead of pyrotechnics) • wall of ice (instead of wall of fire) The staff can also cast cone of cold (15d6 damage, Reflex DC 19 half ) for a cost of 2 charges. When casting summon monster IX, the staff of the mammoth always summons 1d4+1 celestial or fiendish mastodons.Artifact Classic Treasures This item can be destroyed in the same manner as a normal staff of the magi.1 0 0 0 0 0 0 0 0 strong 5 0 0Magi Staff of the Deep Black strong (all schools)20 none 5 lbs. This crystalline blue-white staff fell from the sky during a dazzling display of falling stars. Sages believe it was once part of an enormous piece of ice drifting between worlds since the dawn of time, only coming to the world on a quirk of chance. Though as hard as crystal, the staff feels like wet ice, is cold to the touch, and gives the impression of great age. It slowly sinks in fresh or salt water (unlike true ice, which floats), and while it creates a cocoon of ice around itself when submerged, it is only after several hours that this coating is thick enough to cause the staff to bob to the surface. The staff's powers (and the equivalent staff of the magi powers they replace) are: • ray of frost (detect magic, 0 charges) • reduce person (enlarge person, 0 charges) • cone of cold ( fireball, 1 charge) • freezing ray (knock, functions as scorching ray but deals cold damage, 1 charge) • water breathing (lightning bolt, 1 charge) • fly (passwall, 1 charge) • wall of ice (wall of fire, 1 charge) • teleport (passwall, 2 charges) • time stop (monster summoning IX, 2 charges) The staff otherwise has the normal powers and abilities of a staff of the magi. If it is broken in a retributive strike, the bearer has a 25% chance to be held in stasis somewhere (as imprisonment, no saving throw), a 25% chance to be transported to a random plane, and a 50% chance to be utterly destroyed.Artifact Classic Treasures This item can be destroyed in the same manner as a normal staff of the magi. It is also destroyed if consumed by an elder fire elemental or an efreeti, or if cast into an active volcano.1 0 0 0 0 0 0 0 0 strong 5 0 0Magi Staff of the Necromancer strong (all schools)20 none 5 lbs. This long staff of smooth, pale bone is bent in a swaying shape, like a crone's back, and is carved with ancient symbols of death and spirits, with the writing standing out in stark black from a thick paste of human ash rubbed into it. Any good creature who holds or carries the staff gains two permanent negative levels (similar to holding an unholy weapon). The staff's powers (and the equivalent staff of the magi powers they replace) are: • detect undead (detect magic, 0 charges) • disrupt undead (enlarge person, 0 charges) • spectral hand (knock, 1 charge) • vampiric touch (lightning bolt, 1 charge) • animate dead (wall of fire, 1 charge) • finger of death (plane shift, 2 charges) • energy drain (monster summoning IX, 2 charges) The staff otherwise has the normal powers and abilities of a staff of the magi. If broken in a retributive strike, the bearer has a 25% chance to be transported to the Negative Energy Plane, a 50% chance to be transported to a random plane, and a 25% chance to be utterly destroyed. Rumor has it that the staff contains a hollow space to hold a lich's phylactery, though arcane scholars point out that no sane lich would keep his life essence in a magic item that explodes when broken.Artifact Classic Treasures This item can be destroyed in the same manner as a normal staff of the magi. It is also destroyed immediately if a good cleric casts heal on the staff while on the Positive Energy Plane.1 0 0 0 0 0 0 0 0 strong 5 0 0Magi Staff of the Scholar strong (all schools)20 none 5 lbs. This shepherd's crook is formed of alternating bands of ivory and obsidian around a sycamore shaft. Golden runes run the length of the staff, twisting into new configurations as its various powers are used. The staff of the scholar has all the powers of a regular staff of the magi plus the following abilities: contact other plane (2 charges), legend lore (2 charges), and scrying (2 charges). If the wielder of the staff of the scholar uses its retributive strike ability and successfully travels to another plane of existence, he always arrives in the abode of a god of knowledge (though not necessarily a friendly one).Artifact Classic Treasures This item can be destroyed in the same manner as a normal staff of the magi.1 0 0 0 0 0 0 0 0 strong 5 0 0Staff of Elemental Castigation strong (all schools)20 none 5 lbs. This staff functions as a staff of the magi, with several modifications. Its summon monster IX power can only summon elementals, and it has the following powers • summon monster IV (elementals only, 1 charge) • elemental body IV (2 charges) • planar binding (elementals only, 2 charges) Whenever the staff is broken in a retributive strike, it automatically reforms, but can never again be wielded by its previous possessor. A wielder transported to another plane by a retributive strike always appears on an elemental plane, while the staff itself is sent to a different elemental plane moments after reforming.Artifact Classic Treasures This item can be destroyed by having elementals from all four elemental planes (earth, air, fire, and water) attack it at the same time while it is broken in a retributive strike.1 0 0 0 0 0 0 0 0 strong 5 0 0Staff of the Magi strong (all schools)20 none 5 lbs. A long wooden staff shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Unlike a normal staff, a staff of the magi holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don't. A staff of the magi does not lose its powers if it runs out of charges. The following powers do not use charges: • Detect magic • Enlarge person (Fortitude DC 15 negates) • Hold portal • Light • Mage armor • Mage hand The following powers drain 1 charge per usage: • Dispel magic • Fireball (10d6 damage, Reflex DC 17 half ) • Ice storm • Invisibility • Knock • Lightning bolt (10d6 damage, Reflex DC 17 half ) • Passwall • Pyrotechnics (Will or Fortitude DC 16 negates) • Wall of fire • Web These powers drain 2 charges per usage: • Monster summoning IX • Plane shift (Will DC 21 negates) • Telekinesis (400 lbs. maximum; Will DC 19 negates) A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. Thus, absorbing spells can be risky.Artifact PFRPG Core A staff of the magi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take an amount of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take damage equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 23 Reflex save reduces damage by half. The character breaking the staff has a 50% chance (01-50 on d%) of traveling to another plane of existence, but if she does not (51-100), the explosive release of spell energy destroys her (no saving throw).1 0 0 0 0 0 0 0 0 strong 5 0 0Executioner's Hand strong necromancy and transmutation18 none 75,000 gp 8 lbs. This +3 adamantine greatsword is designed with a single purpose: to bring swift death to those tried and found guilty before the law. When wielded in a coup de grace attempt against a helpless target, the executioner's hand is treated as a vorpal weapon, and if the attack is a critical threat, it is automatically confirmed as a critical hit.Craft Magic Arms and Armor, circle of death, keen edge39,000 gp Weapon Classic Treasures 0 0 0 0 0 0 0 1 1 strong 8 75000 39000Frostkiss Whip strong necromancy and transmutation18 none 128,300 gp2 lbs. Ice covers the lash of this +1 frost vorpal whip. A frostkiss whip deals damage as though it were one size category larger (1d3 for a Small whip, 1d4 for a Medium whip, and so on). In addition, on command a frostkiss whip deals lethal damage instead of nonlethal damage, and it can deal damage even against creatures with armor bonuses greater than +1 or natural armor bonuses higher than +3.Craft Magic Arms and Armor, chill metal or ice storm, horrid wilting, keen edge64,300 gp Weapon Classic Treasures 0 0 0 0 0 0 0 1 1 strong 2 128300 64300Jorngarl's Harm strong necromancy [evil] and transmutation18 none 150,320 gp24 lb. This Large +2 keen vorpal greataxe has an adamantine haft and a chipped, pitted guillotine blade instead of a curved axehead. Obviously made for a giant's hands, the axe laughs evilly whenever it kills. Like the final blades of Galt, any creature killed by it (whether from decapitation or simple damage) finds its soul trapped within the blade, and it cannot be raised from the dead while so trapped. Presumably the Gray Gardeners would know how to release a soul from the blade.Craft Magic Arms and Armor, circle of death, enervation, keen edge75,320 gp Weapon Classic Treasures 0 0 0 0 0 0 0 1 1 strong 24 150320 75320Liar's Well strong conjuration17 none 84,250 gp 0 When opened, this cursed well of many worlds has a 50% chance of displaying a false image of its destination. For example, the well may appear to open onto the plane of Axis while in reality opening onto a layer of the Abyss, though the difference is not always to the user's detriment. Any creatures emerging from the other side are not subject to the illusion. The false image is defeated by a true seeing spell.Craft Wondrous Item, gate, mirage arcana42,125 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 strong 0 84250 42125Shadow Well strong conjuration17 none 82,000 gp 0 Rather than opening to random locations across the planes, the shadow well opens only to random locations on the Shadow Plane (or random locations on the Material Plane when on the Shadow Plane). Regardless of which plane the user opens the well from, there is a 15% chance it randomly diverts the user into the Ethereal Plane, given its nature as a natural buffer between the two realities.Craft Wondrous Item, gate, shadow walk41,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 strong 0 82000 41000Well of Stars strong conjuration17 none 60,000 gp 0 Rather than opening to locations on different planes, this well instead opens to worlds on the Material Plane. It does not, however, necessarily open to worlds with similar environments to that of its user; hence it can pose much the same danger as the traditional well in terms of both the unpredictable environs of the destination and the alien beings that might step through from the other side.Craft Wondrous Item, gate30,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 strong 0 60000 30000Well of the Welcome Respite strong conjuration17 none 122,000 gp 0 While normally functioning as a standard well of many worlds, this well possesses a command word that supersedes its normal placement-based destination, and it instead opens up onto a single location designated by its maker during the well's creation (often the creator's home or a private, warded demiplane). Those finding the well are not immediately aware of this command word unless a spell more powerful than a simple identify spell is used, and the well's secret destination, whatever it might be, may or may not still be occupied.Craft Wondrous Item, gate, mage's magnificent mansion61,000 gp Wondrous ItemClassic Treasures 0 0 0 1 0 0 0 0 0 strong 0 122000 61000Nesa's Coin weak divination 1 none 450 gp 0 This simple copper coin establishes a connection with the most recent person to keep it under her tongue for 24 hours. Once established, this connection allows its owner to determine its current direction and distance each time she casts detect magic. The connection instantly breaks if the coin travels to another plane or enters an antimagic field.Craft Wondrous Item, detect magic225 gp. Wondrous ItemGnomes 0 0 0 0 1 0 0 0 0 none 0 450 225Soul Jar strong conjuration15 none 5,000 gp 2 lbs. A soul jar appears as a 1-foot-tall glass jar, often with a thick, black, wax plug. While a soul jar has no ability to capture souls, it can function as the material component for a trap the soul spell (but not as a focus for soul bind). If a soul jar is used with trap the soul as a trigger object, the spell can be cast on the soul jar without inscribing the target's name. This allows the soul jar to capture the soul of the next person to touch it, allowing the jar to be used as a devious trap. The creator of the soul jar and nonliving creatures can manipulate such a soul jar without fear. This variant method does allow the victim a DC 22 Will save to resist the effect. When a creature is trapped in a soul jar, its body and soul appear as a roiling cloud of glowing white smoke that provides dim light in a 20-foot radius. A creature that touches an occupied soul jar can communicate telepathically with its occupant. Opening a soul jar or smashing it on the ground releases the stored soul and returns it to life-although victims who have spent hundreds of years in a soul jar may well have gone mad. In any event, once a soul jar is used to capture a soul, it can never again be used for this purpose. Most soul jars are worth 5,000 gp and can thus trap a soul of up to 5 HD. Soul jars can be built to capture more powerful souls, at an increase of 1,000 gp per additional HD.Craft Wondrous Item, trap the soul2,500 gp Wondrous ItemAP 33 0 0 0 1 0 0 0 0 0 strong 2 5000 2500Oculus of Abaddon overwhelming conjuration, divination, and necromancy20 eye 1 lb. An oculus of Abaddon is a potent artifact rumored to have been created by one of the Four Horsemen of the Apocalypse as a way to reward those who work as their agents on the Material Plane. More likely, these items were crafted by a powerful pre- Earthfall race that has long since moved on, leaving behind these dangerous artifacts to tempt mortals into serving the needs of the Horsemen. An oculus of Abaddon appears as a sphere of clear crystal that contains a pinpoint of flickering red light at its center. When held, the oculus feels warm to the touch and fills the holder with a sudden desire to pluck out an eye and place the oculus within the socket-this causes 1d8 points of damage, 1 point of bleed damage, and 2 points of Constitution damage. Once placed in an eye socket, the oculus can only be removed by ripping it free (causing the same amount of damage as the initial plucking). An oculus placed in an empty eye socket immediately heals all damage caused by plucking the previous eye out. Once placed, an oculus allows its new owner to utilize its powers, as listed below. • Darkvision to a range of 120 feet (constant) • True seeing once per day as a free action • Greater scrying three times per day • Planar binding once per week (only to summon natives of Abaddon, such as daemons or soul eaters) • Familiar farsight at will (if the user has a familiar or an animal companion, he may use clairaudience/clairvoyance to observe the world through his familiar, despite any intervening distance as long as he and the familiar are on the same plane) The oculus of Abaddon's greatest power, though, is its haunting beckon. This ability is usable once per year, and allows the user to manipulate the minds of a huge number of targets, provided that the end goal of the manipulation is a tragic or otherwise horrific fate for those being manipulated. This functions as mass charm monster, but with a range of 1 mile, and establishes a telepathic link between the caster and all minds in that area. The effects are still language-dependant despite this telepathy-creatures without the ability to understand language (typically, creatures with an Intelligence score of 2 or lower) are unaffected. All other creatures are automatically affected unless they have 6 or more HD, in which case they gain a DC 22 Will save to resist the effects. Spell resistance applies regardless of HD. The oculus of Abaddon is powerfully neutral evil and possesses a limited and hateful intellect of its own. While not capable of communicating directly with its owner, it refuses to activate its powers for any user who is not neutral evil.Artifact AP 33 A foul and hideous object, the oculus of Abaddon is fortunately relatively easy to destroy, as far as artifacts go. To destroy an oculus of Abaddon, it must be smashed by a bludgeoning holy weapon wielded by a permanently blinded humanoid-alternatively, any bludgeoning weapon wielded by a permanently blinded good outsider with at least 7 HD will work as well. A DC 30 Knowledge (arcana) check is enough to learn this method of destruction.1 0 0 1 1 0 0 1 0 none 1 0 0Beguiling Bangles moderate enchantment7 neck 11,000 gp 0 Originally created by the Varisians, this elaborate silver and glass necklace renders the wearer immune to any magical effect that detects lies and grants the wearer a +2 bonus on Will saves to resist any magic that would compel him to tell the truth. The necklace grants the wearer a +5 competence bonus on Bluff checks made to deceive (but not create a diversion or feint).Craft Wondrous Item, glibness5,500 gp Wondrous ItemFaction Guide 0 0 0 0 0 1 0 0 0 moderate 0 11000 5500Chest of Preparedness moderate conjuration7 none 5,000 gp 30 lbs. Created by the Prophets of Kalistrade, this chest is approximately 2 feet wide and 1 foot long. On creation, the maker chooses 10 nonmagical items worth under 100 gp that could fit within the chest's dimensions. They can be specially created items for the chest (such as a silvered dagger) or a standard item (such as 50 feet of silk rope). Thereafter, when the box is closed, the owner need only speak the name of one of the the items, and it appears within the chest, ready to be removed and used. A given item only appears once per day, and disappears after 24 hours. Prophets use these chests to keep backups of important tools, and to hide weapons in case of emergency.Craft Wondrous Item, minor creation2,500 gp Wondrous ItemFaction Guide 0 0 0 1 0 0 0 0 0 moderate 30 5000 2500Crowcaller faint necromancy 8 none 29,110 gp 10 lbs. The Ulfen Guard favor a single-bladed battleaxe as their weapon of choice. An elite few are chosen to bear a crowcaller, a magically enhanced version that not only strikes down assassins, but also helps track the assassins' masters. A crowcaller is a +2 keen greataxe. Once per day, if the axe is laid across the chest of a foe it has slain, it compels the corpse to answer five questions as per the speak with dead spell.Craft Arms and Armor, keen edge, speak with dead14,710 gp Weapon Faction Guide 0 0 0 0 0 0 0 1 0 faint 10 29110 14710Daring Dancers moderate transmutation8 feet 16,000 gp 0 These glittering anklets or spurs are favorites of Varisians, both for their showy addition to performances and their more practical uses. Normally made of metal and leather and adorned with glass beads or small gemstones, they make the wearer's feet light and agile, granting a +5 competence bonus to Perform (dance) checks. The wearer's footfalls become so light that she can dance gracefully on any surface and make a 5-foot step even in difficult terrain. If the wearer has 5 or more ranks in Perform (dance), daring dancers allow her to cast dimension door on herself once per day to travel up to 700 feet.Craft Wondrous Item, dimension door, creator must have 10 ranks in Perform (dance)8,000 gp Wondrous ItemFaction Guide 0 0 0 0 0 0 0 0 1 moderate 0 16000 8000Disk of Ghol-Gan moderate conjuration (teleportation)11 none 24,000 gp 3 lbs. Excavated within the Shackles among the temples of its lost Ghol-Gan culture, these stone disks display whorls of symbols in the dead language of that dead kingdom, centered about a sphere of black volcanic glass. Each disk acts as a word of recall spell when the command word is spoken; each disk is keyed to a specific island in the territory once controlled by the people of Ghol-Gan. The disk functions once per day, and its destination cannot be changed. Most of these are in the hands of Shackles pirate lords.Craft Wondrous Item, word of recall12,000 gp Wondrous ItemFaction Guide 0 0 0 1 0 0 0 0 0 moderate 3 24000 12000Eye of the Mantis moderate divination9 none 2,000 gp 0 Created by the Red Mantis Assassins, this 1-inch red marble statue depicts a tiny praying mantis. When the command word is uttered, the mantis comes to life and moves as its owner instructs, as per a sensor eye from a prying eye spell. The mantis remains animated for up to 9 hours or until it returns to the bearer and replays what it saw, at which point it reverts to statue form for 1 day.Craft Wondrous Item, prying eye1,000 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0 2000 1000Guiding Vellum 1st moderate divination7 none 500 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination250 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 500 250Guiding Vellum 2nd moderate divination7 none 2,000 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination1,000 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 2000 1000Guiding Vellum 3rd moderate divination7 none 4,500 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination2,250 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 4500 2250Guiding Vellum 4th moderate divination7 none 8,000 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination4,000 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 8000 4000Guiding Vellum 5th moderate divination7 none 12,500 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination6,250 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 12500 6250Guiding Vellum 6th moderate divination7 none 18,000 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination9,000 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 18000 9000Guiding Vellum 7th moderate divination7 none 24,500 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination12,250 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 24500 12250Guiding Vellum 8th moderate divination7 none 32,000 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination16,000 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 32000 16000Guiding Vellum 9th moderate divination7 none 40,500 gp 1/2 lb. Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divination20,250 gp Wondrous ItemFaction Guide 0 0 0 0 1 0 0 0 0 moderate 0.5 40500 20250Home Stone moderate conjuration (teleportation)9 none 2,250 gp 1 lb. When the command word is spoken, this palm-sized stone teleports one Medium creature and up to 100 pounds of equipment to a specific elf gate (see page 27) that the stone is keyed to. Only one creature may travel this way per home stone. The stone crumbles when activated. Home stones were originally invented by the Lantern Bearers as a way to quickly escape the Darklands when raids went poorly, with a typical raiding party carrying only one such stone, allowing a lone survivor to return and report on the mission.Create Wondrous Item, teleport1,125 gp Wondrous ItemFaction Guide 0 0 0 1 0 0 0 0 0 moderate 1 2250 1125Ki Crystal moderate transmutation10 none 2,000 gp 0 Created by the masters within the Kusari-Gama faction, this thumbnail-sized crystal stores a single point of ki. Any person with the ki pool ability may expend the stored ki as if using his own ki. Once the ki is expended, the crystal shatters. In Minkai, the Kusari-Gama monks sometimes craft ki crystals into the hilts of powerful weapons. In Vudra, such crystals are often embedded in small animal statuettes or in shrines venerating a favored deity.ki pool, Kusari-Gama 40 TPA1,000 gp Wondrous ItemFaction Guide 0 0 0 0 0 0 0 0 1 moderate 0 2000 1000Midsummer Sickle moderate evocation12 none 7,806 gp 1 lb. Created by the druids of the Green Faith, this +1 mithral spell storing sickle serves as a divine focus for druids. It can only store spells on the druid spell list or from the Air, Earth, Fire, or Water domains or nature bond domain lists.Craft Magic Arms and Armor, creator must be a druid of at least 12th level4,306 gp Weapon Faction Guide 0 0 0 0 0 0 1 0 0 moderate 1 7806 4306Utilitarian Rod moderate transmutation8 none 5,000 gp 5 lb. Created by the Arcanamirium, this plain wooden rod is capped with steel, with 10 buttons along its length; it looks rugged and is usually scratched and stained. Pushing any of the buttons is an action equivalent to drawing a weapon. Unless otherwise stated, pressing a button a second time reverts the rod to its basic form. The following functions have no limit on the number of times they can be employed. Brace/jack: The end caps flatten into 2-foot-diameter discs and the wooden haft extends up to 10 feet, creating a brace for a tunnel ceiling or lifting a heavy object 10 feet into the air. Bridge: The rod flattens and extends to 1 foot wide, 1 inch thick, and 12 feet long. This form can support 4,000 pounds. Climbing pole/ladder. A spike that can anchor in stone extrudes from one end, while the other sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. Crowbar: This functions like a normal crowbar. Drill: One metal cap extends to a drill-like point and begins to spin, easily drilling a 3-inch-diameter hole through 3 feet of wood or 1 foot of stone per minute. Mallet: Though not intended as a weapon, a character can attack with the rod in this form as if it were a Medium warhammer with a -2 penalty. Portable ram: This functions like a normal portable ram, except up to three people are needed to help the wielder. Saw: This works like a normal two-person saw. Shovel: Pressing this button makes the rod cycle between a short-handled shovel, a long-handled shovel, and its basic form. Wedge: One metal cap extends to form a flat chisel shape, such as for cutting wood or breaking stone (normally a hammer or mallet is used with it for this task).Craft Rod, fabricate, polymorph any object2,500 gp Rod Faction Guide 0 0 0 0 0 0 0 0 1 moderate 5 5000 2500Armillary Amulet faint divination 5 neck 2,500 gp 0 This thin chain of silvery-gray metal holds a series of interlocking rings that slowly turn within themselves in an accurate replication of the celestial sphere. The amulet grants its wearer a +5 competence bonus on Spellcraft checks. It also grants immunity to the dangerous effects of the Orrery of Nal-Kashel (see area B7).Craft Wondrous Item, creator must have 5 ranks in the Spellcraft skill1,250 gp Wondrous ItemFrom Shore to Sea 0 0 0 0 1 0 0 0 0 faint 0 2500 1250Elixir of True Form moderate abjuration8 none 1,600 gp 0 This elixir removes all curses and transmutation effects from the imbiber, including the unnatural mutations resulting from the arcane warping of the island of Nal-Kashel or gained through an ancestor's unspeakable interbreeding with ulat-kini. The elixir stops gillmen from transforming into skum but cannot reverse the transformation if a gillman has already become a skum. Only doses of the elixir manufactured on the island of Nal-Kashel can remove the warping effects of the island's influence.Craft Wondrous Item, remove curse800 gp Wondrous ItemFrom Shore To Sea 0 0 1 0 0 0 0 0 0 moderate 0 1600 800Cloak of the Jungle faint transmutation 3 shoulders 2,400 gp 1 lb. When this plain green cloak is worn with the hood drawn up around the head, the wearer can assume the form of a Large tree or shrub, as per the tree shape spell. The cloak is usable once per day, and the wearer may remain in tree form for up to 1 hour. The wearer can return to her normal form as a free action.Craft Wondrous Item, tree shape1,200 gp Wondrous ItemSargava 0 0 0 0 0 0 0 0 1 faint 1 2400 1200Expedition Pavilion faint evocation 5 none 6,400 gp 10 lbs. This ordinary-looking, windowless tent appears to cover only a 10-foot-by-10-foot area, but, inside, it measures a full 30 feet by 30 feet, with a large central area and three small "bedrooms" (separated by curtains) along the back wall. The interior can be lit on command, and can be adjusted from normal darkness as per the spell light. Occupants inside the tent cannot be seen, heard, or smelled by creatures outside. The temperature inside the expedition pavilion is 70 F if the exterior temperature is between 0 and 100 F. For every degree the exterior temperature is below 0 or above 100, the interior temperature decreases or increases, respectively, by 1. