TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  Magical 
  Instruments
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
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  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
  	
  Music	and	magic	both	have	a	profound	effect	on	
  the	human	imagination,	inspiring	creativity	and	filling	us	
  all	with	a	sense	of	wonder	and	awe.	Apart	from	the	way	
  they	make	us	feel,	magic	and	music	have	often	been	found	
  to	be	intrinsically	linked	throughout	fairytale	and	folklore,	
  from	drums	driving	men	insane,	to	the	sweet	sounds	a	pipe	
  ensnaring	the	minds	of	rats.	While	various	classes	and	
  archetypes	simulate	the	idea	of	magical	music,	they	limit	
  the	kinds	of	characters	with	access	to	such	wondrous	ability,	
  failing	to	encompass	many	of	the	strange	and	wonderful	
  ideas	inspired	by	the	combination	of	melody	and	magecraft.	
  To	that	end,	this	short	compendium	of	magical	musical	
  instruments	was	created,	not	only	to	allow	a	wider	variety	
  of	characters	access	to	music’s	fantastic	powers,	but	also	to	
  achieve	more	exotic	and	interesting	effects	through	skillful	
  manipulation	of	sweet	sounds.	Much	as	anyone	can	pick	up	
  a	guitar	and	make	noise,	but	only	one	skilled	in	his	craft	can	
  use	that	noise	to	make	us	feel,	the	items	presented	in	this	
  book	reward	characters	for	a	skilled	performance	and	may	
  have	dire	consequences	for	those	who	are	unskilled	in	their	
  use.
  New	Wondrous	Items
  	
  All	of	the	wondrous	items	presented	in	this	book	are	
  musical	instruments	perfectly	suited	for	those	looking	to	get	
  a	little	more	out	of	their	Perform	skills.	They	are	presented	
  alphabetically.
  DRUMS OF THE DEAD 
  Aura strong varied; CL 15th 
  Slot none; Price 90,000 gp; Weight 6	lbs.
  Construction Requirements Craft	Wondrous	Item,	
  animate objects, speak with dead; Cost 45,000 gp
  	
  This	pair	of	skulls—one	belonging	to	a	human	
  man,	the	other	to	an	elven	woman—have	been	acoustically	
  altered	to	be	exceptional	instruments,	giving	off	no	sound	to	
  the	mortal	ear,	but	rather	playing	notes	which	can	be	heard	
  only	by	the	dead.	The	skulls	can	be	played	like	any	drum,	
  using	Perform	(percussion	instruments),	but	cannot	be	
  heard	by	the	living	and	thus	cannot	be	used	to	produce	any	
  sonic-dependant	effect,	except	those	which	affect	undead	
  and	lifeless	creatures.	The	drums	can	also	be	played	in	such	
  a	way	as	to	incite	the	spirits	to	aid	the	user.	When	played	in	
  this	way,	the	ghostly	forms	of	a	man	and	woman	can	be	seen	
  emerging	from	the	skull’s	eyes,	though	the	figures	can	only	be	
  seen	by	the	performer	himself.	The	drums	can	be	played	to	
  activate	3	different	abilities,	each	requiring	a	different	level	of	
  skill	to	achieve.
  	
  First,	the	drums	can	be	used	to	speak	with	the	dead.	
  This	requires	that	the	drums	be	played	for	3	consecutive	
  rounds	(requiring	a	standard	action	each	round),	and	the	
  performer	must	succeed	on	3	consecutive	DC	20	Perform	
  (percussion	instruments)	checks	in	order	for	the	magic	to	be	
  successful.	If	the	he	succeeds	on	all	3	checks,	the	performer	
  can	grant	a	nearby	corpse	the	ability	to	speak,	exactly	as	
  though	by	the	spell	speak with dead.
  	
  Secondly,	the	drums	can	be	played	to	invoke	a	
  poltergeist	to	animate	objects.	This	requires	that	the	drums	
  be	played	for	1	full	round,	and	the	user	must	be	within	30	feet	
  of	the	object	or	objects	he	wishes	to	animate.	The	objects	are	
  then	animated	as	though	by	the	spell	animate objects	(with	
  an	effective	caster	level	of	15).	The	objects	remain	animated	
  for	so	long	as	the	user	continues	to	play	the	drums,	and	they	
  follow	his	commands	so	long	as	he	succeeds	on	a	DC	25	
  Perform	(percussion	instruments).	If	he	fails	the	check,	the	
  drums remain animated but instead go berserk, attacking the 
  nearest	living	creature.	
  	