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The pavilion can only be set up once per day, requiring 10 minutes to erect or dismantle. The tent cannot be dismantled while foreign objects are still inside, though if the pavilion is destroyed, any creatures and objects inside immediately spill out.Craft Wondrous Item, hide from animals, tiny hut3,200 gp Wondrous ItemSargava 0 0 0 0 0 0 1 0 0 faint 10 6400 3200Jungle Boots faint transmutation 3 feet 6,000 gp 1 lb. These soft leather boots grant the wearer the ability to move through normal undergrowth without hindrance as if she had the woodland stride ability.Craft Wondrous Item, longstrider, woodland stride ability3,000 gp Wondrous ItemSargava 0 0 0 0 0 0 0 0 1 faint 1 6000 3000Machete of Clearing faint necromancy 3 none 5,550 gp (11,550 gp for animal or plant bane)2 lbs. This broad, heavy knife is used to chop through thick undergrowth in the jungle. Once per day on command, this +1 short sword can cast defoliate (see above) to clear vegetation either in a line 60 feet long or in a 10-foot radius spread. Explorers used to fighting the jungle's dangerous inhabitants sometimes commission machetes of clearing with either the animal bane or plant bane special abilities. Moderate conjuration; CL 8th.Craft Magic Arms and Armor, defoliate (plus summon monster I for animal or plant bane)2,930 gp (5,930 gp for animal or plant bane)Weapon Sargava 0 0 0 0 0 0 0 1 0 faint 2 5550 2930Mwangi Spirit Shield strong transmutation15 shield 19,393 gp 5 lbs. This large wood-and-hide shield is similar to other Mwangi shields, but the totem animal painted on the shield's face seems to move when the shield is carried. Crafted by Mwangi shamans to grant its wielder the power of tribal totem spirits, a Mwangi spirit shield functions as a +1 ghost touch light wooden shield. Once per day on command, the shield can grant its bearer bull's strength for 1 minute. Other versions of the Mwangi spirit shield exist; some are known to grant cat's grace or bear's endurance to their wielders instead of bull's strength.Craft Magic Arms and Armor, bull's strength, etherealness9,733 gp Armor Sargava 0 0 0 0 0 0 0 0 1 strong 5 19393 9733Staff of Spirit-Talking moderate divination11 none 39,050 gp 5 lbs. A Mwangi staff of spirit-talking is made of ebony or other dark wood, with the bones of numerous small animals dangling from it. It allows the use of the following spells: • speak with animals (1 charge) • speak with plants (1 charge) • command plants (1 charge) • commune with nature (2 charges) • stone tell (2 charges)Craft Staff, command plants, commune with nature, speak with animals, speak with plants, stone tell19,525 gp Staff Sargava 0 0 0 0 1 0 0 0 0 moderate 5 39050 19525Blackwick Cauldron moderate divination and transmutation7 none 8,850 gp 3 lbs. Crafted from cattail wicker, rendered magically immune to fire, and blackened by years of use, blackwick cauldrons are but one variety of a number of similar items. Designed to aid in the crafting of potions and admixtures, a blackwick cauldron grants a +5 competence bonus on Craft (alchemy) checks and a +5 bonus on Spellcraft checks to create magic potions with the Brew Potion feat. Additionally, a cauldron allows a user to craft multiple potions at a faster rate than normal. The user can craft a single potion with a value of 300 gp or less in 2 hours and can make any combination of potions totaling 1,200 gp or less in value in a single day. In addition to its crafting uses, a blackwick cauldron can cast identify once per day on an item placed inside of it. A blackwick cauldron can also be used as a focus or inexpensive material component for spells of the divination school, such as clairaudience/clairvoyance or prying eyes, as long as such focus or material component has a cost of 5 gp or less.Craft Wondrous Item, identify, scrying4,425 gp Wondrous ItemAP 34 0 0 0 0 1 0 0 0 1 moderate 3 8850 4425Chada's Harpoon moderate transmutation11 none 50,302 gp 2 lbs. This +2 keen returning spear is adorned with feathers and fur, as well as with a bright steel chain that trails down from the top of its haft. On a critical hit, Chada's harpoon lodges into the target's flesh or armor, and the wielder can choose to pull the target toward him, reeling the victim in by use of the magically extended chain. This functions as the pull universal monster ability (Pathfinder RPG Bestiary 303) with the following exceptions. Compare the initial attack roll (instead of a new CMB check) to the target's CMD to determine success. Success pulls the target 20 feet closer to the wielder. The wielder can make additional attack rolls each round (instead of new CMB checks) to pull the victim closer. Unlike the normal pull ability, Chada's harpoon can pull creatures of any size. Once the target is pulled adjacent to the wielder, the bull rush ends.Craft Magic Arms and Armor, keen edge, telekinesis25,302 gp Weapon AP 34 0 0 0 0 0 0 0 0 1 moderate 2 50302 25302Crown of Ash strong divination and transmutation12 head 29,900 gp 2 lbs. This crown gives a +4 competence bonus on Charisma checks and Charisma-based skill checks when dealing with creatures of the fey type. When dealing with creatures associated with fey but not fey themselves, such as gnomes, the wearer gains a +2 competence bonus on these checks. The wearer can speak, read, and understand Sylvan, If the wearer of the crown of ash is not a fey, he gains low-light vision, a +4 bonus on saves against enchantment spells, and DR 5/cold iron.Craft Wondrous Items, comprehend languages, eagle's splendor14,950 gp Wondrous ItemAP 34 0 0 0 0 1 0 0 0 1 strong 2 29900 14950Staff of Stoneweaving strong abjuration and transmutation13 none 63,180 gp 5 lbs. A staff of stoneweaving is a staff of rough-hewn obsidian with a glowing ruby floating between the forked branches of its top end. It allows the use of the following spells: • Spike stones (1 charge) • Statue (2 charges) • Stone shape (1 charge) • Stone to flesh (2 charges) • Stoneskin (2 charges) Additionally, the staff of stoneweaving acts as a +1 halfling slingstaff. The staff creates its own ammunition-ruby sling bullets which disappear after striking or missing their target. These bullets are created by tapping the head of the staff against the ground (a move action). The user cannot pick up bullets after firing them or otherwise harvest them; at the end of the round after a bullet is created, it disappears from existence.Craft Magic Arms and Armor, Craft Staff, minor creation, spike stones, statue, stone shape, stone to flesh, stoneskin31,430 gp Staff AP 34 0 0 1 0 0 0 0 0 1 strong 5 63180 31430Figurine of Wondrous Power (emerald frog)moderate transmutation8 none 7,000 gp 1 lb. This figurine of wondrous power appears as a small, innocuous frog carved of cloudy emerald. On command, it transforms into either a giant frog with the advanced template or 3 poisonous frogs-the user makes this choice at the time of activation. The frog (or frogs) can be animated up to 3 times per week, for a maximum total duration of 12 hours per week. If the advanced giant frog is slain, the emerald frog cannot be activated again for 1 full week. Each poisonous frog that is slain in combat reduces the total duration that the figurine can be activated for the week by 4 hours. Either the giant frog or the poisonous frogs can be used as combatants or as small, unintelligent servant-creatures, performing minor tasks or fetching small objects. The giant frog can be used by Small or smaller creatures as a makeshift mount, although it is not equipped with a saddle or similar equipment, and its slick hide imposes an additional -4 penalty on Ride attempts.Craft Wondrous Item, animate objects3,500 gp Wondrous ItemAP 34 0 0 0 0 0 0 0 0 1 moderate 1 7000 3500Goreclaw of Thercerrod moderate evocation10 hands 23305 1 lb. These leather gauntlets and bracers are trimmed, backed, and studded with metal, and yellowed bear claws cap each of the fingers. Although it incorporates metal, use of the goreclaw does not violate a druid's prohibition against wearing metal armor. The goreclaw of Thercerrod is a +2 wounding spiked gauntlet. If worn by a druid while wild shaping, the druid retains the +2 enhancement bonus and the wounding weapon property for any natural claw attack she gains during the transformation. Any effect that would improve or enhance such natural attacks suppresses the magic of the goreclaw for the duration of the effect.Craft Magic Arms and Armor, bleed, greater magic fang11,500 gp Armor AP 34 0 0 0 0 0 0 1 0 0 moderate 1 23305 11500Molvënn strong necromancy and transmutation15 none 63,312 gp 5 lbs. This heavy warhammer is capped with steel spikes on both ends of its massive head, and a leather thong prevents it from falling from the wielder's hand. Molvënn is a +3 warhammer that deals both piercing and bludgeoning damage. Yet although it is already a formidable weapon, its true potential is only realized in the hands of a barbarian. Wielded by a barbarian, Molvënn becomes a +5 thundering warhammer. The barbarian gains an additional 1 hit point per barbarian level when raging and can add twice her Strength modifier (instead of half again her Strength modifier) to damage rolls while wielding Molvënn two-handed. Additionally, while Molvënn's wielder is raging, she cannot be disarmed, nor can Molvënn be sundered.Craft Magic Arms and Armor, blindness/deafness, rage31,812 gp Weapon AP 34 0 0 0 0 0 0 0 1 1 strong 5 63312 31812Plumed Mantle moderate transmutation6 shoulders 39550 0 This simple woolen cloak is trimmed across the shoulders with the feathers of eagles and other raptors, and permits the user to fly (as the spell) for a total of 30 minutes each day. These 30 minutes need not be consecutive, but each use of this ability that lasts for fewer than 5 minutes reduces the daily limit by 5 minutes. While flying under the power of the plumed mantle, the wearer has a +2 bonus on Fly checks, in addition to any bonuses from speed or maneuverability. In addition to its powers of flight, the plumed mantle protects its wearer with a continuous feather fall effect, and makes him appear as a golden eagle to viewers on the ground. The wearer can suppress either effect by force of will as a free action. While at a height greater than 40 feet, the wearer of the plumed mantle receives a +2 competence bonus on Perception checks involving vision or sight.Craft Wondrous Item, feather fall, fly, minor image19,775 gp Wondrous ItemAP 34 0 0 0 0 0 0 0 0 1 moderate 0 39550 19775Quiema's Branch strong abjuration, conjuration, and transmutation15 none 72750 2 lbs. This staff is crafted out of interlocking woods, woven together and knotted with holly leaf and mistletoe, with a cloudy purple gem resting atop it. Quiema's branch allows the use of the following spells: • Changestaff (2 charges) • Quench (1 charge) • Repel metal or stone (4 charges) • Transmute metal to wood (1 charge) • Tree stride (1 charge)Craft Staff, changestaff, quench, repel metal or stone, transmute metal to wood, tree stride36,375 gp Staff AP 34 0 0 1 1 0 0 0 0 1 strong 2 72750 36375Greater Hat of Disguise faint illusion 3 head 12,000 gp 0 Like a hat of disguise, this garment allows its wearer to alter her appearance. It functions as an alter self spell (as opposed to disguise self). The hat becomes a part of the disguise and can be a hat, a helmet, a headscarf, and so forth.Craft Wondrous Item, alter self6,000 gp Wondrous ItemCurse of the Riven Sky 0 0 0 0 0 0 0 0 0 faint 0 12000 6000Idol of the Eye moderate divination9 none 19,000 gp 5 lbs. This squat, golden idol looks like a bald, obese wise man with an extra eye in his forehead. It can be used once per day to gain information as with an augury spell, and once per day as a divination spell. Once per week, a single yes-or-no question can be asked of it (as with a commune spell). The answers do not come from a deity, but instead from insights granted by celestial movements and conjunctions; a sample insight might be, "Because Aballon and Eox are in conjunction in the House of the Eagle, the answer is yes."Craft Wondrous Item, augury, commune, divination9,500 gp Wondrous ItemCurse of the Riven Sky 0 0 0 0 1 0 0 0 0 moderate 5 19000 9500Halflight Charm faint divination 3 none 2,500 gp 0 This amulet is a small crystal at the end of a simple leather thong. It glows brightly from within, shedding light equivalent to that of a torch. Once per day, the amulet's bearer can clutch the object and call for help. Doing so immediately contacts the three closest Duskwardens and gives them intimate knowledge of the pendant's location, as per the locate object spell, out to a distance of a mile.Craft Wondrous Item, light, locate object1,250 gp Wondrous ItemCity of Strangers 0 0 0 0 1 0 0 0 0 faint 0 2500 1250Death's Head Talisman 10HD varies 5 amulet 1,000 gp 0 This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate dead625 gp Wondrous ItemCity of Strangers 0 0 0 0 0 0 0 0 0 none 0 1000 625Death's Head Talisman 14HD varies 7 amulet 1,400 gp 0 This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate dead845 gp Wondrous ItemCity of Strangers 0 0 0 0 0 0 0 0 0 none 0 1400 845Death's Head Talisman 18HD varies 9 amulet 1,800 gp 0 This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate dead1,125 gp Wondrous ItemCity of Strangers 0 0 0 0 0 0 0 0 0 none 0 1800 1125Death's Head Talisman 24HD varies 12 amulet 2,400 gp 0 This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate dead1,500 gp Wondrous ItemCity of Strangers 0 0 0 0 0 0 0 0 0 none 0 2400 1500Necklace of Lovelies abjuration (evil) 17 neck 36,000gp 4 lbs. This repugnant and cruel magic item consists of a chain of cold iron on which dangle six tiny, cold iron cages, each of which contains a living but miniaturized pixie. While the pixies are free to shriek and yell and cry, the item prevents them from taking any action that would directly free them from their cage and suppresses all of their supernatural and spell-like abilities. As a swift action, the wearer of a necklace of lovelies can redirect hit point damage inflicted on him from any single attack or effect that damages him onto one of the pixies on the necklace-doing so automatically kills the poor pixie in a tiny explosion of blood. Once all of the necklace's pixies are dead or released, the necklace becomes nonmagical. The magic of a necklace of lovelies can also be released by breaking open one of the tiny pixie cages (hardness 10; hp 10; Break DC 20). If the cage contains a living pixie, the grateful fey quickly escapes and returns to normal size-in so doing, the wash of energy allows the pixie to bestow luck upon the creature who broke that particular cage if the pixie so chooses (most pixies are grateful enough to a rescuer to automatically grant this boon). An instant after the luck is bestowed, the grateful pixie vanishes (presumably back to the area in which he or she was first imprisoned in the necklace during its creation). The luck granted by this effect can be used at any point once during the next 7 days as a swift action whenever a d20 is rolled-it allows the lucky soul to roll 2d20 and pick which result he wishes to accept.Craft Wondrous Item, imprisonment, shield other, 6 willing or helpless pixies18,000 gp Wondrous ItemAP 36 0 0 1 0 0 0 0 0 0 none 4 36000 18000Armor Of Insults moderate enchantment7 armor 16,175 gp 20 lbs. Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mindaffecting sonic effect, and has no effect on creatures that do not use a spoken language.Craft Magic Arms and Armor, confusion7,675 gp Armor APG 0 0 0 0 0 1 0 0 0 moderate 20 16175 7675Boneless Leather faint transmutation 3 armor 12,160 gp 15 lbs. This suit of +1 leather gives its wearer the ability to twist and contort his body in virtually any direction. He gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.Craft Magic Arms and Armor, alter self, creator must have 5 ranks in the Acrobatics and Escape Artist skills6,160 gp Armor APG 0 0 0 0 0 0 0 0 1 faint 15 12160 6160Buccaneer's Breastplate moderate transmutation9 armor 23,850 gp 30 lbs. This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.Craft Magic Arms and Armor, water walk12,100 gp Armor APG 0 0 0 0 0 0 0 0 1 moderate 30 23850 12100Daystar Half-Plate strong evocation 15 armor 81,250 gp 50 lbs. The silvery sheen of this +1 half-plate causes it to sparkle in even the faintest light. At will, the wearer can command it to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell.Craft Magic Arms and Armor, daylight, sunburst41,000 gp Armor APG 0 0 0 0 0 0 1 0 0 strong 50 81250 41000Folding Plate moderate conjuration (summoning)10 neck (brooch) or armor (unfolded)12,650 gp - (brooch), 50 lbs. (armor)This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored.Craft Magic Arms and Armor, instant summons7,650 gp Armor APG 0 0 0 1 0 0 0 0 0 moderate 50 12650 7650Forsaken Banded Mail moderate evocation11 armor 25,400 gp 35 lbs. Every inch of this suit of +1 banded mail bears a defaced holy symbol or a design equally offensive to one or more gods and their servants. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities.Craft Magic Arms and Armor, creator cannot be a divine spellcaster12,900 gp Armor APG 0 0 0 0 0 0 1 0 0 moderate 35 25400 12900Giant-Hide Armor, Ogre strong transmutation15 armor 39,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I19,660 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 39165 19660Giant-Hide Armor, Hill Giant strong transmutation15 armor 46,665 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I23,415 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 46665 23415Giant-Hide Armor, Troll strong transmutation15 armor 59,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I29,665 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 59165 29665Giant-Hide Armor, Stone strong transmutation15 armor 54,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I27,165 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 54165 27165Giant-Hide Armor, Fire strong transmutation15 armor 54,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I27,165 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 54165 27165Giant-Hide Armor, Frost strong transmutation15 armor 54,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form I27,165 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 54165 27165Giant-Hide Armor, Cloud strong transmutation15 armor 69,165 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form II34,665 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 69165 34665Giant-Hide Armor, Storm strong transmutation15 armor 76,665 gp 25 lbs. This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form II38,415 gp Armor APG 0 0 0 0 0 0 0 0 1 strong 25 76665 38415Mistmail faint conjuration 3 armor 2,250 gp 25 lbs. The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.Craft Magic Arms and Armor, obscuring mist1,250 gp Armor APG 0 0 0 1 0 0 0 0 0 faint 25 2250 1250Murderer's Blackcloth moderate necromancy9 armor 12,405 gp 10 lbs. This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.Craft Magic Arms and Armor, bleed, invisibility, silence6,280 gp Armor APG 0 0 0 0 0 0 0 1 0 moderate 10 12405 6280Soothsayer's Raiment faint divination 5 armor 10,300 gp 40 lbs. This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description). While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer's raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if worn by a non-oracle. For divination spells with a percentage-based chance of success (such as augury and divination), the wearer's chance increases by +5.Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelation5,300 gp Armor APG 0 0 0 0 1 0 0 0 0 faint 40 10300 5300Battlement Shield moderate conjuration9 shield 16,180 gp 45 lbs. Once per day on command, this +2 tower shield can transform into a solid, 10-foot by 10-foot by 1-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC of 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it.Craft Magic Arms and Armor, wall of stone8,180 gp Armor APG 0 0 0 1 0 0 0 0 0 moderate 45 16180 8180Fortress Shield moderate conjuration11 shield 19,180 gp 45 lbs. The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or the wearer falls unconscious or dies.Craft Magic Arms and Armor, wall of iron9,680 gp Armor APG 0 0 0 1 0 0 0 0 0 moderate 45 19180 9680Beaststrike Club moderate transmutation6 none 7,300 gp 3 lbs. This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell (see page 206). If the wielder has the wild shape ability, she can expend one use of wild shape to increase the weapon's damage by one step (see Pathfinder RPG Core Rulebook page 145) for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape.Craft Magic Arms and Armor, shillelagh3,800 gp Weapon APG 0 0 0 0 0 0 0 0 1 moderate 3 7300 3800Blade of Binding faint conjuration 3 none 12,350 gp 8 lbs. This +1 greatsword is decorated with a chain motif. On a successful hit with the sword against a creature of the wielder's size or smaller creature, the wielder can attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. If the wielder succeeds at the grapple, the sword blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle). The wielder can also let go of the chain's handle while grappling or pinning the target; if so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain's handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition.Craft Magic Arms and Armor, animate rope6,350 gp Weapon APG 0 0 0 1 0 0 0 0 0 faint 8 12350 6350Boulderhead Mace moderate transmutation9 none 6,812 gp 8 lbs. The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.Craft Magic Arms and Armor, wall of stone3,652 gp Weapon APG 0 0 0 0 0 0 0 0 1 moderate 8 6812 3652Dustburst Bullet faint conjuration 5 none 196 gp 1/2 lb. This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a DC 13 Fortitude save or be sickened and blinded for 1 round.Craft Magic Arms and Armor, stinking cloud98 gp Weapon APG 0 0 0 1 0 0 0 0 0 faint 0.5 196 98Guarding Blade moderate transmutation15 none 65,310 gp 2 lbs. This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To trigger the sword's activation, the wielder must fall unconscious or die while wielding the weapon or holding it in hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with melee attacks, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder it tends to select a random target each round.Craft Magic Arms and Armor, animate objects, mage's faithful hound32,810 gp Weapon APG 0 0 0 0 0 0 0 0 1 moderate 2 65310 32810Lance of Jousting faint evocation 5 none 4,310 gp 10 lbs. This ornately designed +1 lance streams with ribbons and small favors, allowing a wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although used in combat to remove a mounted foe's advantage, use of a lance of jousting in a tournament or similar contest is generally considered a dishonorable form of cheating.Craft Magic Arms and Armor, bull's strength2,105 gp Weapon APG 0 0 0 0 0 0 1 0 0 faint 10 4310 2105Shieldsplitter Lance moderate evocation10 none 18310 10 lbs. This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness.Craft Magic Arms and Armor, keen edge, shatter9,310 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 10 18310 9310Ricochet Hammer moderate transmutation7 none 20,301 gp 2 lbs. This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to a attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a -4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting and has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.Craft Magic Arms and Armor, telekinesis10,301 gp Weapon APG 0 0 0 0 0 0 0 0 1 moderate 2 20301 10301Searing Arrow moderate evocation9 none 1,516 gp 0 This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself ). Removing the arrow destroys it, and it burns up once the 3 rounds pass.Craft Magic Arms and Armor, flame blade, flame strike, or fireball758 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 0 1516 758Sizzling Arrow moderate evocation9 none 1,516 gp 0 This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 acid damage on the attacker's turn for the next 3 rounds. Removing the arrow is a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it dissolves up once the 3 rounds pass.Craft Magic Arms and Armor, acid arrow758 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 0 1516 758Sparkwake Starknife moderate evocation8 none 21,324 gp 3 lbs. A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day its wielder may throw it so it transforms into an 8d6 lightning bolt (Reflex DC 14 half ), returning to its physical form at the end of the bolt's path.Craft Magic Arms and Armor, lightning bolt10,824 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 3 21324 10824Spirit Blade moderate abjuration10 none 48,502 gp 1 lbs. This almost transparently thin weapon is often decorated with strange faces and swirling mist. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level24,402 gp Weapon APG 0 0 1 0 0 0 0 0 0 moderate 1 48502 24402Searing Arrow moderate evocation9 none 1,516 gp 0 This +1 flaming arrow continues to burn its target each round, dealing 1d6 fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself ). Removing the arrow destroys it, and it burns up once the 3 rounds pass.Craft Magic Arms and Armor, flame blade, flame strike, or fireball758 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 0 1516 758Sizzling Arrow moderate evocation9 none 1,516 gp 0 This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 acid damage on the attacker's turn for the next 3 rounds. Removing the arrow is a DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it dissolves up once the 3 rounds pass.Craft Magic Arms and Armor, acid arrow758 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 0 1516 758Sparkwake Starknife moderate evocation8 none 21,324 gp 3 lbs. A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day its wielder may throw it so it transforms into an 8d6 lightning bolt (Reflex DC 14 half ), returning to its physical form at the end of the bolt's path.Craft Magic Arms and Armor, lightning bolt10,824 gp Weapon APG 0 0 0 0 0 0 1 0 0 moderate 3 21324 10824Spirit Blade moderate abjuration10 none 48,502 gp 1 lbs. This almost transparently thin weapon is often decorated with strange faces and swirling mist. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th level24,402 gp Weapon APG 0 0 1 0 0 0 0 0 0 moderate 1 48502 24402Tangle Bolt strong conjuration12 none 226 gp 0 Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt damage, the target is entangled as if it had been hit by a tanglefoot bag.Craft Magic Arms and Armor, true seeing and web or creator must have 5 ranks in Craft (alchemy)113 gp Weapon APG 0 0 0 1 0 0 0 0 0 strong 0 226 113Trident of Stability faint transmutation 3 none 9,815 gp 4 lbs. The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of handle. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.Craft Magic Arms and Armor, levitate5,065 gp Weapon APG 0 0 0 0 0 0 0 0 1 faint 4 9815 5065Undercutting Axe moderate necromancy9 none 23,310 gp 6 lbs. This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 for half ).Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster I11,810 gp Weapon APG 0 0 0 0 0 0 0 1 0 moderate 6 23310 11810Dungeon Ring, Jailer's moderate divination8 ring 16,000 gp 0 A jailer's dungeon ring is worked gold, set with a carnelian. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time. The jailer is aware of any wearer of a linked prisoner's ring like a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for purposes of spells such as scrying and teleport.Forge Ring, scrying, status8,000 gp Ring APG 0 0 0 0 1 0 0 0 0 moderate 0 16000 8000Dungeon Ring, Prisoner's moderate divination8 ring 250 gp 0 A jailer's dungeon ring is worked gold, set with a carnelian. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time. The jailer is aware of any wearer of a linked prisoner's ring like a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for purposes of spells such as scrying and teleport.Forge Ring, scrying, status125 gp Ring APG 0 0 0 0 1 0 0 0 0 moderate 0 250 125Ring of Arcane Signets faint universal 1 ring 1,000 gp 0 The amorphous, approximately 1-inch-square chunk of rosy crystal that dominates this otherwise plain copper ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, he can cause the crystal to adopt any shape he wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of his personality. Once the crystal assumes this initial form, it always does so whenever the wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time he uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.Forge Ring, arcane mark500 gp Ring APG 0 0 0 0 0 0 0 0 0 faint 0 1000 500Ring of Delayed Doom moderate conjuration9 ring 45,000 gp 0 This band has nine garnets embedded along its exterior. Whenever the wearer's mind or body first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring's power activated; rounds spent delaying the effect do not count toward the effect's duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed, for example, neutralize poison cast on the wearer while he delays the effect of a poisonous bite removes the poison effect.Forge Ring, heal, time stop22,500 gp Ring APG 0 0 0 1 0 0 0 0 0 moderate 0 45000 22500Ring of Forcefangs moderate evocation9 ring 8,000 gp 0 This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring's charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.Forge Ring, Heighten Spell, magic missile4,000 gp Ring APG 0 0 0 0 0 0 1 0 0 moderate 0 8000 4000Ring of Maniacal Devices faint transmutation 3 ring 5,000 gp 0 This deceptively precious looking ring grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.Forge Ring, fox's cunning, creator must have 5 ranks in the relevant skill2,500 gp Ring APG 0 0 0 0 0 0 0 0 1 faint 0 5000 2500Ring of Retribution strong evocation 13 ring 15,000 gp 0 Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-foot-radius burst that deals 10d6 points of fire damage (Reflex DC 14 half ). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring.Forge Ring, Quicken Spell, fireball7,500 gp Ring APG 0 0 0 0 0 0 1 0 0 strong 0 15000 7500Ring of Revelation, Lesser faint or moderate varied5 ring 10,000 gp 0 A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelation5,000 gp Ring APG 0 0 0 0 0 0 0 0 0 moderate 0 10000 5000Ring of Revelation, Greater faint or moderate varied7 ring 16,000 gp 0 A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelation8,000 gp Ring APG 0 0 0 0 0 0 0 0 0 moderate 0 16000 8000Ring of Revelation, Superior faint or moderate varied11 ring 24,000 gp 0 A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelation12,000 gp Ring APG 0 0 0 0 0 0 0 0 0 moderate 0 24000 12000Bouncing Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat.Craft Rod, Bouncing Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Bouncing Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat.Craft Rod, Bouncing Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Bouncing Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat.Craft Rod, Bouncing Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Dazing Metamagic Rod, Lesser strong (no school)17 none 14,000 gp 5 lbs. The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.Craft Rod, Dazing Spell7,000 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 14000 7000Dazing Metamagic Rod, Normal strong (no school)17 none 54,000 gp 5 lbs. The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.Craft Rod, Dazing Spell27,000 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 54000 27000Dazing Metamagic Rod, Greater strong (no school)17 none 121,500 gp5 lbs. The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.Craft Rod, Dazing Spell60,750 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 121500 60750Disruptive Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat.Craft Rod, Disruptive Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Disruptive Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat.Craft Rod, Disruptive Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Disruptive Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat.Craft Rod, Disruptive Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Ectoplasmic Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.Craft Rod, Ectoplasmic Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Ectoplasmic Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.Craft Rod, Ectoplasmic Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Ectoplasmic Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.Craft Rod, Ectoplasmic Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Elemental Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Elemental Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Elemental Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat. For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Focused Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat.Craft Rod, Focused Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Focused Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat.Craft Rod, Focused Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Focused Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat.Craft Rod, Focused Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Intensified Metamagic Rod, Lesser Intensified Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.Craft Rod, Intensified Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Intensified Metamagic Rod, Normal Intensified Metamagic Rod, Normal strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.Craft Rod, Intensified Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Intensified Metamagic Rod, Greater Intensified Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.Craft Rod, Intensified Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Lingering Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat.Craft Rod, Lingering Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Lingering Metamagic Rod strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat.Craft Rod, Lingering Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Lingering Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat.Craft Rod, Lingering Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Merciful Metamagic Rod strong (no school)17 none 5,500 gp 5 lbs. The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat.Craft Rod, Merciful Spell2,750 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 5500 2750Merciful Metamagic Rod, Greater strong (no school)17 none 12,250 gp 5 lbs. The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat.Craft Rod, Merciful Spell6,125 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 12250 6125Persistent Metamagic Rod, Lesser strong (no school)17 none 9,000 gp 5 lbs. The wielder can cast up to three spells per day as though using the Persistent Spell feat.Craft Rod, Persistent Spell4,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 9000 4500Persistent Metamagic Rod, Greater strong (no school)17 none 73,000 gp 5 lbs. The wielder can cast up to three spells per day as though using the Persistent Spell feat.Craft Rod, Persistent Spell36,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 73000 36500Reach Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.Craft Rod, Reach Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500