  Finally,	the	drums	can	be	played	to	lay	spirits	to	rest.	
  This	allows	the	user	to	put	down	a	ghost	or	other	troublesome	
  entity	which	must	be	set	to	rest	in	order	to	permanently	
  kill	it.	In	order	to	invoke	this	magic,	the	user	of	the	drums	
  must	succeed	on	5	consecutive	DC	25	Perform	(percussion	
  instruments)	checks.	Additionally,	the	spirit	must	either	
  be	willing	to	be	put	to	rest	and	remain	within	10	feet	of	the	
  performer	the	entire	time	the	drums	are	played,	or	that	the	
  spirit	be	slain	and	the	performer	must	play	while	within	10	
  feet	of	the	spirit’s	corpse	or	other	earthly	remains.
  FEY FIDDLE 
  Aura moderate enchantment; CL 7th 
  Slot none; Price 10,000 gp; Weight 6	lbs.
  Construction Requirements Craft	Wondrous	Item,	charm 
  monster; Cost 5,000 gp
  	
  This	exquisite	fiddle	is	composed	of	the	polished	
  wood	from	an	unearthly	tree	and	is	both	supernaturally	hard	
  and	capable	of	producing	a	far	superior	sound	to	any	ordinary	
  fiddle.	In	fact,	these	wondrous	fiddles	are	manufactured	
  in	the	strange	realm	of	the	faeries	and	carry	a	touch	of	that	
  place’s	unusual	and	potent	magical	powers.	The	very	sounds	
  of the fey fiddle	are	magical,	and	can	always	be	clearly	heard	
  within	normal	distances,	even	sounding	clearly	within	the	
  area of a silence spell	or	similar	magical	barrier.	
  	
  In	addition	to	allowing	the	player	to	produce	
  sonic	effects	when	he	otherwise	wouldn’t	be	able	to,	the	
  fey fiddle	can	be	played	in	order	to	influence	the	attitude	
  of	fey	creatures.	The	player	can	play	the	fiddle	for	1	full	
  round	and	substitute	a	Perform	(string	instruments)	check	
  for	a	Diplomacy	check	to	influence	the	attitudes	of	all	fey	
  creatures	who	can	hear	the	performance.	If	the	result	of	the	
  check	is	insufficient	to	improve	the	attitude	of	a	targeted	fey	
  creature,	the	fiddle	instead	turns	against	the	user,	causing	
  such	creatures	to	become	hostile	to	the	player,	potentially	
  attacking	him.	This	use	of	the	fey fiddle	has	no	effect	on	
  creatures	that	are	already	helpful.	A	fey	creature	which	is	
  made	helpful	by	the	fiddle	is	especially	inclined	to	help	the	
  fiddle’s	user,	as	though	compelled	by	a	charm monster	spell.
  FLUTE OF MAGNIFICENT PERFORMANCE 
  Aura strong	universal; CL 17th 
  Slot none; Price 75,000 gp; Weight 1	lb.
  Construction Requirements Craft	Wondrous	Item,	wish; 
  Cost 37,500 gp
  	
  Made	from	yew	wood,	this	simple	wooden	flute	is	
  perhaps	one	of	the	most	beautiful	instruments	ever	made	and	
  the	sounds	it	produces	are	exceptionally	sweet.	While	when	
  
  3
  newly	made,	these	flutes	are	simple	and	plain,	those	who	own	
  them	tend	to	add	their	own	embellishments	over	time,	and	
  it	is	not	uncommon	to	find	flutes of magnificent performance 
  with	a	half	dozen	names	carved	into	them	or	with	jewels	and	
  baubles	added	to	them.
  	
  Playing	a	flute of magnificent performance	is	a	full-
  round	action	which	provokes	attacks	of	opportunity.	Each	
  round	the	flute	is	played,	the	user	can	replicate	the	effects	
  of	bardic	performance	to	inspire	courage.	The	power	of	the	
  inspire	courage	effect	is	based	on	the	results	of	the	Perform	
  (wind	instruments)	check,	and	replicates	the	ability	as	
  a	bard	of	a	level	equal	to	the	result	of	the	Perform	(wind	
  instruments)	check	-	10.	Once	the	user	begins	playing	the	
  flute,	he	must	continue	to	make	Perform	checks	each	round	
  he	uses	the	flute,	as	the	bonuses	conferred	by	the	inspire	
  courage	effect	change	accordingly.	If	the	result	of	the	Perform	
  (wind	instruments)	check	exceeds	30,	the	inspire	courage	
  effect	is	equivalent	to	that	produced	by	a	level	20	bard.
  GRAND PIANO OF THE INFERNAL MAESTRO
  Aura strong	conjuration;	CL 17th 
  Slot none; Price 150,000 gp; Weight 1,200	lbs.
  Construction Requirements Craft	Wondrous	Item,	gate; 
  Cost 75,000 gp
  	