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Reach Metamagic Rod strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.Craft Rod, Reach Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Reach Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.Craft Rod, Reach Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Selective Metamagic Rod, Lesser strong (no school)17 none 3,000 gp 5 lbs. The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective Spell1,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 3000 1500Selective Metamagic Rod strong (no school)17 none 11,000 gp 5 lbs. The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective Spell5,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 11000 5500Selective Metamagic Rod, Greater strong (no school)17 none 24,500 gp 5 lbs. The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective Spell12,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 24500 12250Sickening Metamagic Rod, Lesser strong (no school)17 none 9,000 gp 5 lbs. The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat.Craft Rod, Sickening Spell4,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 9000 4500Sickening Metamagic Rod strong (no school)17 none 32,500 gp 5 lbs. The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat.Craft Rod, Sickening Spell16,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 32500 16250Sickening Metamagic Rod, Greater strong (no school)17 none 73,000 gp 5 lbs. The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat.Craft Rod, Sickening Spell36,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 73000 36500Thundering Metamagic Rod, Lesser strong (no school)17 none 9,000 gp 5 lbs. The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat.Craft Rod, Thundering Spell4,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 9000 4500Thundering Metamagic Rod strong (no school)17 none 32,500 gp 5 lbs. The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat.Craft Rod, Thundering Spell16,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 32500 16250Thundering Metamagic Rod, Greater strong (no school)17 none 73,000 gp 5 lbs. The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat.Craft Rod, Thundering Spell36,500 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 73000 36500Staff of Bolstering moderate transmutation8 none 20,800 gp 5 lbs. The top of this rosewood shaft narrows and then expands again, bound by a number of metal rings. It allows use of the following spells: • bear's endurance (1 charge) • bull's strength (1 charge) • cat's grace (1 charge) • greater magic weapon (1 charge)Craft Staff, bear's endurance, bull's strength, cat's grace, greater magic weapon10,400 gp Staff APG 0 0 0 0 0 0 0 0 1 moderate 5 20800 10400Staff of Cackling Wrath moderate varied 8 none 23,600 gp 5 lbs. The thorns embedded in this gnarled length of wood make it rather tricky for the unwary to grasp. It allows use of the following spells: • blindness/deafness (1 charge) • charm person (1 charge) • hold person (1 charge) • inflict moderate wounds (1 charge) • baleful polymorph (2 charges) • bestow curse (2 charges) • vampiric touch (2 charges)Craft Staff, baleful polymorph, bestow curse, blindness/deafness, charm person, hold person, inflict moderate wounds, vampiric touch11,800 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 23600 11800Staff of Hoarding moderate varied 11 none 30,016 gp 5 lbs. This gorgeous teak shaft has many gold and silver coins hammered into it. It allows use of the following spells: • identify (1 charge) • locate object (1 charge) • magic aura (1 charge) • secret chest (2 charges) • legend lore (3 charges)Craft Staff, identify, legend lore, locate object, magic aura, secret chest15,008 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 30016 15008Staff of Journeys moderate varied 8 none 13,600 gp 5 lbs. This walking stick, which still has dark gray bark along its entire length, branches into a decorative fork at its top. It allows use of the following spells: • detect snares and pits (1 charge) • endure elements (1 charge) • longstrider (1 charge) • pass without trace (1 charge) • freedom of movement (2 charges)Craft Staff, detect snares and pits, endure elements, freedom of movement, longstrider, pass without trace6,800 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 13600 6800Staff of Many Rays moderate evocation and necromancy11 none 52,800 gp 5 lbs. The elaborate swirls and delicate flecks of shinning metal adorning the head of this white wooden shaft makes it seem almost as much a long mace as a staff. It allows use of the following spells: • ray of enfeeblement (1 charge) • ray of exhaustion (1 charge) • scorching ray (1 charge) • enervation (2 charges) • disintegrate (3 charges)Craft Staff, disintegrate, enervation, ray of enfeeblement, ray of exhaustion, scorching ray26,400 gp Staff APG 0 0 0 0 0 0 1 1 0 moderate 5 52800 26400Staff of Obstacles moderate varied 9 none 25,800 gp 5 lbs. Dark and solid, this worn staff looks to be carved of rough stone, yet feels and weighs like light wood. It allows use of the following spells: • arcane lock (1 charge) • grease (1 charge) • wind wall (1 charge) • wall of fire (2 charges) • wall of ice (2 charges) • wall of stone (3 charges)Craft Staff, arcane lock, grease, wall of fire, wall of ice, wall of stone, wind wall12,900 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 25800 12900Staff of Performance moderate varied 8 none 26,800 gp 5 lbs. Soon after falling into the hands of a new owner, this piece of finely varnished cedar develops ornamental brass keys, strings, or other decorations that make it look like a stylized version of its owner's favorite type of musical instrument. It allows use of the following spells: • calm emotions (1 charge) • glibness (1 charge) • hypnotic pattern (1 charge) • pyrotechnics (1 charge) • enthrall (2 charges) • major image (2 charges) • sculpt sound (2 charges)Craft Staff, calm emotions, enthrall, glibness, hypnotic pattern, major image, pyrotechnics, sculpt sound13,400 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 26800 13400Staff of Revelations moderate divination9 none 20,400 gp 5 lbs. The forked top of this walnut shaft resembles a combination of a dowsing rod and the curled horns of a beast, a delicate gemstone hovering between its enfolding arms. The staff allows use of the following spells: • augury (1 charge) • speak with dead (1 charge) • divination (2 charges) • commune (3 charges)Craft Staff, augury, commune, divination, speak with dead10,200 gp Staff APG 0 0 0 0 1 0 0 0 0 moderate 5 20400 10200Staff of Rigor moderate varied 8 none 13,600 gp 5 lbs. This iron-shod black wood staff allows use of the following spells: • bane (1 charge) • cause fear (1 charge) • command (1 charge) • magic weapon (1 charge) • align weapon (2 charges)Craft Staff, align weapon, bane, cause fear, command, magic weapon6,800 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 13600 6800Staff of Slumber moderate varied 9 none 34,050 gp 5 lbs. Smoky spirals adorn the length of this staff, having an almost hypnotic effect. The staff allows use of the following spells: • deep slumber (1 charge) • ray of exhaustion (1 charge) • dream (2 charges) • nightmare (2 charges) • waves of fatigue (2 charges) • symbol of sleep (3 charges)Craft Staff, deep slumber, dream, nightmare, symbol of sleep, ray of exhaustion, waves of fatigue17,025 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 34050 17025Staff of Shrieking moderate evocation8 none 14,400 gp 5 lbs. Holes in this metal shaft cause it to emit an eerie moan when swung through the air. It allows use of the following spells: • shatter (1 charge) • sound burst (1 charge) • shout (2 charges)Craft Staff, shatter, shout, sound burst7,200 gp Staff APG 0 0 0 0 0 0 1 0 0 moderate 5 14400 7200Staff of Souls moderate varied 8 none 16,400 gp 5 lbs. This ominous staff allows use of the following spells: • deathwatch (1 charge) • detect undead (1 charge) • gentle repose (1 charge) • speak with dead (2 charges) • death ward (2 charges)Craft Staff, death ward, deathwatch, detect undead, gentle repose, speak with dead8,200 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 16400 8200Staff of Stealth moderate illusion 8 none 18,400 gp 5 lbs. This twisted, dark gray staff allows use of the following spells: • disguise self (1 charge) • invisibility (1 charge) • nondetection (1 charge) • greater invisibility (2 charges)Craft Staff, disguise self, greater invisibility, invisibility, nondetection9,200 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 18400 9200Staff of Toxins moderate varied 9 none 12,600 gp 5 lbs. This length of hemlock-shrouded oak gives off the faintest whiff of rot and corruption. It allows use of the following spells: • stinking cloud (1 charge) • cloudkill (2 charges)Craft Staff, cloudkill, stinking cloud6,300 gp Staff APG 0 0 0 0 0 0 0 0 0 moderate 5 12600 6300Staff of Traps moderate abjuration8 none 21,200 gp 5 lbs. The tip of this dark wooden shaft holds a piece of hard, chalklike stone. The staff allows use of the following spells: • alarm (1 charge) • magic mouth (1 charge) • phantom trap (1 charge) • explosive runes (2 charges) • fire trap (2 charges) • sepia snake sigil (2 charges)Craft Staff, alarm, explosive runes, fire trap, magic mouth, phantom trap, sepia snake sigil10,600 gp.Staff APG 0 0 1 0 0 0 0 0 0 moderate 5 21200 10600Staff of Vision moderate divination11 none 41,250 gp 5 lbs. A clear crystal lens is affixed to the top of this length of brass and scaled skin. The staff allows use of the following spells: • arcane eye (1 charge) • arcane sight (1 charge) • see invisibility (1 charge) • prying eyes (2 charges) • scrying (2 charges) • true seeing (3 charges)Craft Staff, arcane eye, arcane sight, prying eyes, see invisibility, scrying, true seeing20,625 gp Staff APG 0 0 0 0 1 0 0 0 0 moderate 5 41250 20625Staff of Weather strong varied 13 none 44,200 gp 5 lbs. The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (wet on dry days, dry on wet days, and so on). It allows use of the following spells: • fog cloud (1 charge) • gust of wind (1 charge) • wind wall (1 charge) • ice storm (2 charges) • sleet storm (2 charges) • control weather (3 charges)Craft Staff, control weather, fog cloud, gust of wind, ice storm, sleet storm, wind wall22,100 gp Staff APG 0 0 0 0 0 0 0 0 0 strong 5 44200 22100All Tools Vest faint conjuration 1 chest 1,800 gp 5 lbs. The stitching along the many pockets of this light leather vest depicts cheerful laborers going about their daily work. Once per day, as a standard action, the wearer can speak its command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.Craft Wondrous Item, summon instrument900 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 faint 5 1800 900Amulet of Magecraft moderate universal9 neck 20,000 gp 2 lbs. Each silver link that makes up this heavy necklace represents a well-known concept of arcane theory. A universalist wizard who selects the necklace as his bonded object (which counts as an amulet) may choose one school of spells each day when he prepares spells. He then can use the necklace to spontaneously convert any prepared wizard spell of that school into any other wizard spell of that school he knows; the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chose "evocation" when he prepared his spells that morning, until the next time he prepares spells, he can spontaneously convert a prepared fireball into any other evocation wizard spell of 3rd level or lower that he knows.Craft Wondrous Item, permanency, creator must be a universalist10,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 2 20000 10000Amulet of Spell Cunning moderate transmutation7 neck 10,000 gp 1 lb. This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.Craft Wondrous Item, mnemonic enhancer5,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 1 10000 5000Annihilation Spectacles moderate transmutation11 eyes 25,000 gp 1/4 lb. Creatures viewed through these darkly tinted glasses sometimes seem, ever so briefly, to flicker in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.Craft Wondrous Item, disintegrate, creator must be a transmuter12,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 0.2 25000 12500Apple of Eternal Sleep moderate enchantment10 none 2,500 gp 0 This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of that name (see page 69). The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.Brew Potion, Craft Wondrous Item, eternal sleep hex1,125 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 moderate 0 2500 1125Assisting Glove faint transmutation 1 hands 180 gp 1 lb. The wearer of this simple glove can speak a command word to transform it into a glowing disembodied hand. As a swift action, the wearer can have the glove assist him with a task as if using the aid another action; the glove uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time it becomes a nonmagical lambskin glove.Craft Wondrous Item, mage hand, unseen servant90 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 1 180 90Bandages of Rapid Recovery faint conjuration (healing)1 chest 200 gp 1 lb. These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving longterm care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.Craft Wondrous Item, cure light wounds, lesser restoration, stabilize100 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 faint 1 200 100Book of the Loremaster moderate divination7 none 15,000 gp 2 lbs. This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.Craft Wondrous Item, clairaudience/clairvoyance7,500 gp Wondrous ItemAPG 0 0 0 0 1 0 0 0 0 moderate 2 15000 7500Boots of Friendly Terrain faint transmutation 5 feet 2,400 gp 1 lb. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, his bonus for that terrain increases by +2.Craft Wondrous Item, pass without trace, creator must be a ranger1,200 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 1 2400 1200Bottle of Messages faint illusion 3 none 300 gp 1 lb. This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.Craft Wondrous Item, magic mouth150 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 faint 1 300 150Bracelet of Mercy faint conjuration (healing)5 wrist 15,000 gp 0 Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy class feature, she gains the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.Craft Wondrous Item, remove disease7,500 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 faint 0 15000 7500Campfire Bead faint evocation 1 none 720 gp 0 This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.Craft Wondrous Item, produce flame360 gp Wondrous ItemAPG 0 0 0 0 0 0 1 0 0 faint 0 720 360Catching Cape faint abjuration 1 shoulders 200 gp 3 lbs. This silvery cape furls and ripples like a flag with every step its owner takes. The wearer can, as a swift action, order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer a concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field ends, all magic is lost from the cloak, leaving only a mundane silvery garment.Craft Wondrous Item, shield100 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 faint 3 200 100Cauldron of Brewing faint transmutation 5 none 3,000 gp 5 lbs. A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.Craft Wondrous Item, trained in Craft (Alchemy)1,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 5 3000 1500Cauldron of Flying moderate transmutation10 none 40,000 gp 100 lbs. This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.Craft Wondrous Item, overland flight20,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 100 40000 20000Cauldron of Plenty strong conjuration12 none 15,000 gp 25 lbs. This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.Craft Wondrous Item, create food and water, heroes' feast7,500 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 strong 25 15000 7500Cauldron of Resurrection strong conjuration (healing)13 none 33,000 gp 35 lbs. The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if from a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron can function once per day.Craft Wondrous Item, resurrection16,500 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 strong 35 33000 16500Cauldron of Seeing moderate divination10 none 42,000 gp 5 lbs. When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices given on page 508 of the Pathfinder RPG Core Rulebook.Craft Wondrous Item, scrying21,000 gp Wondrous ItemAPG 0 0 0 0 1 0 0 0 0 moderate 5 42000 21000Cauldron of the Dead moderate necromancy9 none 30,000 gp 35 lbs. This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created-up to 12 HD, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.Craft Wondrous Item, animate dead15,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 moderate 35 30000 15000Clamor Box moderate illusion 10 none 2,000 gp 2 lbs. This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.Craft Wondrous Item, ghost sound1,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 2 2000 1000Construct Channel Brick moderate transmutation7 none 10,000 gp 1 lb. This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the artifice domain, she adds +2d6 points of damage to her channel energy result when repairing constructs and objects.Craft Wondrous Item, make whole5,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 1 10000 5000Cowardly Crouching Cloak faint abjuration 1 shoulders 1,800 gp 4 lbs. This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the sanctuary spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.Craft Wondrous Item, sanctuary900 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 faint 4 1800 900Crystal of Healing Hands moderate conjuration (healing)10 neck 12,000 gp 1 lb. A simple cotton cord holds this glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.Craft Wondrous Item, cure light wounds, creator must be a paladin6,000 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 moderate 1 12000 6000Defoliant Polish faint transmutation 5 none 800 gp 0 This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack.Craft Wondrous Item, diminish plants400 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 0 800 400Doomharp faint necromancy 4 none 10,000 gp 5 lbs. Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.Craft Wondrous Item, cause fear5,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 faint 5 10000 5000Dust of Emulation faint illusion 1 none 800 gp 0 A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.Craft Wondrous Item, disguise self400 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 faint 0 800 400Flying Ointment moderate transmutation9 none 2,250 gp 0 This preparation of herbs includes belladonna, mandrake, and foxglove (also known as "witch's glove") in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.Craft Wondrous Item, overland flight1,125 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 0 2250 1125Gloves of Dueling faint transmutation 5 hands 15,000 gp 0 These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.Craft Wondrous Item, greater magic weapon7,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 0 15000 7500Glowing Glove faint universal 1 hands 2,000 gp 0 The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows with any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. These handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.Craft Wondrous Item, arcane mark1,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 faint 0 2000 1000Grappler's Mask faint transmutation 1 head 5,000 gp 2 lbs. This mask, fashioned from dark leather, also covers the back of the wearer's head and neck and drapes over his shoulders and upper arms, leaving only his mouth, nose, and eyes uncovered. The wearer may attempt bull rushes and grapples without provoking attacks of opportunity.Craft Wondrous Item, bull's strength, cat's grace, expeditious retreat2,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 2 5000 2500Helm of Fearsome Mien faint necromancy 1 head 5,000 gp 4 lbs. This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).Craft Wondrous Item, cause fear2,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 faint 4 5000 2500Horn of Antagonism faint enchantment 3 none 20,000 gp 4 lbs. Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A person with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.Craft Wondrous Item, daze monster10,000 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 faint 4 20000 10000Horn of the Huntmaster moderate enchantment11 none 5,000 gp 5 lbs. This elongated horn curves sharply at the end, almost making it seem more like an enormous pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half ) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.Craft Wondrous Item, greater heroism2,500 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 moderate 5 5000 2500Ioun Torch strong universal 12 none 75 gp 0 This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).Craft Wondrous Item, continual flame, creator must be 12th level62 gp, 5 spWondrous ItemAPG 0 0 0 0 0 0 0 0 0 strong 0 75 62Key of Lock Jamming faint abjuration 1 none 400 gp 1/2 lb. This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, 8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes it the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.Craft Wondrous Item, hold portal200 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 faint 0.5 400 200Ki Mat moderate conjuration (healing)7 none 10,000 gp 3 lbs. This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 plus the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.Craft Wondrous Item, lesser restoration, creator must be a monk5,000 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 moderate 3 10000 5000Knight's Pennon, Battle moderate abjuration or transmutation6 none 4,500 gp 1 lb. This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design. Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day. Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.Craft Wondrous Item, heroism2,250 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 1 moderate 1 4500 2250Knight's Pennon, Honer moderate abjuration or transmutation6 none 2,200 gp 1 lb. This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design. Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day. Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.Craft Wondrous Item, protection from evil1,100 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 1 moderate 1 2200 1100Knight's Pennon, Parley moderate abjuration or transmutation6 none 4,500 gp 1 lb. This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design. Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day. Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.Craft Wondrous Item, eagle's splendor2,250 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 1 moderate 1 4500 2250Lord's Banner, Crusades moderate (various schools)10 none 100,000 gp3 lbs. A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Crusades: A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design). The banner displays the faith's holy symbol along with the owner's crest. Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.Craft Wondrous Item, hallow50,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 3 100000 50000Lord's Banner, Swiftness moderate (various schools)10 none 10,000 gp 3 lbs. A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Swiftness: A group or army traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.Craft Wondrous Item, freedom of movement5,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 3 10000 5000Lord's Banner, Terror moderate (various schools)10 none 56,000 gp 3 lbs. A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw is immune to the banner's effects for 1 day.Craft Wondrous Item, fear28,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 3 56000 28000Lord's Banner, Victory moderate (various schools)10 none 75,000 gp 3 lbs. A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw is immune to the banner's effects for 1 day.Craft Wondrous Item, heroism37,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 moderate 3 75000 37500Manacles of Cooperation faint enchantment (charm)1 wrist 2,000 gp 2 lbs. These tight iron cuffs can fit over the wrists of any Large or smaller humanoid. When placed on a helpless humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 11 Will saving throw.Craft Wondrous Item, charm person1,000 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 faint 2 2000 1000Mask of Giants, Lesser moderate transmutation6 head 30,000 gp 1 lb. This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a lesser mask of giants are ogre, troll, fire giant, frost giant, or stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +1 natural armor bonus. A greater mask of giants has all the powers of a lesser mask, plus additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Craft Wondrous Item, giant form I15,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 1 30000 15000Mask of Giants, Greater strong transmutation13 head 90,000 gp 1 lb. This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a lesser mask of giants are ogre, troll, fire giant, frost giant, or stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +1 natural armor bonus. A greater mask of giants has all the powers of a lesser mask, plus additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Craft Wondrous Item, giant form I45,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 strong 1 90000 45000Moon Circlet strong evocation 15 headband 20,000 gp 0 This fine silver circlet typically has a carved moonstone inset on the front or a crescent moon design. The wearer of a moon circlet gains darkvision out to 60 feet (if she does not already possess it). Its other effects only benefit a wearer capable of casting arcane spells. During the waxing moon, the wearer's caster level is considered one higher for purposes of caster level checks and spell effects; during the three nights of the full moon, this benefit increases to two levels higher than normal. However, this additional power comes with a price. During the waning moon, the wearer's caster level is considered one lower for purposes of caster level checks and spell effects, and during the three nights of the new moon, this penalty increases to two levels lower. Removing a moon circlet imposes 2 negative levels on the wearer until the next full moon (or until the circlet is worn again, whichever comes first). These negative levels cannot be restored by any means short of a limited wish, wish, or miracle.Craft Wondrous Item, darkvision, light10,000 gp Wondrous ItemAPG 0 0 0 0 0 0 1 0 0 strong 0 20000 10000Muleback Cords faint transmutation 3 shoulders 1,000 gp 1/4 lb. These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strengthrelated rolls except the amount of equipment or material the wearer can carry.Craft Wondrous Item, bull's strength500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 0.2 1000 500Necklace of Ki Serenity moderate enchantment9 neck 16,000 gp 0 This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).Craft Wondrous Item, calm emotions, owl's wisdom8,000 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 moderate 0 16000 8000Necromancer's Athame strong necromancy11 none 20,000 gp 2 lbs. This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects the athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.Craft Wondrous Item, create undead, creator must be a necromancer10,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 strong 2 20000 10000Philter of Love strong enchantment15 none 3,000 gp 0 This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.Craft Wondrous Item, charm monster, permanency1,500 gp Wondrous ItemAPG 0 0 0 0 0 1 0 0 0 strong 0 3000 1500Robes of Arcane Heritage moderate necromancy9 body 16,000 gp 1 lb. These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.Craft Wondrous Item, speak with dead, creator must be a sorcerer8,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 moderate 1 16000 8000Sash of the War Champion moderate abjuration9 chest 4,000 gp 1 lb. This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.Craft Wondrous Item, cat's grace, remove fear2,000 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 moderate 1 4000 2000Scabbard of Stanching faint conjuration (healing)5 belt 5,000 gp 2 lbs. This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.Craft Wondrous Item, cure light wounds2,500 gp Wondrous ItemAPG 0 0 0 1 0 0 0 0 0 faint 2 5000 2500Scabbard of Vigor faint transmutation 5 belt 1,800 gp 3 lbs. Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon. Bonus Duration +4 1 round +3 3 rounds +2 5 rounds +1 10 roundsCraft Wondrous Item, greater magic weapon900 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 faint 3 1800 900Sheath of Bladestealth faint illusion 5 belt 5,000 gp 2 lbs. This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.Craft Wondrous Item, invisibility2,500 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 0 faint 2 5000 2500Silver Smite Bracelet moderate transmutation9 wrist 16,000 gp 1 lb. This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.Craft Wondrous Item, align weapon, creator must be a paladin8,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 0 1 moderate 1 16000 8000Sniper Goggles faint divination 5 eyes 20,000 gp 1 lb. The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.Craft Wondrous Item, true strike10,000 gp Wondrous ItemAPG 0 0 0 0 1 0 0 0 0 faint 1 20000 10000Soul Soap faint abjuration 1 none 200 gp 2 lbs. This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, making the use of the soap uncomfortable and leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.Craft Wondrous Item, resistance100 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 faint 2 200 100Torc of Lionheart Fury faint abjuration 3 neck 8,000 gp 1 lb. Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains the fearless rage rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.Craft Wondrous Item, remove fear4,000 gp Wondrous ItemAPG 0 0 1 0 0 0 0 0 0 faint 1 8000 4000Vest of the Cockroach faint necromancy 3 chest 16,000 gp 2 lbs. This padded and slightly bulky vest, made from dyed, redbrown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone. If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1.Craft Wondrous Item, false life8,000 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 faint 2 16000 8000War Paint of the Terrible Visage faint necromancy 1 none 100 gp 0 This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly melange of colors, making his appearance momentarily disturbing and hideous. The wearer chooses one creature who can see his painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.Craft Wondrous Item, cause fear50 gp Wondrous ItemAPG 0 0 0 0 0 0 0 1 0 faint 0 100 50Buffoon's Sword moderate divination10 none 2 lbs. This blade seems and behaves in all ways as a sword of subtlety until actually used in combat. Once used in combat, it imposes a -10 penalty on all Stealth checks made by its wielder. It also makes it nearly impossible for the owner to tell a lie or engage in any other sort of subterfuge. Each time he does so, he must make a DC 15 Will saving throw to avoid blurting out the truth or taking some other involuntary action that spoils his attempted ruse. Only curse-ending magic can rid the wielder of the sword once its curse activates.Cursed APG sword of subtlety 0 0 0 0 1 0 0 0 0 moderate 2 0 0Cannibal Ring strong transmutation16 ring 0 This simple and unadorned copper ring appears slightly tarnished, but seemingly wards off the effects of hunger or other sorts of deprivation; all tests reveal it to be a ring of sustenance. However, after wearing it for 7 days, its owner instead comes to suffer from almost constant hunger and thirst, which, if not sated, ultimately drives him mad enough to become a cannibal. The wearer must eat and drink a full day's worth of food and water each hour to avoid making a starvation or thirst check. Once the wearer starts to take lethal damage instead of nonlethal damage due to failed checks, he begins to experience ever more powerful cravings for the flesh of intelligent creatures (any living creature with an Intelligence of 3 or higher). Once the wearer feasts in such a manner, he recovers all nonlethal damage sustained from hunger and thirst, though he continues to suffer lethal damage on failed starvation and thirst checks. The next time he is in a situation in which he could eat part of an intelligent being, he must make a DC 15 Will save or dine on the forbidden meat. If the wearer succumbs to this urge again, he recovers all lethal damage from failed starvation and thirst checks, and realizes cannibalism is the key to avoiding the increased hunger and thirst-on any day he eats at least one meal of flesh from an intelligent creature, he does not have to make hourly starvation and thirst checks, and recovers any accumulated damage from failing these checks. Once its curse activates, the ring cannot be removed until the curse is broken.Cursed APG ring of sustenance 0 0 0 0 0 0 0 0 1 strong 0 0 0Cloak of Immolation strong evocation 12 shoulders 1 lb. This cloak appears to be a finely made normal garment that radiates protective magic. The cloak can be handled or examined without harm, but when it is put on, it immediately bursts into flames that burn continuously but do not harm the cloak, only its wearer. The cloak deals 1d6 points of fire damage each round and cannot be removed unless the curse is broken. Sufficient amounts of water or other smothering materials can douse the flames temporarily, but the cloak reignites when exposed to air again. Spells like resist energy, protection from energy, and similar effects can protect the wearer against the cloak's flames while they last.Cursed APG any cloak 0 0 0 0 0 0 1 0 0 strong 1 0 0Crown of Blindness moderate illusion 10 headband 1 lb. This fine silver circlet is often set with a milky moonstone. When a wearer places it on his head, the stone quickly goes dark like the waning moon, and the wearer must make a DC 14 Fortitude saving throw or immediately go blind. The saving throw must be made each round that the crown is worn until the wearer succumbs to the blindness. Removing the circlet requires breaking the curse. The blindness can be cured using remove blindness/deafness or any spell normally used to end a curse.Cursed APG headband of alluring charisma, headband of inspired wisdom, headband of mental prowess, headband of mental superiority, headband of vast intelligence, moon circlet0 0 0 0 0 0 0 0 0 moderate 1 0 0Gravesoul Armor moderate enchantment10 armor 20 lbs. This armor behaves in all ways as if it were +1 undead controlling studded leather until its owner actually attempts to use its special property. At that point, the wearer and all living creatures within a 20-foot radius must each make a DC 15 Will saving throw to avoid believing that they are actually some sort of undead creature for the next 24 hours. The GM can either roll randomly (1d6; 1-3 zombies, 4-5 ghouls, 6 vampire) or choose which sorts of undead the affected creatures believe themselves to be, customizing to the personality and abilities of each creature. Creatures affected by the armor behave as normal for the sorts of undead they regard themselves-"zombies" mindlessly attack unassociated creatures near them, vampires attempt to bite victims on the neck, and so on-but gain none of the special abilities of that creature. The affected creatures react negatively to effects that harm "their" type of undead, so "vampires" avoid garlic, "wraiths" recoil from sunlight, and so on. The creatures otherwise continue to believe they are actually undead and ignore all evidence to the contrary. If attacked, they defend themselves, even if this requires using abilities they have but "their" type of undead normally lacks; for example, a barbarian who thinks she's a ghoul can still rage. Channel energy and other undead-affecting effects have no effect on creatures affected by gravesoul armor. This is a mind-affecting, compulsion enchantment. The wearer of the armor can use this power up to three times per day, though it can only work on a particular creature once in any 24-hour period. Regardless of the curse, the armor is still +1 studded leather, and some characters may find it useful despite its (nonexistent) power over undead. Unlike most cursed items, this one is easily discarded without any magical assistance.Cursed APG +1 undead controlling studded leather0 0 0 0 0 1 0 0 0 moderate 20 0 0Hat of Hatreds moderate illusion 10 head 0 This hat performs in all ways like a hat of disguise until its owner attempts to use it to disguise himself in the presence of a hostile creature. Once he does, the hat causes him to assume the guise of the creature or person the hostile creature most wants to harm. The hat never causes the wearer to assume the appearance of someone the viewer wouldn't harm if he had the opportunity (for example, the greatly feared leader of the local temple). Once the hat reveals its true abilities, it no longer responds to attempts by its wearer to change his appearance. Instead, it automatically causes him to take on the guise of someone known to and despised by those viewing him, complete with supplementary illusions that make that wearer appear disoriented, injured, or weak. For example, in a goblin lair, the wearer might look like the tribe's chief, but sleepy and vulnerable. In a human town, the wearer may look like the hated local bully, drunk and staggering. In an evil town, the wearer looks like a confused visitor and appears to be an ideal target to victimize with some crime. Curse-breaking magic is necessary to remove the hat.Cursed APG hat of disguise 0 0 0 0 0 0 0 0 0 moderate 0 0 0Girdle of Opposite Gender moderate transmutation10 belt 1 lb. When this magical belt is put on, the wearer must immediately make a DC 20 Fortitude saving throw or be transformed into a person of the opposite gender. The character's abilities, mind, and spirit remain unaffected; only the character's sex changes. If the character's saving throw is a natural 1, the item actually removes all gender from the wearer, giving him an androgynous, neutered appearance. The change is permanent unless undone with curse-removing magic. Once its magic takes effect, the belt can be removed without effort. A creature can only be affected by a particular girdle once, though other girdles of this type can cause another transformation.Cursed APG any belt 0 0 0 0 0 0 0 0 1 moderate 1 0 0Planar Invasion Shield strong conjuration17 shield 15 lbs. This impressive shield seems to be and behaves in all ways as an absorbing shield until its owner attempts to use its disintegration power in combat. Once he does, it instead causes one or more monsters to pour forth from the shield and attack the nearest creature each round (including the shield-bearer) for 1d6 rounds before retreating from the battle by the safest possible route. If there is no such path for them to escape, the monsters fight to the death. To determine the nature and number of the monsters, roll 2d4 to determine the level of the summon monster spell and roll 1d3 to determine the number of creatures that appear. Monsters conjured by this shield remain until killed, act as normal for their kind, and are treated as summoned creatures with a permanent duration. Once its curse activates, the shield calls forth monsters three times per day, approximately every 8 hours. If the monsters cannot emerge directly from the shield and survive (for example, because it's buried or underwater), they instead appear at the nearest safe location within 50 feet. Successful curse-breaking magic cast on the shield restores it to its previous guise as an absorbing shield and allows its wearer to abandon it.Cursed APG absorbing shield 0 0 0 1 0 0 0 0 0 strong 15 0 0One-Way Window faint divination 5 none 1 lb. (20 lbs. in larger form)This small, 6-inch-square glass tablet grows to a 6-foot-by-3- foot window if placed on any sufficiently large vertical surface and returns to its original size if removed. The window melds ever so slightly into the surface, allowing it to ignore minor protrusions, curves, or anything else that would normally make it difficult to simply lay down a pane of glass. On command, the front of this glass displays all activities on the other side of this surface like a window, piercing wood, earth, or stone up to 10 feet deep, but not metal. The window does not reveal its existence to non-hostile creatures depicted within it, allowing observers to study them at their leisure. However, once the owner of the window uses it to spy on hostile creatures, its curse activates. From that moment on, the window presents its owner and anyone looking through the window with an artificial image of the other side designed to lull them into a sense of false confidence- enemies appear sleeping or drunk, pits have obvious plank bridges for easy crossing, and so on. While presenting this image to those in front of the mirror, it reveals those viewers to the enemies being observed, creating a two-way window; however, viewed creatures see those using the mirror accurately and can read their thoughts as if using detect thoughts. Furthermore, the image shown to those using the mirror does not reveal that the creatures they are watching can see them as well. Once the curse activates, the owner comes to regard using the mirror to spy ahead as his most effective tactic (after all, it has no limit to its duration) and does so whenever possible until curse-breaking magic frees him from its influence (anyone who uses the mirror to spy on hostiles, even if he wasn't the one to activate the mirror, is also subject to this desire to continue using it).Cursed APG Requirements mirror of life trapping, mirror of opposition0 0 0 0 1 0 0 0 0 faint 1 0 0Ring of Truth moderate enchantment9 ring 0 Deceptively pleasant looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed on a DC 20 Will saving throw to avoid answering a direct question truthfully. The wearer cannot remove the ring unless the magic of the curse is negated.Cursed APG ring of mind shielding, ring of x-ray vision0 0 0 0 0 1 0 0 0 moderate 0 0 0Riot Pipes moderate enchantment10 none 3 lbs. This simple musical instrument seems and behaves in all ways like any other kind of magical pipes until its owner plays it in an urban setting. Once he does, it requires all people within hearing to make a DC 15 Will saving throw to avoid falling into a murderous fury. Those who fail their saves gain the effects of a rage spell for the next 1d6 hours and experience a strong compulsion (Will DC 15 negates) to attack any stranger or disliked person whom they encounter during this time. If the owner spends more than 3 consecutive days in an urban setting, he must make a DC 15 Will saving throw each day to avoid playing the riot pipes at some point during each subsequent day. The pipes remain with the player until the curse is broken.Cursed APG pipes of haunting, pipes of the sewers, pipes of sounding0 0 0 0 0 1 0 0 0 moderate 3 0 0Rod of Arson strong evocation 12 none 5 lbs. All tests indicate that this hollow metal tube is a rod of flame extinguishing until its owner uses it to extinguish or suppress a fire in a combat or other sort of dangerous situation. Once he does, he discovers that rather than quenching the flame, the rod causes the flame to enter his body. This flame persists inside of him for the next 24 hours, causing minor discomfort and giving him the sickened condition, but causing no visible injury. However, when the wielder is adjacent to or within a flammable object or structure, he feels inclined to set the object ablaze, using whatever means at his disposal. Each round the wielder resists this urge, he takes 1d6 points of fire damage as the flame within him surges and roils. After 1 minute of this, he must make a DC 15 Will save or succumb to the temptation; if he saves, the urge passes, the internal fire stops harming him, and he can interact normally with the flammable target thereafter. Once the curse reveals itself, the owner must make a DC 15 Will saving throw to avoid using it to extinguish or suppress any fire he encounters which he himself did not start. He cannot use the rod against fires that he personally started. Successful curse-breaking magic allows the wielder to get rid of the rod and harmlessly dissipates any fire persisting inside him from the action of the rod.Cursed APG Magic Items rod of flame extinguishing0 0 0 0 0 0 1 0 0 strong 5 0 0Beacon of True Faith strong (all schools)20 none 2 lbs. The beacon of true faith takes the form of an ornate torch made of electrum. The torch holds an undying magical flame that requires no fuel or air, and in the hands of most creatures it simply functions as an everburning torch. When held by a divine spellcaster, an outsider with an alignment subtype, or a creature of especially strong religious faith (GM's discretion, but usually requiring a feat or trait reflecting this devotion), the beacon gains additional powers based on the bearer's alignment. All of these are command-word activated. Chaotic (violet flame): Word of chaos once per day on command. Good (white flame): Allies within 30 feet of the beacon gain the benefits of protection from evil and heroism. Evil (black flame): Bearer is constantly under the effect of protection from good and may use harm twice per day. Lawful (golden flame): Dictum once per day on command.Artifact APG The beacon of true faith is destroyed if its bearer turns against the worship of his deity to willingly embrace an opposite alignment.1 0 0 0 0 0 0 0 0 strong 2 0 0Hammer of Thunderbolts strong evocation, necromancy, and transmutation20 none 15 lbs. This +3 Large returning warhammer deals 2d6 points of damage on a successful hit. In the hands of a wielder who wears a belt of giant strength and knows the weapon is a hammer of thunderbolts (not just the +3 warhammer it appears to be), it becomes a +5 Large giant-bane returning thundering warhammer with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer's range increment increases to 30 feet.Artifact APG A hammer of thunderbolts is destroyed if heated in a fire giant's forge and quenched in the blood of a good-aligned humanoid, which causes the iron of the hammer to become so brittle it shatters the next time it is used to strike. Only bathing it in a fire giant's blood can reverse its brittleness; once shattered, nothing can do so.1 0 0 0 0 0 1 1 1 strong 15 0 0Knucklebone of Fickle Fortune strong (all schools)20 none 0 At first sight, the artifact appears to be nothing more than a piece of bone worn down to a near sphere, but when a creature picks it up, the knucklebone's true power and nature becomes apparent. When a creature holding the knucklebone of fickle fortune looks upon it, he sees that the bone is actually a perfectly shaped die with 20 sides, each side bearing a glowing red symbol of power. When the creature rolls the die, instead of falling to the floor it rolls upward in midair, stopping at the eye level of the creature who rolled it. It then takes its effect, based on the side immediately facing its caster. Roll a 20-sided die to determine the effect (see Table 7-13). For effects that are lost if the die is rolled again (such as #17) or a specific result is rolled (such as #14), the character is aware of this restriction.Artifact APG The knucklebone of fickle fortune disappears if its Eha-Zah face (a 20 on the die) comes up on 20 consecutive rolls. Some sages believe that this does not destroy the artifact, and it instead reappears at some random spot in the world, but such knowledge is purely conjecture, for it is not known whether anyone has accomplished this improbable task.1 0 0 0 0 0 0 0 0 strong 0 0 0Perfect Golden Lute strong transmutation20 none 3 lbs. The perfect golden lute is said to be a flawless instrument; its tone and clarity are unrivaled. It is an instrument so fine it practically performs itself, granting anyone who plays it a +10 competency bonus on Perform (string instruments) checks with it. A character with ranks in Perform (string instrument) can play the lute to activate countersong, distraction, or fascinate (as the bardic performance abilities) as if he were a 1st-level bard, performing a number of rounds per day equal to his Charisma modifier. If the user of the perfect golden lute is a bard, he adds +2 to the DC of all bardic performance abilities using the lute, and can use bardic performance with the lute for an additional 6 rounds per day.Artifact APG The perfect golden lute shatters into splinters if a day passes in which no music is played within 1,000 miles of it, or if its bearer is killed by a bard spell or bardic performance.1 0 0 0 0 0 0 0 1 strong 3 0 0Spindle of Perfect Knowledge strong transmutation20 none 0 The spindle of perfect knowledge is large, bright, and flawless marquise-cut diamond ioun stone the size of a halfling's fist. The gemstone would be a treasure in itself if it lacked magic, but it is also a powerful ioun stone. The spindle of perfect knowledge functions like a headband of mental superiority +4 and grants 5 ranks in two random Knowledge skills. The wearer can communicate and understand languages as if using comprehend languages, tongues, and telepathy with a range of 100 feet.Artifact APG The spindle of perfect knowledge is destroyed if worn by a mindless creature for an entire year.1 0 0 0 0 0 0 0 1 strong 0 0 0Talisman of Reluctant Wishes strong conjuration20 none 1 lb. A talisman of reluctant wishes appears the same as a stone of controlling earth elementals, a rugged rock that seems to pulse with an inner power. Its powers are quite different, however, and are dependent on the Charisma of the holder. Any character touching a talisman of reluctant wishes must make a DC 15 Charisma check. If the check fails, the talisman acts as a stone of weight (see page 543 of the Pathfinder RPG Core Rulebook). Discarding it results in 5d6 points of damage to the character and the disappearance of the talisman. If the check succeeds, the talisman remains with the character for 5d6 hours, or until a wish is made with it, whichever comes first. It then disappears. If the check roll is a natural 20, the talisman remains for a number of months equal to the character's Charisma score, resisting any effort to get rid of it by reappearing in the character's possession, in a back pocket, at the bottom of his pack, or the like. The artifact grants one wish for every 6 points of the character's Charisma (round down). It grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.) Regardless of which reaction results, a talisman of reluctant wishes disappears when its time expires, leaving behind a large diamond in its stead, valued at 1,000 gp per point of the character's Charisma.Artifact APG A talisman of reluctant wishes can be destroyed by wishing it so, using either one of the stone's wishes or a wish spell from another source. The stone then explodes, causing 5d6 points of damage to the holder.1 0 0 1 0 0 0 0 0 strong 1 0 0Bottle of the Bound strong abjuration 20 none 4 lbs. The Bottle of the Bound is an ancient brass bottle with a narrow neck and a rounded belly, slightly flattened on the bottom so it stands upright when resting on a table. The bottle's tight-fitting stopper is engraved with sigils of binding and sealed with lead. Legends say a wizard of tremendous power and wisdom enchanted a fiendish army and trapped it within the bottle for all time. The Legion of the Bound may be called forth from the bottle by its wielder and forced to serve, as they were once commanded to build a fantastic ancient city, long since buried beneath the dust of the ages. But the bottle endures, its inhabitants still bound. A would-be wielder of the Bottle of the Bound must know three secret commands: the Word of Opening, to unseal the bottle so the stopper can be removed; the Word of Binding, to call forth and command its denizens; and the Word of Banishment, to return the Bound Ones to the bottle. A holder who knows the words may use the bottle like a summon monster IX spell at will, except only creatures of the evil subtype can be summoned. The summoned creatures remain until the sun next rises or sets, and no new creatures can be summoned from the bottle until the initial summoned creatures' destruction or return. No known force can open the bottle without the Word of Opening. If the bottle is opened without the use of the Word of Binding, its 666 inhabitants are freed, one each minute starting from 1st-level creatures and moving on to higher-level ones, until they all escape. If one of the Bound is called forth and commanded without the Word of Banishment being uttered, it is free after it performs the task for which it was summoned. The Words to use the Bottle of the Bound have been lost for uncounted years, although some sages believe they know at least one or two of them.Artifact APG The Bottle of the Bound can only be destroyed if every creature bound within is slain or banished, and the empty container is then smashed with a holy weapon.0 1 1 0 0 0 0 0 0 strong 4 0 0Cloud Castle Of The Storm King strong (all schools)20 none 0 Once the fortress of a legendary tyrant known only as the Storm King, this castle now wanders the known universe, sometimes at the whim of its master, but often as a drifting and aimless haunt of powerful monsters, ignorant of-or unable to tap into-its fantastic power. This grand and opulent castle is held aloft and propelled by a foundation of storm clouds constantly rumbling with thunder and crackling with electrical storms. Atop the massive storm cloud, the castle is shaped like a square, with 80-foot guard towers at each corner. At its center is a 140-foot tower with seven levels and more than 30 chambers. The central tower is well appointed with many halls, living chambers, suites, privies, kitchens (with pantries that magically replenish food stores every fortnight), and laboratories suitable for arcane and alchemical study. Each guard tower has living chambers and barracks for up to 25 guards, and one tower has an adjoining stable that can hold up to a dozen griffons, hippogriffs, pegasi, or even terrestrial mounts. In all, the tower can comfortably support a population of 300 Medium creatures. Though created by the legendary Storm King millennia ago, the cloud castle has had several masters since he mysteriously disappeared over a thousand years ago. Many believe the Storm King ascended to godhood, while others believe he was captured and imprisoned by a rival, a demon lord, or even a deity wishing to remove a threat, which may mean that the Storm King will one day return to reclaim his castle. In order to fully take control of the castle, a creature must be at least 17th level, and must have the Leadership feat and 17 ranks in Knowledge (arcana). If the castle already has a master, that master must be defeated before another can take her place. The castle's movement is controlled by way of a control chamber located at the heart (a central chamber on its 4th floor). There, a font of pure elemental water serves as a scrying device for the castle's master, though it can only view places inside the castle or within 100 feet of it. The master (or a person she designates) can direct the castle's motion from within the chamber. It has a fly speed of 250 feet (clumsy) and uses the Fly skill modifier of the person controlling its motion; the castle can hover without needing to make a Fly check and never risks falling due to a failed check. When not being controlled, the castle moves randomly, sometimes changing direction every minute, sometimes holding the same course for days at a time, but always avoiding the ground or other hazards. It has been known to travel to other planes, though no master other than the Storm King is known to have invoked this power. The master of the castle gains the following spell-like abilities: • Call lightning storm 1/day. The master must be in the control chamber or one of the towers to use this ability. • Guards and wards 1/day on the central tower. • Storm of vengeance 1/day. The master must be in the control chamber to use this ability, and the storm rains down from the castle's cloudy base upon everything within range underneath (2,200 feet). • Wind wall at will. This effect surrounds the entire castle at a range of 100 feet, and can be raised or lowered by the master (or a creature he or she designates) from the control room or any tower as a standard action.Artifact APG The Cloud Castle of the Storm King can only be destroyed if it is dissipated by suitably strong winds; the only winds that can dissipate it are found only in the most turbulent reaches of the Plane of Air (of course, as nobody knows how to make it travel between planes, those wishing to destroy it must find it on the Plane of Air to have any chance to do so). Any other attacks may cause walls to collapse or even side towers to break loose, but the central chamber and the floors beneath it will continue to exist in a ruined form over a smaller storm cloud as long as this destruction condition is not met.0 1 0 0 0 0 0 0 0 strong 0 0 0Fork of the Forgotten One strong transmutation20 none 12 lbs. This +5 flaming wounding unholy ranseur was once the weapon of a powerful archdevil who they say controlled an entire layer of Hell. When he attempted to defy the Prince of Darkness, he was overthrown and banished into some cold and remote prison at the edge of the multiverse. Still bearing some infernal vestige of the forgotten fiend's power, the fork grants the bearer a +10 bonus on Diplomacy and Intimidate checks and the power to use scorching ray three times per day. Any nonevil creature who touches the Fork of the Forgotten One is given a choice: become lawful evil immediately, or die. Those who choose death are instantly slain (Fortitude DC 30 negates). Those who choose to become lawful evil change alignment immediately (no saving throw) and are subject to a demand spell (Will DC 25) requiring that they find the Forgotten One and free him from his icy prison- presumably thereafter he will press them into service for his plans of revenge against those who imprisoned him.Artifact APG The Fork of the Forgotten One is destroyed when a paladin of 19th level or higher touches it and chooses death rather than becoming lawful evil. This sacrifice still kills the paladin, though she can be raised from the dead.0 1 0 0 0 0 0 0 1 strong 12 0 0The Moaning Diamond overwhelming transmutation20 none 4 lbs. The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning, as if wailing in pain. Despite the disturbing noise, the Moaning Diamond is not evil. Three times per day, the bearer can call upon its power to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. Once per day the Moaning Diamond can also summon an elder earth elemental with maximum hit points that serves the caster until it is slain; only one such elemental can be summoned at a time.Artifact APG The Moaning Diamond can be smashed by the combined power of three elemental princes, one each from the Planes of Air, Fire, and Water. Even then, the dust must be cast into a place where it will never fall upon stone.0 1 0 0 0 0 0 0 1 none 4 0 0The Shield of the Sun strong abjuration 20 none 2 lbs. This +5 large shield, emblazoned with the symbol of the sun, allows the wielder to cast spells as if she were a 20th-level paladin with a Charisma of 20. The spells gained are cumulative with any existing spells per day the character might have, even from paladin class levels. The Shield of the Sun also grants its wielder spell resistance 15. It absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic). In return for all this, once per year the shield's owner must undertake a quest at the behest of a lawful good deity (no saving throw to avoid). A chaotic or evil character gains four negative levels when wielding the Shield of the Sun. The negative levels persist as long as the shield is in hand and cannot be overcome in any way (including restoration spells). The negative levels disappear when the shield is stowed or leaves the wearer's possession.Artifact APG The Shield of the Sun may be destroyed if a good-aligned character casts it into the Well of Eternal Night, its light fading into the inky depths before it finally disappears. If a nongood character does the deed, the shield is not destroyed, merely lost, and a quest to the Plane of Shadow may recover it.0 1 1 0 0 0 0 0 0 strong 2 0 0Zenj Spirit Fetish moderate abjuration9 none 4,500 gp 0 The bearer of this shrunken monkey head can use it to cast dispel evil. While the spell is in effect, the bearer can make a melee touch attack with the head to banish an evil creature from another plane back to its home plane, or dispel one evil spell or one enchantment spell cast by an evil creature. This use discharges and ends the spell. When the spell ends, the fetish becomes a normal, nonmagical monkey head.Craft Wondrous Item, dispel evil2,250 gp Wondrous ItemAP 38 0 0 1 0 0 0 0 0 0 moderate 0 4500 2250War Mask of Terror moderate necromancy9 head 9,000 gp 3 lbs. Shamans and warriors of many of the indigenous tribes of western Garund add to their fierceness and mystique by wearing wooden masks that bear terrifying visages of demonic spirits. A war mask is considered sacred and personal, and is often handed down to the next generation when a wearer dies. Individual masks are often notorious, and many tribesfolk can readily identify masks of other tribes with a DC 15 Knowledge (local) check. A war mask of terror provides its wearer with a +2 competence bonus on Intimidate checks and a +1 deflection bonus to Armor Class. In addition, the wearer may cast scare once per day. Other war masks exist with different abilities; some have higher deflection bonuses, while others can cast bull's strength, fear, or flesh to stone instead of scare.Craft Wondrous Item, scare, shield4,500 gp Wondrous ItemAP 38 0 0 0 0 0 0 0 1 0 moderate 3 9000 4500Eloko Bell moderate enchantment7 none 5,000 gp 0 This small, rusty iron bell contains great magic. When the bell is rung as a standard action, all creatures within 60 feet who can hear the bell must make a DC 14 Will save or be compelled to seek out the source of the sound for 7 rounds, moving at their normal speeds. If the sound leads its subjects into a dangerous area, each affected creature gets a second save. This is a mindaffecting compulsion effect. The bell affects a maximum of 24 HD of creatures. A bell can be used 5 times before it crumbles away into rusty flakes and becomes useless.Craft Wondrous Item, suggestion2,500 gp Wondrous ItemAP 38 0 0 0 0 0 1 0 0 0 moderate 0 5000 2500Torc of Kostchtchie overwhelming conjuration25 neck 2 lbs. This collar of finely wrought gold is inscribed with all manner of vile runes. It contains a piece of the demon lord Kostchtchie's mortal soul, entrapped by the witch Baba Yaga. The torc grants its wearer immunity to cold and the ability to command frost giants at will. This ability functions as dominate person, but affects only frost giants, who take a -10 penalty on their saves. In addition, the wearer can cast giant form II three times per day. Anyone who wears the torc for 1 week also gains the ability to summon an aspect of Kostchtchie once per day. This aspect takes the form of an Abyss gigas (see Appendix 2) who faithfully serves the wearer of the torc for 1 hour. Using the torc in this way certainly alerts Kostchtchie to the torc's whereabouts, and the demon lord will not rest until he has recovered the torc. In addition, any time one of the torc's powers is used, there is a cumulative 5% chance the wearer goes berserk (gaining all the benefits and drawbacks of the barbarian's rage ability), attacking the nearest non-giant creature until unconscious or dead or until no living non-giant remains within 30 feet.Artifact Witch War As Baba Yaga was the one who created the torc, only she possesses the means of destroying it. Those wishing to destroy the torc might need to deliver it to Baba Yaga when she returns to Golarion to place another of her daughters upon the throne of Irrisen and convince the Old Crone to destroy it herself.1 0 0 1 0 0 0 0 0 none 2 0 0Charm of Fate faint abjuration 5 neck 5,000 gp 0 This talisman made of bone, claws, and beads protects its wearer from bad luck, evil spirits, and foul magic. The first time each day that the wearer fails a saving throw, the charm of fate causes the wearer to instead successfully save if the roll was missed by 5 or less. If the saving throw was missed by 6 or more, the charm's daily use is expended to no effect.Craft Wondrous Item, remove curse2,500 gp Wondrous ItemAP 39 0 0 1 0 0 0 0 0 0 faint 0 5000 2500Elixir of Spirit Sight faint divination and transmutation5 none 1,000 gp 0 This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.Craft Wondrous Item, plane shift, see invisibility500 gp Wondrous ItemAP 39 0 0 0 0 1 0 0 0 1 faint 0 1000 500Hammertail moderate transmutation10 none 10,305 gp 2 lbs. This +1 bolas, crafted from strands of jungle vine woven into strong cord and weighted with rocks, is favored by the charauka. Ranged trip attacks with a hammertail are made with a +4 enhancement bonus on the CMB check. In addition, if an attack with a hammertail misses its target, the weapon returns as if it had the returning property.Craft Magic Arms and Armor, entangle, telekinesis5,305 gp Weapon AP 39 0 0 0 0 0 0 0 0 1 moderate 2 10305 5305Hyena Spirit Skin moderate transmutation9 shoulders 16,000 gp 2 lbs. This ragged piece of fur and skin contains powerful magic. Once per day, when draped over the head and shoulders, the skin grants its wearer the physical characteristics of a hyena for 10 minutes as the aspect of the wolf spell. The wearer gains a +4 enhancement bonus to Strength and Dexterity, the scent ability, and a +2 enhancement bonus on trip attacks, and she can make a trip combat maneuver as a swift action that does not provoke attacks of opportunity.Craft Wondrous Item, aspect of the wolf (Advanced Player's Guide 204)8,000 gp Wondrous ItemAP 39 0 0 0 0 0 0 0 0 1 moderate 2 16000 8000Litheria Blossom moderate necromancy7 none 1,400 gp 0 The litheria blossom is a rare but naturally occurring flower with large, pink petals. The pollen of the litheria blossom bridges the gap between life and death, functioning like an elixir, though inhaled rather than imbibed. A creature inhaling the pollen gains the benefit of the death ward and deathwatch spells. Both effects last for 10 minutes. If plucked, the flower remains vibrant and alive until the pollen within the flower is inhaled, at which point the flower wilts and dies. The pollen remains potent only so long as it held within the flower or immediately thereafter. If removed from the flower for longer than 1 round, both the pollen and the flower become nonmagical.Craft Wondrous Item, death ward, deathwatch700 gp Wondrous ItemAP 39 0 0 0 0 0 0 0 1 0 moderate 0 1400 700Mantis Blade strong evocation 20 none 2 lbs. The mantis blade is an intelligent +2 axiomatic sawtooth sabre made of red chitin that forms a curved, serrated blade. It grants its wielder the ability to make a +1d6 sneak attack. This ability functions exactly like the rogue ability of the same name, and stacks with sneak attack bonuses the wielder may already have. When a creature is wounded with the blade, the wielder can activate the blade's bane special ability against that type of creature as a swift action. The bane ability lasts for 10 minutes and is usable once per day. Sacred to the faith of the mantis god Achaekek, the mantis blade also grants bonuses to a Red Mantis assassin who wields it. A Red Mantis assassin wielding the mantis blade gains a +2 bonus to the DC of her prayer attack, and may use her red shroud and fading abilities each an additional time per day.Artifact AP 39 LE 10 12 14 16 telepathy vision and hearing 60 ft., darkvision 60 ft.If a single wielder uses the mantis blade to slay nine rightful ruling monarchs, the weapon can be destroyed by a successful sunder maneuver.1 0 0 0 0 0 1 0 0 strong 2 0 0Monkey's Paw faint enchantment 5 neck 12,000 gp 0 This tiny, shrunken, mummified monkey hand is worn around the neck on a leather strap. Once per day as a free action, the wearer of a monkey's paw may reroll one attack roll, skill check, or saving throw. The reroll must be made before the result of the initial die roll is known. The second die roll must be used even if the result is worse than the original roll. If the second die roll is worse than the original, the wearer suffers a sense of impending doom, causing him to be shaken for 1d4 rounds.Craft Wondrous Item, doom, prayer6,000 gp Wondrous ItemAP 39 0 0 0 0 0 1 0 0 0 faint 0 12000 6000Ring of Seven Virtues moderate transmutation9 ring 10,000 gp 0 This bronze band is covered in geometric shapes and studded with tiny pearls. The wearer of the ring gains a constant endure elements effect and a +5 competence bonus on Survival checks made in jungles. In Saventh-Yhi, the wearer also enjoys the active benefits of one of that city's seven spears for as long as she is in that spear's district. The wearer loses the benefits of a particular spear if she leaves that spear's district, but gains new active benefits if she enters a new spear's district. The ring's wearer can only gain the benefits of a single spear at any one time.Forge Ring, Self-Sufficient, endure elements5,000 gp Ring AP 39 0 0 0 0 0 0 0 0 1 moderate 0 10000 5000Rod of Well-Deserved Rest strong enchantment and evocation12 none 62,000 gp 5 lbs. This rod is made of polished gold, and features three blownglass onion domes at one end. It functions as a +1 light mace. Up to three times per day, with a successful hit in combat, the wearer may attempt to put the target of the attack asleep (DC 14 Will save negates). This functions as sleep, but there is no limit to the number of Hit Dice that may be affected. In addition, the wielder may create an opaque sphere of force to protect himself from the elements once per day, as a tiny hut spell with a 5-foot radius. If the wielder goes to sleep with the rod in his possession, 8 hours of sleep provides healing equivalent to a full day of bed rest. Upon waking, the wielder enjoys the benefits of a good hope spell for 1 hour.Craft Rod, deep slumber, good hope, restful sleep (Advanced Player's Guide 239), tiny hut31,000 gp Rod AP 39 0 0 0 0 0 1 1 0 0 strong 5 62000 31000Savage Sting strong divination 12 none 38,302 gp 1 lb. This +1 seeking blowgun is made of a hollowed piece of reed lacquered in vibrant orange hues and decorated with a fetish of brilliantly colored feathers. Up to three times per day, the wielder may envenom a dart fired from the blowgun with a virulent toxin, which functions as the poison spell.Craft Magic Arms and Armor, poison, true seeing19,302 gp Weapon AP 39 0 0 0 0 1 0 0 0 0 strong 1 38302 19302Stunstone faint evocation 5 none 350 gp 1 lb. This naturally occurring, glowing purple crystal can be thrown as a ranged attack with a range increment of 20 feet. When it strikes a target or hard surface (or is struck hard), the crystal shatters in a burst of sound and light. Every creature in a 10-foot-radius spread is outlined in faerie fire, takes 1d8 points of sonic damage, and must make a DC 13 Fortitude save or be stunned for 1 round.Craft Wondrous Item, Craft (alchemy) 5 ranks, faerie fire, sound burst175 gp Wondrous ItemAP 39 0 0 0 0 0 0 1 0 0 faint 1 350 175Wavecutter moderate abjuration10 none 10,320 gp 4 lbs. This unusual +1 keen terbutje (Adventurer's Armory 5, or as a longsword) is made of sharp chunks of quartz embedded along a length of steel. A wavecutter may be used underwater without suffering a slashing weapon's normal -2 penalty on attack rolls.Craft Magic Arms and Armor, freedom of movement, keen edge5,320 gp Weapon AP 39 0 0 1 0 0 0 0 0 0 moderate 4 10320 5320Black Blessing faint abjuration 3 neck 500 gp 0 This small black pouch typically bears a symbol of a heart, bird's head, or fish scribed in blood. It grants the wearer a +1 resistance bonus on Fortitude and Reflex saving throws. However, the wearer also takes a -2 penalty on all Will saves against spells cast by the item's creator.Craft Wondrous Item, resistance, bane250 gp Wondrous ItemAP 39 0 0 1 0 0 0 0 0 0 faint 0 500 250Ganji Doll moderate necromancy6 none 16,000 gp 1/2 lb. A ganji doll is the pinnacle of juju sympathetic magic, a fetish tied so intimately to its intended victim that good or ill may be done to the target through the doll itself. During the item's creation, the creator must choose a humanoid creature to bind the doll to. This requires the creator to obtain and craft a bit of the intended target's body-typically hair, blood, or a tooth- into the fetish. Once this has been done, the ganji doll affects no other creature aside from the bound target. The target of the ganji doll cannot be changed after crafting is complete. Once the doll has been created, three times per day, any bearer can employ the doll to create any one of the following effects. These effects only target the creature bound to the doll. The target takes a -2 penalty on all saving throws against these effects. Blind: Covering the doll's head with a cloth blinds the target for 1 minute (DC 16 Will save to resist). Damage: Stabbing the doll with a sharp instrument, waving it over an open flame, wrapping a cord around the doll's neck, or otherwise damaging the doll causes the target to take 3d6 points of damage (DC 16 Fortitude save for half). This damage ignores all resistances and immunities. Target: The ganji doll functions as the bound target itself for the purpose of any spell with a range of touch. The target receives the effect of any spell cast upon the doll (up to the doll's limit of 3 effects per day) as if the caster had actually touched him. The target may make saving throws against such spells, if allowed, as normal, but takes the -2 penalty imposed by the doll. Beneficial spells, such as cure light wounds, can also be used in this manner.Craft Wondrous Item, bestow curse, and a piece of the body of the humanoid to be affected8,000 gp Wondrous ItemAP 39 0 0 0 0 0 0 0 1 0 moderate 0.5 16000 8000Ganji Doll, Greater moderate necromancy12 none 36,000 gp 1/2 lb. A greater ganji doll looks similar to and functions as the normal version, except that it can be used 5 times per day, imposes a -4 penalty on the target's saving throws against its effects, and has the following altered or additional special abilities in addition to all the abilities of a ganji doll. Damage: Damaging the doll causes the target to take 6d6 points of damage (DC 16 Fortitude save for half ). This damage ignores all resistances and immunities. Locate Creature: The bearer of a ganji doll can use it to locate its bound target, as per the spell locate creature. Suggestion: The user whispers in the doll's ear, creating the effect of a suggestion spell. The target must make a DC 16 Will save to resist the effect. Unlike the spell, the target need not comprehend the user's language.Craft Wondrous Item, bestow curse, suggestion, and a piece of the body of the humanoid to be affected18,000 gp Wondrous ItemAP 39 0 0 0 0 0 0 0 1 0 moderate 0.5 36000 18000Laubo Powder moderate enchantment10 none 2,800 gp 0 Salt, chalk, and powdered bone goes into the creation of this thick powder. When it is smeared over the face of a willing or helpless humanoid, the victim is affected as per the spell dominate person. The victim receives a save against the powder's effect, but makes it at a -2 penalty. Those who fail the save are affected by the spell and are under the control of the powder's creator (not necessarily the powder's user). In addition, the victim cannot articulate beyond making a low moaning, and takes on a death-like pallor, appearing to be a zombie. Spells like detect undead or a minute of uninterrupted examination followed by a DC 20 Heal check reveal that the victim is not actually undead. Creating a batch of laubo powder provides enough for 3 uses.Craft Wondrous Item, dominate person, disguise self1,400 gp Wondrous ItemAP 39 0 0 0 0 0 1 0 0 0 moderate 0 2800 1400Spirit Tear faint divination 5 neck 1,800 gp 0 This small glass ornament is usually molded into the shape of an eye or drop. Once per day the wearer can activate the tear, gaining the ability to see invisibility with a range of 10 feet for 5 minutes.Craft Wondrous Item, see invisibility900 gp Wondrous ItemAP 39 0 0 0 0 1 0 0 0 0 faint 0 1800 900Argental Font strong conjuration (healing)18 none 2,000 lbs. This beautifully carved stone fountain is decorated with figures of dancing fey creatures and holds pure, shimmering water that glows with silvery light. The moon-goddess Acavna gave the to the city of Saventh-Yhi at its founding as a gift in gratitude for the heroine Savith's valor. Anyone drinking from the fountain enjoys the combined benefits of greater restoration and heal, and is immediately cured of all afflictions, including ability damage or drain, negative levels, and insanities. The waters cannot return the dead to life, though an undead creature immersed in the fountain is immediately destroyed (no save). The fountain never runs dry, no matter how many times it is used or how much water is taken from it, but the water retains its potency for only 1 round after being removed from the fountain, becoming normal water thereafter. The font can only be moved from its location with a miracle or wish spell. An individual creature can only benefit from the effects of the Argental Font once per year.Artifact AP 40 If a good celestial creature of at least 10 Hit Dice ever willingly commits suicide while in the font's waters, the fountain ceases to flow and its waters lose all special properties.1 0 0 1 0 0 0 0 0 strong 2000 0 0Sihedron Medallion faint necromancy 5 neck 3,800 gp 0 This medallion hangs on a leather cord, a silver disc inscribed with a seven-pointed star. Although few know the actual significance of the star today, it was once a very important symbol in ancient Thassilon, for this star symbolized the seven rewards of rule and the seven schools of Thassilonian magic. These medallions were given to favored agents of the runelords; the medallions granted some minor benefits to the wearers, but also allowed the runelords to use those who wore them as proxies. By concentrating on a scrying device, a runelord could sense the world through the Sihedron medallion wearer's senses, and could speak through his voice. While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded to bestow the effects of false life on the wearer-these effects end if the medallion is removed. Placed on the neck of a dead body, the Sihedron medallion preserves the body indefinitely with gentle repose.Craft Wondrous Item, false life, gentle repose, resistance1,900 gp Wondrous ItemGodsMouth Heresy 0 0 0 0 0 0 0 1 0 faint 0 3800 1900Amulet of the Abyss moderate conjuration [chaotic, evil]5 neck 15,000 gp 0 Each amulet of the Abyss bears a demon lord's rune on its face, indicating the lord to which the amulet is attuned. An amulet of the Abyss functions as an unholy symbol to the demon lord. For a worshiper of that demon lord, an amulet of the Abyss functions as a phylactery of faithfulness. An amulet of the Abyss grants its wearer the ability to cast all three spell-like abilities granted by the associated demon lord's first demonic boon, once per day per spell. See the individual demon lord entries in Chapter One for lists of the spells each demon lord grants as a boon. Any lawful or good character who wears this amulet gains two negative levels. These negative levels remain as long as the amulet is worn. Although they never result in actual level loss, they cannot be overcome in any way as long as the amulet is worn.Craft Wondrous Item, must worship a demon lord7,500 gp Wondrous ItemBook of the Damned V2 0 0 0 1 0 0 0 0 0 moderate 0 15000 7500Book of the Damned : Demonic overwhelming all schools [chaotic, evil]25 none 12 lbs. The original Book of the Damned was collected from the scattered records of the exiled angel Tabris, who was ordered to record the lore of all the multiverse but was cast out of Heaven for his findings. The demonic chapters of the Book of the Damned are bound between razor-edged covers of cold iron. Care must be taken when opening this book, lest the covers cut the fingers. Blood spattered on the pages of the book quickly fades away, as if the damp sheets of pale parchment within possessed a thirsty, vampiric nature. A DC 12 Reflex save is enough to avoid being cut when opening this book-on a failed save, the user takes 2 points of Constitution damage. This section of the Book of the Damned serves as a catalogue of the Abyssal realms and their lords-yet just as the rulers of the Abyss wax and wane, the contents of this book shift and change as well, revealing dark secrets. Any good-aligned creature who touches this section of the Book of the Damned gains one negative level. This level cannot be restored until the character has remained more than 10 feet away from the book for 24 hours. Creatures attempting to read the book that are not chaotic evil must make a DC 15 Will save or have their alignment permanently take one step toward chaotic evil. These pages of the Book of the Damned are written in Abyssal. A reader who spends 30 days (not necessarily consecutively) reading the book receives several benefits. The book contains copies of every spell with the evil descriptor, as well as all of the arcane spells listed below. The user gains a +4 bonus on all Knowledge (planes) checks if she uses the book as a resource (consulting it for at least an hour regarding a question), and its descriptions of the Abyss are so accurate that any teleportation travel to or within the Abyss always brings the caster to the exact location desired. The demonic section of the Book of the Damned serves as the focal point for a permanent unhallow effect and sympathy tuned to attract chaotic evil creatures. As long as the book is carried, its owner casts all evil spells as if she were 2 caster levels higher and gains a +2 bonus on all Charisma-based skills and checks when interacting with chaotic evil creatures. Three times per day, the tome can be used to cast one of the following spells: blasphemy, desecrate, greater planar binding, insanity, rift of ruin (see page 48), summon monster VII, or unholy blight. Once per day as a standard action, the bearer can use the book to gain any one of the boons granted by any demon lord-the boon lasts as long as the owner retains possession of the book, or until she chooses a new boon. This does not require an obedience.Artifact Book of the Damned V2 The demonic Book of the Damned can be destroyed by feeding the pages to a lawful or good outsider (though doing so usually results in the outsider's death or fall from grace). Yet as long as the other sections of the book exist, the demonic section always turns up again somewhere, undamaged and whole.1 0 0 0 0 0 0 0 0 none 12 0 0Persistent Metamagic Rod strong (no school)17 none 32,500 gp 5 lbs. The wielder can cast up to three spells per day as though using the Persistent Spell feat.Craft Rod, Persistent Spell16,250 gp Rod APG 0 0 0 0 0 0 0 0 0 strong 5 32500 16250Celestial Lens strong evocation 20 none 2,400 lbs. The celestial lens is a 12-foot-diameter lens mounted in a rune-covered circular frame of strange, alien metal, floating in a permanent orbit around the Sun Temple. Several smaller lenses of similar design hover around the primary lens like a bizarre orrery, moving into place to focus the arcane rays of the device. The ancient Azlanti created the celestial lens to capture the light of sacred eclipses and solar conjunctions, as well as the refracted darkness found between stars. Celestial rays can be directed in an extremely powerful beam of energy that manifests as a vertical column of searing energy blasts focused directly below the celestial lens. Depending on the will of the controller and GM adjudication for inclement weather, such blasts deal between 5d6 and 20d6 points of damage in a 5-foot-radius cylinder extending from the lens to the ground or target. During the day, half the damage is fire damage, but the other half results directly from divine power and is therefore not reduced by resistance to fire-based attacks. At night, the device focuses distant starlight, and the maximum damage is only 10d6, although the lens does not function at all for 1 hour before sunrise and 1 hour after sunset. The lens moves with a constant speed of 20 feet and damages everything caught in the affected areas each round. Victims may make a DC 25 Reflex save for half damage. The lens orbits at a static height of 100 feet from the ground and moves at a speed of 20 feet per round. It cannot be stopped or accelerated, although the path of the transit can be altered by a user in possession of the flame of guidance. When not directed, the lens maintains its last commanded path, eventually curving into a new elliptical orbit around the sun temple, scorching a path through whatever lies below. The user can alter both the damage (up to the maximum for the current lighting conditions) and the orbit in any direction, but the lens must move 20 feet each round, and cannot travel more than 3 miles from the temple in any direction before it curves back around and begins returning.Artifact Lost Cities Of Golarion The light of a full moon must be focused through the celestial lens at maximum intensity on a flawless silver mirror no less than 10 feet in diameter (DC 20 Craft [glass] to cast). The doubly reflected light shatters the otherwise indestructible glass of the celestial lens, causing the whole lens to tumble to the ground.0 1 0 0 0 0 1 0 0 strong 2400 0 0Flame of Guidance strong transmutation20 none 1 lb. This charm resembles an orrery composed of small, freely orbiting orbs circling a candle-sized flame. The device functions as an ioun stone, and when released, the flame perches above the user's head, remaining stationary relative to the user as the smaller planetary orbs take up elliptical transit around it. When in use, the flame grants the user a natural armor bonus of +4, the fire subtype, immunity to fire, and vulnerability to cold. If within 3 miles of the celestial lens, the user can control the horizontal orbital direction of the item, but cannot make the lens stop or move it vertically from its standard position of 100 feet from the ground. The wearer takes