  This	immense	golden	piano	was	said	to	have	been	
  created	by	the	mightiest	of	fiendish	overlords,	and	has	the	
  power	to	perform	wondrous	arts,	though	failure	to	perform	
  to the piano’s standards can prove quite dangerous to the 
  user.	Each	round	this	piano	is	played,	there	is	a	chance	to	
  open	a	portal	to	the	lower	planes;	however,	the	exact	effects	
  of	this	otherworldly	portal	depend	on	the	skill	of	the	piano	
  player.	For	every	consecutive	round,	there	is	a	cumulative	5%	
  chance	the	otherworldly	portal	opens	(this	roll	is	made	in	
  secret	by	the	GM).	When	the	portal	opens,	the	effects	of	the	
  portal	depend	on	that	round’s	Perform	check.	A	creature	who	
  achieves	a	result	of	26	or	higher	may	choose	to	replicate	any	
  effect	which	requires	a	Perform	(keys)	check	with	a	lower	DC.
   
  0-15:	The	performer	and	his	allies	within	1,000	feet	
  are	transported	to	a	random	location	on	the	lower	planes,	as	
  if	by	the	spell	plane shift.
   
  16-20: 1d4 imps or quasits appear and attack the 
  performer	and	his	allies.
   
  21-25:	An	outsider	appears	and	serves	the	performer	
  for	1	hour	per	point	his	Perform	check	exceeds	20.	The	
  performer may choose the type of outsider summoned, 
  but	it	cannot	have	more	than	10	HD	and	must	have	the	evil	
  subtype.
   
  26-30: Up to one creature of the performer’s choice is 
  dragged	to	the	lower	planes	(DC	20	Will	save	negates).
   
  31-35:	All	creatures	hostile	to	the	performer	within	
  60	feet	are	dragged	to	the	lower	planes	(DC	25	Will	save	
  negates).
   
  36-40:	An	outsider	appears	and	serves	the	performer	
  for	1	hour.	The	performer	may	choose	the	type	of	outsider	
  summoned, but it cannot have more than 15 HD and must 
  have	the	evil	subtype
   
  41+: The user can create either version of the gate 
  spell	(connecting	to	evil-aligned	planes	only),	with	an	
  effective	caster	level	of	17.
  HORN OF GHOSTS
  Aura moderate varied; CL 11th 
  Slot none; Price 66,000 gp; Weight 1	lb.
  Construction Requirements Craft	Wondrous	Item,	fear, 
  solid fog, create undead; Cost 33,000 gp
  	
  This	magnificent	horn	is	made	from	aged	ivory	taken	
  from	the	tusk	of	a	walrus.	The	horn	bears	detailed	carvings	of	
  figures	caught	ablaze	and	the	screaming	forms	of	long-haired	
  men	and	women.	At	the	mouth	of	the	horn,	a	ring	of	silver	
  emblazoned	with	primitive	and	nonsensical	runes	indicates	
  the	instrument’s	magical	nature.	When	played,	the	horn	
  sounds	a	clear	mournful	note	that	can	be	heard	at	a	great	
  distance,	and	which	can	call	magic	from	beyond	the	grave.	
   
  The horn of ghosts	can	be	blown	by	any	creature	in	
  order	to	produce	any	of	the	following	magical	effects.	Each	
  effect	can	be	created	once	each	day,	and	requires	a	successful	
  Perform	(wind	instruments)	skill	check	in	order	to	control	
  the	magic.	
   
  Create Ghostly Fog:	As	a	standard	action,	the	bearer	
  of	this	horn	can	blow	a	short	wailing	note	and	attempt	a	
  Perform	(wind	instruments)	check	in	order	to	summon	
  an	otherworldly	fog.	The	fog	appears	at	the	point	of	the	
  performer’s	choosing	if	his	Perform	(wind	instruments)
  check	is	20	or	higher;	otherwise,	the	effect	is	centered	on	the	
  user.	If	the	result	of	the	Perform	(wind	instruments)	check	
  is 10 or higher, the horn of ghosts	replicates	the	effects	of	a	
  fog cloud spell	in	a	10-foot-radius	area.	If	the	result	of	the	
  Perform	(wind	instruments)	check	is	15	or	higher,	the	area	of	
  the fog cloud	effect	increases	to	a	15-foot	radius.	If	the	result	
  of	the	Perform	(wind	instruments)	check	is	20	or	higher,	the	
  area of the fog cloud	effect	increases	to	a	20-foot	radius.	If	the	
  Perform	(wind	instruments)	check	exceeds	30,	the	horn of 
  ghosts	replicates	fog cloud.
   