a -4 penalty on all saves against the special abilities of the godling Nuruu'gal and possession attempts by tears of Nuruu'gal.Artifact Lost Cities Of Golarion Holding the item in a maximum-intensity blast of the celestial lens for 3 rounds destroys it.0 1 0 0 0 0 0 0 1 strong 1 0 0The Aqualinth strong (all schools) [evil]18 none 0 A strange statue of some unknown dark material resembling unnaturally slippery stone, this idol is carved in the shape of something at once unrecognizable and terrifyingly organic, and possesses a number of unique abilities when touching liquid. Geyser: If four or more levels' worth of spells are cast upon the Aqualinth, the artifact is capable of causing the water surrounding it to purify and multiply, generating thousands of gallons of water. At the same time, it creates an effect mimicking reverse gravity upon the water, causing it to shoot up in a geyser capable of reaching a thousand feet high. Moments later, the effect passes; the water comes crashing down, and can be captured or diverted in the process, though the water level of the original supply remains unchanged. Bath of the God-Kings: Bathing in a pool infested by the Aqualinth instantly refreshes the bather, removing any fatigued or exhausted conditions. In addition, the bather is treated as though he were wearing a ring of sustenance for the next 4 months. Regular bathing for 56 days results in a +1 increase to a single ability score of the bather's choice-a creature can receive this bonus only once, but can continue to receive the other benefits of bathing in the pool. Liquid Ones: Anyone who spies her own reflection in a pool infested by the Aqualinth and who is not completely loyal to the Four Pharaohs of Ascension is treated as though she had gazed into the reflective surface of a mirror of opposition. The duplicates created by the Aqualinth are not truly identical to their originals. A duplicate has vulnerability to fire, losing any fire resistance or immunity the original may have, and also gains the water subtype. A duplicate can be distinguished from the original with a DC 30 Perception check, as the duplicate has a faint watery texture to its skin. Whispering Water: Possessed of a malign and alien intellect, the Aqualinth has an unknown agenda of its own, and is capable of casting suggestion (save DC 31) upon anyone who drinks at least half a gallon of water it has touched or produced.Artifact Lost Cities Of Golarion The Aqualinth may be evaporated into nothingness by transporting it to the heart of a sun or star.0 1 0 0 0 0 0 0 0 strong 0 0 0Nightmare Tears faint divination 5 none 250 gp 0 Nightmare tears are a toxic alchemical solution that, when applied to the eyes, allows the individual to see past certain supernatural effects, as the spell true seeing. These include reality-warping effects such as those caused by the Plateau of Leng and spells or supernatural powers that create phantasms such as weird, nightmare, and phantasmal killer. The effect of the tears lasts for 1 hour. Nightmare tears have horrific side effects-users suffer both temporary blindness and insanity. Immediately after applying the tears, the user goes blind for 1d4 rounds and looses 1d4 points of Wisdom until the tears wear off. However, if the user fails a DC 11 Will save, both effects become permanent.Craft Wondrous Item, blindness, true seeing125 gp Wondrous ItemLost Cities Of Golarion 0 0 0 0 1 0 0 0 0 faint 0 250 125Throne of Ydersius Ascendant strong abjuration 18 none 2,000 lbs. This huge, ornate throne, carved from white marble and inlaid with flickering, smoking, multicolored spirals of serpentstone, is uncomfortably tall and thin for most humans, as it is designed to seat a high priest of the serpentfolk. While seated upon the throne, a divine caster who worships Ydersius may use a spell slot or exchange any prepared divine spell (including domain spells) of 3rd level or higher to cast dispel magic. Once per day, a divine caster of sufficient level may instead cast greater dispel magic in place of a spell of 6th level or higher. This ability is in most other ways identical to the spontaneous casting of clerics and druids (see the Pathfinder RPG Core Rulebook), but may also be employed by antipaladins, inquisitors, oracles, or other divine casters faithful to Ydersius. The throne bestows one permanent negative level on any creature that sits upon it, other than divine casters who worship Ydersius. This negative level remains as long as the non-sentient or heretical creature sits upon the throne and disappears when the throne is vacated. This negative level cannot be overcome in any way (including by restoration spells) while the throne is occupied.Artifact AP 41 The Throne of Ydersius Ascendant can only be destroyed by anointing it with the blood of Ydersius, followed by a successful mage's disjunction spell cast on the throne by a cleric of an Azlanti deity.1 0 1 0 0 0 0 0 0 strong 2000 0 0Eroeme strong divination 12 none 180,350 gp4 lbs. Eroeme is a lawful-aligned intelligent +2 mithral monstrous humanoid bane greatsword that can resize to fit the hands of its wielder. In the days when Azlant battled the serpentfolk empire, five lesser replicas of Savith's legendary magical sword were crafted for her closest allies. One of these weapons was Eroeme, made for the cyclops general Aveshai with the specific purpose of slaying the serpentfolk and their agents wherever they might be found on or beneath Golarion. The sword's knowledge and experience was invaluable to General Aveshai as he faced the serpentfolk in Ilmurea, and its disappearance (along with the general) somewhere beneath the Mwangi jungles was a blow to Azlanti morale.Craft Magic Arms and Armor90,175 gp Weapon AP 42 LN 12 14 16 19 Aklo, Azlanti; telepathydarkvision 60 ft.; Perception +12fly 30 ft., 10 ranks in Perception 0 0 0 0 1 0 0 0 0 strong 4 180350 90175Belt of the Snake King faint transmutation 5 belt 2,600 gp 5 lbs. This belt writhes like a living snake, even hissing and blinking; it clasps by holding its tail in its mouth. You gain a +1 enhancement bonus on your natural armor. If Ydersius is your patron, once per day, you may use magic fang on one of your own natural weapons.Craft Wondrous Item, barkskin, magic fang, summon monster I1,300 gp Wondrous ItemAP 42 0 0 0 0 0 0 0 0 1 faint 5 2600 1300Snakescale Armor faint illusion 5 armor 8,900 gp 20 lbs. This +1 scale mail is made from hardened, reinforced snakeskin scales. The armor has an arcane spell failure chance of 15%, a maximum Dexterity bonus of +5, and a -2 armor check penalty. It also grants its wearer a +5 competence bonus on Climb and Stealth checks. Snakescale armor is considered light armor.Craft Magic Arms and Armor, invisibility, silence, spider climb4,450 gp Armor AP 42 0 0 0 0 0 0 0 0 0 faint 20 8900 4450Skull of Ydersius overwhelming all 30 none 150 lbs. The skull of Ydersius is far more than just a powerful artifact-it is the actual skull of a god. The skull itself is all but indestructible, and while it can observe the world around it, its capacity to interact with that world is limited. Ydersius's clerics still receive spells from their prayers, granted by this very skull regardless of its location or who might claim the skull as their own-there is no way a mortal can block this effect. Relatively bulky, the skull itself measures nearly 5 feet long. The skull's greatest power is that it contains a god, and if reunited with the god's missing body, it can restore Ydersius to full potency as a deity. Beyond this staggering power, though, possession of the skull of Ydersius grants several powerful abilities, as outlined below. • The skull treats the 80-foot-radius area around it as though an unhallow spell had been cast with the skull as the touched point of origin. This effect carries with it two linked spells that affect only worshipers of Ydersius (death ward and freedom of movement), and two linked spells that affect all non-worshipers of Ydersius (dimensional anchor and bane). • Once per day, a creature that touches the skull may cast commune to speak with Ydersius. A non-worshiper of Ydersius who uses this power must make a DC 25 Will save each time the power is used to avoid succumbing to a feeblemind spell. • All reptilian creatures (including all worshipers of Ydersius, sorcerers with the serpentine or draconic bloodline, and druids currently wildshaped into reptilian forms) within 160 feet of the skull of Ydersius gain spell resistance 25 and fast healing 10. Any good-aligned creature that carries the skull of Ydersius, even via an extradimensional space such as a portable hole, gains three negative levels. These negative levels remain as long as the skull is carried and disappear when the skull is released. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the skull is carried. A creature that suffers from these negative levels has a 50% spell failure chance on all divine spellcasting attempts.Artifact AP 42 Destroying the skull of Ydersius is a near-impossible task tantamount to killing a god, though methods exist by which such a feat might be achieved. For example, should the skull be reunited with Ydersius's body, the god returns to life, though in a weakened state. This manifestation, though powerful, can be combated and even slain, though it regenerates from nearly any wound short of re-decapitation. For an instant, before the whole body begins to regenerate, Ydersius's spirt is untethered from his form. If Ydersius is dragged bodily before the throne of the goddess Pharasma in the Boneyard and slain in her presence, the death deity can judge the serpent god's momentarily freed essence in that instance, causing his body and skull to disintegrate into dust. Some suspect that a manifestation of Ydersius in the Great Beyond would prove far more powerful than one forced to manifest on the Material Plane.0 1 0 0 0 0 0 0 0 none 150 0 0Totem of Angazhan strong necromancy and transmutation20 none 150 lbs. A totem of Angazhan is a dangerous and sinister artifact created by the demon lord Angazhan-originally, only one such totem existed, but as the reach of the Gorilla King expanded, additional totems began to appear in various hidden parts of the Mwangi Expanse, especially to the south of the Screaming Jungle in the deep, unexplored center of Garund. Each totem of Angazhan possesses a crude intelligence and can observe the world around it via true seeing. It can also hear and possesses tremorsense. All three of these senses extend to a range of 30 feet; the totem cannot detect anything beyond this range. A totem of Angazhan constantly radiates an aura of fear that fills the minds of any creatures within 30 feet with cruel memories of past lives in which they were consumed alive by apes-whether or not these past deaths are accurate is irrelevant to the sensation of horror they invoke in victims. All non-worshipers of Angazhan within this area must make a DC 15 Will save each round to avoid becoming panicked for 1 round. This is a mind-affecting fear effect. Once per round, a totem of Angazhan can cast weird. This is its primary means of defense, and it can target all creatures within 30 feet that it can sense. The effect manifests at caster level 20th, and has a save DC of 23. Once per day, a totem of Angazhan can reincarnate a single creature that dies within 30 feet of it. Unlike the spell of the same name, the reincarnated creature always returns to life as a Chaotic Evil charau-ka. A creature reincarnated as a charau-ka gains +4 Str, +2 Dex, and +4 Con. Once per year, the totem may instead use its reincarnate ability to bring a creature back to life as a Chaotic Evil dire ape-it is this ability that creates the creatures that go on to become Gorilla Kings. A creature reincarnated as a dire ape gains +8 Str, +4 Dex, and +6 Con. When a new dire ape champion is created, it becomes infused with a desire to seek out the current Gorilla King and challenge him to a fight to the death-the survivor continues ruling as the Gorilla King for another year. In this fashion, the Mwangi Expanse has never gone for more than several months without a Gorilla King for the past several hundred years. As with all reincarnate effects, the creature being restored to life must be willing for the effect to work-the creature to be reincarnated knows that accepting the offer to come back to life enslaves its soul to Angazhan (resulting in the shift to Chaotic Evil and the drive to seek out and replace the current Gorilla King). If a totem of Angazhan is placed upon or adjacent to an altar of Angazhan that is under the effect of an unhallow spell cast by a worshiper of Angazhan, the totem of Angazhan's sensory range extends to 300 feet, and it can use its abilities in this extended range as long as it has line of sight to its target.Artifact AP 42 A totem of Angazhan can be destroyed only by a Gorilla King (either acting on his own volition or while under the effects of magical control), who can damage the totem as if it were a normal item with hardness 8 and 100 hp (or with a DC 30 Strength check to break the totem in half ). Of course, once a Gorilla King makes his first attack upon one of these totems, the blasphemy against Angazhan causes that Gorilla King to no longer count as a worshiper of Angazhan, and he can now be affected by the totem's fear aura. Worse, the affront allows the totem of Angazhan to attempt once per round to revoke that Gorilla King's reincarnated body. Each round the blasphemous Gorilla King remains within reach of the totem's senses, the Gorilla King must make a DC 25 Fortitude save to avoid being transformed back into whatever race the creature was before he was reincarnated. Once this occurs, the target is no longer a Gorilla King and can no longer damage the totem, but the totem continues to use weird to attempt to slay the creature as long as it is able.1 0 0 0 0 0 0 1 1 strong 150 0 0Padma Blossom faint abjuration and enchantment3 none 8,000 gp 0 This perfect lotus flower formed from pink jade offers purity of mind and spiritual calm. While grasped, the blossom grants its holder a +3 competence bonus on concentration checks and suppresses the following on its holder: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Twice per day, the bearer can cast calm emotions.Craft Wondrous Item, calm emotions, remove fear4,000 gp Wondrous ItemCult Of The Ebon Destroyers 0 0 1 0 0 1 0 0 0 faint 0 8000 4000Haunt Siphon faint necromancy 3 none 400 gp 1 lb. These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt's energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)-this can be before or after the haunt has acted. You must be within the haunt's area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt's hit points to 0, the mist inside the haunt siphon glows green-if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a -5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.Craft Wondrous Item, cure moderate wounds, gentle repose200 gp Wondrous ItemAP 43 0 0 0 0 0 0 0 1 0 faint 1 400 200Spirit Planchette, Brass moderate divination9 none 4,000 gp 5 lbs. A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with dead2,000 gp Wondrous ItemAP 43 0 0 0 0 1 0 0 0 0 moderate 5 4000 2000Spirit Planchette, Cold Iron moderate divination9 none 10,000 gp 5 lbs. A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with dead5,000 gp Wondrous ItemAP 43 0 0 0 0 1 0 0 0 0 moderate 5 10000 5000Spirit Planchette, Silver moderate divination9 none 18,000 gp 5 lbs. A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with dead9,000 gp Wondrous ItemAP 43 0 0 0 0 1 0 0 0 0 moderate 5 18000 9000Charm of Aluum Control moderate transmutation20 neck 20,000 gp 0 This pendant holds a glowing crystal etched with faint runes. Created by the pactmasters of Katapesh to manipulate and control their constructs known as aluums, these charms are much sought after on the black market. Unauthorized possession of a charm of aluum control is considered a grave crime in Katapesh, punishable by decades of imprisonment, exile, or even death. Each charm of aluum control is attuned to a single, specific aluum, but the magic of the charm allows it to function somewhat against other aluums as well. Against its specific attuned aluum, the charm grants you the ability to command that construct as if you were using dominate person on a humanoid creature. This effect functions against other aluums, but non-attuned aluums gain a DC 16 Will save to resist the effect. If an aluum fails such a save, it becomes attuned to that charm and the previous aluum becomes unattuned-a single charm of aluum control can only be attuned to one aluum at a time. For purposes of this effect, ordering an aluum to attack a Pactmaster or someone who appears to be part of Katapesh's government or army or to damage any structure in the city of Katapesh counts as an action against the aluum's nature and allows the aluum a new saving throw with a +2 bonus to resist the charm's effects. If an aluum escapes this effect, it is no longer attuned and typically attacks the target who attempted to command it.Craft Construct, Craft Wondrous Item, soul bind10,000 gp Wondrous ItemInner Sea World Guide 0 0 0 0 0 0 0 0 1 moderate 0 20000 10000Goz Mask moderate transmutation8 head 8,000 gp 1 lb. Shortly after the Eye of Abendego began, a fanatical splinter-cult of Gozreh known as the Storm Kindlers flocked to the region, convinced the Eye was a manifestation of the Storm Lord himself. The upper tier of this group created enchanted masks to aid in the navigation of the often storm-lashed swamps. The Storm Kindlers, however, were unprepared for the savagery and evil that had claimed the Sodden Lands, and they and their home were quickly wiped out. Today, many of these distinctive masks remain, now worn by humanoid chieftains and Koboto witch doctors. The masks are often defaced, with the original appearance twisted into a monstrous or demonic visage. Their new owners refer to them as goz masks. A goz mask allows you to see through fog, smoke, and other obscuring vapors as if they did not exist (this ability functions underwater as well, allowing the wearer to see through thick silt and other aquatic precipitates). Additionally, you are treated as one size category larger than you are and gain a +4 bonus on all saving throws made to resist the effects of wind while wearing a goz mask. A goz mask allows its wearer to breathe water for 1 hour per day-these minutes need not be consecutive, but must be expended in minimum increments of 10 minutes each.Craft Wondrous Item, control winds, water breathing4,000 gp Wondrous ItemInner Sea World Guide 0 0 0 0 0 0 0 0 1 moderate 1 8000 4000Mask of the Mantis faint divination 3 head 6,000 gp 1 lb. A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.Craft Wondrous Item, darkvision, see invisibility, deathwatch3,000 gp Wondrous ItemInner Sea World Guide 0 0 0 0 1 0 0 0 0 faint 1 6000 3000Unguent of Revivification faint necromancy 3 none 300 gp 1 lb. This foul-smelling gray paste is typically stored in a bone container. When smeared upon a corpse, it preserves that corpse's state of decay for 5 days, as if via the gentle repose spell. If smeared upon a corporeal undead creature, it restores that creature's living appearance for 5 days-this has no effect on the creature's abilities, but does grant it a +10 circumstance bonus on Disguise checks to appear as a living creature and imparts a -5 penalty on Knowledge (religion) checks to identify what type of undead creature it is. Unguent of revivification is particularly popular in Geb, where many of that nation's movers and shakers view it as a vanity item to mask the hideous truths of their undead flesh.Craft Wondrous Item, gentle repose150 gp Wondrous ItemInner Sea World Guide 0 0 0 0 0 0 0 1 0 faint 1 300 150Wayfinder faint evocation 5 none 500 gp 1 lb. A small magical device patterned off ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. A badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM's discretion.Craft Wondrous Item, light250 gp Wondrous ItemInner Sea World Guide 0 0 0 0 0 0 1 0 0 faint 1 500 250Zoic Fetish faint enchantment (compulsion)5 none 7,500 gp 0 Originally invented by shamans of the Kellid tribes of the Realms of the Mammoth Lords, zoic fetishes have spread throughout the Inner Sea region and are much sought after in any area where dangerous animals dwell. Each zoic fetish looks different, but is essentially a small fetish made from branches, grass, twine, and bone crafted into one of several shapes-a mammal, a bird, a reptile, an amphibian, or a fish. As long as you carry a zoic fetish, you are somewhat protected against attacks from animals, gaining a +1 insight bonus to AC against all animals. In addition, possession of a zoic fetish grants a +4 insight bonus on wild empathy checks. Finally, once per day, you can present a zoic fetish to an animal of the same classification as the fetish (mammal, bird, reptile, amphibian, or fish) to use dominate animal on that creature.Craft Wondrous Item, dominate animal, hide from animals3,750 gp Wondrous ItemInner Sea World Guide 0 0 0 0 0 1 0 0 0 faint 0 7500 3750Blackaxe strong conjuration20 none 50 lbs. Treerazer's favored weapon is Blackaxe, a Huge +5 plant bane greataxe carved from obsidian but as strong as adamantine-this weapon is considered epic and can penetrate epic damage reduction. Virulent acid constantly seeps from Blackaxe's blade, dealing +1d6 points of acid damage on a successful hit. On a successful critical hit, Blackaxe deals an additional +2d10 points of acid damage. Once per minute, the weapon's wielder can use heal on himself by striking a living and nonmagical tree with Blackaxe-this act causes the tree to wither to ash in a heartbeat. Treerazer can call Blackaxe to his hand as a free action, despite any intervening distance, as long as Blackaxe is not kept in an area that prevents teleportation effects from occurring. The nascent demon lord often loans Blackaxe to favored minions, and uses this ability to reclaim his weapon should he become aware that the wielder has failed in a mission. While Blackaxe is wielded by another creature, Treerazer always knows that creature's location and status (as via the status and discern location spells), and by concentrating can observe the world around the wielder as if using that wielder's senses. While in this state, Treerazer may use any of his spell-like abilities through the link, treating Blackaxe as if it were the source of the spell-like ability. Each time Treerazer does so, Blackaxe's wielder must make a DC 25 Will save to avoid being staggered for 1 round from the flow of power. These spell-like abilities trigger during the wielder's turn in initiative, but do not consume any of the wielder's actions in that round.Artifact Inner Sea World Guide Blackaxe, it is rumored, was stolen by Treerazer from the demon lord Cyth-V'sug. In order to destroy it, Blackaxe must be used against a powerful magical tree, and while the sap on the blade is still fresh it must then be used to sever one of Cyth-V'sug's many fungoid limbs. Doing so causes to explode in a burst of obsidian shrapnel and acid that inflicts 20d6 acid damage and 20d6 piercing damage to all within a 60-foot burst (DC 30 Reflex half ).0 1 0 1 0 0 0 0 0 strong 50 0 0Final Blade strong 20 none 1,000 lbs. The guillotines known as the final blades have become symbols of Galt and the bloody excesses of the Red Revolution, yet the first of these horrific devices were actually built to serve the cause of justice. The final blades were originally designed to provide a condemned prisoner a swift and painless death, but also to prevent the resurrection of said victim by trapping her soul within the guillotine's blade upon execution. Every blade has a unique appearance and citizens speak of them as if they are people. In speaking of a condemned prisoner, someone might say, "He'll lie with Bloody Jaine before the sun falls." Only Large or smaller helpless (or willing) creatures can be executed by a final blade. When a final blade scythes down to decapitate the target, treat this as a coup de grace attempt on the victim that inflicts 6d6+12 points of damage. A final blade's damage penetrates all damage reduction (save epic damage reduction) and negates all regeneration effects. A creature slain by this effect is immediately targeted by a soul bind effect that automatically places her soul into the blade itself (no save). A final blade has no limit to the number of souls it can hold. It is possible to release a soul from a final blade to allow that creature to be resurrected, but the ritual involved is a closely guarded secret known only to the Gray Gardeners.Artifact Inner Sea World Guide Although the final blades are minor artifacts, they can be destroyed by damage. The exact defenses of each vary, but all have hardness 20 and 200 hit points. When one is destroyed, the trapped souls explode in a wave of necromantic power- some of these souls manifest as incorporeal undead and immediately attack all living creatures in sight. The number and nature of these angry souls varies, but should usually consist of at least a CR 12 (or higher) encounter.1 0 0 0 0 0 0 0 0 strong 1000 0 0Shield of Aroden strong abjuration 20 none 10 lbs. During the battle between the Whispering Tyrant and General Arnisant, the lich unleashed terrible magic upon the outnumbered mortal army. Despite the lich's power, Arnisant was protected from the onslaught by his magical shield, an artifact known as the Shield of Aroden. When the two finally faced off, the Whispering Tyrant attempted to use a wish to summon Arnisant's heart to his waiting claws. The Shield of Aroden prevented this dire fate and instead shattered into a dozen fragments, one of which appeared in Tar-Baphon's hand, fusing with the undead flesh and burning the lich with holy fire. When the flames subsided, the crippled lich was soon locked away in the dungeons beneath Gallowspire, there to rot for all eternity. The Shield of Aroden lost all of its power. Its broken remnants have been passed down from one watcher-lord to another without fail. Some say that should the Whispering Tyrant ever become free, the missing piece of the shield would have to be recovered from his bony claw for the fiend to truly be defeated. This item is normally kept on display in the city of Vigil in Lastwall, though at first glance it is just a collection of wooden shards on a large black silk pillow. If assembled, these 12 shards would form a round shield with a piece in the center missing. The shield's face is carved to look like Aroden's holy symbol-a winged eye in a circle. Originally known as the Shield of Aroden, most today call it by its new name-the Shattered Shield of Arnisant. If restored to its former glory (a task that could in and of itself be a campaign), the Shattered Shield becomes the Shield of Aroden once again-a +5 light fortification spell resistance (17) heavy wooden shield. Once per day, you can invoke a form of fire shield that protects against cold attacks and damages opponents with fire and holy damage like a flame strike (it is likely that this ability is what burned the lich in his final battle). Once per round as an immediate action, if an adjacent ally is hit by a ranged or melee attack, you can use the shield to redirect the attack to yourself, suffering all effects from that attack as if you were its intended target. All allies within 100 feet of you gain the effect of bless and prayer. As with a status spell, all allies within 100 feet know your relative position and condition. The Shield of Aroden bestows two negative levels on any chaotic creature that attempts to wield it. The negative levels remain as long as the shield is held or carried. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the creature holds or carries the shield.Artifact Inner Sea World Guide The Shield of Aroden has the special purpose of protecting its bearer from death no matter the consequences to itself. Any attack that would kill you (not merely make you unconscious or dying) triggers this ability, redirecting the attack fully upon the shield and leaving you unharmed, even if the attack normally only works on living creatures. For example, if you failed a saving throw against flesh to stone, the shield would turn to stone instead of you, whereas if you failed your save against horrid wilting or implosion, the shield would turn to dry splinters or crushed pulp. Depending on the nature of the attack, it may be impossible to reassemble or restore the shield to full functionality again. Any attempt to repair the shield requires all of its pieces, and barring the direct intercession of a deity, it is likely that any repairs would be imperfect. Anytime the bearer fails a saving throw by rolling a 1, the shield must attempt the same saving throw (regardless whether the shield would normally be the item to suffer the effects of failure), and if it fails by rolling 1, it shatters again, perhaps with disastrous effects. Despite their lack of active magic, the individual pieces themselves cannot be damaged by mortal means.0 1 1 0 0 0 0 0 0 strong 10 0 0Sun Orchid Elixir strong necromancy17 none 0 Thuvia's sun orchid elixir is a nearly perfect solution for those who seek eternal life. A single dose of sun orchid elixir cannot stop the aging process, but it does the next-best thing-it restores youth. A creature that drinks the elixir is restored to its starting age as a young adult. The drinker's new age is randomly determined using Table 7-1 on page 169 of the Pathfinder RPG Core Rulebook. All penalties to Strength, Dexterity, and Constitution the drinker may have suffered as a result of advanced age are removed, but all bonuses to Intelligence, Wisdom, and Charisma that result from advanced age remain (although as the character ages again into middle age and beyond, he does not gain any of these bonuses a second time). Vanity-seekers go to nearly any length to acquire the elixir, resorting to bribery, extortion, and murder. To curtail such troubles in the land of its creation, the use of the elixir is outlawed in Thuvia (except by the formula's creator). Each vial of sun orchid elixir requires six mature sun orchids and 1 month's time to ferment, although the exact formula used is a secret known only to the denizen of Alchemist's Keep in Thuvia. Prices for a dose of the elixir vary wildly since the elixir is sold at auction, but no dose has ever sold for less than 50,000 gp.Artifact Inner Sea World Guide A dose of sun orchid elixir is simple to destroy-merely pouring the elixir out and allowing the fluid to evaporate or be absorbed into the ground is enough to ruin it, as is mixing it with any other fluid or solvent. Of course, if word gets out of this fantastic waste of powerful magic, any number of enraged or scandalized organizations might seek out the character responsible for the elixir's waste to extract bloody vengeance.1 0 0 0 0 0 0 1 0 strong 0 0 0Wardstone strong abjuration 20 none 2,500 lbs. When the Worldwound destroyed the nation of Sarkoris, the faithful of Iomedae seized upon the event as a balm against the horror of Aroden's death. The invention of the first wardstones, giant menhirs infused with holy magic meant to contain and repel demonic creatures, was perhaps the greatest result of the crusader's initial response to Sarkoris's destruction. Today, dozens of wardstones stand sentinel along the borders of the Worldwound. The primary purpose of the wardstones is to contain the growing influence of the Worldwound itself, but they also exude a powerful field similar to that generated by a forbiddance spell. A single wardstone exerts this aura in a 300-foot radius, but when multiple wardstones are linked (as in the case of those running along the border of the Worldwound), they create a 300-footwide path of forbiddance, with the wardstones running down the middle. The forbiddance area, be it a radius or path, deals 12d6 points of damage per round to any demon within that area (DC 18 Will save half; spell resistance applies). Teleportation effects do not function in this zone at all. The wardstones that bolster the eastern and southern borders of the Worldwound have a further effect as well-focused on the Worldwound as they are, they prevent demons from teleporting into or out of the Worldwound and effectively contain the threat. The arrangement of the wardstones along the Mendev, Numeria, and Ustalav borders is such that even the unwarded borders to the west and north work to hamper demonic incursions.Artifact Inner Sea World Guide If a wardstone misses its yearly maintenance ritual, it becomes vulnerable to damage. At this point, a wardstone can be damaged by mortal attacks, but it still has hardness 25 and 500 hit points. If a wardstone along a series of linked wardstones is destroyed, the resulting "hole" in the path of the forbiddance effect can be as narrow as a few dozen feet or as wide as several miles, depending upon numerous other variables (such as the terrain, the strength of the other wardstones, and other factors).1 0 1 0 0 0 0 0 0 strong 2500 0 0Infensus Mucro moderate transmutation20 none 4 lbs. This elegantly wrought +3 speed longsword remains pristine despite having been sheathed in a submerged corpse's chest cavity for over 200 years. Given to Bartolomae by an agent of Asmodeus in return for the warlord's (initially) secret allegiance to the arch fiend, this weapon carries within it the cruel soul of a long-dead high priest of Asmodeus. The weapon begins in a state of dormancy, at which point all of its intelligent weapon powers are unavailable, and it functions as nothing more than a +3 speed longsword. See the description of area L4 for details on how the sword can be awakened.Artifact Tomb Of The Iron MedusaLE 18 19 20 33 empathy bestow curse 3/day (DC 19), spell immunity 1/day (CL 17th)To destroy the weapon, you must immerse it in a bath of Asmodeus's tears.0 1 0 0 0 0 0 0 1 moderate 4 0 0Deathgag Elixir moderate necromancy [evil]7 none 1,400 gp 0 Death cults such as the Whispering Way use this elixir to prevent their enemies from stealing their members' secrets, even after death. Elite cultists typically imbibe deathgag elixir as part of an elaborate initiation ritual when they are promoted to high-ranking positions in the cult. Thereafter, should the imbiber fall below -1 hit point, the elixir triggers the release of a fatal poison that throws him into wild convulsions. The victim begins foaming at the mouth, and his eyes turn blood red. Soon after, the victim's entire jaw dissolves, rendering him immune to speak with dead spells. Prior to the victim's death, only a limited wish, miracle, or wish spell can undo the effects of the elixir. Individuals that have imbibed deathgag elixir are noted as being "deathgagged" in the Defensive Abilities section of their stat blocks.Craft Wondrous Item, contagion700 gp Wondrous ItemAP 45 0 0 0 0 0 0 0 1 0 moderate 0 1400 700Canopic Stone moderate conjuration12 0 28,800 gp 0 A spellcaster must prepare a canopic stone, a talisman that typically takes the form of a ceramic totem or amulet bound in silver. Upon creating this object, the bearer can summon a vilkacis once per day. The stone grants no control over the vilkacis, but the creature will not attack or attempt to possess the stone's bearer. Upon being summoned, the vilkacis turns its attention to the nearest creature other than the summoner, attempting to possess the creature's body and go on a murderous rampage. Using a canopic stone to summon a vilkacis is considered an evil act. Although many vilkacis are purposefully created and employed by evil spellcasters, some manifest spontaneously. These beings wander and rampage as they please, but still are bound to a talisman similar to a canopic stone. This spontaneously created artifact can be utilized by those who discover it and discern its importance in the same way as can a canopic stone created specifically to summon and control a vilkacis, and typically takes the form of the dead werewolf 's skull, the silver weapon that killed the werewolf, or a talisman it bore in life.Craft Wondrous Item, create undead, rage14,400 gp Wondrous ItemAP 45 0 0 0 1 0 0 0 0 0 moderate 0 28800 14400Pendant of the Blood Scarab faint divination 3 neck 1,000 gp 0 A carved ruby in the shape of a scarab set in gold, this magic amulet grants its wearer insight on where to strike a creature so as to maximize pain and distress. This pendant must be worn against bare flesh in order to function. Once per day, as an immediate action, when the wearer of a pendant of the blood scarab threatens a critical hit with any attack, he may automatically confirm the critical hit. When the user activates this ability, the pendant's spiky little legs momentarily animate and clutch against the wearer's skin, dealing 1d6 points of damage as the amulet burrows and digs into the wearer's body in apparent delight at the devastating blow inflicted on the enemy.Craft Wondrous Item, true strike500 gp Wondrous ItemRival Guide 0 0 0 0 1 0 0 0 0 faint 0 1000 500Soulbound Eye strong necromancy16 headband 30,000 gp 0 Appearing at first like an expensive, masochistic adornment, this almond-sized star-ruby is set in a gold clasp, one side of which is festooned with several long spikes. A soulbound eye is not an item that most creatures would voluntarily wear-they are instead crafted by powerful creatures who wish to use another creature as a sort of remote-viewing slave. A soulbound eye must be attached to a willing or helpless creature by pressing the spike-covered surface to the creature's brow-the gem swiftly and painfully embeds itself in the victim's forehead, immediately activating to forge a shared link between the user and the victim. Once implanted, the soulbound eye allows the user to observe the world around the victim through the victim's senses. It also allows for telepathic communication between the victim and the master. Neither of these features function across planar boundaries. While the soulbound eye's victim is not compelled to obey its master's telepathic commands, the master can use the soulbound eye as a conduit for hold monster, modify memory, pain strike (see page 234 of the Advanced Player's Guide), or suggestion spells cast by the master, treating the wearer as the target of the spell, no matter the distance between the master and victim. The victim is allowed any normal saves or spell resistance against spells cast through the soulbound eye. An implanted soulbound eye functions like a cursed item once it is in place-it can only be removed if the curse is first lifted via an effect like remove curse or break enchantment. Once removed, a soulbound eye crumbles to fragments.Craft Wondrous Item, scrying15,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 1 0 strong 0 30000 15000Chomper (Intelligent Bag of Devouring)strong conjuration17 none 15 lbs. Most bags of devouring appear as normal sacks, but Chomper is unlike most bags of devouring. Sporting rows of vicious teeth, a bad attitude, and a thirst to devour all things, this intelligent cursed item believes it is the favored maw and most important appendage of a creature it refers to as the Eater of All. Chomper hates all creatures except for demons, whom it considers kindred spirits of destruction. Chomper has all of the magical abilities of a regular bag of devouring (Pathfinder RPG Core Rulebook 539), along with the following additional powers. Bite: As a standard action, Chomper's possessor can swing the bag by its straps in an attempt to strike any target within a 5-foot radius. The possessor targets a single creature or unattended item with this attack. Chomper (not the wielder) makes a single bite attack against the creature or item targeted: bite +14 (1d10+5 and bleed 2). This action does not provoke attacks of opportunity, despite the quasit's Tiny size. Attacks made in this way are never modified by the wielder's abilities-Azrikalis cannot modify his attack roll with his Dexterity modifier, for example, nor can he use Chomper to make sneak attacks. Hateful Curse: When a non-demon is in possession of Chomper, the bag's cursed aura imparts a -1 penalty on all of its wielder's attack rolls, saving throws, skill checks, and ability checks. If Chomper manages to seize control of a non-demon host through personality conflict, it directs its host to seek out victims to feed to it.bag of holding type IIIWondrous ItemRival GudieCE 10 14 13 13 (17 against any non-demon)speech (Abyssal)30 ft., blindsense 0 0 0 1 0 0 0 0 0 strong 15 0 0Aegis of Recovery faint abjuration and conjuration3 neck 1,500 gp 0 An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from an effect, such as poison or lingering damage from an attack. This bonus does not help against preliminary saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis cures 2d8+3 points of damage to the wearer and then crumbles, becoming useless from then on.Craft Wondrous Item, barkskin, cure moderate wounds750 gp Wondrous ItemRival Guide 0 0 1 1 0 0 0 0 0 faint 0 1500 750Cockatrice Grit moderate transmutation11 none 2,000 gp 0 This magical grit is used by flinging a dose at a creature within 15 feet by as a ranged touch attack. If the grit hits, the target takes 1d4 points of Dexterity damage and is slowed (as the spell) for 1 round as its body starts slowly turning to stone. Each round that follows, the victim can attempt a DC 17 Fortitude save at the start of its turn as a free action to end the effect; otherwise, it takes an additional 1d4 points of Dexterity damage and is slowed for 1 more round. This effect can last for a maximum of 11 rounds. If this Dexterity damage ever meets or exceeds the victim's actual Dexterity score, the creature becomes petrified permanently, as if by flesh to stone. A dose of cockatrice grit is consumed when it is used, and doesn't activate until it has been thrown-the grit can be handled safely.Craft Wondrous Item, calcific touch or flesh to stone1,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 1 moderate 0 2000 1000

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Desiccating Dust moderate necromancy5 none 1,500 gp 0 This yellowish gray powder is composed of grave dirt and ground snakeskin. The user spreads the dust in two 5-foot squares, typically across doorways frequented by the intended victims-this takes 1d4 rounds to accomplish. A creature stepping into an area warded by desiccating dust must make a DC 19 Fortitude save to avoid suddenly becoming horrifically thirsty and wracked with pain, taking 5d6 points of nonlethal damage, and immediately becoming fatigued. The nonlethal damage caused by this effect cannot be healed until the creature can drink some water. A creature that remains in an area warded by desiccating dust need not make additional saves to avoid the effect, but if it steps out of the area, it must save again as soon as it reenters the warded area. A creature already taking nonlethal damage or fatigue from desiccating dust suffers no additional ill effect from passing through an area protected by this magical dust. Once a dose of desiccating dust is applied to an area, that area remains warded by the effect for 24 hours.Craft Wondrous Item, cup of dust750 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 1 0 moderate 0 1500 750Firefoot Powder faint necromancy 5 none 1,000 gp 0 This bright red powder contains a mixture of rare herbs and black salt. One dose of fire foot powder is enough powder to spread over two 5-foot squares, usually around doorways. The first creature to enter a powdered square must succeed on a DC 14 Fortitude save or immediately become overwhelmed by waves of fiery pain as if its legs and feet were being burned to ashes. The victim takes 1d6 points of nonlethal damage per round for 5 rounds, during which time it is also sickened. Once a dose of desiccating dust is applied to an area, that area remains warded by the effect for 24 hours, or until a creature is affected by the dust, at which point the entire dusted area expends its magic and becomes harmless.Craft Wondrous Item, pain strike500 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 1 0 faint 0 1000 500Marionette Crux strong enchantment9 none 36,000 gp 5 lbs. Short lengths of twine dangle sharp metal needles from each end of this cross-shaped wooden bar. To use a marionette crux, the wielder points the item at any humanoid within 25 feet and makes a ranged touch attack as a standard action as the strings suddenly extend out. If the attack hits, the needles pierce the victim's wrists and ankles, causing the victim to become sickened for 1 round by the momentary flash of pain. In addition, the victim must make a DC 17 Will save to avoid being dominated by the crux, as if via dominate person. The needles immediately retract back to the crux an instant after they strike a foe, but if the victim has been dominated, the crux's wielder can control its actions. Control lies with the crux, not the person who made the initial attack-passing the crux to another creature allows that creature to take control of the dominated humanoid. If the crux is given to the victim, the effect ends. The crux must be held in the user's hand in order for the user to issue a new command to the victim. Otherwise, the domination effect caused by a marionette crux lasts for a day, but additional uses of the crux can effectively extend the effect over a victim indefinitely. A marionette crux can maintain domination over only one creature at a time-if a second humanoid is dominated by the crux, the previously dominated human is released from the effect immediately. A marionette crux can be activated up to two times per day.Craft Wondrous Item, dominate person18,000 gp Wondrous ItemRival Guide 0 0 0 0 0 1 0 0 0 strong 5 36000 18000Metamagic Gem, Empowering Topaz strong (no school)11 none 2,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat1,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 2000 1000Metamagic Gem, Enlarging Amethyst strong (no school)11 none 1,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat500 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 1000 500Metamagic Gem, Extending Garnet strong (no school)11 none 1,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat500 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 1000 500Metamagic Gem, Maximizing Sapphire strong (no school)11 none 4,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat2,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 4000 2000Metamagic Gem, Quickening Diamond strong (no school)11 none 8,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat4,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 8000 4000Metamagic Gem, Silent Spineld strong (no school)11 none 1,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat500 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 1000 500Metamagic Gem, Still Amber strong (no school)11 none 1,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat500 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 1000 500Metamagic Gem, Widening Emerald strong (no school)11 none 4,000 gp 0 Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic feat2,000 gp Wondrous ItemRival Guide 0 0 0 0 0 0 0 0 0 strong 0 4000 2000Raven's Head strong conjuration (healing)20 none 8 lbs. Holy to the faith of Pharasma and imbued with the power of all the bishops of Ustalav, this goldplated +3 undead bane heavy mace has a head fashioned into the shape of four ravens' heads, from which it gets its name. It was the symbol of office for the Bishop of Caliphas until Prince Adamondais Virholt lost the mace in battle against the Whispering Tyrant. A character with the ability to channel positive energy gains the Channel Smite feat while wielding Raven's Head, if she does not already possess the feat. In the hands of a cleric of Pharasma, Raven's Head gains the disruption quality, and the wielder can use the Channel Smite feat as if she were a cleric of 4 levels higher (+2 on the DC and +2d6 damage) and an extra three times per day.Artifact AP 46 If successfully used as a component in the creation of a lich, Raven's Head's power is broken forever.1 0 0 1 0 0 0 0 0 strong 8 0 0Face of Dagon strong divination 13 0 27,000 gp 3 lbs. This peculiar idol, carved from some unknown green stone, depicts a seven-legged octopoid figure with a horribly grinning face. Also known as the Seasage Effigy, the Face of Dagon is a sacred relic of the ulat-kini. The bearer of the idol can breathe water (as the water breathing spell) as long as it is in her possession. In addition, the bearer can cast commune once per week to contact Dagon or one of the Great Old Ones or Outer Gods. Each time the Face of Dagon is used in this way, however, the bearer must make a DC 20 Will save or suffer insanity (as the spell) as her mind is opened to the horrors of beyond.Craft Wondrous Item, commune, water breathing14,000 gp Artifact AP 46 0 0 0 0 1 0 0 0 0 strong 3 27000 14000Brain Cylinder moderate necromancy9 none 5,000 gp 10 lbs. A brain cylinder allows the surgically extracted brain of a Large or smaller creature to continue to function even after it has been removed from the body. Technically, the creature from whom the brain was harvested is dead, but as long as the brain remains in the cylinder, the creature can continue to think. Dials on the cylinder's side control whether the brain can see, hear, or speak using a raspy speaker built into the cylinder's surface. The brain can speak and understand any languages it knew in life, and retains the use of the following skills at the values it possessed while alive: Appraise, Bluff, Diplomacy, all Knowledge skills, Linguistics, Perception, and Sense Motive. It retains no other abilities it possessed in life, including purely mental abilities. The mi-go typically preserve humanoid brains in this grisly manner when they wish to interrogate a creature at a later date, or when they wish to preserve a creature as a resource for consultation or research purposes. A brain cylinder is usually made of dark metal and has hardness 10 and 30 hit points-cylinders made of other materials might have higher or lower hardness scores and hit point totals. If a brain cylinder is destroyed, the brain within is lost. Likewise, if the creature from whom the brain was harvested is restored to life, the brain within the cylinder is destroyed, and only powerful effects capable of building entirely new bodies can restore to life a creature that has had its brain removed. Note that the gp price to create a brain cylinder only accounts for the basic creation-the brain of a particularly knowledgeable creature could be worth far more than 5,000 gp to some buyers, especially if the information contained in the brain is of a particularly sensitive nature.Craft Wondrous Item, gentle repose, magic jar, 7 ranks in Heal2,500 gp Wondrous ItemAP 46 0 0 0 0 0 0 0 1 0 moderate 10 5000 2500Moribund Key strong necromancy12 none 40,000 gp 1/2 lb. Greater agents of the Whispering Way use these silver medallions as keys to their sanctuaries. Each moribund key bears an engraved skull with two gray, burned-out ioun stones for eyes. Small openings line the coin's outer edge. By turning the skull's head, an inner plate marked with runic symbols lines up with these openings to establish different combinations. Each setting matches symbols inscribed on objects of great importance to the cult, such as statues, paintings, and doors. The proper arrangement of these runes activates stored spell effects in such objects, including powerful wards, programmed images, or the release of arcane locks. The bearer of a moribund key can cast message at will, and spectral hand and vampiric touch 3 times per day. In addition, the skull's eyes glow when undead approach within 60 feet. A moribund key bestows one negative level on any good creature carrying it. The negative level remains as long as the medallion is carried and cannot be overcome in any way while the medallion is in that creature's possession.Craft Wondrous Item, detect undead, knock, message, spectral hand, vampiric touch20,000 gp Wondrous ItemAP 47 0 0 0 0 0 0 0 1 0 strong 0.5 40000 20000Bloodbrew Elixir faint necromancy 3 none 1,000 gp 0 This ruby red wine carries an aroma of fresh-spilled blood with a persistent finish tasting of iron and scarberries. Anyone who drinks the concoction gains 1d10+3 temporary hit points for 1 hour. In addition, an enslaved vampire or vampire spawn who drinks the elixir is freed from its creator's control for 1 hour, becoming a free-willed undead creature for that time. At the end of the hour, the vampire is once again enslaved under its creator's control. Bloodbrew elixir is highly addictive to vampires, and any vampire who drinks it must make a DC 20 Fortitude save or become addicted to the bloodbrew. Thereafter, the vampire must drink a new dose of bloodbrew every day, or take a -2 penalty to Dex, Con, Str, and Wis and lose her fast healing ability, until a new dose is taken. The addiction can only be cured with greater restoration, or the vampire must make three consecutive saves, one per day, against the elixir's DC, after a day of not taking the drug. Should the vampire take a new dose of the elixir before the addiction is cured, any past successful saves are negated. A living creature who drinks the elixir gains the temporary hit points, but takes a -2 penalty on saves against energy drain and negative energy effects, including channeled negative energy, for 1 hour. Bloodbrew elixir is not addictive to living creatures.Craft Wondrous Item, Craft (alchemy) DC 25, false life, protection from evil500 gp Wondrous ItemAP 47 0 0 0 0 0 0 0 1 0 faint 0 1000 500Witching Gown moderate abjuration7 body 35,000 gp 1 lb. Spun from combed cotton, this simple, unassuming gown bears a strong aura of witchcraft. These magical garments are highly sought after by witches, for though anyone may wear a witching gown, only a witch may realize its full potential. A witching gown grants its wearer a +2 resistance bonus on all saving throws and a +2 competence bonus on all Bluff, Diplomacy, and Intimidate skill checks. When worn by a witch, these bonuses double. In addition, a witch may change the appearance and style of the gown to match her whims (as the glamered armor special ability) and adopt virtually any disguise, gaining a +10 bonus on Disguise checks that incorporate the gown's appearance. Only a true seeing spell or similar magic can pierce this effect. Lastly, a witch may cast a single touch range spell of 4th level or lower into the gown. Thereafter, the gown holds the magic for up to 24 hours, functioning as a spite spell against the next foe to strike the witch with a successful melee attack or combat maneuver. The gown's spite spell counts as an active spite effect for the witch wearing the gown.Craft Wondrous Item, charm person, disguise self, resistance, spite (Pathfinder RPG Advanced Player's Guide 246)17,750 gp Wondrous ItemAP 47 0 0 1 0 0 0 0 0 0 moderate 1 35000 17750Norgir's Ruin strong evocation 15 0 91,712 gp 5 lbs. Norgir's Ruin is an intelligent +2 dwarf bane warhammer. It has spent the past several generations in the possession of the same enemies it was once crafted to defeat. In that time, the weapon has gone somewhat insane, warped to thirst for the death of non-duergar dwarves and eager to please the line of duergar rulers of Tar Vermilon. Restoring it to its original purpose is possible only by seeking out a living descendant of Vald Norgir and securing an atonement spell from that dwarf to absolve the magic warhammer of its madness. Doing so re-aligns its special purpose to oppose duergar, changes its alignment to lawful good, and raises its Wisdom score up to 14.Craft Magic Arms and Armor, dispel magic, earthquake, invisibility purge, summon monster I46,012 gp Weapon Dungeons Of GolarionLE 12 5 (originally 14) 16 13 (17 with restored Wisdom)speech 60 ft., darkvision 60 ft.Knowledge (dungeoneering) +14 (10 ranks), dispel magic 1/day, invisibility purge 1/day0 0 0 0 0 0 1 0 0 strong 5 91712 46012Horns of Naraga overwhelming varied22 head 8 lbs. The Horns of Naraga was constructed by the Whispering Tyrant not long after he first became a lich. In the centuries since, he has further expanded its power. When worn by an undead creature, the Horns of Naraga reduce all damage taken from positive energy by half. In addition, whenever the wearer touches a living creature while wearing this helm (even if the touch is part of casting a spell or another touch attack), the touch deals an additional 5d6 points of negative energy damage and the wearer gains these hit points, just as if he had cast vampiric touch. The wearer of the helm is immune to acid and can see perfectly in darkness of any kind, even that created by magic. Once per day, on command, the helm can be ordered to transform into an ancient black dragon that obeys the creature that summoned it unquestioningly for 1 hour before reverting to a helm. Slaying the dragon does not destroy the helm, but it does prevent this ability from being used for 1 week. While the helm is in dragon form, the helm's owner does not receive any of the helm's other benefits.Artifact Dungeons Of Golarion The helm can be destroyed by crushing it between the jaws of an ancient black dragon's skull in the middle of a desert with the sun at its zenith.0 1 0 0 0 0 0 0 0 none 8 0 0Gem of Dreams strong necromancy20 none 2 lbs. No record of where Kamaria found this potent artifact exists, although many believe she discovered it while exploring a remote corner of the nightmare realm of Leng. The Gem of Dreams can be used once per month to absorb the dreaming mind of any sleeping creature it is in contact with-this ability must be activated as a full-round action. The sleeping creature can resist this doom by making a DC 20 Will save-with a success, he is afflicted by a nightmare spell (CL 20th) but is otherwise unharmed. If he fails the save, his dreaming mind is stolen, warped, and then siphoned back into his body in the space of an hour. If the victim is awakened before this process completes, his body twists and transforms into a creature known as a dream eater (see above), at which point only wish or miracle (or the destruction of the Gem of Dreams) can restore him to his true form. At the point the transformation occurs, the creature that activated the gem's power ceases to age for a month. By using the gem every month (and creating more and more dream eaters), a person can effectively become immortal in this manner. While this is technically nothing more than a beneficial side effect, it is this power that has generated the majority of the gem's legendary fame.Artifact Dungeons Of Golarion The gem must absorb the dreams of a slumbering Spawn of Rovagug, whereupon it shatters into dust and releases a particularly powerful animate dream (Pathfinder RPG Bestiary 2 29); the power of this animate dream is left to you, but it should be advanced in Hit Dice to a point where its CR is equal to 3 points above the party's average level. Needless to say, the animate dream immediately attacks-if not slain, it reforms as a new Gem of Dreams after 24 hours.1 0 0 0 0 0 0 1 0 strong 2 0 0Raven Bracers moderate divination and transmutation9 hands 16,600 gp 4 lbs. This pair of magnificent dark metal bracers is forged to depict the shape of a raven stretched over the wearer's forearm. Once prized by the last king of Zolurket, several additional raven bracers were created in the mines' final days to aid the king's bodyguards in defending him and maintaining communications throughout the mine. While worn, these bracers can be used as a swift action to grant the throwing and returning magic weapon qualities to any held melee weapon; these qualities persist for 1 round. This ability can be used three times a day. In addition, the bracers may be removed and tossed into