  Haunted Note:	As	a	standard	action,	the	bearer	
  of	this	horn	can	blow	a	long	steady	note	of	haunting	
  sadness,	with	a	hateful	undercurrent.	With	a	Perform	(wind	
  instruments)	check	of	20	or	higher,	all	creatures	within	30	
  feet	of	the	performer	must	succeed	on	a	Will	save	(DC	equal	
  to	the	Perform	[wind	instruments]	check	-5)	or	become	
  frightened.	With	a	Perform	(wind	instruments)	check	of	25	
  or	higher,	the	user	is	excluded	from	this	effect,	and	may	also	
  exclude	up	to	1	creature	for	every	point	he	exceeds	DC	25.	
  With	a	Perform	(wind	instruments)	check	of	30	or	higher,	
  creatures	that	fail	their	save	are	panicked,	instead.	Even	
  a	creature	that	succeeds	his	saving	throw	is	shaken	for	1	
  minute.	This	is	a	mind-affecting	sonic	fear	effect.	
   
  Call Ghosts: The bearer of this horn may attempt 
  to	summon	either	1d4	shadows	or	1d2	wraiths	as	a	full-
  round	action.	A	DC	25	Perform	(wind	instruments)	check	is	
  required	to	summon	the	creatures,	which	obey	the	bearer’s	
  commands	as	long	as	he	continues	to	play	the	horn	and	
  succeeds	on	a	Perform	(wind	instruments)	check	with	a	
  
  4
  DC	equal	to	25	+	1	per	previous	round.	If	the	bearer	stops	
  playing	the	horn of	ghosts	while	the	creatures	summoned	by	
  the	horn	are	still	under	his	control,	those	creatures	return	
  to	the	afterlife	immediately.	If	the	performer	ever	fails	his	
  Perform	(wind	instruments)	check,	the	spirits	turn	against	
  him,	attacking	him	relentlessly	until	slain	or	until	the	horn of 
  ghosts	is	played	again	as	a	full-round	action	to	banish	them,	
  requiring	a	DC	25	Perform	(wind	instruments)	check.
  MINSTREL’S LUTE
  Aura strong	conjuration;	CL 15th 
  Slot none; Price 15,000 gp; Weight 3	lbs.
  Construction Requirements Craft	Wondrous	Item,	hero’s 
  feast; Cost 7,500 gp
  	
  This	once	simple	lute	bears	the	clear	marks	of	lavish	
  embellishments	meant	to	make	it	look	magical	or	significant	
  in	some	way.	These	decorations	range	from	exquisite	and	
  beautiful	to	gaudy	and	decadent,	but	always	clue	the	owner	
  of	such	a	lute	into	its	exceptional	powers.	The	first	of	these	
  lutes	was	said	to	have	been	given	to	a	wandering	bard	by	a	
  deity	of	travel	and	fortune	to	sustain	him	on	his	travels	and	
  allow	him	to	make	his	way	wherever	he	went.	Whether	the	
  legend	is	true	or	not,	these	magical	lutes	can	be	played	to	
  literally	sustain	the	listeners,	allowing	for	long	travel	with	
  minimal	provisions,	and	further,	allow	the	performer	to	
  ensnare	listeners,	prompting	them	to	provide	him	with	more	
  gold.	The	user	of	the	lute	can	make	a	DC	20	Perform	(string	
  instruments)	check	in	order	to	sustain	himself	and	1	creature	
  for	every	5	points	by	which	exceeds	DC	20,	allowing	them	to	
  go	without	food	or	water	for	24	hours.	The	lute’s	magic	also	
  allows	the	user	to	treat	his	Perform	check	as	though	it	were	
  twice	the	actual	result	when	performing	for	money,	and	the	
  chance	that	others	take	an	interest	in	his	talents	is	doubled.
  TRUMPET OF CALAMITY 
  Aura moderate evocation; CL 7th 
  Slot none; Price 50,000 gp; Weight 1	lb.
  Construction Requirements Craft	Wondrous	Item,	shout; 
  Cost 25,000 gp
  	
  This	fabled	golden	horn	has	the	potential	for	terrible	
  destruction,	and	has	been	the	cause	of	more	than	one	major	
  catastrophe.	Though	simple	in	appearance,	a	brief	inscription	
  in	Elven	lines	the	interior	of	the	mouth	of	the	horn,	reading,	
  “And	so	is	heralded	the	end,”	and	the	horn’s	magical	powers	
  are	readily	apparent	to	all	who	play	the	horn.
  	