the air as a standard action, where they transform into a pair of identical black metallic ravens similar to silver raven figurines of wondrous power. Like those items, these ravens obey the wearer, and may each bear a message as if affected by the animal messenger spell. The ravens can only take this shape once per week, retaining the form continuously for up to 24 hours. Once both of these ravens have delivered their messages (or once the 24-hour limit is reached), they both vanish in a cloud of smoke and return unerringly to the owner's hands via teleportation. If the item's owner is no longer on the same plane as the bracers when this event occurs, they merely revert to bracer form and fall to the ground, awaiting a new owner to find and claim them for their own use.Craft Wondrous Item, animal messenger, animate object, teleport object, telekinesis8,300 gp Wondrous ItemDungeons Of Golarion 0 0 0 0 1 0 0 0 1 moderate 4 16600 8300Deadflesh Waraxe strong conjuration and transmutation12 none 8 lbs. These +1 mithral ghost touch undead bane dwarven waraxes were crafted hurriedly to combat the rising undead threat, but the rush to craft these weapons and cut corners in their creation resulted in a dangerous flaw-whenever an undead creature is slain with a deadflesh waraxe, the axe allows a portion of the destroyed undead's necromantic energy to flow through the axe and into the wielder's body, causing the wielder to become shaken for 1 minute if he fails a DC 15 Will save. These effects stack with each other-the second time the victim succumbs, he becomes frightened. The third time, he is panicked and drops the deadflesh waraxe in his attempt to flee. This is a mind-affecting fear effect. This flaw is relatively subtle-in order to notice it when identifying the item, the examiner must exceed the DC 27 Spellcraft check by 10 points or more. In the hands of a soldier ready to deal with this imperfection, a deadflesh waraxe can be a powerful tool against the undead, but many of the dwarven defenders of the mines weren't made aware of the flaw until it was too late.Cursed Dungeons Of Golarion +1 mithral ghost touch undead bane dwarven waraxe0 0 0 1 0 0 0 0 1 strong 8 0 0Deck of Harrowed Tales strong conjuration20 0 1lb. The Deck of Harrowed Tales is a unique harrow deck linked to the Harrowed Realm. Creatures within the Harrowed Realm peering through the outreaching eye (see page 30) can view, hear, and speak with the deck's wielder. The outreaching eye allows the observer to cast dominate person once per day on the deck's wielder. Once per day, at a mental command from its wielder, the Deck of Harrowed Tales can create a swirling vortex to the Harrowed Realm, as per the spell gate. This ability does not function while the deck is on the Harrowed Realm.Artifact The Harrowing The Deck of Harrowed Things can only be destroyed by completing a mythical series of 54 quests tied to each of the harrow cards within. Only then can the final 55th quest be revealed, upon the completion of which the deck and the Harrowed Realm cease to exist.1 0 0 1 0 0 0 0 0 strong 1 0 0Coldfire Wrappings moderate evocation [cold]10 body 2,000 gp 1 lb. When carefully wrapped around the body of a Medium-sized creature (a process that takes 10 minutes), these magical linen wrappings protect the wearer from fire and provide defense against physical attacks. As an immediate action, the wearer can immolate herself in wispy blue flames that protect the wearer as the chill shield version of fire shield and deal 1d6+10 points of cold damage to attackers. This protection lasts for 10 rounds before the wrappings crumble away into fine ash.Craft Wondrous Item, fire shield1,000 gp Wondrous ItemAP 48 0 0 0 0 0 0 1 0 0 moderate 1 2000 1000Bone Beads faint necromancy 3 wrist 6,000 gp 0 This bracelet of tiny carved skulls allows its wearer to command up to 8 HD worth of mindless undead creatures as the command undead spell. It is a standard action to establish control over an undead creature, and a free action to relinquish control. If the wearer attempts to control more than 8 HD of undead, the new creatures fall under the wearer's control, and any previously controlled undead in excess of this amount become uncontrolled.Craft Wondrous Item, command undead3,000 gp Wondrous ItemAP 48 0 0 0 0 0 0 0 1 0 faint 0 6000 3000Bloodfeast Shield moderate conjuration12 shield 18,770 gp 15 lbs. Three flensed skulls jut from the face of this +2 heavy steel shield. Three times per day as a free action, the heads can be commanded to attack independently of the shield's bearer, biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them). This attack is in addition to any actions performed by the wielder and deals 1d6 points of damage and 1 point of Constitution damage. If the wielder is a vampire (or regains hit points from blood drain in a similar manner), it heals 5 hit points or gains 5 temporary hit points for 1 hour.Craft Magic Arms and Armor, create undead, vampiric touch9,385 gp Armor AP 48 0 0 0 1 0 0 0 0 0 moderate 15 18770 9385Amatatsu Seal strong (all schools)20 none 0 This stone statuette of a dragon is one of five royal seals of Minkai, and represents the Amatatsu family's divine right to rule the empire of Minkai. Should no Amatatsus of pure blood be able to take up that charge, however, the Amatatsu Seal can invest the right to rule as an Amatatsu in any number of living humanoid hosts. These Amatatsu scions often experience a series of visions of the past, present, and possible future. The Amatatsu Seal has a daily allotment of 5 charges that it can use to cast the following spells on an Amatatsu scion: cure serious wounds, remove curse, remove disease, or restoration. Each casting uses up 1 daily charge. Alternatively, the seal can cast heal on an Amatatsu scion, but doing so expends all 5 charges. Finally, and only at the seal's discretion, it can cast resurrection on an Amatatsu scion, but doing so renders its spellcasting powers useless for a month. The Amatatsu Seal itself radiates strong magic, and those with the proper resources can sense this magic across oceans and continents, allowing it to be tracked across any distance. Originally meant to allow its rightful owners the ability to track it if stolen, this feature makes it dangerous to remove the seal from its warding box, for as long as the warding box is open, the oni of the Five Storms can track it. The repercussions of this are detailed in later adventures in the Jade Regent Adventure Path. One final ward exists on the Amatatsu Seal, confounding attempts to whisk it quickly away from its homeland but also making returning a stolen seal home an arduous task. The Amatatsu Seal can never be transported by teleportation magic or dimensional travel. It cannot be taken from the Material Plane save via special portals blessed by the gods, and characters who carry the seal cannot cast or otherwise use teleportation effects.Artifact AP 49 To destroy the Amatatsu Seal, rightful scions of each of the five royal families of Minkai must, of their own free will, cast their families' seals together into the Well of Demons in the Imperial Shrine in Kasai Harbor.1 0 0 0 0 0 0 0 0 strong 0 0 0Dancing Wasp moderate conjuration7 none 12,392 gp 3 lbs. This +1 kusarigama (Ultimate Combat 132) makes a shrill whistling sound whenever it is used in combat. Once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head as a full-round action to summon a giant wasp (Pathfinder RPG Bestiary 275). The wasp appears in the air above the wielder's head and follows the wielder's mental commands to the best of its ability as long as the user continues to twirl the weapon (requiring a standard action each round), to a maximum of 5 rounds, after which the wasp vanishes.Craft Magic Arms and Armor, summon monster IV or summon nature's ally IV6,352 gp Weapon AP 49 0 0 0 1 0 0 0 0 0 moderate 3 12392 6352Warding Box Strong abjuration 20 none 5 lbs. A warding box is a powerful magical container built to obscure and confound any attempt to locate objects kept inside. The box can hold one object no larger than 8 inches x 8 inches x 3 inches (or up to 25 pounds) in each of its three compartments at any one time. The box's lid and additional compartments are sealed, but the box can be opened or closed as a full-round action. While the lid is closed, the warding box and all objects inside it are protected from all divination spells. In this state, no divination spell save for those employed by the gods can detect the warding box or its contents.Artifact AP 49 A warding box can be destroyed by placing a portable hole inside it, closing the lid, and then placing the box inside a second portable hole. This second portable hole must be closed, and then a wish must be used to switch the two portable holes. Doing so destroys both portable holes and the warding box along with them.1 0 1 0 0 0 0 0 0 none 5 0 0Whispering Shrike faint abjuration 5 none 5,940 gp 2 lbs. Whispering Shrike is a +1 wakizashi (Ultimate Combat 134) of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it. The blade's tsuka (hilt) has not weathered the passage of time as well as the blade itself, and until the pommel is repaired (a process requiring 600 gp, a day's work, and a DC 20 Craft [weapons] check), attacks with the weapon take a -2 penalty due to the loose grip. A DC 20 Perception check (an automatic success once repair is underway) reveals a secret compartment in the hilt just large enough to hold a small item such as a flask or rolled piece of paper. This compartment currently holds an important letter-see page 22 for details on this find.Craft Magic Arms and Armor, shield other3,140 gp Weapon AP 49 0 0 1 0 0 0 0 0 0 faint 2 5940 3140Bracelet of Second Chances moderate conjuration9 wrist 15,750 gp 0 A tribe of gillmen gifted the first of these bracelets to the legendary Durvin Gest, but since then other Pathfinders have duplicated the bracelet's design. Seven coral beads carved in intricate designs make up a bracelet of second chances. When a critical hit or sneak attack is confirmed on the wearer, the wearer can choose as an immediate action before damage is rolled to convert the critical hit into a normal hit. Each time the wearer negates a critical hit or sneak attack in this manner, one bead shatters-when all seven are used up, the bracelet itself crumbles into powder.Craft Wondrous Item, breath of life7,875 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 1 0 0 0 0 0 moderate 0 15750 7875Circlet of Mindsight moderate divination9 head 22,000 gp 0 Constructed in imitation of a recovered Azlanti treasure, this elaborate circlet of gold and platinum filigree lets the wearer sense the presence of thinking creatures. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of mind blank or a ring of mind shielding.Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts11,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 moderate 0 22000 11000Decemvirate Helm strong abjuration 20 head 3 lbs. Since 4411 ar, the members of the Decemvirate have remained masked and anonymous while fulfilling their official roles. Within the Society, legends hold that many of these masks are actually powerful magical items called Decemvirate helms, said to have been discovered by Durvin Gest on his first expedition to the ruined continent of Azlant. According to these stories, the helms not only mask the wearers' faces, but also function as helms of telepathy combined with amulets of proof against detection and location. The wearer of a Decemvirate helm can use disguise self at will and benefits from discern lies and true seeing at all times. The helm provides 100% protection from all gaze attacks and all forms of magical control. Specific Decemvirate helms may have additional powers as well- certainly, all are said to be unique in physical appearance. Of course, beyond these few details that most Pathfinders hold as fact, little is known about the helms, and they remain some of the Pathfinder Society's greatest and most secret treasures-if one were to fall into the possession of anyone other than a Decemvirate member, the Society would undoubtedly spare no expense in retrieving the item. Some stories tell of non-Decemvirate Pathfinders being temporarily granted the use of the items or "borrowing" them, but such reports are likely little more than groundless boasts.Artifact Pathfinder Society Field Guide A Decemvirate helm can be destroyed via complex magic rituals involving numerous inscriptions of magical glyphs on the helm to unwork its magic. Most scholars believe that the exact details of these rituals are different for each helm and that the rituals themselves are closely guarded by aboleths who dwell in hidden regions beneath the shattered corpse of the continent of Azlant.1 0 1 0 0 0 0 0 0 strong 3 0 0Dweomer's Essence moderate abjuration9 none 500 gp 0 Derived from the patient distillation of rare magical reagents, a pinch of this fine white powder can be added to the casting of any spell as an additional material component to give the spellcaster a +5 bonus on caster level checks made to overcome spell resistance.Craft Wondrous Item, Spell Penetration250 gp Wondrous ItemPathfinder Society Field Guide 0 0 1 0 0 0 0 0 0 moderate 0 500 250Eyes of the Owl faint transmutation 5 eyes 4,000 gp 0 These magical goggles are decorated with owl motifs, including clusters of feathers over the eyes. The wearer gains low-light vision.Craft Wondrous Item, beast shape I2,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 faint 0 4000 2000Field Scrivener's Desk faint evocation 5 none 5,400 gp 2 lbs. Pathfinders are often called upon to take notes during their adventures, but sometimes finding a place where one can write in comfort while on a mission can be rather difficult. The field scrivener's desk attempts to address this need. This magic desk can be folded up into a 3-inch-wide cube of lacquered wood for easy transport. Once per day, a single command causes this block of wood to unfold in the space of 1 round into an exquisite writing desk sized for a Small or Medium author, complete with four vials of ink, two writing quills, and 50 blank sheets of paper. The desk creates new supplies of ink, quills, and paper each time it is unfolded. Once the desk is unfolded, it creates a 20-footradius hemisphere centered on the desk's location-this effect is identical to that created by a tiny hut spell. Once activated, the desk's tiny hut effect lasts for up to 10 hours or until the desk is folded up or moved more than a few inches. Of course, the effect also works to provide an ideal spot for a campsite, and in most parties a field scrivener's desk is used solely for this effect.Craft Wondrous Item, shrink item, tiny hut2,700 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 1 0 0 faint 2 5400 2700Fortifying Stone moderate evocation7 none 1,000 gp 0 On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object's hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.Craft Wondrous Item, stoneskin500 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 1 0 0 moderate 0 1000 500Fortunate Charm faint evocation 5 neck 3,000 gp 0 Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that's already been rerolled by some other means.Craft Wondrous Item, divine favor1,500 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 1 0 0 faint 0 3000 1500Pathfinder's Coin faint divination 3 none 1,500 gp 0 This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder's coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker's voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.Craft Wondrous Item, identify, levitate, magic mouth750 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 faint 0 1500 750Pipes of Shifting Tempo faint transmutation 5 none 18,000 gp 2 lbs. In outer construction and manner of play, pipes of shifting tempo resemble a typical set of unremarkable pan pipes, but the complex chambers within the pipes are modeled after difficult-to-duplicate Azlanti instruments. Music created by these pipes sounds unusually mournful, with a strange, almost warbling subtext to the notes. Up to three times per day, a user can attempt to harness these pipes' power by making a DC 15 Perform (wind instruments) check as a standard action. With a successful check, the possessor can play a grave melody to cast slow or an allegro melody to cast haste. The resulting spell functions as normal for the item's caster level, affecting five creatures per casting.Craft Wondrous Item, haste, slow, Perform (wind instrument) 5 ranks9,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 faint 2 18000 9000Ring of the Beast, Relentless faint transmutation 5 ring 8,000 gp 0 Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, bear's endurance4,000 gp Ring Pathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 faint 0 8000 4000Ring of the Beast, Savage faint transmutation 5 ring 8,000 gp 0 Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, bull's endurance4,000 gp Ring Pathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 faint 0 8000 4000Ring of the Beast, Swift faint transmutation 5 ring 8,000 gp 0 Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, cat's grace4,000 gp Ring Pathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 faint 0 8000 4000Runestone of Power, 1st Level strong transmutation17 none 2,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level1,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 2000 1000Runestone of Power, 2nd Level strong transmutation17 none 8,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level4,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 8000 4000Runestone of Power, 3rd Level strong transmutation17 none 18,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level9,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 18000 9000Runestone of Power, 4th Level strong transmutation17 none 32,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level16,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 32000 16000Runestone of Power, 5th Level strong transmutation17 none 50,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level25,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 50000 25000Runestone of Power, 6th Level strong transmutation17 none 72,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level36,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 72000 36000Runestone of Power, 7th Level strong transmutation17 none 98,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level49,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 98000 49000Runestone of Power, 8th Level strong transmutation17 none 128,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level64,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 128000 64000Runestone of Power, 9th Level strong transmutation17 none 162,000 gp 0 A runestone of power is a small chip of polished stone etched with a rune. Traditionally, this rune is one of many Thassilonian runes for magic, but more recently created runestones of power often substitute runes from other cultures-the nature of the rune itself has no effect on the runestone's actual powers. These objects are potent aids to all spellcasters who cast spells spontaneously (bards, inquisitors, oracles, sorcerers, and summoners, but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Item, creator must be able to spontaneously cast spells of the appropriate spell level81,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 strong 0 162000 81000Sandals of the Lightest Step moderate transmutation7 feet 5,000 gp 1/2 lb. These soft leather sandals have soles that consist of a layer of velvet. In any round where the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount or vehicle), these boots can be activated as a swift action to give the wearer the ability to air walk (as the spell) until the end of the round. If the wearer hasn't reached a solid surface by the end of the round, he immediately falls back to the ground, taking any applicable falling damage. These sandals can be used up to 5 times per day, but no more often than once per minute.Craft Wondrous Item, air walk2,500 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 1 moderate 0.5 5000 2500Staff of Courage moderate enchantment8 none 10,400 gp 5 lbs. This sturdy-looking hickory staff is capped with a figurine of an angel or other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells: • Bless (1 charge) • Remove fear (1 charge) • Remove paralysis (2 charges) • Prayer (2 charges)Craft Staff, bless, prayer, remove fear, remove paralysis5,200 gp Staff Pathfinder Society Field Guide 0 0 0 0 0 1 0 0 0 moderate 5 10400 5200Staff of Radiance moderate evocation8 none 11,600 gp 5 lbs. This silver-tipped willow staff constantly emits light, as if from a light spell-the radiance itself is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a swift action. In addition, a staff of radiance allows use of the following spells: • Glitterdust (1 charge) • Daylight (2 charges) • Searing light (2 charges)Craft Staff, daylight, glitterdust, light, searing light5,800 gp Staff Pathfinder Society Field Guide 0 0 0 0 0 0 1 0 0 moderate 5 11600 5800Staff of Understanding moderate divination8 none 8,800 gp 5 lbs. This polished maple or oak staff is inlaid with ivory strips along its length. It allows use of the following spells: • Comprehend languages (1 charge) • Detect thoughts (2 charges) • Tongues (2 charges)Craft Staff, comprehend languages, detect thoughts, tongues4,400 gp Staff Pathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 moderate 5 8800 4400Trapspringer's Gloves faint divination 5 hands 4,000 gp 1 lb. These studded leather gloves are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.Craft Wondrous Item, find traps2,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 faint 1 4000 2000Tyrant's Friend faint divination 5 ring 3,000 gp 0 A slender copper band, a tyrant's friend is thin enough to be hidden beneath another ring (although it still counts against the limit of magic rings a character can wear). The ring grows noticeably warmer whenever the hand wearing it touches a poisoned or poisonous object or creature (including containers holding poison), warning the wearer of potential danger.Forge Ring, detect poison1,500 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 faint 0 3000 1500Shining Wayfinder faint divination 3 none 2,000 gp 1 lb. A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil-when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).Craft Wondrous Item, detect evil, light, protection from evil1,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 0 0 0 faint 1 2000 1000Tireless Wayfinder faint conjuration 5 none 5,000 gp 1 lb. Tireless wayfinders have burnished copper cases and silver inner workings. In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a tireless wayfinder halves the Strength and Dexterity penalties for being fatigued or exhausted, and gains a +2 resistance bonus on all saving throws made against effects that cause fatigue or exhaustion. The tireless wayfinder must be in a creature's possession for 1 full week before these benefits apply, and they are lost if it leaves the creature's possession for more than 1 hour.Craft Wondrous Item, light, lesser restoration2,500 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 1 0 0 0 0 0 faint 1 5000 2500Vanishing Wayfinder faint illusion 5 none 8,000 gp 1 lb. Vanishing wayfinders are crafted of ivory chased with gold and silver. In addition to the usual functions of a wayfinder (including the ability to create light), as a standard action the holder of a vanishing wayfinder can press a hidden catch to become invisible (as the spell invisibility) for as long as she concentrates, up to a maximum duration of 5 minutes per day. These minutes need not be consecutive, but each activation counts as a minimum use of 1 minute, even if the user becomes visible because of an attack action or some other event before that minute is up.Craft Wondrous Item, invisibility, light4,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 0 0 0 0 0 faint 1 8000 4000Wayfinder of Revelation faint divination and evocation6 none 8,000 gp 1 lb. Wayfinders of revelation show a more ornate design than ordinary wayfinders, and are crafted of gold-accented silver. A wayfinder of revelation's light effect is double the normal effect of a light spell, illuminating an area twice as large. Once per day as a standard action, while a wayfinder of revelation is creating light, you can fill this 40-foot radius of light with an invisibility purge effect (as per the spell). This effect also makes it easier to notice secret doors and hidden compartments-characters who search for such hidden objects and portals inside this area gain a +10 bonus on their Perception checks to do so. Once activated, this effect remains active for 6 rounds.Craft Wondrous Item, detect secret doors, invisibility purge, light4,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 0 0 1 0 1 0 0 faint 1 8000 4000Wayfinder of Spellbreaking faint abjuration 7 none 8,000 gp 1 lb. With an exterior crafted of blackened iron, the wayfinder of spellbreaking has no ornamentation. In addition to the usual functions of a wayfinder (including the ability to create light), a wayfinder of spellbreaking can be used once per day to create a dispel magic effect on a creature or object. The wayfinder of spellbreaking must be touched to the object-targeting an unwilling creature requires a successful melee touch attack. If the user has detect magic active or can otherwise observe magical auras, he can target a specific aura; otherwise, the wayfinder of spellbreaking targets the effect with the highest caster level.Craft Wondrous Item, dispel magic, light4,000 gp Wondrous ItemPathfinder Society Field Guide 0 0 1 0 0 0 0 0 0 faint 1 8000 4000Devastating Dog Whistle faint necromancy 3 none 1,500 gp 1 lb. When blown, this crudely carved reed whistle emits a painful sound that only dogs (or other canine creatures, like wolves, werewolves, or yeth hounds) can hear. All such creatures within a 30-foot-radius spread when a devastating dog whistle is activated must make a DC 11 Fortitude save to avoid taking 1d6 points of sonic damage. A creature that fails to resist the effects of this spell is also affected by magical silence, preventing it from speaking or making sounds with its voice (it can still make noise by movement-it just can't talk or bark or howl) for 1 minute. A devastating dog whistle can be used once per day without peril, but each additional use per day brings a 25% cumulative chance that the devastating dog whistle is destroyed upon activation.Craft Wondrous Item, silence, sound burst750 gp Wondrous ItemGoblins Of Golarion 0 0 0 0 0 0 0 1 0 faint 1 1500 750Explosion Pocket faint evocation 1 none 3,000 gp 1/2 lb. An explosion pocket looks like a cloth pouch just large enough to contain a Small or Medium humanoid's hand. When placed against a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged green patch attaches to the clothing, creating a loose pocket. The pocket functions as a normal pocket, but once per day the pocket's wearer can, as a standard action by speaking a command word while his hand is in the pocket, cause the pocket to create a single vial of alchemist's fire. If a vial of alchemist's fire is in the explosion pocket when it is commanded to create a vial of alchemist's fire, the pocket instead supercharges the existing vial within so that it inflicts double the normal fire damage a vial of alchemist's fire would normally inflict. An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece of clothing as the owner wishes. A vial of alchemist's fire created or supercharged by an explosion pocket reverts to a vial of inert bitter-tasting water 1 minute after it is created or supercharged.Craft Wondrous Item, burning hands1,500 gp Wondrous ItemGoblins Of Golarion 0 0 0 0 0 0 1 0 0 faint 0.5 3000 1500Jumping Cinder faint evocation 3 none 300 gp 1 lb. This piece of sooty coal has a tiny bit of flint embedded in it. The bearer of a jumping cinder can, as a standard action, order it to burst into flames and bounce around in random directions. Each round, the jumping cinder leaps into a randomly selected adjacent square. If a creature is in the square into which the jumping cinder lands, that creature takes 1d6 points of fire damage if it fails a DC 12 Reflex save. After 1 minute, the jumping cinder burns out, leaving behind a puff of smoke and a tiny smear of ash. Some goblin tribes use jumping cinders to randomly select volunteers for undesirable duties from a large crowd of goblins-anyone who takes fire damage from the jumping cinder but is not killed by the fire has to do the undesirable task.Craft Wondrous Item, flaming sphere150 gp Wondrous ItemGoblins Of Golarion 0 0 0 0 0 0 1 0 0 faint 1 300 150Scavenger 's Stone faint transmutation 1 none 2,000 gp 1 lb. This jagged, egg-shaped stone emits a faint red glow when not in direct sunlight. By rubbing a scavenger's stone against a damaged (but not destroyed) construct or object as a full-round action, you repair 1d6 points of damage to the object or construct. If this brings a broken object's hit points above half its maximum hit points, it loses the broken condition. As a standard action, you can smash a scavenger's stone against a destroyed object or damaged construct. Doing so immediately repairs the object to full functionality or heals a damaged construct of 10d6 points of damage. Destroyed magic items can be repaired in this manner if their caster level is no higher than 3rd-more powerful destroyed magical items cannot be repaired by a scavenger's stone. A newly-created scavenger's stone has 50 charges-smashing a stone against an object uses up 10 charges.Craft Wondrous Item, make whole1,000 gp Wondrous ItemGoblins Of Golarion 0 0 0 0 0 0 0 0 1 faint 1 2000 1000

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Page 8: Magic Items Full