  When	played,	the	trumpet of calamity issues forth a 
  destructive	burst	of	sound	energy	which	can	cause	damage	
  to	creatures	or	objects,	as	well	as	deafen	those	nearby.	While	
  the	magic	of	the	trumpet	is	easy	to	invoke,	it	is	difficult	
  to	control,	and	those	unskilled	in	the	operation	of	such	
  instruments	are	advised	that	its	use	is	at	their	own	peril.	
  When	played,	the	trumpet of calamity can either cause 
  destruction	to	the	living	or	to	objects.	A	creature	with	10	or	
  more	ranks	in	Perform	(wind	instruments)	can	choose	which	
  version	of	the	trumpet’s	magic	to	unleash,	but	for	all	others,	
  there	is	a	50%	chance	of	either	result.	In	either	case,	creatures	
  within	the	area	of	the	trumpet’s	effect	must	succeed	on	a	
  Fortitude	save	(DC	20)	or	be	deafened	for	1	minute	after	the	
  trumpet	is	played.	
   
  Destruction to Objects:	When	played	for	1	full	
  round, the trumpet of calamity can damage or destroy nearby 
  objects.	When	this	magic	is	activated,	the	user	must	make	a	
  special	Perform	(wind	instruments)	check:	for	every	5	points	
  by	which	this	check	exceeds	0,	one	object	within	30	feet	is	
  destroyed,	suffering	10d6	points	of	damage.	A	successful	
  Fortitude	save	(DC	equal	to	the	Perform	[wind	instruments]	
  check	halves	this	damage.	If	the	result	of	the	Perform	check	
  is	20	or	higher,	the	trumpet’s	user	can	choose	which	objects	
  are	affected;	otherwise,	objects	nearest	to	the	wielder	(not	
  including	objects	held	or	worn	by	the	user)	are	affected	first,	
  in	a	random	order.	
   
  Destruction to Creatures:	When	played	for	1	full	
  round, the trumpet of calamity	can	damage	creatures	within	
  30	feet	of	the	user.	The	user	must	make	a	special	Perform	
  (wind	instruments)	check	when	he	uses	this	power.	For	every	
  10	points	by	which	the	Perform	(wind	instruments)	check	
  exceeds	0,	a	single	creature	is	dealt	10d6	points	of	damage	
  (a	single	creature	can	only	be	targeted	by	this	once).	If	the	
  result	is	30	or	higher,	the	user	may	choose	which	creatures	are	
  affected;	otherwise,	the	user	is	affected	first,	followed	by	the	
  creatures	nearest	to	him.	
  	
  Construct	creatures	can	be	affected	by	either	version	
  of	the	trumpet’s	abilities.	The	trumpet’s	magical	effects	can	
  each	be	safely	used	once	per	day;	for	each	additional	time	the	
  ability	is	used	each	day,	there	is	a	cumulative	10%	chance	the	
  trumpet	is	destroyed,	exploding	in	a	wave	of	sonic	energy	in	
  a	20-foot	radius	area	centered	on	the	user.	All	creatures	in	
  the	area	suffer	10d6	points	of	sonic	damage	and	are	deafened	
  (a	DC	20	Fortitude	save	halves	the	damage	and	negates	the	
  deafening	effect).
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Behold the Magic of Music!
   
  The fantasy genre is full of musical instruments 
  that possess great magical powers, and, when played, 
  can have all kinds of incredible and wondrous effects. 
  While there are certainly a few magical instruments to 
  be found in the Pathfinder Roleplaying Game Core 
  Rulebook (a surprising number of them horns), there’s 
  always room for more.
   
  As a result, we’ve packed this book with seven 
  never-before-seen musical instruments that are also 
  wondrous items. Percussion specialists can enjoy the 
  somber tones of the drums of the dead, which are great 
  for s�ances, but can also empower poltergeists and 
  bring peace to restless spirits. The persistent notes of 
  the fey fiddle can be heard even in areas of magical 
  silence, and anyone who plays it well finds that it 
  silence, and anyone who plays it well finds that it 
  makes fey creatures very friendly indeed. Or, for those 
  who enjoy brooding over their instrument in true 
  theatrical fashion, consider the grand piano of the 
  infernal maestro, whose keys can not only produce 
  infernal maestro, whose keys can not only produce 
  music, but, in the right hands, open up portals to hell 
  itself. All these and many more instruments can be 
  found in this tome! 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Magical Instruments.pdf